Edge Played GTA 6 for 90 Minutes: Everything That’s Actually New

Edge Played GTA 6 for 90 Minutes: Everything That’s Actually New

Okay, so let me explain why this one matters, because most GTA 6 “previews” are fake in a very polite way. Normally a developer sits down, plays a fixed demo that was rehearsed fifty times, and journalists watch with their notebooks like it’s a school trip. Nothing can go wrong because nothing is allowed to happen.

Edge did the opposite. The magazine went to Rockstar North, in Edinburgh, Scotland, and Rob Nelson, one of the studio heads, played the actual current build of GTA 6 for about 90 minutes. No script. He went where he wanted. He did what he wanted. If the game was going to fall apart, it was going to fall apart right there in front of a journalist.

It didn’t. And after years of “insiders” and fake leaks, let me say this slowly: somebody sat down and actually PLAYED Grand Theft Auto VI. Freely. For ninety minutes. Edge also talked to Nelson, to Aaron Garbut, and to Phil Hooker, so we got the hands-on plus the team explaining the thinking behind it. Oh, and before anyone asks me in the comments: yes, the date is still November 19, 2026, PS5 and Xbox Series X|S. That did not move.

Here’s what actually came out of those 90 minutes.

First, Know Who’s Talking: The Magazine and the Men

Edge is not some hype blog. It’s a British games magazine, launched in October 1993, that the whole industry reads and that is famous for being hard to impress. When Edge praises a game, it was earned.

After Red Dead Redemption 2 shipped in 2018, Rockstar put three veterans in charge of development across the company: Aaron Garbut, Rob Nelson and Phil Hooker. Garbut is the world guy, shaping GTA’s cities since the GTA III days. When he talks maps and interiors, it’s his life’s work. Nelson ran the Edinburgh team during Red Dead Redemption 2 and picked up the controller here. Hooker is the third head of development. Remember his name: he is the man who memorized every bus route in Leonida.

A hard-to-impress magazine, the three men running the game, a controller, no script. That’s as close to the source as it gets, and I’ll keep flagging what’s Edge reporting and what isn’t.

The Map Is About Twice the Size of GTA 5 — and Far Denser

The Edge guys say Leonida’s map is roughly twice the size of GTA 5’s map. Total landmass close to GTA 4, GTA 5 and Red Dead Redemption 2 put together. Big number, sure. But honestly? The size is not the part that got me.

The density is. Garbut told them Rockstar built, in his words, “an order of magnitude more interiors” than in past games. Not just shops you can enter. Houses. Real houses that tell you who lives there. Edge describes one place where there are photos of a happy dog on the wall, and in the next room, the mess that same dog made. That’s the level of detail we’re talking about. Somebody at Rockstar sat there and thought about that dog’s whole life story.

Two smaller things I keep thinking about: the roads are narrower and more believable than GTA 5’s giant streets, and the day-night cycle is much longer. Sunsets take their time. Nights actually last. It sounds like a tiny detail until you remember how much of your life in this game will be just driving around at golden hour.

Fans who measured GTA 5 put its map at roughly 76 square kilometers counting the ocean, about 48 of actual land.

The interiors number is the one that matters. Community counts put GTA 5 at around 70 to 80 walk-in interiors. The rest of Los Santos is beautiful locked doors. Now do the math. “An order of magnitude more” than roughly 75 means several hundred real interiors. Houses, shops, real rooms. That changes everything. In GTA 5, a building was a wall. In Leonida, if Edge’s reporting is right, a building is a place. I have dreamed about that sentence for years, I’m not going to lie.

The Cops Keep a File on You — and You Can See It

This is the one I can’t stop thinking about. In old GTA, the police were basically a timer. You run, you hide, the stars blink, you’re free. In GTA 6, the way Edge explains it, the cops work from what they actually know about you, and the game shows you that knowledge as icons at the top of the screen.

Did a camera see you? Do they know your clothes? Do they know your weapon? Were you with your partner?

So escaping is not just “drive fast and pray” anymore. You’re erasing clues. Split up from your partner, one icon disappears. Change your clothes, another one drops. Drop the weapon, the file gets thinner. I love this because it turns every getaway into a little puzzle instead of a loading screen with sirens.

And it goes deeper. Just how you carry a gun changes the room. Hold it in your hand and people get scared and move away from you. Sling it on your back and everyone stays calm. Which means the police in Leonida are not dumb anymore. So we can’t be dumb either. We’re all going to learn that the hard way in the first week, I guarantee it.

In GTA 5, the wanted system was basically a line-of-sight game. Break the view, wait in an alley, watch the stars fade, done. The system Edge describes works like memory instead of eyesight. They forget you piece by piece, as you destroy what they know. If it works the way it sounds, hiding is out and thinking is in, and I cannot wait to outsmart it and fail spectacularly.

Cars Are a Whole Game Now: Fuel, Trackers and Two New Apps

Here’s where I need you to sit down, because Edge basically describes cars becoming a whole second game.

Your car has a fuel gauge now. And an engine-health readout. Before you panic: Edge stresses you can drive a long way before any of it matters, it’s not there to annoy you. But you do have to plan. The days of stealing a random car and driving it into the ocean for fun are… okay, they’re not over, we will absolutely still do that. But the game is keeping score now.

Stolen cars get risky too. Expensive ones might have GPS trackers that give away your location. Owners can report the theft. Some drivers fight back, which, fair enough, I would also fight for my car.

Then there are two apps on the phone. Scooter Bros: you pay a small fee and a guy brings your own car to you in seconds, then leaves on a scooter. Cute. Except it matters way more than it sounds, because your weapons live in your car’s boot. Not in a magic pocket. No car, no guns. So now the getaway car has to be picked BEFORE the robbery. Planning. In my GTA. I was not emotionally ready.

And WAINK is the other one, an app that lists cars wanted by fences, with the model and the security info for each target. The buyer pays less if the car arrives damaged, and you still have to lose the cops on the way to deliver it. So stealing cars, keeping them alive and selling them is not a side activity anymore. It’s a job. Cars are the job.

Compare that to GTA 5, where cars were disposable. You stole one, drove it for four minutes, crashed it, stole the next one. Your weapons lived in a magic wheel that followed you everywhere, even swimming. What Edge describes is the opposite philosophy. Your car is your base and your storage. It needs fuel. It takes damage that stays. It can betray you with a tracker. The game is finally treating the “auto” in Grand Theft Auto like it matters.

Jason and Lucia: A Criminal Profile and a Four-Point Relationship

Two systems run the whole story of Jason and Lucia, and both of them are about who you decide to be.

The first one is the Criminal Profile. It rates your behavior from Professional, clean and smart, all the way down to Irredeemable. Edge points out you don’t have to kill everybody. You can intimidate people. You can knock them out. But if your answer to every problem is shooting first, your profile changes. And here’s the scary part: the story changes with it.

The second one is their closeness, on a four-point scale. It goes up when they spend time together. Walks on the beach. Cycling. Gym sessions after buying a membership. Even just driving while the other one is on the phone. Small stuff counts. Which is such a Rockstar thing, honestly. The huge crime saga, held together by beach walks.

Underneath both systems, the theme of the story is quitting crime. Except, like Edge puts it, they can’t fully quit crime, and they can’t quit each other. You can choose what kind of criminal you are. You can’t choose not to be one. And yes, somebody asked about marriage. Edge asked Rockstar directly. Rockstar said neither yes nor no, which, honestly, only makes me want the answer more.

Why does a four-point scale matter? Because GTA has never tracked a relationship like this. In GTA 5 you switched between three guys who mostly annoyed each other, and the game didn’t care. Here, the game watches how much time they spend together, and per Edge it feeds the whole story. Four points is a small scale, which I actually like. Every step is a real jump.

A Living World: 600,000 Animations and Weather That Moves

Rockstar built a whole team in Los Angeles, writers, directors, producers, just to make Leonida’s people feel like individuals. The Edge guys put the number at around 600,000 NPC animations. Pedestrians have traits now, things like temperament and how aggressive they are, and they react to how you treat them.

My favorite moment in the entire feature: Jason just stared at a man walking his dog. For too long, apparently. The guy took it as a challenge, unclipped the leash, and set the dog on him. You can get attacked in this game for being weird in public. I have never felt so seen by a video game.

The weather works the same way. Clouds move on their own, pushed around by wind, humidity, fog, the time of day, the season. You can stand in full sunshine and watch a storm happening far away, then drive into it if you’re feeling brave. Wind changes how boats handle. Storms can shake planes around. Leonida doesn’t wait for you. It just lives, and you live in it.

About that 600,000 number. There’s no official GTA 5 animation count to compare it against, so I won’t invent one. But GTA 5’s pedestrians had canned reactions. Bump into someone, same lines, maybe they run, maybe they swing. Same little movie. Edge describes the opposite: animations that serve the traits. The dog guy is the perfect example. That wasn’t a cutscene. That was a temperament, a leash, and Jason’s bad manners colliding. If Leonida is full of collisions like that, the funniest moments in this game won’t be missions. They’ll be accidents.

Missions Are Not Free — and Getaways Are Wild

One thing that surprised me: sometimes the next big job in the story is locked until you have the money for it. So you go earn it the criminal way. Rob a gas station. Hit a jewelry store. Steal a car for a fence. Job to job. That’s the rhythm of the story, and I think it’s going to make the money feel real in a way GTA money never did.

Same part of the feature, two things I have to tell you together. First, buses and trains actually work in this game. They run across Leonida, you can ride them, and apparently one of the developers rides them so much he memorized the routes. Respect. (That’s Hooker, by the way. One of the three men running development on the biggest game on Earth, riding the virtual bus for fun. I told you to remember his name.)

Second, the getaway story. A robbery goes wrong at night. Jason and Lucia are on a bike, the bike hits a hidden spike strip, the tire blows, both of them get thrown off. A K9 unit, an actual police dog, catches Jason and pins him down. And then comes the trick: in the middle of a getaway, you can switch characters and let the AI drive while you shoot from the passenger seat. Read that again. Every police chase in this game just changed. When this works, it’s going to feel amazing. When it fails, it’s going to be the funniest clip on the internet that week.

What Edge Did NOT Tell Us

Quick honesty break, because I don’t want you leaving here with fake hype. The feature does NOT have any of this:

  • No frame rates or resolution numbers
  • No PS5 Pro details
  • No PC details
  • No radio station list
  • No voice cast

If you see a post giving you exact numbers for any of that today, they’re guessing and hoping you don’t check. When the real info exists, we’ll cover it here. Until then, this list is the truth.

What 90 Minutes Can’t Prove

One more honesty section, because this is the part most sites skip.

Ninety minutes is a long demo. It’s also one build, on one day, in Rockstar’s building, on Rockstar’s hardware. They did not see the version that ships, and neither have we. Launch-week performance on a normal PS5? Unknown. A fuel gauge is fun in hour one. What is it in hour ninety? The closeness scale is sweet early on. Does it still matter in the endgame? Nobody outside Rockstar knows.

And notice what never came up: an online mode. This visit told us nothing about GTA 6’s online life, so be careful with anyone building a whole video on that silence.

Even the map number is still a claim, not a measurement. Rockstar has published no official size.

It’s the best-sourced picture of GTA 6 we have. And the unknowns don’t kill the excitement for me. They are the excitement. For once we discover a GTA by playing it, not by watching a thousand leak videos that were wrong anyway. On November 19, we walk through the door.

Quick Facts

  • Game: Grand Theft Auto VI
  • Release date: November 19, 2026 (confirmed by Rockstar)
  • Platforms: PS5, Xbox Series X|S
  • Setting: The state of Leonida — including Vice City
  • Source: Edge issue 430, a 90-minute unscripted hands-on at Rockstar North, Edinburgh
  • Map size: Roughly twice GTA 5’s map (per Edge)
  • NPC animations: Around 600,000
  • Jason & Lucia closeness: A four-point scale
  • Criminal Profile: Professional → Irredeemable

More From Edge’s Visit: Details That Suit a Page, Not a Video

Some details are too small for a video and too good to lose. These are my favorites from the leftovers:

  • Apparently even smell is simulated. Edge describes NPCs reacting with disgust, which means Leonida’s people don’t just see and hear you. They can smell you. I have questions I don’t want answered.
  • Every district feels different because Rockstar changed the textures and the detail from neighborhood to neighborhood. No copy-paste streets.
  • Remember the dog that attacked Jason for staring? After chasing him for a while, the dog got bored and went home. On its own. The dog has a life. The dog has places to be.
  • Rain leaves evidence behind. Roads get wet, walls drip afterwards, and different surfaces dry at different speeds.
  • When chaos starts, birds scatter. Pigeons, seagulls, all of them. Even the birds have survival instincts.
  • And when a storm turns bad, pedestrians run for shelter instead of calmly walking through it like nothing is happening.

None of this wins a headline. All of it is why this world is probably going to eat our lives in November.

From Edge’s Pages

A Leonida police officer
A Leonida police officer — the force that now keeps a file on you. (Rockstar Games, via Edge 430)
Jason and Lucia on a motorcycle at night
Jason and Lucia on a motorcycle at night in Vice City. (Rockstar Games, via Edge 430)
A hammerhead shark underwater in Leonida
Leonida goes underwater too: a hammerhead shark on a reef. (Rockstar Games, via Edge 430)

The Bottom Line

Ninety minutes. No script. And the game held together through all of it: a map twice the size of GTA 5’s, police who keep a file on you, cars with fuel and trackers, a story that reacts to how violent you are, and a world where even staring at the wrong guy can start a fight. Somebody finally played this game, and it was everything we’ve been hoping it would be. Edge got 90 minutes. On November 19, we get the whole thing.

So tell me: on day one, what do we test first? The cops, the cars, the weather, or Jason and Lucia? Drop your answer in the comments on the video, and follow NaurhueBR on YouTube, because from launch night we’re testing all of it, properly, live.


Sources: Edge issue 430, “Grand Theft Auto VI exclusive: The state that never sleeps” by Simon Parkin (on sale October 29, 2026), published in full on GamesRadar+. Quotes and claims attributed to Rob Nelson, Aaron Garbut and Phil Hooker are from that feature. Screenshots: Rockstar Games, via Edge 430. Context sources: GTA BOOM and its Rob Nelson wiki (leadership and roles); TweakTown (Hooker’s bus routes); GamesIndustry.biz (Edge’s history); The Tools Trunk (GTA 5 map size); Player One (GTA 5 interiors).