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I'm calling it: GTA 6 is officially an immersive sim, based on what you can do with NPCs

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I'm calling it: GTA 6 is officially an immersive sim, based on what you can do with NPCs

I don't mean to be contrarian (which is rare for me), but I've been generally unfazed by the hype for Grand Theft Auto 6. It's not that I don't think it'll be good—I'm actually damn near certain it will—it's just that none of what Rockstar has focused on so far in its marketing speaks to me all that much.

Anyway, throw those equanimous sentiments out the window, because an anecdote from Edge magazine's new mondo-feature on GTA 6 has convinced me this game is actually an immersive sim, and now I'm bouncing off the walls in anticipation. Chatting about his experience actually playing the game, Rockstar head of development Phil Hooker told a story about the time he deployed a bit of unorthodox crowd control to prepare a store for a heist.

"Recently I was robbing a store that was full of people," said Hooker. "I wanted to get rid of them, because they'd be witnesses who would cause me trouble." What did he do? Well, in GTAs of yore, your options would have been pretty limited, but GTA 6's dovetailing systems gave our man an opportunity. "I basically started picking fights with them, provoking them and then immediately defusing it.

"I didn't actually get them into a fight—I'd just go: 'Ah, sorry, leave it'.



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