GTA 6 restores six wanted stars and tracks you with evidence, not radar

Preview reporting gives GTA 6 a six-star wanted scale, evidence icons, mid-pursuit character swaps, and a Criminal Profile across an estimated 80-hour campaign. Squad cars do not spawn through walls.
Witness sightlines on the sidewalk. Evidence icons over the mini-map. Six wanted stars across Leonida. Not telepathic squad cars spawning behind a billboard.
Preview details from Eurogamer and IGN say GTA 6 replaces Los Santos' instant radar blips with an investigative cordon. Patrols respond when a bystander dials 911, an alarm trips, or a CCTV camera spots an open firearm. That ends the omniscient AI that tracked players through solid walls.
Six stars and physical evidence
Rockstar is reviving the classic six-star escalation ceiling across Vice City and surrounding counties, per GameSpot and Eurogamer. Law enforcement does not converge automatically on a player blip. It reads real-time evidence icons for known suspect details, from weapon sightings to partial getaway visuals. Unwitnessed crimes trigger no dispatch. Emergency calls send cruisers to sweep search cordons based on last-seen locations.
Vehicles, wardrobes, and CCTV
Evading pursuit means breaking physical identification, not outrunning a mini-map circle. GamingBolt and GTABase describe police cordons that track vehicle models, clothing, companions, and security camera footage. Cruisers will stop and question matching suspects before confirming identity. Swap the getaway car. Ditch recognizable streetwear in an alley. That is the escape, not a radar fade.
Criminal Profile is not a morality meter
Escalation also leaves a persistent footprint. GamingBolt reports Rockstar North co-director Rob Nelson describing a contextual Criminal Profile that records methodology and superfluous violence. It does not lock play behind binary good-or-evil morality meters. Across an estimated 80-hour campaign reported by GameSpot, player brutality shapes long-term law enforcement alertness and regional response levels.
Switching mid-pursuit
Active chases also expand tactical control. Previews from IGN and GameSpot confirm players can switch between Jason and Lucia inside moving vehicles during missions. One steers through roadblocks. The other provides suppressive fire. Those pursuit beats are in the preview coverage. Circulating claims about disabled first-person camera options remain unverified in official materials. Behavioral tracking over an 80-hour campaign is a heat system, not a lecture. Official gameplay follow-ups sit on the Rockstar Newswire.
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