Why GTA 6 Took Thirteen Years | Documentary
On September 17, 2013, a game built largely by Rockstar North in Edinburgh went on sale and earned $800 million in a single day. Three days later, Grand Theft Auto 5 had crossed $1 billion. It became the fastest-selling entertainment product in history. That success should have meant a sequel within five years. Instead, it bought Rockstar time. GTA Online launched two weeks later and turned one game into a business that didn't need replacing. Then Red Dead Redemption 2 swallowed every studio the company had. A co-founder walked out, a hacking group leaked unfinished footage and the release date slipped twice. The next Grand Theft Auto is now set for November 19, 2026, more than 13 years after the last one. This is the story of why GTA 6 took 13 years, and why the wait was partly a choice. Along the way, Rockstar nearly doubled, from 2,441 people to 4,711 across 12 offices. But to understand how it got there, we have to go back to 2008, when Grand Theft Auto 4 had just shipped and Rockstar North started on what came next.
On September 17, 2013, Grand Theft Auto 5 arrived on PlayStation 3 and Xbox 360. Within 24 hours, it had earned $800 million. Three days later, the total passed $1 billion. That made it the fastest-selling entertainment product in history, ahead of every film, album and book. It's a strange place to begin a story about waiting. But it's where the waiting started, because a launch that size doesn't just set a record. It sets the bar for whatever comes next. The game had been in the works since 2008, around the release of Grand Theft Auto 4. Rockstar North led it, but the team grew past 1,000 people, pulling in staff from Rockstar studios around the world. The studio overhauled its in-house engine, RAGE, to draw the world further into the distance. Analysts put the combined development and marketing budget at more than £170 million, or US$265 million. If that estimate holds, it was the most expensive game ever made at the time.
The central design bet was older than the game itself. Giving players three lead characters instead of one was first raised while Rockstar was making GTA San Andreas. The hardware of that era made it impossible. After building two GTA 4 expansions with new protagonists in 2009, the team tried again. Ned Luke became Michael, a retired bank robber. Shawn Fonteno played Franklin, a street gangster. Steven Ogg took Trevor, a drug dealer and gunrunner. You could switch among them during missions and outside them. Then there was the map. Key members of the world team took field trips across Southern California, shooting photos and video. They used Google Maps projections of Los Angeles to lay out the roads of Los Santos. They studied census data and watched documentaries to get the city's demographic spread right. The team called the open world the most technically demanding part of the whole production. They also reworked the driving to fix what the source calls Grand Theft Auto 4's awkward vehicle controls.
Rockstar announced the game on October 25, 2011, and released its first trailer a week later. Journalists noted how much anticipation that announcement ignited across the industry. The original target was the second quarter of 2013. The game missed it, slipping to September 17 for more polish. Marketing filled the gap, including a website for a fictional cult called the Epsilon Program that offered fans a spot in the game as members. Recruiting customers into a pretend religion is, admittedly, one way to build loyalty. The reviews matched the receipts. Metacritic lists the game at universal acclaim, and it sits tied for fifth-highest rated on the site. Reviewers liked the three-character formula and the heist missions, though some disagreed about the story and characters. IGN called it one of the very best video games ever made. Play called it generation-defining. Edge called it a remarkable achievement in open-world design. For Rockstar, that's the problem with a near-perfect launch. Every future game now gets measured against it.
And GTA 5 didn't leave. It came back for PlayStation 4 and Xbox One in November 2014, for PC in April 2015, and for PlayStation 5 and Xbox Series X/S in March 2022. Plans for single-player expansions were scrapped as Rockstar focused on Grand Theft Auto Online and Red Dead Redemption 2. After the source code reportedly leaked in December 2023, dataminers found at least eight cancelled expansions, including one set in Liberty City. When a 2021 trailer for yet another version appeared, journalists noted fans were frustrated it wasn't a new Grand Theft Auto. The game that earned $1 billion in three days had found a second life, and it would keep Rockstar busy for years. On October 1, 2013, two weeks after Grand Theft Auto 5 hit shelves, Rockstar switched on the online half of its world. It didn't go smoothly. Players couldn't connect to the game's servers or the Social Club web service. Others got in, only to watch the game freeze while loading early missions. Rockstar pushed a technical patch on October 5. It also switched off the microtransaction system, the part that let you buy content with real money, as a fail-safe. That's an unusual first week for what would become the company's most reliable earner.
The second week was worse. Some players found their character progress had simply disappeared. Another patch arrived on October 10, and anyone with problems was told not to recreate their avatar. As an apology, Rockstar dropped GTA $500,000 in in-game currency into every account that had connected since launch. Reviewers weren't soothed. Destructoid's Chris Carter felt the messy launch should have been delayed. IGN's Keza MacDonald described disastrous play sessions. Digital Spy's Liam Martin lost his character data outright. The complaints went deeper than servers. GameSpot's Carolyn Petit found the early missions marred by bland deathmatches. Eurogamer's Rich Stanton called the co-op repetitive. GameSpot's Mark Walton went further, calling the player-versus-player action an endless loop of pointless fighting, with an unbalanced economy and low mission payouts. Even the awards couldn't agree. Game Revolution and Hardcore Gamer nominated it for Biggest Disappointment. The 10th British Academy Games Awards and GameTrailers named it Best Multiplayer. Few games manage to be both in the same year.
Then Take-Two Interactive, Rockstar's parent company, shared the number that mattered. By February 2014, 70 percent of GTA 5 players with internet access had played Online. And the microtransaction system, the one that had been switched off in week one, was singled out as the largest contributor. That's the turning point of this story. Rockstar didn't need a new Grand Theft Auto to keep earning from the old one. It needed to keep the old one interesting, and it started handing out free updates. The updates changed the reviews. VG247's Patrick Garratt said the San Andreas Flight School update finally gave you a reason to fly, with more generous payouts. The 2015 Heists update landed best of all. Digital Spy's Martin praised its pinpoint coordination, IGN's Ryan McCaffrey found high replay value and Stanton at Eurogamer enjoyed the planning it demanded. By 2019, The Diamond Casino and Resort expansion won Best Game Expansion at the Golden Joystick Awards, where the game was also nominated for Still Playing.
Meanwhile, the game kept moving house. It arrived on PlayStation 4 and Xbox One on November 18, 2014, and on PC on April 14, 2015. In September 2015, Rockstar stopped adding content to the PlayStation 3 and Xbox 360 versions. Forbes writer Paul Tassi said Rockstar was cutting out a lot of potential customers. Those servers shut down for good on December 16, 2021. Earlier that year, a player known as t0st found a way to cut loading times by up to 70 percent. Rockstar adopted the fix in March 2021 and paid out $10,000 from its Bug Bounty program. On March 15, 2022, a standalone GTA Online launched on PlayStation 5 and Xbox Series X/S, free on PlayStation for its first three months. It added a Career Builder to fund one of four businesses, and new cars upgraded at Hao's Special Works. The same month brought GTA+, a monthly subscription with exclusive content. On March 4, 2025, that version reached PC as a free upgrade. A launch nobody could log into had become a business across three console generations. The old game kept earning, and the next one could afford to wait.
In 2010, Red Dead Redemption shipped, and Rockstar San Diego barely paused. By mid-2011, the studio behind it had a rough outline of a sequel. By late 2012, rough scripts were finished. Recording sessions began in 2013, the same year Grand Theft Auto 5 arrived. That's the quiet math at the center of this story. While Los Santos kept earning, the company's next big project wasn't a GTA at all. It was a western, and it would take over eight years from first outline to launch day. Somewhere along the way, Rockstar realized a group of distinct studios wouldn't necessarily work. So it co-opted all of them into one large team, presented simply as Rockstar Games. About 1,600 people worked inside that structure, and around 2,000 worked on the game in total. Analysts estimate the combined development and marketing budget at between $370 million and $540 million. That would make it one of the most expensive video games ever made. It also meant something simpler. When every studio is building a western, nobody is building anything else.
The creative choices pulled away from the GTA template. Grand Theft Auto 5 had three protagonists; this game would have one, Arthur Morgan, so players could follow him personally and feel how events changed him. Dan Houser, Rockstar's Vice President of Creativity, treated it as historical fiction, alluding to real events rather than retelling them. The team drew on real locations instead of film or art. And it was Rockstar's first game built specifically for PS4 and Xbox One, after porting GTA 5 had shown the team what those consoles could sustain. The goal was a world you lived in, not a string of missions and cutscenes. That ambition had a cost, and in 2018 it became public. Before release, Houser said the team had worked 100-hour weeks several times that year. Many sources read that as crunch for the entire staff. Rockstar clarified it meant only senior writing staff, and only for three weeks. Other employees disagreed, describing mandatory overtime and years-long crunch. Because contracts were salaried, many weren't paid for that overtime and depended on year-end bonuses tied to sales.
The road to launch wasn't smooth either. Rockstar announced the game on October 18, 2016, aiming for the second half of 2017. It slipped twice, first into 2018 and then to October 26, 2018. Rockstar said the extra time was for polish, which is a generous word for a full year. Then it landed. The game made $725 million in its opening weekend, the second-biggest launch in entertainment history. Within eight days, it had outsold the original Red Dead Redemption's entire lifetime. Critics praised the story, characters, open world, music and level of detail. Some pushed back on the controls and a focus on realism over player freedom. The Windows version followed on November 5, 2019, and the game launched alongside Stadia on November 19. Inside the studio, many staff agreed conditions had improved since the first Red Dead. By April 2020, several said Rockstar had made significant changes, and many were cautiously optimistic. The western was finally out the door. What Rockstar built next, and who would write it, was still an open question.
In 2020, Rockstar Games lost the man who'd been writing its stories since 1997. Dan Houser, co-founder, head writer and vice president of creativity, resigned. Most players couldn't pick him out of a crowd. But if you've played a Rockstar game, you've almost certainly heard his words. Houser is an English writer and producer, born in November 1973. He started the company alongside his brother, Sam Houser. For more than two decades, the brothers sat at the center of everything Rockstar made. His first credit tells you how small this all began. On Grand Theft Auto: London 1969, released in 1997, Dan Houser was the sole writer. There was no writers' room. There was one person and a script. From there, the job grew with the studio. He went on to become lead writer and creative director for most of the games in the Grand Theft Auto series.
And it didn't stop at Grand Theft Auto. Houser held the same lead roles on Bully in 2006 and Midnight Club: Los Angeles in 2008. Then came Red Dead Redemption in 2010 and Max Payne 3 in 2012. Read that list in order and you're reading Rockstar's résumé. It's a shelf of very different games, and one name runs down the spine of all of them. That's why his exit mattered more than a typical executive departure. Before he left, Houser was regarded as the primary creative driving force behind much of Rockstar's output. That's a polite way of saying the voice of the studio was, to a large degree, his. The characters, the satire and the sprawling scripts all passed through the same desk. Losing a co-founder is one thing. Losing the writer at the same time is another.
The last game on that list is Red Dead Redemption 2, from 2018. It was the western the whole studio had pushed out the door, and Houser was its lead writer and creative director. Two years later, he resigned. So the open question from the end of that launch suddenly had a sharper edge. Rockstar knew it could build a world. It now had to find out who would write the next one. Houser himself didn't stay idle for long. In 2021, he founded Absurd Ventures, a company creating new intellectual properties across several mediums. One of them is American Caper, a comic book series he writes alongside Lazlow Jones. Credit where it's due, it's a clean break: new company, new worlds, and not a car in sight on the cover of a press release. Meanwhile, his old studio faced its biggest job yet. Rockstar's next game would be the first in more than two decades without Dan Houser at the top of the script.
February 2022. GTA 5 had been on shelves since 2013, and the question of what came next had followed Rockstar for most of a decade. That month, after years of speculation and anticipation, the studio finally said it plainly: the next Grand Theft Auto was in development. There was no trailer. There was no title, no setting and no date. It was a confirmation and nothing more. For fans who had spent years reading meaning into every logo and loading screen, that was still the biggest sentence Rockstar had published in years. The project behind that sentence was far older than the announcement. Preliminary work began in 2014, soon after GTA 5 launched. Pre-production on something code-named Project Americas started in 2015. Rockstar had first hoped to build it alongside Red Dead Redemption 2, but that plan gave way. Early development only began in late 2018, after the western shipped. Principal production started in 2020. So by the time fans heard the news, the game had been an idea for roughly 8 years and a full production for about 2.
Confirming the game also meant choosing what to stop doing. In 2022, Rockstar reallocated resources from Red Dead Online and from planned remasters to prioritize the new GTA. For anyone still riding the plains online, the message was clear enough: the cowboys were being reassigned. We think it was the right call. The studio's headcount explains why. Rockstar had 2,441 employees when Red Dead Redemption 2 launched in 2018. During work on the next GTA, that grew to 4,711 across 12 offices. Rockstar also said it wanted to avoid the crunch that marked its last game, offering paid time off or extra pay for overtime. The world itself had been taking shape for years, starting in one city. Rockstar's first research trip to Miami took place in 2015, and a dedicated research team was eventually based there. The team went looking for, in its own words, anyone notorious or influential who would take its calls. That meant law enforcement, club promoters, former criminals and gun dealers. Rob Nelson, Rockstar North's head of development and co-studio head, explained the appeal simply. He called Florida and Miami home to one of the most diverse and interesting populations in the world.
Out of that research came Leonida, a fictional state based on Florida, with the Miami-inspired Vice City at its center. The team cross-referenced its stories with journalism and books. Jamie-Lee Lloyd, senior art director for characters, said the goal was finding which characters would bring the city to life, filtered through the lens of GTA. Writer Michael Wiafe wanted a sense of discovery instead of repeated clichés. Rockstar engaged more than 50 street artists to design murals, including for Stockyard, a location based on Miami's Wynwood neighborhood. None of this made the job lighter. The team felt the weight of a decade of anticipation, but Nelson said the pressure inside the building was greater than anything coming from outside. Rockstar studied its own past games with a critical eye, looking for the places where resources, technology and time had held them back. That's an unusual admission for a studio coming off GTA 5. It also explains the long silence. Rockstar had chosen exactly how much to say in February. By September, that choice would no longer be Rockstar's to make.
In September 2022, Rockstar Games landed on a list no studio ever wants to join. A hacker group called Lapsus$ is believed to have re-emerged that month with a run of data breaches against large companies. Uber was one of them. Rockstar Games was another. Just five months earlier, by April 2022, the group had been considered inactive. Now it was back, and it was reportedly using a similar attack vector to the one that had made its name. So who was on the other side? Lapsus$ is an international, extortion-focused black-hat hacker group. Microsoft classified it as Strawberry Tempest, and it has more recently been identified as, or as part of, a group called ShinyHunters. Its members were active in several countries. According to City of London Police, at least two of them were teenagers. That's not the profile you'd expect behind attacks on some of the largest companies in the world.
The method didn't rely on cracking servers so much as working on people. Lapsus$ used social engineering, MFA fatigue, SIM swapping and attacks on suppliers. Once it had the credentials of a privileged employee inside a target, it went after sensitive data, including through remote desktop tools. Extortion attempts followed. For a while, the group even used the messaging app Telegram to talk to the public, recruit and post data taken from its victims. Rockstar was far from the group's first target. The first major cyberattack attributed to Lapsus$ hit the computer systems of Brazil's Health Ministry in December 2021. After that, it gained notoriety for attacks on Microsoft, Nvidia and Samsung. Those attacks drew a police response. The City of London Police announced it had made seven arrests in connection with its investigation into the group. For a few months, that looked like the end of it.
It wasn't. When the September breaches arrived, Rockstar Games found itself in the same company as Microsoft and Nvidia. Usually, for a game publisher, that's a sign of success. This time it meant something else entirely. The response came from police on two continents. Following the new wave of breaches, there were further arrests by the City of London Police and by police in Brazil. After September 2022, Lapsus$ appears to have gone inactive. Some of its members may have dispersed to other groups. Two British members were convicted. One of the group's founding members, Arion Kurtaj, was given an order to remain indefinitely in a secure psychiatric facility. A group that had taken on Microsoft, Samsung and Rockstar in under a year was, for practical purposes, finished.
The names didn't disappear for good, though. In 2025, a collective of cybercrime groups was forged, including Lapsus$, Scattered Spider and ShinyHunters. Since August 8, 2025, it has created at least 16 Telegram channels. The people may have changed, but the playbook clearly hadn't. For Rockstar, the hackers were now a matter for the courts. The studio still had a game to finish, and a story it would now have to tell on someone else's schedule. It's December 2023, and Rockstar Games has a date circled. The studio has announced that the first Grand Theft Auto 6 trailer will premiere that month, timed to its 25th anniversary. It's a tidy plan. Ten years after Grand Theft Auto 5, the company wants to open the curtain itself, on its own birthday, in its own way. After the leak of 2022, that control matters more than ever. It wouldn't last the week.
On December 4, a low-quality copy of the trailer escaped online, one day ahead of schedule. Rockstar didn't wait for its premiere slot. It published the official version in response, and the reveal it had planned for an anniversary became a damage-control release instead. For a studio that blocks personal phones from its systems and bans USB drives, it was a familiar lesson. Once again, someone else had chosen the timing. What the trailer revealed was everything fans had argued about for a decade. The title was official. The consoles were PlayStation 5 and Xbox Series X/S. The setting was Leonida, a fictional state based on Florida, home to a Miami-inspired Vice City. And for the first time in a main entry, there were two protagonists sharing one story: Lucia Caminos and Jason Duval, a criminal duo in a world that parodies 2020s American culture.
That pairing was deliberate. Rupert Humphries, Rockstar's senior vice-president of narrative, described the game as having a Bonnie and Clyde style story, a break from earlier entries where romance came second. Rob Nelson, Rockstar North's head of development, wanted characters who let you express yourself while keeping their own personalities and journeys. Behind them sat years of groundwork. The team's first research trip to Miami took place in 2015. Then came the numbers. The trailer broke some YouTube records within its first day. Within two days, it had 101 million views, more than the reveal trailer for Grand Theft Auto 5 had gathered in its entire lifetime since 2011. Fans built their own shot-for-shot recreations. Even the soundtrack moved, as Tom Petty's "Love Is a Long Road" climbed in popularity. Which, for a game this long in the making, was fitting.
For players, the trailer turned a confirmation into something you could actually look at. Rockstar had only confirmed development in February 2022. Now there were faces, a state, a city and a release window on screen. The leak had stolen a day, but it couldn't steal the reaction. Rockstar had what it needed: proof that the wait hadn't cooled anyone off. What it didn't yet have was a game ready to ship, and the window it had just promised would not hold. On May 6, 2025, Rockstar released the second trailer for Grand Theft Auto 6. It was recorded on a PlayStation 5, set to the Pointer Sisters' "Hot Together" and paired with 70 new screenshots. Within 24 hours it had a record 475 million views across all platforms. It later won Best Game Trailer at the 2025 Golden Joystick Awards. The appetite was never in doubt. The calendar was. Behind that trailer, the release date kept moving.
The game was delayed twice. After both slips, it's now scheduled for November 19, 2026, on PS5 and Xbox Series X/S. That's 13 years after Grand Theft Auto 5, and 12 years after Rockstar began preliminary work in 2014. For you, the math is simple: another year with the trailers on repeat. For the studio, every month of delay meant another month for a workforce that had grown from 2,441 people when Red Dead Redemption 2 shipped to 4,711 across 12 offices. The strain had started showing earlier. Rockstar asked employees to stop working remotely and return to offices from April 2024, citing reasons "for productivity and security". The Independent Workers' Union of Great Britain, the IWGB, said that contradicted promises to keep flexible working. Employees worried the change could hurt health and morale, and prompt resignations and crunch. They also noted that managers kept their own flexibility. That sat awkwardly beside Rockstar's own goal for this game: avoid the crunch of Red Dead Redemption 2, with paid time off or extra pay for extra hours.
Security became its own project. At Rockstar North in Edinburgh, the office installed privacy film on its windows so drones couldn't photograph through them. Personal laptops, tablets and phones were blocked from connecting to Rockstar systems. USB drives and other external storage were banned, and so was taking photos at work. After the 2022 leak, it's hard to call that paranoia. When a studio has to guard its windows against the sky, it knows exactly what its secrets are worth. Those secrets included the price tag. Rumors and analysts suggested the budget surpassed $1 billion to $2 billion, which would make it the most expensive game ever developed. That figure has never been verified. Rockstar denied rumors that it cost over $1.5 billion, but it wouldn't disclose a number of its own. A denial without a figure doesn't settle much. It tells you one rumor was wrong, according to Rockstar, and leaves the real total off the table.
Then came October 2025. Rockstar fired 34 employees, citing public discussion and distribution of confidential information. The IWGB told a different story. It accused Rockstar of union busting, saying the employees had been attempting to unionize with labor organizers. Those are two accounts of the same 34 departures, and they don't meet in the middle. By the end of 2025, Grand Theft Auto 6 had a date, a record-breaking trailer and a public dispute with its own staff. What it still didn't have was a verdict from the players it had kept waiting since 2013. That verdict was one November away. It's June 18, 2026, and Rockstar Games has just shown the world a box. The cover art and special editions for Grand Theft Auto 6 go live, along with a promise few saw coming. Rockstar confirmed to Kinda Funny that neither version will have microtransactions at launch. The Ultimate Edition still holds extra clothing, missions, vehicles and weapons behind a higher tier, and players and journalists criticized that. But the date stays November 19. For the first time since 2013, you can circle the end of the wait on a calendar.
So what did 13 years actually buy? Start with the headcount. When Red Dead Redemption 2 shipped in 2018, Rockstar had 2,441 employees. During Grand Theft Auto 6, that number grew to 4,711 across 12 offices. That's a studio more than twice its old size. The roots go deeper than most fans assume. Preliminary work began in 2014, the year after Grand Theft Auto 5. Pre-production on Project Americas began in 2015, and principal production finally started in 2020. The second thing the wait bought was research. The first trip to Miami took place in 2015, and a dedicated research team ended up based in the city. It went looking for anyone notorious or influential who'd take its calls. That meant law enforcement, club promoters, former criminals and gun dealers. Rob Nelson, Rockstar North's head of development and co-studio head, said Florida and Miami have "perhaps one of the most diverse and interesting populations in the world." Writers cross-referenced their stories with journalism and books. Writer Michael Wiafe called the goal "a sense of discovery" instead of repeated clichés.
That research shows up in the details. More than 50 street artists designed murals, including for Stockyard, a district based on Miami's Wynwood neighborhood. A team at Rockstar's Los Angeles studio works mainly on NPCs, and the vehicle handling team includes racing drivers. Miami stylist Jillian Carr has worked with Rockstar since 2023 on a "fashion ecosystem." Her summary of the setting is hard to beat: "Vice City is built around vanity." And Rupert Humphries, senior vice president of narrative, calls the story of Jason Duval and Lucia Caminos "a Bonnie and Clyde–type narrative," in a series that usually sidelined romance. None of it came free. Rumors and analysts put the budget past $1 billion to $2 billion, which would make it the most expensive game ever developed. That figure is unverified. Rockstar denied it cost over $1.5 billion, but it wouldn't name its own number. The human cost is harder to total. Rockstar said it wanted to avoid the crunch of Red Dead Redemption 2, offering paid time off or extra pay for overtime. Then it called staff back to offices from April 2024 "for productivity and security." The IWGB said that broke promises on flexible work. In Edinburgh, Rockstar North put privacy film on its windows to stop drones. Even the glass got a security briefing.
So was success the reason for the wait, or the price of it? We think the record says both. Nelson said the internal pressure was greater than a decade of fan anticipation. The team studied its own games "with a critical eye," hunting for limits set by resources, technology and time. A studio that more than doubled could finally push past them. But that same ambition stretched the clock, tightened the doors and ended in a dispute. Rockstar says 34 employees were fired over confidential information. The IWGB calls it union busting. Now the last stretch is logistics. Physical copies reach shops on November 12, carrying download codes instead of discs to prevent leaks and reselling. That gives you a week to preload before the game unlocks. The fans who pushed a 2023 trailer past the lifetime views of Grand Theft Auto 5's 2011 reveal in two days never left. Thirteen years ago, one launch set the bar for everything Rockstar would do next. On November 19, Leonida gets its turn at the jump.
The verdict: GTA 6 took 13 years because GTA 5 never stopped paying, and because Rockstar chose to finish Red Dead Redemption 2 first. The leak, Dan Houser's exit and two delays only stretched a wait that was already long. On June 18, 2026, Rockstar unveiled the cover art and special editions. It told Kinda Funny there'll be no microtransactions in either version at launch. Not everyone's convinced, though. Players and journalists have criticized the content locked behind the Ultimate Edition. The appetite is clearly still there. The second trailer drew a record 475 million views in 24 hours. Whether the game justifies the wait, we don't know yet, and neither does anyone else. It's due November 19, 2026, on PS5 and Xbox Series X/S. Back on September 17, 2013, $800 million in a day looked like a ceiling. This November, Rockstar finds out whether it was the floor. That's the Pulse. Play something good this week.
The full ranking
- 9Grand Theft Auto V
- 8Grand Theft Auto Online
- 7Red Dead Redemption 2
- 6Dan Houser
- 5Grand Theft Auto VI
- 42022 Rockstar Games leak
- 3Grand Theft Auto VI
- 2Grand Theft Auto VI
- 1Grand Theft Auto VI
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