Latest News On GTA 6
Latest News On GTA 6
26 followers
6 articles/week
Stay updated with the latest developments about the much anticipated GTA 6. We bring you news, rumors, and leaks about the next installment in the popular Grand Theft Auto series.
Rumored GTA 6 actress mysteriously disappears from the internet
Rumored GTA 6 actress mysteriously disappears from the internetManni Perez, the rumored actress behind Lucia in Grand Theft Auto 6, has disappeared from the internet, but it might not be leading to a new trailer.
Dexerto Latest PostsJul 14
GTA fan asks for GTA 4 remaster & Rockstar staff has hilarious response
GTA fan asks for GTA 4 remaster & Rockstar staff has hilarious responseWhen a GTA fan asked Rockstar Support for any updates on a new-gen GTA 5 port, they were shocked at the candid response.
Dexerto Latest PostsJul 11
Travis Scott Is Either Teasing He's in GTA 6 With His New Music Video for 2000 Excursion, or It's Just an Easter Egg
Travis Scott Is Either Teasing He's in GTA 6 With His New Music Video for 2000 Excursion, or It's Just an Easter EggTravis Scott’s new music video for 2000 Excursion has set tongues wagging after fans spotted what looks like a reference to GTA 6.
IGN AllJul 10
Why we need more good cutscenes in video games
Why we need more good cutscenes in video games Video game cutscenes have been around for decades, bridging the gap between interactive media and cinematography, often helping to expand the story and narrative and presenting it to the player in a more transformative and meaningful way. However, cutscenes have generally gotten stale over the years, especially with the popularization of shorter, less engaging cutscenes, which do not significantly contribute to the narrative, which is nowadays relegated to more interactions and gameplay. I think that's not such a great thing, and decided to explore the notion of why we need more good, cinematic, narratively and directorially dense cutscenes in games. Games used to do cutscenes better MGS2 has some of the best cutscenes in the history of video games, and it's nearly 25 years old. Image via Konami Ever since I completed Death Stranding 1 and 2 , I started thinking about the utilization of heavy cutscenes with interspersed gameplay. Not long after, I had come to realize that yes, indeed, cutscenes can and will enhance the narrative presentation of any given story-oriented game, but also that relying on them too much leans the game too much on the side of cinema, thus reducing its nature as a video game . I then started going back into the past, the golden age if you will, and set myself to experiencing those games that, aside from their heavy cutscenes, also had some amazing gameplay as well. This led me to Metal Gear Solid 1 and 2 , two great, old games that utilized a ton of cinematic, heavily directed and edited cutscene content. Combined with their otherwise revolutionary gameplay, these titles provided the player with a very different, very engaging experience that draws them in via strong gameplay and rewards them with a strong story via cutscenes. Both of these games offer interspersed cutscene content that, as I've noted, feels as if you've really accomplished something once it comes up. You can easily be stuck for a couple of hours trying to navigate a hostile maritime base where, if you're spotted even once, you're pretty much done for as tides of enemies swarm your position. Incredibly smart enemy AI as well adds to the difficulty and the challenge, as well as to the notion that you're actually dealing with human enemies and not marionettes. Once you clear this challenge and have initiated a cutscene, which is beyond anything games had in those days, you feel rewarded and additionally engaged. All the Metal Gear Solid games feature a ton of cutscenes, the fourth one especially, and all have been directed by Hideo Kojima, who genuinely seems to believe in the power of this medium when combined with strong gameplay. Other than him, games like Warcraft 3 , for example, utilized exceptional in-game cutscenes. This title had none of the pomp and cinematography of the Metal Gear Solid games, by no means, but still managed to significantly reduce the distance between the player and the game's world. Each time a cutscene played, you'd feel like you're finally on ground level, having come down from your high spot in the sky to really take in the world you're participating in. Cutscenes here also had content that was otherwise inaccessible during gameplay, making them, too, feel incredibly rewarding. New games need more of them Death Stranding 2 chose to focus more on gameplay than long cutscenes, which genuinely made it worse than the first game. Screenshot by Destructoid One newer game that did rely heavily on cutscenes, and perhaps too heavily, was Quantum Break . Developed by Remedy and directed by Sam Lake, the studio's overall cinematographic vibes are being heavily tested in this game. After all, this is by no means Alan Wake 2 or Control with heavy postmodern design philosophies, but is nevertheless a unique and experimental experience. The game is half a game and half a TV show, the story broken up into episodes with live-action cutscenes in between the gameplay moments. It, like the games I've mentioned before, does a masterful thing: it brings the player closer to the world being presented to them. Cutscenes remove the limitations of gameplay and allow for a story to take place and unravel right in front of you, which is something a lot of newer games could use. Where things are lacking, particularly in these modern times, is the overreliance on in-game cutscenes and animation reuse to haphazardly create a "cutscene-like" experience that is severely limited by the very game. You do not use the same animations for gameplay as you do for cutscenes, and if you do, you're significantly limiting what you can do with a cutscene in general. Take The Witcher 3 , for example. All the animations in its "cutscenes" (the non-pre-rendered ones, which make up the majority) are reused from gameplay. This severely takes away from the experience of the cutscene, as seeing Geralt use an animation you've already seen him use in a completely different context just adds to the video-gamey vibes. No transformation is made, no gap is bridged. You still feel like you're in a game and are never brought any closer. Hell, even GTA San Andreas had advanced animations for its cutscenes and rarely reused gameplay elements precisely to, even if for a little while, remove the video game from the equation. Baldur's Gate 3 , too, alongside the likes of Bethesda's titles, relies too heavily on interactions and dialogue, which serve the purpose of the cutscene. There are very few dedicated cinematic moments in these games, but when they do happen, they're some of the most memorable. Oversaturation is thus not the answer, but rather expanding and improving on them to make them feel like actual rewards, like they do in the games above. Which brings me to my conclusion: we need more good video game cutscenes to transform the video game experience into something more tangible. While we can control the character and influence the world somewhat, we are only ever given a true glimpse of what we're playing via cutscenes. We see places we cannot see in gameplay; we experience moments that are absent from the game; we are afforded a perspective completely different from the camera. All this is made possible via a good, cinematic, transformative cutscene, and needs to make a grand return to gaming broadly, and not only feature in post-modern metafictional titles like Alan Wake 2 and Death Stranding . What do you think, Destructoid? How significant are cutscenes, particularly in narrative-driven games? Should they feature more prominently with dedicated direction, animations, and cinematography? Let me know below. The post Why we need more good cutscenes in video games appeared first on Destructoid .
DestructoidJul 9
Travis Scott drops huge GTA 6 tease in new music video
Travis Scott drops huge GTA 6 tease in new music videoGTA 6 fans suspect Travis Scott could have his own radio station after the rapper include a cheeky VI reference in his latest music video.
Dexerto Latest PostsJul 9
Ex-Rockstar dev claims GTA 6 devs need “magic” to add feature everyone wants
Ex-Rockstar dev claims GTA 6 devs need “magic” to add feature everyone wantsA former Grand Theft Auto developer has admitted that Rockstar Games will need “magic” to bring a feature to GTA 6 that a lot of fans are desperate for. 
Dexerto Latest PostsJul 9
GTA 7 Likely Less Expensive to Make Than GTA 6 Thanks to AI – Former Technical Lead
GTA 7 Likely Less Expensive to Make Than GTA 6 Thanks to AI – Former Technical LeadFormer Rockstar developer Obbe Vermiej talks about how it's already happening, with programmers making up "maybe 10, 15 percent" of teams.
Video Game News, Reviews, Walkthroughs And Guides | GamingBoltJul 7
What to Expect from GTA 6 and Is It Worth Waiting for in 2026?
What to Expect from GTA 6 and Is It Worth Waiting for in 2026?Rockstar Games has officially confirmed that Grand Theft Auto VI will be released on May 26, 2026 for next-gen consoles — PlayStation 5 and Xbox Series X/S. Initially, the release was expected in 2025, but the developers decided to take additional time to bring the game to the highest quality. This approach is characteristic of […] The post What to Expect from GTA 6 and Is It Worth Waiting for in 2026? appeared first on VGLeaks 3.0 .
VGLeaks 3.0Jul 4
MindsEye devs’ CEO blames ‘sabotage’, vows to relaunch 2025’s worst game to date
MindsEye devs’ CEO blames ‘sabotage’, vows to relaunch 2025’s worst game to date MindsEye , the worst-reviewed game of 2025 and one of the worst games of all time, failed because its studio, Build a Rocket Boy (BARB), was beset by "internal and external saboteurs," a new report claims. BARB's chief executive also wishes to relaunch the game and go on a "redemption arc." According to a July 3 report by IGN, who spoke with developers at BARB, Leslie Benzies, the studio's head and the former president of Rockstar North, issued a video address to staff members where he claimed that MindsEye failed as a result of internal and external sabotage, "among other things." The report goes on to state that Benzies "insisted BARB would bounce back and relaunch MindsEye " at some point in time. Staff also told IGN that the studio does actually have a strong desire for "a MindsEye redemption arc," which is as of yet questionable due to potential layoffs that IGN's sources say are looming over the studio. MindsEye  is one of the worst-reviewed games of all time, and nothing short of a  No Man's Sky- level redemption arc could save it. Image via IO Interactive The fact that Benzies reportedly believes that MindsEye was sabotaged and not an overambitious, overmarketed failure is laughable at best. It appears that rushed development, no review codes or proper playtesting, ruined the game, rather than any sinister attempt at shutting it down. Even in the bits that do work, MindsEye is nothing more than average, offering little in the way of innovation in a genre that is as oversaturated as possible, where only GTA itself makes any sort of worthwhile strides. At this point, given how badly the whole situation was handled, I don't think any sort of redemption arc can save the game. No Man's Sky took half a decade to pull through, while Cyberpunk 2077 , even with CDPR's massive teams, needed some four whole years to become the game it was always meant to be. MindsEye would need a decade at least, if not more, its huge employee number notwithstanding. The post MindsEye devs’ CEO blames ‘sabotage’, vows to relaunch 2025’s worst game to date appeared first on Destructoid .
DestructoidJul 3
Ex-Rockstar dev explains why GTA 7 will be cheaper to make than GTA 6
Ex-Rockstar dev explains why GTA 7 will be cheaper to make than GTA 6A former Rockstar dev believes GTA 7 will cost a lot less than GTA 6 and explained how AI will be used to make development much easier.
Dexerto Latest PostsJul 3