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GTA VI launches on

Lucia, in braids and an orange prison jumpsuit, walks handcuffed down a jail corridor followed by other inmates as a guard looks on.

GTA 6 police, wanted system and Criminal Profile explained

Witnesses, suspect descriptions, heat areas, six stars and a Criminal Profile that tracks how you play. Everything the press previews revealed about GTA VI's police.

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Policing is one of the biggest changes in GTA VI. We know that from the press previews published from August 27, 2026, the day of An Extended Look: outlets including IGN, Famitsu, The New York Times, El País, Zeit, Esquire and Kinda Funny, plus several creators, watched Rockstar North head of development Rob Nelson play in Edinburgh. Here's what they reported, cross-checked.

No witness, no crime

The foundation: police only respond if someone sees the crime or an alarm goes off (IGN, Zeit, Flow Games). If nobody reports it, they may never find out. And when they do, they only know what witnesses saw.

  • Police build a description of the suspect: face, clothing, vehicle, weapons, and whether you were alone (IGN, Famitsu, Flow Games). HUD icons show what they know.
  • The crime scene becomes a temporary heat area on the map. Officers keep searching it after you leave, and it cools off if they don't find you (IGN, Famitsu).
  • Hollow stars mean they know a crime happened but not who did it, your cue to slip away quietly (IGN).
  • The six-star wanted level is back. One star is easy to shake; higher levels are brutal in Vice City's narrow, crowded streets (IGN, El País).
  • Police no longer show on the minimap during chases, so no more playing "Pac-Man" with the radar (Esquire, Kinda Funny). The Focus ability can help you spot them.

How to shake the cops

What you do

What it does

Reported by

Change your whole outfit

Invalidates the description; a hat or glasses won't cut it

IGN, Zeit

Change your hairstyle

Also invalidates the description

IGN

Wear a mask, then take it off

Prevents an accurate ID even if CCTV caught you

IGN

Destroy security footage

Stops police identifying you

Zeit, Kinda Funny

Switch cars or ditch the known one

Police recognize vehicles; going back to it can give you away

IGN, Famitsu

Dump your weapon

Reduces what they know about you

Famitsu

Split up Jason and Lucia

Can drop the character you control by one star

Flow Games (confirmed by Nelson)

That's why the trunk matters: you can keep spare clothes in your car. If you split the pair during an escape, the other one texts later to say they're safe (IGN). One catch: Pay 'n' Spray doesn't hide you automatically (Flow Games).

If one of them is arrested, you get the "Busted" screen even if the other is still free (IGN), and if one is Wasted during a shared situation, both are out (Esquire). When you die, you respawn nearby rather than walking out of a hospital (Kinda Funny).

Weapons: a smaller arsenal, more planning

Carrying dozens of guns is over. Several creators say you can carry only two concealed handguns and two visible long guns (TGG, Flow Games), and Famitsu confirms rifles can't be stashed in your inventory: they live in Ammu-Nation lockers or the trunk of any car, even a stolen one, for as long as you have it. Rockstar compares it to the horse in Red Dead Redemption 2 (Zeit).

Openly carrying a gun unsettles people and draws police attention, and officers give verbal warnings if you draw near them (Famitsu, TGG). Also:

  • You can incapacitate rather than kill by shooting arms or legs, and shoot weapons out of enemies' hands (IGN). Hit markers change color: white, yellow (incapacitated) and red (dead), according to Flow Games.
  • Suppression fire lets you scare enemies or police and escape without killing (Famitsu).
  • Strong auto lock-on is replaced by adjustable aim assist, and kill cams can be turned off (TGG).

The Criminal Profile

The headline addition is the Criminal Profile, which doesn't measure good versus evil but what kind of criminal you are (IGN, Famitsu, Esquire):

  • Clean robberies, wiped footage and avoiding needless violence keep you a step ahead. Extreme violence brings tougher police responses and a more hostile world (The New York Times, El País).
  • Violence a mission requires doesn't necessarily count against you, and even small things, like binning your trash, can count (IGN).
  • It shapes how characters react and can affect the story, though Nelson wouldn't confirm multiple endings (Flow Games).
  • There's no on-screen meter: it lives in the character menu, according to TGG, who also says the profile can "shatter" and stay that way for the rest of the playthrough, with unknown consequences.

Rockstar stresses there's no right way to play: "Leonida simply reacts differently depending on the behaviour of Jason and Lucia" (The New York Times).

Our take

It's the deepest change to the series in years. In GTA V, escaping meant leaving a circle on the radar; in GTA VI, it's about information: what they saw, what they know and what you can change. It rewards playing like a careful professional without shutting the door on chaos. One caveat: some of these details come from creators recalling the demo, and Rockstar was still polishing the game. We'll find out for sure on November 19. For more depth, see Famitsu's full Rob Nelson interview.