Seven GTA 6 mechanics hiding in the Extended Look
Car theft with actual tools, a wanted system built on evidence, a criminal profile per character and a focus mode that owes a lot to Dead Eye.

The Extended Look went by quickly, and a lot of systems went past in single frames. These are the seven worth knowing about, and what each one implies about the others.
| Mechanic | What it does | How confirmed |
|---|---|---|
| Car theft with tools | Slim Jim or smashed window, your choice | Prompt visible in footage |
| Evidence-based wanted level | Face, clothes, car, weapon, partner, CCTV | Interface visible in footage |
| Criminal Profile | Tracks how you operate, per character | Named by Rockstar |
| Vehicle weapon storage | Larger guns live in the car | Shown in footage |
| The relationship | Texts, dates and time affect standing | Reported |
| Focus | Slows time, marks lethal and limb zones | Shown in footage |
| Store robberies | Three tiers, masks, witnesses, getaway | Reported |
Stealing cars takes tools
The footage shows a prompt offering a Slim Jim or simply smashing the window. Quieter or faster, your call. More valuable cars are reported to need a key cloner on top.
This is small until you connect it to the next one. A smashed window is evidence, and it is evidence that stays with the car.
The police track evidence, not just stars
The wanted display carries icons for your face, your clothes, your car, your weapon, your partner and CCTV. Lose one piece of evidence and the others still stand against you, which turns a chase into a cleanup job rather than a hiding game.
That single change reclassifies half the game's cosmetics as mechanics. Clothing stops being decoration. Which car you took becomes a liability you are driving. Even a taped-up pistol becomes identifiable.

Your crimes build a profile
Jason and Lucia each carry their own Criminal Profile. Rockstar has been clear that this is not a good versus evil meter. It tracks how you operate.
Two characters with separate profiles is the interesting part: it implies the game distinguishes between what Jason does and what Lucia does, rather than pooling your choices into one reputation.
The weapon wheel has limits
You cannot carry everything any more. Larger weapons live in your vehicle and get pulled out when you need them, which quietly makes your car part of your loadout.
It also means arriving somewhere without your car is arriving without your options, and that leaving the car behind is leaving the arsenal behind. Parking becomes a decision.

The relationship is a system
Texting, dates and time spent together are reported to shift how Jason and Lucia stand with each other, and the character switch interface puts a heart directly between them where previous games put a skill bar.

Focus is GTA's Dead Eye
Activating Focus slows time and marks hit zones, red for lethal and yellow for limbs, which opens up disarming rather than killing.
Marking limbs separately is the detail worth noticing. It means the shooting model cares where a round lands, and it means non-lethal is a supported way to finish an encounter rather than an accident.
Store robberies are a full system
Three tiers of robbery are reported, with stores across the map able to be held up. Masks, evidence, witness descriptions and a getaway plan all feed into how it goes.
What they add up to
Six of these seven feed the same loop. You choose how loudly you take the car, what you are wearing, what you are carrying, whether you shoot to kill and who saw you. Then the police assemble those into a case, and your profile records the shape of it.
Previous games had a wanted level. This is a game about leaving traces.
Sources
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