Source status
This guide records details reported by TGG in an interview with Broughy1322, following a GTA VI preview. It is not a replacement for a final Rockstar feature list: systems can change before release, and points marked as unknown are intentionally left unresolved.

Getaways reward smooth, deliberate driving.
A more deliberate handling model
TGG reports that GTA VI's vehicle physics apply drivetrain, tyres, suspension and steering to the handling model. The aim is not for every car to behave alike:
- Muscle cars are said to feel substantially closer to their intended character than in GTA V.
- Supercars are reportedly poor choices for off-road driving rather than universal answers for every activity.
- Higher top speeds are reported, but no final top-speed figures have been published.
- Losing traction and spinning out is possible. TGG says Rob Nelson spun a car during the preview.
- TGG says manual gears are not available.
The interview describes a balance between a more physical, weight-aware feel and GTA's approachable driving. Expecting the right vehicle for the task is part of that design, rather than treating every class as interchangeable.
Workshops and vehicle control
TGG reports several kinds of modification shop, including specialists for areas such as off-road and racing upgrades. A dedicated Vehicle tab is also reported to make car controls easier to reach than in GTA Online.
The reported Pay 'n' Spray service is deliberately simple: repair a vehicle or respray it from a limited, basic set of colours. Its intended role is escaping police attention, not deep customisation. In contrast, vehicle fences are said to be seamless: players drive in, mechanics approach and greet the protagonist, then the menu opens without a fade-to-black loading screen.
Fuel and planning a getaway
Fuel is reported to matter most in free roam. After a refuelling demonstration, Rob Nelson reportedly described the fill-up as quick. TGG's account suggests a stolen getaway vehicle may not have enough fuel after a robbery, creating a reason to plan a vehicle of your own before committing to an escape.
Whether fuel systems apply during missions remains unknown. We will not present it as a confirmed mission mechanic until Rockstar or the released game confirms it.
Seamless moments and player choice
TGG says GTA VI generally avoids hard cuts where possible. Rob Nelson reportedly calls this "Partial Control": a scene that might traditionally have been a cutscene still allows some player participation. TGG cites the opening interaction in the Extended Look and the dinner scene with Brian and Lori as examples.
The preview account also says realistic systems are not intended to be compulsory. Players should be able to lean toward a more simulation-like RPG experience or a more traditional GTA approach, with many optional activities and systems.
Aircraft, indicators and controls
- An optional altimeter can reportedly be enabled for aircraft. A speedometer is speculation, not confirmed.
- TGG did not recall Rob Nelson manually operating turn signals. The report therefore treats visible indicators on player cars as a likely waypoint cue, not a confirmed manual-control feature.
- Handbrake is reported on X by default on the PS5 control layout.
- L1 and R1 are reported as the aim and shoot controls while driving on that layout.
- UI notifications for the Criminal Profile can reportedly be turned off.
What remains unconfirmed
GTA VI's final manual-transmission options, mid-air vehicle controls, exact vehicle statistics, mission fuel rules, complete mod-shop catalogue and full control remapping have not been confirmed here. We will update this guide only when a reliable source adds detail.