For its November issue, Edge sent journalist Simon Parkin to Rockstar North in Edinburgh. The account is based on a 90-minute session in which co-studio head Rob Nelson played a current build without a prepared sequence. It is a reported preview, not a review of the finished game.
A world built around connected details
Rockstar describes Leonida as roughly twice the land area of Grand Theft Auto V, while stressing that density matters more than acreage. Co-studio head Aaron Garbut told Edge the game has far more interiors than earlier entries. The report describes those spaces as individually composed environments, with objects and signs of everyday life rather than interchangeable rooms.
That approach extends to pedestrians. Edge reports that NPCs have distinct traits and react to context: a character's behavior, the neighborhood, and what the player is visibly doing can change how a street encounter unfolds. Rockstar also said the game contains around 600,000 animations. These are developer-reported figures, not independently measured counts.
Weather and time are part of the simulation
The feature describes a more gradual weather system: clouds move, storms build in the distance, and rain changes roads and surfaces before they dry. Wind also affects vegetation and water; aircraft can be buffeted in severe weather. Rockstar says the day-night cycle is longer than in GTA V, giving sunsets and nighttime more room to develop.
Police response tracks what witnesses could know
One of the clearest gameplay details is a wanted system that considers information gathered during a crime. The report says police can track clues such as clothing, a suspect's appearance, a weapon, partner involvement, and possible camera footage. Changing clothes or abandoning a weapon may reduce how well the player matches that description. It suggests that escaping is meant to involve managing evidence, not simply waiting for a wanted meter to disappear.
Choices shape the tone, within a set story
Edge also reports a Criminal Profile for Jason and Lucia, ranging from professional to irredeemable. The developers say this can influence how their story develops. Players can also affect the couple's closeness, while the central relationship and crime story remain authored parts of the game.
Taken together, the preview points to a design goal: make small actions matter because the world can notice them and respond. Whether those systems stay compelling across the full game is something only a complete playthrough can answer.
Grand Theft Auto VI is currently listed for November 19, 2026, on PlayStation 5 and Xbox Series X|S. Read Edge's full feature on GamesRadar+.

