6 Insider
Mechanics

Store robberies

Three reported tiers, stores across the map, and masks, witnesses and a getaway plan all feeding the outcome.

Lucia outside a check cashing store
Image: Rockstar Games

Holding up a shop is old ground for this series. What is reported here is a system with tiers rather than a single interaction: three levels of robbery, available at stores across Leonida, with the outcome shaped by whether you wore a mask, who saw you, and whether you had a way out.

Robbery as the connective tissue

Grand Theft Auto V had heists, which were set pieces, and it had convenience store hold-ups, which were a novelty you did once. The gap between them was enormous. A tiered robbery system fills it, and it is the obvious place for the game's other confirmed systems to meet.

A mask defeats the face icon in the evidence system. Witnesses generate the description the police work from. The car you arrive in becomes the car they are looking for, and if your larger weapons live in that car, leaving without it is not really an option. How you handle the people in the room feeds the Criminal Profile, and Focus gives you a way to end the encounter without killing anyone.

None of those are separate features once you are standing in a check cashing store with a bag. That is the design argument for building the game this way.

The Vice City of it

The check cashing storefront in the official screenshot set is not an accident of set dressing. Cheque cashing, pawn, payday lending and cash-heavy retail are exactly the businesses that cluster in the parts of Florida the game is drawing from, and they are exactly the businesses with cash on the premises.

What is not known

The three tiers have not been described officially, and no full robbery has been shown start to finish. Take the structure as reported and the individual pieces as shown.