Gameplay

Combat & Weapons System

Last verified: [insert date] — sourced from Rockstar's official August 2026 Extended Look and confirmed developer commentary.

Stylized illustration of weapons and gear

Weapon Carrying Limits

Weapon carrying is now limited rather than the bottomless wheel from GTA 5. Players can hold two rifles and two pistols at once, with any extra weapons needing to be stored in a vehicle trunk or a safehouse. Dual-wielding does not return in this system.

The weapon wheel has been redesigned so players can swap between weapons and items quickly. Confirmed equipment beyond weapons includes binoculars, body armor, a flashlight, food and drink, duffel bags, and trauma kits.

Cover-Based Combat

Jason and Lucia can take cover behind walls and other environmental objects, firing from different positions during firefights. Weapons can also be collected directly from the environment during encounters, and the game supports fighting alongside other characters in combat scenarios.

Incapacitation Targeting (New)

Players can now aim for an enemy's arm or leg to incapacitate them non-lethally rather than killing them outright. It's also possible to shoot a weapon directly out of an NPC's hand to disarm them — a tactical option the series hasn't had before.

Slow-Motion Targeting Ability

Both protagonists have access to a Dead Eye-style slow-motion targeting ability, visually represented by a purple bar during use — a mechanic clearly inspired by Rockstar's own Red Dead Redemption 2.

Vehicle Combat

Shooting from moving vehicles returns, including firing at pursuing police cars during chases. Footage confirms that shooting out the tires of pursuing police vehicles is one of the more effective ways to break off a chase — see the full vehicles and driving breakdown for more on pursuit mechanics.

NPC Reaction & De-escalation

NPCs react dynamically rather than following a single fixed script. Pulling a weapon on an NPC may cause them to flee, or may cause them to escalate the situation instead. Pointing a weapon without firing can sometimes de-escalate a confrontation, while taunting an NPC could result in anything from being ignored to a direct attack.

Concealment

Characters can conceal weapons to avoid drawing attention from nearby NPCs — one sequence shows Lucia hiding a pistol behind her back specifically to avoid notice, suggesting crime and detection are handled with more nuance than in previous entries.

Gameplay Combat Weapons