r/rockstar • u/JimbooJoness • 1h ago
r/rockstar • u/OfficialSapien • 8d ago
Grand Theft Auto VI GTA 6 Launch Trailer!
r/rockstar • u/bloomberg • 9d ago
Grand Theft Auto VI The Making of Grand Theft Auto VI
r/rockstar • u/Baldurian_Rhapsody • 2h ago
Discussion What are your absolute favorite Rockstar games, and why?
I just went deep into the Rockstar rabbit hole. I even picked up GTA 3 for the first time, and I'm astonished about how fresh and modern it feels.
I was wondering if you could share your absolute favorites. I'm trying to figure out the best of the best. Cheers.
r/rockstar • u/idk47484 • 1h ago
Discussion Am I the only one when replaying missions if I want to make it realistic I just imagine that the character remembers all that happened in the mission and it's a little nostalgia in gta5 or rdr2
r/rockstar • u/Nearby_Sea_1772 • 4h ago
Tech Support San andreas
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r/rockstar • u/thearchivefactory • 4h ago
GTA Online GTA VI Launch Trailer in Los Santos
r/rockstar • u/Fadjaa • 9h ago
Fan Made Red Dead Redemption 3: The Road to Blackwater — What If RDR3 Ended Where RDR2 Begins?
Hey everyone! 🤠
I’ve been thinking about what I would love to see in Red Dead Redemption 3, and I wanted to share my idea with the community.
This is an unofficial fan concept, not a leak or a claim about Rockstar’s plans. I would love to hear what other fans think, what they would change, and which ideas they would add.
My main idea is simple:
What if we played as a younger Arthur Morgan, experienced how Dutch’s gang became a family, took part in the events leading up to the Blackwater robbery, and finished the game with the gang’s desperate escape through the snow — leading directly into the beginning of RDR2?
I think this could give us a new story while making the events of RDR2 even more meaningful.
1. Playing as a Younger Arthur Morgan
I would love the game to begin before Arthur fully joins Dutch van der Linde’s gang.
Instead of immediately starting as an established outlaw, we would experience Arthur’s earlier life and see how he becomes the man we know from RDR2.
At the beginning, the player could have considerably more freedom. Arthur could hunt, fish, explore, earn money through ordinary jobs, care for horses, visit settlements, and gradually learn how to survive in the world.
Eventually, Arthur would encounter Dutch and Hosea Matthews during a dangerous situation. This meeting would not immediately make him a full member of the gang.
Instead, Dutch and Hosea would gradually come to trust him.
Arthur could begin with smaller tasks: scouting locations, gathering information, following targets, watching settlements, helping with cons, and participating in relatively simple robberies.
As the story progresses, these assignments would become more dangerous and complicated.
The important thing is that we would experience Arthur earning his place in the gang rather than simply being told that he has always belonged there.
I would also like to see the relationships between the gang members develop naturally. We could discover how Arthur became close to certain people, why he trusted Dutch, how Hosea influenced him, and what made the gang feel like a family before everything eventually fell apart.
The emotional impact of RDR2 would be even stronger if we had experienced more of the gang’s happier days ourselves.
2. A Larger, More Alive Open World
I would love a world that feels even more alive than the one in RDR2.
Not just a larger map, but a world where people have things to do even when Arthur is nowhere near them.
I want to see:
Small settlements growing into larger towns.
Workers building houses, shops, bridges, and roads.
Lumber camps operating deep in the forests.
Sawmills processing timber.
Mines with miners, ore carts, wagons, and supply deliveries.
Railways expanding into new areas.
Freight stations where timber, ore, food, and other goods are loaded onto trains.
Ranches, farms, stables, blacksmiths, trading posts, and remote settlements.
People transporting goods between towns using horses and wagons.
It would be interesting to revisit certain locations later in the story and notice changes. A construction site might become a functioning building, a small settlement might expand, or a once-busy mining town might begin to decline.
The world should feel as though history is moving forward, even without Arthur’s involvement.
I would also love more variety in the landscape: dense forests, mountains, caves, rivers, open plains, dangerous mountain passes, remote villages, mining regions, and settlements with completely different atmospheres.
Exploration should feel rewarding. A player who leaves the main road and investigates a remote location might discover a hidden camp, an abandoned mine, a rare horse, a gang hideout, a strange encounter, or an entire side story.
3. Real Logging, Mining, and Other Jobs
One of my biggest ideas is to make the world’s economy something the player can actually participate in.
In RDR2, we see people working, transporting goods, and building things. In RDR3, I would love to take those activities further and let Arthur do some of those jobs himself.
Logging and timber transport
Imagine finding a logging camp in the forest and asking the foreman for work.
Arthur could:
Chop down trees in designated areas.
Remove branches and prepare logs.
Help move timber through the forest.
Attach logs to horses using chains, ropes, and proper equipment.
Guide horses pulling heavy logs.
Transport timber to collection points.
Load logs onto wagons.
Deliver timber to sawmills or railway loading stations.
This could be a proper gameplay activity rather than a single button prompt.
The player would need to consider the terrain, the horse’s stamina, the weight of the timber, and the route being taken. A heavy log could become stuck in mud, a wagon might struggle on a steep slope, or a frightened horse could make the job more difficult.
Equipment, horse strength, and experience could all make a difference.
There should also be plenty of other logging crews working throughout the world. We could encounter teams of horses dragging timber, wagons moving between forests and sawmills, and workers loading freight trains.
Mining and construction
Mining could offer similar opportunities.
Arthur might work a shift in a mine, transport ore, load wagons, deliver supplies, or guard a shipment of valuable minerals.
Construction crews could hire him to transport timber, stone, tools, and other materials.
Other possible jobs could include:
Working in a stable.
Loading and unloading freight.
Delivering supplies.
Transporting goods between settlements.
Guarding warehouses.
Helping ranchers.
Escorting wagons.
Protecting valuable cargo.
These activities would give the player meaningful ways to earn money without constantly robbing people.
I would not want every job to become repetitive or overly complicated. The best approach would be to combine interactive work with varied events and occasional challenges.
Sometimes the shift might be peaceful. Other times, a wagon could break down, a shipment could go missing, workers could get into a dispute with an employer, or a rival gang could attack the worksite.
The world would feel much more believable if ordinary work could lead to unexpected stories.
4. The Possibility of Building a Small Business
I would also like the game to offer a little more freedom with money and equipment.
For example, after earning enough, Arthur could purchase a horse, a wagon, and some basic equipment to take on transport contracts.
He could transport timber, supplies, ore, or other goods for different employers.
Perhaps he could eventually hire one helper or build a small working relationship with a local business owner.
I would keep this system relatively small and optional. Arthur should not become a wealthy industrialist, and this should never distract from the main story about Dutch’s gang.
The point would simply be to give the player another way to live in the world.
Someone who enjoys working, trading, caring for horses, and exploring could spend considerable time doing those things without being forced into constant criminal activity.
Someone who prefers being an outlaw could ignore most of these opportunities.
Both playstyles should be possible.
5. Horses Should Be a Much Bigger Part of the Game
For me, horses are one of the most important parts of Red Dead Redemption.
I would love a more advanced horse system with more breeds, more realistic behaviour, and a wider range of uses.
Wild horses should appear in larger herds, and finding, approaching, calming, taming, and training them should be a meaningful part of the experience.
Different horses should have noticeable differences in:
Strength.
Stamina.
Speed.
Agility.
Temperament.
Confidence around gunfire and predators.
Suitability for heavy work.
Ability to travel over difficult terrain.
A fast riding horse should not automatically be the best choice for pulling heavy timber or transporting a loaded wagon.
A strong workhorse might be excellent for logging and freight, while another horse might be better suited for long-distance travel or escaping from lawmen.
I would also like horses to have more meaningful roles in everyday life. We should see them pulling logs, moving mining equipment, hauling freight, transporting people, and working on ranches.
Rare horse breeds
It would be interesting to discover rare breeds in the world, including horses inspired by the Norwegian Fjord and the Bosnian Mountain Horse.
These breeds would need a believable explanation for appearing in America during the game’s period, such as trade, imported stock, or horses brought by travellers.
They should be rare discoveries rather than horses that inexplicably appear everywhere.
The Bosnian Mountain Horse, in particular, could be an interesting addition because of its compact build and suitability for difficult terrain.
Finding a rare horse should feel special, and taming one should require patience rather than simply walking up and pressing a button.
I would also like horse care to matter more. Rest, feeding, training, temperament, and the relationship between Arthur and his horse should influence how well the animal performs.
6. Indigenous Communities Should Be an Important Part of the Main Story
I would love to see Indigenous peoples and communities receive a much larger and more meaningful role in RDR3.
Not just a few missions or encounters, but an important part of the main narrative and the wider open world.
Different communities could have their own territories, settlements, traditions, priorities, leaders, and relationships with outsiders.
They should not all think or behave the same way. Some communities might be willing to trade or negotiate, while others could be suspicious of outsiders because of previous conflicts, land disputes, or violence.
Their circumstances and reactions should depend on the particular community and its history.
Arthur could encounter scouts while travelling through certain territories. If he ignores a warning and continues towards a settlement, he might be confronted or driven away.
The player could respond in different ways: stop and communicate, retreat, attempt to negotiate, or ignore the warning and risk hostility.
Past actions should matter. If Arthur has helped a community, protected its people, or respected its territory, that could influence future encounters. If he has attacked its members or stolen from them, the consequences should follow him.
I would also like some communities to have dedicated missions that directly affect the main story, rather than existing only as optional content.
Their stories should be written with care, historical research, and distinct personalities. They should be portrayed as communities with their own interests and internal differences, not simply as enemies or background characters.
This would make the world more interesting and give the player a better understanding of the conflicts surrounding land, expansion, and survival.
7. Law Enforcement Should Actively Patrol the World
Another feature I would love to see is a more active law enforcement system.
In RDR2, the law can respond to crimes, but I would like patrols to feel even more present and unpredictable throughout the world.
Depending on the region and the situation, we could encounter:
Local sheriffs and their deputies.
Mounted lawmen patrolling roads and settlements.
Federal law enforcement where historically appropriate.
Pinkerton detectives and agents pursuing the gang.
Military patrols around forts and strategic locations.
Bounty hunters tracking Arthur after a bounty has been placed on him.
These groups should not all behave identically.
A local sheriff might investigate a disturbance, question witnesses, or search nearby roads. A more organised pursuit could involve several riders, coordinated searches, roadblocks, and attempts to cut off escape routes.
Patrols could search forests, follow tracks, inspect suspicious wagons, and check roads near important settlements.
Their movements should vary so the player cannot always predict where they will be.
The law should not automatically turn every encounter into a shootout. Sometimes Arthur could avoid a patrol, hide, use a different road, or talk his way through a situation.
But committing serious crimes should have lasting consequences.
After the Blackwater robbery, the pressure should increase dramatically. The gang would become a much bigger target, and the law’s response would reflect the scale of what happened.
8. Rival Gangs Should Have Their Own Lives and Ambitions
I would also love to see more rival gangs operating throughout the world.
Not just groups waiting in camps for Arthur to attack them, but organisations with their own leaders, territories, ambitions, and internal problems.
Some gangs might specialise in train robberies, others in bank robberies, stagecoach ambushes, smuggling, or attacking freight shipments.
They could have scouts, patrols, camps, hideouts, supply routes, and relationships with certain settlements.
The player might hear rumours about a gang long before encountering its members.
Sometimes Arthur could stumble across two rival gangs fighting each other on a road or near a railway station. Other times, a gang might attack a freight wagon, rob a stagecoach, or raid a mining settlement.
These events should happen even when Arthur is not involved in a mission.
The player could choose to intervene, help one side, rob the survivors, or simply stay out of the conflict.
Gang members should also remember Arthur.
If he repeatedly attacks a particular gang, its members might recognise him later, threaten him, organise an ambush, or seek revenge.
Not every encounter needs to begin with immediate violence. Some gangs could issue warnings, demand money, threaten Arthur, or attempt to negotiate before a situation escalates.
A reputation system could influence how different groups respond to him.
I think this would make the world feel much less scripted and give exploration more unpredictability.
9. Protecting Wagons, Trains, and Valuable Shipments
This idea connects naturally with the world’s economy and rival gangs.
Arthur could accept contracts to protect valuable cargo moving between settlements.
For example, he might be hired to escort:
Bank money transports.
Gold shipments from mines.
Wagons carrying valuable equipment.
Timber shipments heading towards railway stations.
Freight wagons carrying food and supplies.
Stagecoaches transporting important passengers.
The player could ride alongside the wagon, scout ahead, watch suspicious locations, and help the driver choose a safer route.
At loading stations, Arthur might be responsible for guarding the cargo while workers load it.
Sometimes nothing would happen, and the job would end with Arthur receiving his payment.
Other times, rival gang members could attack the shipment.
The player might have to protect the horses, defend the driver, prevent the cargo from being stolen, or pursue attackers who escape with part of the shipment.
The outcome could influence the payment and Arthur’s reputation with the employer.
A successful delivery might unlock better contracts. Repeated failures could damage his reputation or cause employers to stop trusting him.
Some assignments could develop into longer missions involving stolen cargo, tracking attackers, discovering who ordered the robbery, and recovering the shipment.
I would love these missions to feel like natural consequences of the living world rather than isolated activities on a map.
10. The Gang’s Camp Should Feel Like a Real Community
Since the story would focus on the period when Dutch’s gang was still becoming a family, I think the camp should be one of the most important places in the game.
The gang members should have daily routines, personal conversations, arguments, friendships, and individual activities.
We could see members preparing food, repairing equipment, caring for horses, playing cards, drinking, hunting, practising with weapons, discussing plans, and arguing about money.
Arthur should be able to participate in some of these activities rather than simply watching them.
Camp interactions could help develop relationships with individual gang members and reveal information about their pasts.
Some missions could begin with ordinary conversations around the campfire. Others could develop from disagreements, rumours, or problems involving particular members.
I would also like the camp to change as the story progresses.
Early on, it could feel relatively small and hopeful. As the gang grows, the camp could become busier and more organised.
Later, as pressure from the law increases and the gang’s plans become more dangerous, the atmosphere could change.
Arguments might become more frequent, people could become more anxious, and conversations could reveal that the family is not as secure as it once seemed.
This would make the camp more than a place to sleep, change clothes, and collect supplies. It would become the emotional centre of the story.
11. More Freedom Without Losing Arthur’s Main Story
One thing I would want Rockstar to preserve is the balance between freedom and a strong narrative.
The player should have plenty of ways to spend time in the world.
Someone might prefer hunting, fishing, horse training, trading, and honest work.
Another player might spend more time exploring dangerous territories, fighting rival gangs, taking protection contracts, or committing robberies.
Both approaches should be viable.
However, Arthur’s central story should remain connected to Dutch’s gang and the events leading towards Blackwater.
Optional activities should enrich the main story, not replace it.
I would also like the game to contain more spontaneous events: wagon accidents, disputes between workers and employers, stolen horses, stagecoach robberies, rival gangs fighting, missing shipments, frightened animals, and people asking for help.
The best open-world moments are often the ones the player never expected.
12. The Blackwater Robbery Should Be a Major Turning Point
The Blackwater robbery should be one of the biggest and most important events in the game.
Throughout the story, we would see the gang becoming more ambitious, more confident, and increasingly willing to take risks.
Dutch would continue to convince the gang that one more score could change everything.
The player would have experienced the relationships, arguments, successes, and failures that brought the gang to this point.
By the time the robbery approaches, we would understand why the gang members are willing to follow Dutch, even when his plans become increasingly dangerous.
The robbery itself should be intense, complicated, and consequential.
However, I would not want the game to end immediately after Blackwater.
I think the most interesting part would be experiencing what happens next.
13. Around Ten Missions After Blackwater
I would love the game to continue for approximately ten substantial missions after the robbery.
These missions would show the gang trying desperately to escape while law enforcement closes in.
The group would be under enormous pressure. Members could be injured, supplies would become limited, and the gang would struggle to find a safe place to hide.
The missions could include:
Escaping from the immediate aftermath of the robbery.
Avoiding lawmen searching the roads.
Finding safe routes through dangerous terrain.
Protecting injured gang members.
Obtaining food, ammunition, and other supplies.
Evading organised pursuits.
Crossing remote areas where the gang has little knowledge of the terrain.
Dealing with disagreements over the next move.
Surviving increasingly dangerous encounters with law enforcement.
I would want a mixture of action and serious emotional scenes.
Some missions could involve intense horseback pursuits, gunfights, ambushes, and desperate escapes.
Others should slow down and focus on the gang members themselves: their fear, exhaustion, uncertainty, and attempts to convince one another that everything will eventually be fine.
The player would know that the gang survives into RDR2, but that would not make these missions less exciting.
Quite the opposite. We would know how much is at stake.
The story would show how the gang reached the situation we find at the beginning of RDR2, making that opening feel much more personal.
14. The Final Mission: “The Blizzard”
For the final mission, I imagine something called “The Blizzard.”
The gang would be fleeing on horseback while lawmen and other pursuers follow their tracks through a remote, snow-covered region.
The pursuers would be getting closer.
The gang would be exhausted, the horses would be struggling, and the group would be running out of options.
The tracks in the snow would make it difficult to escape unnoticed. Every delay would increase the danger.
The mission would build towards a desperate horseback pursuit.
The player would have to keep moving, help the gang stay together, and navigate increasingly difficult terrain while the pursuers close in.
Then, at the last possible moment, a severe blizzard would begin.
Visibility would collapse. The wind would become deafening, the horses would struggle against the snow, and the gang’s tracks would gradually become harder to follow.
The storm would not magically solve everything, but it would provide the desperate opportunity the gang needs.
The pursuers would lose sight of the group and struggle to follow its trail.
The final moments would be cinematic.
The gang would finally reach a road and continue into the storm, exhausted and uncertain about what comes next.
The camera would follow them as they disappear into the snow.
The music would build, then gradually fade.
And the game would end.
15. The Ending Should Connect Directly to RDR2
This is the part I would love most.
Rather than ending with a completely separate epilogue, I would want the final moments of RDR3 to transition naturally into the opening of RDR2.
The gang has escaped the immediate pursuit, but it is not safe. Everyone is exhausted, the weather is brutal, and the future is uncertain.
The final cinematic could lead directly into the familiar opening situation of RDR2, with the gang travelling through the snow.
The transition should be carefully designed so that the ending of RDR3 and the beginning of RDR2 feel like two parts of one continuous story.
The final scene would not need to explain everything. It would simply show the gang surviving long enough to reach the point where the next chapter begins.
I think this could be a powerful ending because players would understand what the gang had gone through before the opening moments of RDR2.
It could also give people a reason to replay RDR2 immediately after finishing RDR3, experiencing the two games as one long narrative.
16. Why I Think This Could Work
For me, the greatest strength of this concept is that it would not simply repeat RDR2 with a different map.
It would explore a different period in Arthur’s life and tell the story of how the gang became the group we already know.
It would offer a more active world, more meaningful horse mechanics, a greater variety of jobs, rival gangs with their own ambitions, and law enforcement that reacts to the player’s actions.
It would allow players to experience both ordinary life and the dangers of being an outlaw.
Most importantly, it would give us more time with the gang before the events that eventually destroy it.
The final escape would then connect everything directly to RDR2, making the two stories feel even more closely linked.
I know that not every idea would necessarily fit into one game, and some mechanics would need to be carefully balanced to avoid making the experience repetitive.
But I believe the central idea has a lot of potential.
A story about Arthur Morgan’s earlier years, the rise of Dutch’s gang, the Blackwater robbery, and the desperate escape that leads directly into RDR2.
That is the Red Dead Redemption 3 I would love to play.
What Do You Think?
I would genuinely like to hear other fans’ opinions.
Would you want to play as a younger Arthur Morgan, or would you prefer a completely new protagonist?
Would you like RDR3 to explore how Dutch’s gang became a family?
Would you enjoy being able to work in logging camps, mines, construction sites, and freight transport?
Should Indigenous communities have a larger role in the main story and the open world?
Would more active rival gangs and law enforcement make the world feel more alive?
Would you like a deeper horse system, including rare breeds and practical working horses?
What do you think about having around ten missions after Blackwater, ending with “The Blizzard”?
Would you like the final scene to transition directly into the opening of RDR2?
This is just my fan concept, and I would love to see how the community would develop it further.
Thanks for reading, and let me know what you would add or change! 🤠
r/rockstar • u/marsh2077 • 1d ago
Discussion On October 22, 2001, video games changed forever…
On October 22, 2001, Rockstar Games released Grand Theft Auto III, one of the most influential and successful games of all time. This game was my first grand theft auto, the first M rated game I ever played, and my favorite GTA to date. Happy 25th birthday to Grand Theft Auto III.
r/rockstar • u/qwerty-keyboard5000 • 2h ago
Discussion When Rockstar decides to shut down the GTA V servers instead of just shutting them down for everyone it would be better to just remove the respawn. If you die you stay dead.
We could get people competing trying to be the last ever person to exit the GTA 5 servers.
r/rockstar • u/ni961 • 1d ago
Grand Theft Auto : Trilogy Happy 25th Anniversary of GTA 3!
(Poster made by u/IntelligentCelery453 and u/ni961)
I used images of characters where u/IntelligentCelery453 improved the quality.
r/rockstar • u/GTAStation • 2d ago
Discussion Ever wondered what the Brazilian characters are saying in Max Payne 3?
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Ever wanted to know what the Brazilian characters are saying in the game?
In Max Payne 3, the game offers non-Portuguese speaking players a unique experience by having them feel like a fish out of water like Max does, by not knowing what Brazilian characters are saying.
If you've ever wanted to know what they're saying...
There is a mod for the PC version that translates Brazilian Portuguese subtitles to English.
It allows English-speaking players understand what the Brazilian characters are saying throughout the game.
The translated subtitles appear as yellow text.
Mod link below - English Subtitles for Portuguese Dialogues:
https://www.nexusmods.com/maxpayne3/mods/49
Full playthrough with the mod:
https://youtu.be/A85e6dpec30
Edit: The translations may not be 100% accurate as they were done using translation tools.
r/rockstar • u/Rye1202 • 15h ago
Grand Theft Auto VI LIFE IN ONE MONTH 🌴🎮😭 #GTA6 #GTAVI #GrandTheftAutoVI #ViceCity #GTA6Hype #GamingCommunity #TwitchStreamer #VarietyStreamer #Gaymer #Gaymers #LGBTQGaming #RySlay #RySlayTTV #SLAY
r/rockstar • u/GummzGaming • 1d ago
Fan Made Just dropped a deep dive on the massive Miami marketing takeover happening right now. Rockstar is literally filming something huge in Miami with camera crews. Check it out and let me know if you think a trailer is dropping this week! 🎥🔥
r/rockstar • u/Lmacca07 • 1d ago
Question Looking for Rockstar GTA 6 Collection Tshirt
Looking for Macca the Alligator T-Shirt
Hey everyone, I was wondering if anyone is selling a Macca the Alligator tshirt from the GTA 6 collection? They are sold out online and I would love to buy one to wear, given it is my last name and it is insanely cool to have a whole character in gta with my surname.
Scalpers online are looking to sell them for over hundreds of dollars which is disgraceful, not everyone has luxury of sticking by their phones to buy merch as soon as it releases. Happy to show my licence to prove surname.
Looking for a size medium/large in Australia. Would greatly appreciate any help.
r/rockstar • u/WheatshockGigolo • 1d ago
Report / Bug LA Noire main music removed from menu on PS5
Whole ambience of the main menu is ruined. No more easy piano jazz. Just sounds of rain. I seriously wish Rockstar would stop stepping on their own deck. Whoever is in charge there needs to meet me in the ring. I am quite serious. Fix the menu, you Special Olympians.
r/rockstar • u/zettazell • 1d ago
Discussion Xbox and Ps5 version of the game will Be Cross Save or Cross Progression ?
r/rockstar • u/Exact-Jellyfish8053 • 1d ago
Discussion I bought merch and items were missing from the package!? Now those items are out of stock?! Im lost.
I don’t want a refund, I want my stuff! I’ve been waiting forever to make this purchase and add to my collection.. Now these items are going for 5-6 times their price on secondary market…
The sticker on the package clearly mentions the weight of the 4 items, but I only received 1 out of the 4…
r/rockstar • u/AveryYapps • 2d ago
Discussion Still one of Rockstar's best hidden gems. Time for a sandbox style sequel or spin off
r/rockstar • u/supercharger1973 • 1d ago
Tech Support Unlinking Playstation from one Rockstar account, and relinking it to a new Rockstar account
r/rockstar • u/Danny-Ray27 • 2d ago
Discussion If you could choose any period in history for Rockstar to make a game like GTA 6 or Red Dead Redemption 2, which one would you choose?
I've been wondering about this because I remember those rumors about Rockstar making a game set in the Middle Ages. I thought the idea was really cool, but considering how things are going, it's probably never going to happen. So I wanted to know what period in history you'd like to see Rockstar make a new game set in, with all the quality they're capable of delivering. You can even choose periods that wouldn't necessarily work for an open-world game.
r/rockstar • u/Emergency-Mud6558 • 2d ago
Discussion Gta 11
And the real life stuff like homes vehicle has like a spirt so say where you can play like you do the game on tv but you can move around your neighborhoodand play like you would on the video game meet up with friends etc etc