Hello Everyone. I recently platinummed GTA6 and I want to talk about it.
Unlike my past platinum trophies reviews (which y'all never read for some reason), this one was quite the challenge. At least half the trophies in the game are missable, a couple are buggy, and many are extremely difficult to do without careful planning and foresight. You either have to do multiple playthroughs with entirely different just to get a single trophy, or you decide you haven't suffered enough trauma in life and decide to do it all in a single run with a single build and pray.
Lets start with some of the straightforward notable trophies and work our way up to the more challenging ones.
“Vice City Bootcamp – Complete the Tutorials Flawlessly”. In something of a change for Rockstar, when you first boot the game, it gives you the choice of hopping straight into the story mode, or hopping into GTA Online, or doing a tutorial. If you select the tutorial, it drops you in a Splinter Cell Double Agent PS3 inspired dreamscape tutorial map. You have access to maxed out versions of both Jason and Lucia with all their stats and skills in a sorta small sandbox map which gives you opportunities to practise some of the game's mechanics and controls before you hop into the singleplayer for real. This tutorial includes challenges for driving, pursuits, stealth, gunplay, hand-to-hand, climbing, hacking and pickpocketing with a "bonus challenge" for each. To get the trophy, you need to do the bonus challenges for each of these tutorials.
When playing the game casually, you can skip the tutorial although the game will have some dialogue where Lucia roasts Jason for being so rusty and out of practise whereas she will compliment him if you do the tutorial. You also get some bonus stats and money the more of these challenges you do in the tutorial before you start the singleplayer.
Most of these challenges are pretty easy. The shooting one is a reskin of GTAV's shooting gallery and you just need to get 600 points. Stealth is basic and requires you to complete the course without failing once and under 4 minutes. The only one I'd say I found challenging was pickpocketing. It requires you to position yourself perfectly and bump into NPCs and press L1 right as you do it to pickpocket them. What makes it more challenging is the RNG. You can't pickpocket anyone. I mean, you can try but NPCs without pockets or those who are alert will get alerted if you try pickpocketing them. You have to actually look for suitable marks in people with lots of exposed pockets and distracted such as being on their phone or looking around. This challenge took me a few restarts because not enough of them spawned in.
The Hacking tutorial is actually kinda funny and cool. Poor Lucia has to type out Unix terminal commands on her phone while I have to either type them out IRL with a PS5 controller or use the quick menu to select commands with L1 and objects with R1. L2 brings up "tricks", these are perks, insight or actions Lucia can do automate or skip certain actions. For example, if you already know the IP Address to ping, you can just hold L2 and select "Ping IP address x" and just ping rather than needing to type out "Ping X" or use L1 to select the Ping command and R1 to select the IP address to ping. Oh And the game doesn't pause as you're doing this.
The hacking tutorial asks you to complete the hack without getting detected and without using any tricks. The intended way is to explore the room and find info you can use, then punch in a series of commands to get the computer to open the correct door..... but you can just type "sudo systemctl reboot +1" to make all doors reboot in a minute so they are unlocked, leave the computer and walk in front of the door and enter after a 1 minute to skip having to do all the work.
I actually really like this trophy. Yeah, it can be a bit boring at times but I like that it encourages you to actually try out all the mechanics in a safe and isolated manner before you play the real game. In addition, the game is pretty forgiving with this trophy as you can keep retrying the challenges if you mess up and it will let you know if you ace them. Bonus points for GTA6 finally adopting a modern control scheme so no more mashing X to run. It reminds me of Watch Dogs 2/Legion's control scheme. Better late than never
"Vices' Embrace - Spend the night with another character". This trophy requires your character to get laid. By getting this trophy, you cannot roleplay the average GTA player.
“Vice City Initiate – Complete the Prologue Without Committing a Crime”. This one is confusing because the game isn't clear on what exactly counts as a crime. You're literally robbing a liquor store! How is that not a crime already!? The thing is that this trophy and the in-game stats page have a very different view on what counts as a crime. You need to execute a very specific series of steps at specific times to appease the game even if the in-game stats counter disagrees. For example, when asked to threaten the clerk, don't aim your gun at her even if the game's pop up says to. Instead, switch to Jason, switch to Lucia and then immediately switch back to Jason and he will be pointing his gun at the clerk. Hold L2 as you do this and even though it counts in your stats as a crime and you get a wanted star for it just like if you did it initially, the trophy doesn't count it as a crime for some reason.
There's a few more humerous examples of what counts as a crime. For example, if you litter during the mission, it voids the trophy and counts as a crime. During the subsequent on-foot escape, the intended strat is to let your partner shoot the cops while you hang back. If you want to speed up the process, you can switch characters as you shoot which counts as a crime in your in-game stats but doesn't void the trophy since technically you "weren't in control" at that exact second.
"Vice Sightseer: Explore all of Leionida": This trophy requires you to visit every sub region on the map including all underwater and cave locations. This game loves its underwater caves and by God it's going to make you use it to explore every crevice.
The way the game tracks is that when you open the world map, locations you haven't visited either have a rocky texture if they are on land or have a paper-like texture if they are on water. Once you do visit them, their texture updates to reflect what they actually look like. On paper, this sounds like a fair system. If you explore the map and do all the POIs, you should naturally hit most if not all of the locations.
But the problem is that it includes small random islands scattered all over the map. Some of which have the same texture unexplored as they do explored. So if you haven't been keeping track of which of these random islands you visited, it can be really tedious to find them. On top of that, this also includes all of the underwater locations as they also count as sub regions even though they don't explicitly show up on the map as different locations nor are there clear boundaries or borders so you wouldn't even notice if you entered or left an underwater region.
I only noticed something was fishy when I was looking through my PS5 Screenshots. Unlike other PS4/PS5 games but similar to Witcher 3, TES6 names screenshots based on your in-game location rather some date string. So if you take screenshots in Kelly County, it will name them as either "KellyC-1-A7-01-01-26" or "Sentinel-04-H9-03-02-27" (even the game has a hard time keeping its geography straight lol). When underwater, most locations, even those that are POIs, will show up as either located in Leonida or Vice City. But a couple had unique names like "Thraas-Secrets-4-QZ-09-10-24". These are those unique sub regions that you need to visit at least once. But like I said, it's not always clear which you've already visited. Even PSNProfiles doesn't have a good list of which regions count and which are there. My solution was to dump all of my PS5 screenshots to a USB, dump them to my Mac, and cross reference them with a random YouTube Comment and the Wiki that listed out possible regions, double checking if that region has multiple possible names. On top of that, the trophy is said to be buggy where even if you have met the requirements, it can pop hours later. Fortunately, I got it as soon as I touched the Bird Keys.
"Vice Fighter - Defeat all flight club members without losing". This was one of the hardest trophies to get. Normally when you're doing the flight club missions you get set to this warehouse/boxing ring where you have to fight these maxed out crack addicts in unarmed combat. These crack addicts are designed to be extremely difficult to beat and even have instant KO moves they can perform on you if you get stunned too much by their attacks since they have crazy high stats and you aren't wearing much hidden armour. When playing casually, this quest isn't an issue because you're supposed to get beaten up so the story can continue. You can even come back later and fight the enemies in a more fair setup. However, the trophy requires you to actually win on this first visit.
I was stuck on this for quite a while. I'd eventually make a mistake, get struck by a stray punch, or get a rock thrown at my poor character's head from an offscreen opponent, get stunned, and then instantly Knocked Out by an opponent doing a German Suplex or Burning Hammer at Mach 8 on poor Jason, breaking nearly every bone in his fragile twink body, killing him instantly.
My only hope was to fight fire with fire (or at the very least embers). I doped poor Jason with as much Sprunk as his blood sugar could handle so he could deal some damage, dodge, parry and counter without using too much stamina, and recovered somewhat quickly after getting stunned. But even then it took me a long time. And there are people on YouTube who somehow did this without investing in Strength! Those people are absolute machines!
I ended up repeatedly making attempt after attempt. Slowly learning the intricacies of the combat a little bit more every time I got teeth kicked in. My poor character may have gotten multiple ass beatings of a lifetime, but at least he was making more and more progress every time. Until finally, I slowly became the John Wick of GTA6 unarmed combat. I danced through the battlefield, dodging and countering attacks and getting hits in (until I inevitably messed up and had to reset). Until I memorized every possible situation and thanks to my overly specialized build made specifically for this purpose, I prevailed. I beat the shit out of all those Crack Addicts with my bare hands. I performed the same German Suplexes and Burning Hammers they used to break my neck on them, giving them a taste of their own medicine. They had to catch these Hands as they were Rated E For Everyone. Not even Johnny Sins evil Twin Brother, Sohnny Jins, could unfuck the mess the I left behind. And in the end, I earned that bronze trophy for all my hard work. I no longer have to frequent Super Weenie Hut Jr's. I can now eat nails without milk at the Salty Spitoon.
Those were some of the more notable singleplayer trophies. I could explain all the collectibles, aligator wrestling and story related ones but those are easy enough with a guide. But GTA6 has an online component with trophies necessary for the platinum 😢. I wish the singleplayer and online had different trophy lists but alas.
“Friendly Fire Department – Accidentally kill all your teammates with ‘non-lethal’ options.” Why Rockstar made a trophy that encourages griefing, I will never know. This one requires you to fail an online mission by having all of your teammates die at the same time to either tear gas or the stun gun.
“The Influencer – Film and export a Snapmatic Reel that goes viral" - This one goes beyond the game. You actually need to make an in-game video, post it to the Rockstar Social Club and pray 100 players actually upvote it. Suffice it to say, people just made a thread online where everyone that wants the trophy just posts a random a video and the community goes through and gives everyone 100 upvotes once every 3 weeks. I had to wait 4 weeks for mine! 😤😤
“Method Actor – Remain fully in-character during a 30-minute RP session.” I was never fond of RP in any of Rockstar's games so this was challenging. I decided to join a quick DMV roleplay server where I spent 10 minutes arguing with another player at who was at fault for a DUI crash before both our in-game licenses were suspended and the cops ordered us to fight to the death for it back. I lost and was subsequently thrown into prison where I refused to speak until I got my lawyer. I'm glad this happened because I could AFK the remaining 15 or so minutes without breaking character since you actually have to use your microphone and talk in this mode otherwise you get penalized for breaking character.
It took 80 hours or so but I got the platinum eventually. Was it worth it? Mostly yeah. But ignoring that and talking about the game itself, how was it? GTA6 is alright. I enjoyed my time with it. It's fun but I feel the gameplay and mission design is lacking while the mechanics are great.
The first 25% or so of the main story is great. The missions are surprisingly open ended and reward creativity and experimenting with all the mechanics. For example, the mission "Debt to Society" has the player tasked with stealing a car from the San 4 San gang but you have complete freedom in how you do it. You can just ride in guns blazing, get into a shootout with every gang member, steal the car and escape a police pursuit. Or you could use Lucia to stealth around the place, sneak into the garage, use her phone to disable the car alarm, frame a local gang member as a high value target to trigger a gunfight between the gang and the cops and drive away in the confusion. Or you could play as Jason and goad some gangsters into a fistfight which doesn't draw much attention from other gang members or the cops, get a few wins and use the chance to buddy up so they don't mind you stealing the car. And that's just a few examples. The next 4 or so missions are just as, if not more open ended.
Unfortunately, right after the "Double Tap, Single Life" mission, the game immediately pivots back into Rockstar's typical overly rigid mission design. You have another car robbery mission that instafails if you try stealth, hacking, combat etc. You have to start shooting. In the subsequent car chase, if you get even a bit too far from the target, you get a mission fail. No dynamic "find the escaped target" mission change like in the first quarter of the game. You can't shoot out his tires, change cars or damage him in any way. It's such whiplash from an otherwise really solid sandbox game.
It's disappointing because the game has no shortage of cool mechanics. Between combat, hacking, throwing bricks, gunplay, stealth, using vehicles and disguises etc. All of those get so much use and freedom in the first quarter to an almost Hitman 4-like level before becoming so rigid and restricted afterwards. And once you have a taste of how good the mission design can be, it's hard to forget it when the game does. The game never becomes downright frustrating but never feels as fun as it once was. Like, it's cool that the game has a sequence where I can trick an NPC into pulling over when I steal a cop car and turn on the sirens for a mission. But I used to be able to do that to complete missions previously and it never becomes useful later.
I also feel some of the actual mechanics are also a bit under baked at least at first. Stealth is pretty basic, on par with RDR2's simple system. It does pick up later when you finally get more control and options. I do like that if you don't shower, enemies can smell your body odour and detect you. Hand to hand is pretty good. The game had a ton of fighting moves but enemies stop engaging in hand to hand after a while so those moves go to waste. The stats system seems promising. Both Jason and Lucia share the same core stats in Strength, Stamina and Driving but Jason can get an extra 20 points in shooting allowing him to dual wield certain guns like in GTASA and even do "tricks" like curve bullets or have them ricochet. Lucia has hacking and the higher this is, the more "tricks" she can do in a hack. But in practise it ends up being a bit of a gimmick and shares the same issues with GTA SA and V's stat systems. Namely that stuff like driving is rather annoying in the early game because your driving stats are low and at max they bring you back to what you already had in GTAV. So you have to deal with understeer or the odd drifts until you earn the privilege of getting back the standard GTAV driving.
Gunplay is the most disappointing because it feels like the same system from GTAV and RDR2. There, the game's default aiming setup on controller relies on a very strong auto-aim that locks onto enemies' chests and you can do a quick flip up on the right stick to get headshots every time. To the point you can complete entire shootouts with just L2 + R2 if you have an armour piercing combat rifle. It's a shame because the game's weapon customization system is genuinely amazing. Like, this game takes the best aspects of weapon modding from games like Fallout 4, Metal Gear Solid V and Call of Duty and and packages it quite well. You can take the starting pistol and mod it such that it becomes a rapid fire silent sniper rifle that fires sleep grenades. Weapons have so many stats and things to play around with but the game never takes full advantage of it.
That is, until the 1.06 update. I wish I waited longer to play the game because this fixes all my problems with the gunplay. It renames the current aiming model to "Easy aiming" in the settings menu and adds in "advanced aiming" as an option. This now allows weapons to have stuff like more recoil, sway and even degradation. Gunfights are a lot more intense now because that frankestein's monster pistol you modded may fall apart in your hands as you fire it, requiring you to scavenge the battlefield for a different gun. Even the base guns you make light modifications to feel more interesting to tinker with as you can experiment with seeing how they fare against armoured enemies, or will hip firing, or from behind cover. I ended up with a knife with a taser glued to it and a pistol that fires shotgun rounds as the only weapons I brought on missions beforehand. With the other 70% of the time using the weapons I found on missions, occasionally modifying them in the field. Why this wasn't in the game from the start, I will never know.
Unlike past GTAs, GTA6's inventory system works a bit more like MGS3 and 4 where what you carry is dependent on weight. Both Lucia and and Jason's inventory weight scales with their strength to a max of 100 kgs. Your gadgets, weapons and ammo are factored into this. Missions actually seem designed around this concept and are a lot more grounded compared to GTAV. For example, if a helicopter comes after you, you probably won't just instantly shoot it down with an RPG or Sniper since you either won't have one on you or have such limited ammo that you'd want to reposition for a better shot first. Missions tend to account for this and give you spots to move around to, hide or perch for a better shot. In a return to older GTAs, weapon spawns on the map are more common and useful and can be marked or memorized nearby. So if you do need a sniper, remembering where one is stashed or spawned on the map can come in handy. This helps in learning the map and having it be an extension of your toolset.
Driving is much improved now and I enjoyed it a lot more. Fans of GTA4 might be disappointed that it's not a 100% return to its driving, instead feeling like more of a modified version of GTAV's. But I feel that suits the game and series better. The GTA games are primarily set in city environments where the player must weave through traffic and sharp city blocks, engage in drive-bys, engage in police pursuits, frequently crash out and start accelerating from a stop, as well as frequently swap cars and not have any "on the fly tuning system similar to games like Need for Speed Payback". GTA4's driving was rather frustrating to get to grips with since it felt like I have made some of those low speed turns when I was driving IRL. GTAV's driving, while better suited to the map, did "overdo" it and made driving too easy and all cars handle the same. GTA6 modifies GTAV's driving such that beater and s!$tbox cars and large vecihles feel worse but also more distinct to drive than mid tier cars which feel worse and more distinct than sports cars which seem to have their GTAV handling intact.
-Minigames and side activities:
GTA6 seems to take the Yakuza 0 approach to side activities. In addition to being stuff you can do anywhere at anytime, as well as having a ton of minigames (including bowling, basketball, air hockey, claw machines, arcade games etc), the game also ties some side quests around them. In GTAV, you had no reason to go do golfing or darts or arm wrestling or watch movies since nothing in the game ever even encouraged you to try them. There are still people that don't even know you can play darts in GTAV.
Now, each activity also has a short side quest chain associated with it that gives a small story with some choices/RPG stuff. For example, there's this r/c hot wheels-like racing activity in the game. You can do it whenever but at one point, you unlock a series of side missions where either Lucia or Jason can enter into an r/c tournament and it becomes this full on comedy skit where you switch between one character doing the racing and the other trying to sabotage the other children from winning. You even now have Mass Effect style choices and dialogue wheels that change how the missions progress. It's great. What the main missions suffered in their rigidity the side missions more than excel. Another one I loved was the chess side quest where Lucia makes Jason pull a Hans Niemann in order to win a $100 tournament just to flex. The mission even has different outcomes depending on which opening you play and if you play moves a human would play and not the computer. It's good stuff. I recommend the game for the side missions alone.
- The Online Mode.
Since I had to play GTA6 Online for the trophy, I might as well talk about it. My time with GTA6's Online was limited. I mostly spent like 3 hours getting what I needed for the trophies and leaving. I was never a fan of GTAV online. It felt grindy, repetitive and overly rigid and it was hard to afford anything. What few times it did play well like Cayo Perico were rare. It felt like for the most part, Rockstar tried to shoehorn the overly rigid design of GTAV singleplayer into a multiplayer environment.
To my surprise, that's not the case. Online feels like an extension of the first 25% of Singleplayer. The way it works is that you are dropped into this sort of alternate timeline where the events of GTA5 and 6's main story hasn't seem to have happened and Jay Norris is alive and welcomes you to Leonida. You're then given a series of missions to do that either run in the main world or in their solo instance/sessions/lobbies. You're free to progress those storylines as you play the game and these individual missions are really free and open ended. The game is also a lot more grounded and to the point. No flying motorbikes just yet.
The first thing I noticed compared to GTA V Online and RDR Online is just how much more intuitive and welcoming this mode is. The game gives you a proper missions/checklist menu so you know what you can do, where and what the rewards are. Once you complete a storyline, you can choose to "reset/NG+" that storyline on a harder difficulty with more rewards but more challenging enemies and scenarios. The missions even remember what you did on previous playthroughs and will block off the routes you took last time. For example, in the "Pink Collar Crime" mission, you can enter the hotel lobby from the front to bug the reception. But on a replay, that entrance will have more guards so you may have to find an alternate route.
The big new feature are dedicated Roleplay Community servers run by players. You actually have to give an interview and fill out a form before you even join one and then follow the rules laid out. I've seen roleplays for both wild heists from the singleplayer and online replicated in the server, to more mundane people roleplaying Breaking Bad.
-The Story, Environment, map and performance.
This is the one area where I have zero complaints. The game looks and runs flawlessly. This is truly the most detailed and alive world in any video game. Everywhere you look, you have NPCs moving and behaving realistically. If you walk into a store and go into the backrooms, you can see employees on a smoke break in accordance with their schedules printed out on a wall. This truly feels the closest to a simulation of a real place in any video game. Graphically, it looks fantastic. Character models and environments look better than in real life. This game has more customization options for your character than in Sims and more options for your car than Need for Speed Underground 2. I've seen players make some whack stuff Online. Especially those weebs and their UwUmobiles.
I do like the game's use of social media and how it can both affect you and you can affect it and the environment. For example, you can blow up Adder Cars with secret sticky bombs, film it on the game's version of Tiktok called "ViceLoop", post it to lower Adder's stock and profit. The game is really dynamic. If you commit crimes while wearing a striking look and NPCs take videos of you, then it becomes a trend and other NPCs will start dressing like you. And you can even use this to hide in crowds and lose the police. I don't know how the game does it but the in-game radio and news broadcasts remember what you do and even broadcast it. I was walking around and saw a News broadcast of that time I casually stole an FlyUSA airplane and crashed into the ocean and died.
There's a toggle in the game to sync this Online. So now the game downloads trends, in game posts, news reports etc from other players into your game. I turned it on and it was wild. NPCs were dressing up like Hatsune Miku and Guts from Beserk. The in-game ViceCoin cryptocurrency that's supposed to be 0 for plot reasons is now at $431 billion. Strip Club stonks and Viceloops dominated my in-game feed. My favourite feature is actually the Assassin's Creed Odyssey Map Photo mode where photos other players took in Photo Mode show up in your game as you drive or on the map. It looks great.
The story was also excellent. I bought Lucia and Jason's romance instantly. The 2 are so wholesome (when they aren't doing crime) to the point that they will refuse to let the player go to the strip club or use prostitutes since they love each other. Their character development is on point and I loved how the story is a deconstruction of the criminal lifestyle that GTAV showed as cool. It's like the "other side of the coin" to GTAV.
Despite the otherwise grounded gameplay, the story and setting feels like it's out of an Onion Article and never failed to make me laugh. Shout out to Jason's Brother, Caleb, who is a conspiracy theorist living in a swamp commune and believes the city is run by AI-generated NPCs posing as politicians. The game presents him as a nutcase until the twist that he was right all along. Then uses him to explore themes of police brutality and the erosion of civil liberties without democracy as you deal with ViceMetro+ PD.
I won't spoil much more but I do recommend it. I do love that the game actually remembers your choices across all missions to determine the ending. I got the bad ending where Jason learns he was a clone of Caleb all along. I really should have done the Fire missions earlier.
In closing, GTA6 is a pretty good game. I enjoyed my time with it despite the challenging platinum. I do wish the excellent mission design held up and the game had more time in development so the 1.06 patch could have been implemented at launch. I don't think I'll come back to the game or check out the Online stuff. I have had my fill of GTA. See you all in 2028 when I finally get my Platinum review of Concord 3 out.