
Two playable protagonists
Jason and Lucia, switchable — the first time the series has run a pair rather than a trio or a solo lead.
Both are named and profiled on Rockstar's own site, and both trailers are built around the two of them together.
Every row says what makes it confirmed, or why it is not yet.

Jason and Lucia, switchable — the first time the series has run a pair rather than a trio or a solo lead.
Both are named and profiled on Rockstar's own site, and both trailers are built around the two of them together.

One of you works the register while the other holds the room. The partner mechanic, shown rather than described.
The convenience store hold-up in Trailer 2, which is also the source of the campaign's key art. The Extended Look adds three more — a diner, a food mart and a jewellery store — and shows a bystander grabbing at Lucia's gun rather than lying down quietly.

Hand-to-hand fighting gets real attention, with Lucia shown training for it.
Cage-fighting and gym footage in official material; both appear in the confirmed activity list.

A slow-motion state that marks where to shoot — including where to shoot to not kill.
A purple meter with an eye icon sits under the health bar in the Extended Look. During the final firefight it slows time and highlights kill points in red and disarm points in yellow.

Swap protagonist on the spot, including in the middle of a job.
Shown repeatedly in the Extended Look, and it is near-instant — none of GTA V's zoom out to the map and back in. The HUD shows both portraits side by side.

Cars are tiered by how hard they are to get into, and the expensive ones fight back.
Shown in the Extended Look and detailed in the previews. Older cars take a slim jim, worked through a stick minigame, or a smashed window for a messier job. Expensive cars have electronic keys that have to be cloned, and some carry trackers that call the police.

The couple is a system rather than a cutscene — time spent together strengthens it, ignored messages weaken it, and where it ends up changes how the story finishes.
Shown across the Extended Look. Either can phone the other and ask them out — training, shopping, sightseeing or a job — and it can be played as a partnership rather than a romance the whole way through. The relationship gives no gameplay bonuses; it changes the story, not your stats.

Car theft is its own system now, tiered by how well the car is protected. An old sedan takes a slim jim; a new one needs its key cloned.
Shown in the Extended Look, including an app called WAINK that scans a parked car for value, locks, alarms and trackers. Smashing the window is offered as the sloppy option, and a tracker left in place calls the police for the owner.

The item wheel carries what you are wearing. Masks, hats, eyewear and outfits sit beside the healing items, because covering your face is a tactical decision.
Shown in the Extended Look: a face wrap pulled up before a robbery keeps the description icon off the wanted bar. Clothes are picked piece by piece, and hair is part of it — a shaved head is a disguise, and it grows back.

Chapters, in the shape Red Dead Redemption 2 used, with decisions running through them — some small, some turning points.
Stated by Rockstar in the preview sessions held alongside the Extended Look: about 80 hours, missions approachable more than one way including how you leave them, and free switching between Jason and Lucia for most of the game.

Clothes get dirty, weather and fit differently, and vary by place.
The largest range of clothing and accessories in the series. What people wear changes with location, social setting, dirt, weathering and fit.

Tighter than GTA V, and built around traffic that behaves.
Twenty-six minutes of footage show cabins modelled down to the rear window switches and the pedals, working indicators, and a car rolling when a tyre is shot out.

Greet, antagonise, defuse or rob almost anyone, and they answer back in character.
Shown repeatedly in the Extended Look. It is the greet-or-antagonise system from Red Dead Redemption 2, widened to cover robbery and de-escalation.

Diving with real environmental detail, not a swim-to-the-objective corridor.
An official Rockstar screenshot showing NPCs in scuba gear in a detailed underwater environment. Scuba diving is also on the confirmed activity list.

Both return, in the wetlands and off the coast, in the Red Dead lineage.
Shown in official screenshots and listed among the confirmed activities.

A high number of buildings you can walk into, with NPCs using them rather than standing in them.
Repeatedly shown across both trailers. The specific count of 700+ that circulates is not from Rockstar — that figure is unverified.

Crowds doing specific things in specific places, rather than pedestrians walking past you.
Both trailers are largely composed of it — the beach, the market, the club, the roadside.

Clubs, dancing, and the parts of Vice City that only open late.
Shown throughout Trailer 2; strip clubs appear on the confirmed activity list.

Vice City plus five more distinct areas across the state of Leonida.
Rockstar's own press kit ships a Visit Leonida postcard for exactly six: Vice City, Leonida Keys, Grassrivers, Mount Kalaga National Park, Port Gellhorn and Ambrosia.

Taxis and rideshares can be booked from the phone, and you can share the back seat with another passenger and talk to them.
Stated by Rockstar in the hands-on coverage published alongside the September 2026 details.

Close to 300 vehicles in the game at launch.
Stated by Rockstar in the September 2026 coverage. The database here lists the ones identified so far.

The satire lives in the commercials, and there are more of them than in any previous entry.
The Extended Look runs TV spots for an antidepressant called Angstipan and a fast-food chain called Chacey's, plus a party for a Spanish-language network, Megamundo. Rockstar has said this is the largest set of adverts the series has had.

On-demand podcasts for the first time in the series, and radio you can hear on foot through earbuds paired to the phone.
Announced by Rockstar on 8 October 2026: podcasts sit beside terrestrial radio, and both play in vehicles and on foot through headphones and earbuds connected to Jason's and Lucia's phones. No podcast has been named yet.

About twice the size of GTA V's map, and denser, with far more interiors.
Stated in September 2026. Vice City alone is reckoned at about twice the size of Los Santos, with over 600,000 NPC animations against roughly 55,000 in GTA V.

About twice the size of GTA V's.
Leonida is around twice the size of GTA V's map, and denser, with far more interiors.

Weather differs by region, lingers, and can build into a hurricane.
Weather is local and persistent, surfaces stay wet after rain, and tropical storms and hurricanes can hit Leonida. How often they come, and what they do to play, is not known.

Birds, mammals and sea life across the state, invasive species included.
More than 170 species, including 60 bird types and over 30 land mammals. Manatees, flamingos, pelicans and alligators are among them.

A vertical-video feed on the in-game phone, with the world reacting to what goes viral in it.
Shown in both trailers, and the feed's aesthetic is a running motif in the marketing.

Law enforcement that responds to what is actually witnessed rather than to an omniscient star meter.
Shown at length in the Extended Look. Six stars, back from GTA V's five, with a row of icons under them for each thing the police have on you: a description, your clothes, CCTV, whether they know you are a pair, your vehicle and your weapon. Change any of it and the matching icon drops.

The game keeps a running read on how you behave, and the world adjusts to it.
Shown in the Extended Look: petting a dog raises an angel icon and a chime, and the character-switch HUD carries a small emoji face for each protagonist. Previews describe it as broader than Red Dead 2's honour meter rather than a good-versus-evil bar.

What you wear decides what the police can put out about you.
The Extended Look's item wheel carries masks, headwear, eyewear and outfits as separate slots. Putting a face wrap on before a robbery stops some of the wanted-level icons appearing at all.

A phone your character actually holds, with apps that do things.
Held in-hand in the Extended Look rather than drawn as a HUD overlay. Previews name a rideshare app used for fast travel and a scanner app used on cars before stealing them.

The romance is optional. You can play them as partners in crime and nothing more.
Stated by Rockstar in interviews given alongside the Extended Look. A heart links the two portraits on the switch HUD, and a button prompt lets them hold hands.

What you eat, how you train and how much you sleep all show on your character.
Confirmed in the previews published alongside the Extended Look: what Jason and Lucia eat, how much they train and how much they sleep changes their build, and stress shows on their faces. On this list unsupported for two years — now it is not.

One shared home, run more like a camp than like GTA V's apartments.
Shown in the Extended Look: the cars you keep are parked there, and some of your appearance is maintained there rather than bought.

Six stars, and under them a row of icons for what the police actually know.
The HUD in the Extended Look tracks your face, your clothes, your car, whether there were two of you and whether you were armed — each one its own icon under the stars.

A single-player game, and only that.
Stated unusually specifically in the preview sessions: what is not in the box on 19 November was named rather than left open.