Rockstar Games is making major changes to aiming, movement and weapon handling in GTA 6, according to new details shared following a preview event at Rockstar North. The game will reportedly disable auto aim by default, give players greater control over movement speeds and make NPCs more responsive to visible weapons.
The information comes from TGG on YouTube, who said he spoke with Rockstar Games’ Rob Nelson during his visit to Rockstar North. He also shared information from other creators who attended the same preview event, although some details remain based on their observations rather than direct confirmation from Rockstar.
GTA 6 Will Disable Auto Aim By Default
One of the biggest changes concerns GTA 6’s aiming system. Auto aim will reportedly be disabled by default, with players able to adjust weapon stickiness and free aiming through the game’s options.
Rockstar appears to be moving towards a system that places more emphasis on free aiming while still giving players control over how the system behaves. However, it has not been confirmed whether the traditional GTA-style lock-on system can be fully restored.
The game will also introduce Focus, a mechanic that has similarities to Red Dead Redemption 2’s Dead Eye. Unlike Dead Eye, Focus does not automatically handle the shooting, as players still need to aim and fire themselves.
Enemies Will Not Normally Appear On The Minimap
GTA 6 will also change how enemies are presented during combat. According to information attributed to Nelson, hostile NPCs will generally not be displayed on the minimap.
This should place more emphasis on observing the environment and using Focus during shootouts. The wording suggests that enemies will generally be absent from the minimap, rather than confirming they can never appear there.
Combat will also feature different hit feedback. White indicates a standard hit, yellow represents an incapacitated enemy and red indicates a kill. A yellow effect can also be seen around the screen when Lucia knocks an NPC unconscious.
Weapon Carrying Will Affect NPC Reactions
Rockstar is also taking a more restrictive approach to weapon carrying. Players can reportedly carry two concealed handguns and two long guns, but both long guns cannot simply be stored on the character’s back at the same time. If two are carried, one must be held while the other is placed on the character’s back.
The system is tied into NPC behaviour. A long gun carried on the back should generally not cause a significant reaction, while openly holding one will cause nearby NPCs to move away. Police can also respond differently depending on how the weapon is being handled, with a visible gun potentially prompting a warning and a long gun held ready to fire escalating the situation.
The system is intended to address the older GTA approach where characters could seemingly produce large weapons without those around them reacting.
GTA 6 Weapons Will Have More Recoil
Weapons are also reportedly being given greater recoil, kick and impact compared with GTA 5. TGG specifically recalled seeing Nelson use an assault rifle during a police shootout on Shore Drive.
The difference was apparently noticeable in the weapon’s recoil, sound and physical impact, with Nelson tapping the trigger rather than continuously firing. This particular observation is based on gameplay seen at Rockstar North rather than a numerical comparison provided by Rockstar.
Kill cams are returning as well, although players will be able to disable them. Quick weapon swapping is also returning.
Jason and Lucia will additionally be able to hand weapons to each other. If one character has a weapon the other needs, they can meet and physically transfer it between them.
Hand-To-Hand Combat Is Also Changing
GTA 6’s melee combat appears to be receiving an overhaul. Information attributed to Rob Nelson through Kinda Funny Games indicates that the system includes blocking and a timed parry mechanic.
Footage has also shown Lucia blocking an incoming attack, although it remains unclear whether the final system will ultimately surpass the melee mechanics featured in Red Dead Redemption 2.
Weapon customisation could also be more extensive than Red Dead Redemption 2. However, TGG did not personally see the customisation system and said other previewers suggested that it could go further. Reported features include engravings, different paint jobs and gold weapons, but these details have not been independently verified.
Movement Controls Are Being Overhauled
Rockstar is changing the sprint control in GTA 6, with sprinting reportedly moving from repeatedly tapping X to pressing L3. The change leaves the player’s right thumb available to control the camera while running.
Players will also reportedly be able to customise their movement speed. Rockstar is addressing complaints about slow walking by allowing players to configure options such as a normal walking speed and a faster jogging speed, with the selected option becoming the default.
Shoulder switching is returning as well, allowing players to change the side from which the third-person camera sits behind the character. Cover remains mapped to R1, while crouching is available and allows players to strafe. Based on the footage discussed, prone movement does not appear to be returning.
GTA 6’s Backflip May Be Player Controlled
The unusual backflip performed by Jason in the extended gameplay footage may also have been controlled by the player rather than being a fixed animation.
According to information attributed to El Rubius, players can control aspects of a character’s dive into water, including their speed, whether they perform a flip and the direction of the flip. If accurate, this could explain why Jason performed the backflip seen in the footage.
This remains less certain than the information directly attributed to Nelson, however, and should be treated as a report from a preview attendee rather than confirmed documentation from Rockstar.
Together, the reported changes suggest that GTA 6 is moving towards a more deliberate combat and movement system. More restrictive weapon carrying, reactive NPCs, configurable aiming, stronger recoil and greater control over movement could make the game’s action less arcade-like than previous entries.

