Should GTA 6 have multiple endings like the past two games?

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Much though nosotros may love GTA Five for its acerbic writing, densely packed world, and infinite modding potential that’s helped the game endure over the many years since its release, information technology has to be said that it had a pretty poor story. The decision to split the whole thing into three separate characters – who played out like mimics of the heroes from GTA Three, Vice City and San Andreas – was ambitious, only information technology didn’t work out that well, and now information technology looks like Rockstar are backtracking from that format for GTA 6.




With the latest reports suggesting that Rockstar decided to scale downward from an initial number of iv playable protagonists down to just 2 – a ‘Bonnie and Clyde’ blazon couple, apparently – information technology seems that the studio has learned that piling on the protagonists creates pacing and story complications that merely aren’t worth the hassle. The ‘Bonnie and Clyde’ framing of the story suggests that the lead pair will be causing carnage together from early in the game, rather than having thinly fleshed out stories that later converge into one narrative.

This is almost certainly for the best, considering Rockstar knows ameliorate than anyone that it’s non easy to put together a story paced around multiple every bit weighted protagonists. Information technology’s i affair to have flashback sequences similar in, say, The WItcher 3 when you control Ciri, because it provides vital context to the nowadays-day narrative. Ciri is in grave danger, and playing as her and seeing things through her optics heightens that sense of danger. Simple.


Resident Evil is another interesting case study of multiple protagonists, as the series has implemented them in diverse forms over the years. In Resident Evil 1 and 2, your story is slightly contradistinct depending on which of the two playable characters y’all pick at the outset of the game, while Resident Evil seven does a good job of utilising flashbacks within the singular main story. In Resident Evil 6 yous get 4 stories of a similar length, and that was infamously i of the weaker narratives in the series’ history. A scrap like GTA Five, the focus was spread too sparse to facilitate investment into any of the stories, and they became distinctly unmemorable as a event (in fairness, Rockstar’south writing far surpasses that of pretty much any Resident Evil game).



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This doesn’t mean that the split-story format is inherently weak, but information technology’s an uncomfortable fit for the sharp-witted simply rather shallow earth that almost every GTA game has been set in. The series isn’t renowned for its deep-thinking or complex characters (mayhap GTA 4’southward Niko Bellic notwithstanding). Fleshing out the series’ zany and flamboyant cast of caricatures has often depended on pretty linear story progression that allowed those characters to build upward a piffling narrative momentum. Obviously, in GTA’s open worlds in that location’s always the risk of getting distracted by side-activities and losing track of key story threads, only that problem was exacerbated in the fifth entry when the story was chopped up into three chunks that you could easily forget to switch between. For instance, it would be kind of jarring returning to the psychopathic Trevor (who I actually didn’t intendance for) afterward hanging out with Franklin and his story for hours – a scrap like returning to an RPG y’all haven’t played in ages.

Information technology was hard to jump between the stories of Trevor, Michael and Franklin without feeling like you were merely bouncing effectually the caricatures of ‘typical GTA protagonists’ – entertaining, sure, just not emotionally engaging like, say Niko Bellic, CJ from San Andreas, or Marston or Morgan from the Red Dead series. Franklin was the most sympathetic graphic symbol of the bunch, but coming from the due south Los Santos hood area similar San Andreas’ CJ and not having much screen time to polish in, he was always in the shadow of his spiritual predecessor (and indeed in that location are a few references in GTA 5 to the fallen greatness of the Grove Street Families, highlighting CJ’s strong legacy).



One of the ii co-protagonists in GTA six is expected to be a woman – the starting time playable one in GTA.


A ‘Bonnie and Clyde’ type story, which suggests you’ll be playing as a dynamic duo, robbing banks, going on crime sprees, and (maybe) falling in honey, will exist the kickoff time Rockstar will characteristic a leading pair who you’ll be able to freely switch between. While that comes with its own narrative challenges, it means that the pb pair’s story is probable to exist more interwoven, with more common missions, and mayhap even the ability to do some of the same missions. There’s less chapters for jarring story jumps, and more room to build up the characters together.

Having four playable characters suggests that GTA 6 was going to revolve around something of a gang or posse, which would’ve made it a dynamic non dissimilar to Rockstar’southward terminal game, Cherry Dead Redemption 2. Seeing as we’ve just had that (and it was done so well), it’ll be interesting to meet Rockstar narrow the focus downwards to a tighter grouping (or pair) of characters. We’ve had enough of posse-based crime games in recent years – from Red Expressionless two, to Mafia 3, and the Saint’s Row series – and a ‘you and me against the world’ type story (that quite possibly goes up in smoke) could be just what the genre needs.

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Source: https://www.dualshockers.com/gta-6-playable-protagonists/