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  • Whether you like any of the protagonists other than Franklin will typically set off a multipage debate on whatever game forum you are on. With Michael, it's the Mood Whiplash of his portrayal which either is playing on his self-delusion or just crummy writing. With Trevor... playing as a nutcase prone to random violence has gotten (surprisingly for this series) mixed reviews. And that's excluding being introduced by killing off all the main characters of The Lost and the Damned easily and just for being pissed.
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  • Regenerating Health. Only up to 50% though.
  • The addition of "special abilities" which allows Michael enter a Max Payne-esque Bullet Time to allow him to make precise shots, Trevor to enter a Limit Break mode where he deals double-damage while becoming virtually invincible, and Franklin to slow down time around him while driving. Some people find these features to be too "gimmicky" or "arcadey" for the series while others accept them as worthy additions that add variety to the game.
  • There is disagreement between fans who want GTA to have a story with biting social commentary, and fans who want GTA to be about just driving around and causing mayhem.
  • The lack of major female characters has also caused some contention.
  • Also the mission where you torture an Azerbaijani informant has people arguing over whether it's unnecessary, gratuitous and disturbing or whether it's an effective case of Some Anvils Need to Be Dropped regarding the general ineffectiveness of torture as a means of gathering information.
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  • Frogger versus Maverick. People would still argue that Maverick is better out of nostalgia.
  • The stock market, along with most story missions rarely ever giving you any money as a reward is either praised for forcing the player be smart about managing money (and maybe a subtle message about how criminals like bank robbers are nothing compared to investment sharks) or derided for being a tacked on and unnecessary Scrappy Mechanic.
  • GTA Online allows players to purchase in-game money from the store, which caused a huge division amongst the fans. Rockstar initially claimed, however, that the online economy will be balanced for the "overwhelming majority" of players who won't purchase money, and that it would be far easier to make money in Online than the single-player.
    • However, Rockstar then seemingly went back on their word when they severely nerfed the payouts for most Jobs; after the nerf, the only practical ways to earn cash that remained were either grinding the same handful of missions over and over again or - you guessed it - buying Shark Cards. This has since worsened to the point that, whenever a new bug comes along that negatively impacts players' finances and doesn't get fixed for awhile, it's become Memetic Mutation for players to say that it will never be fixed "because Shark Cards". Some had even gone as far as to accuse Rockstar of deliberately withholding the long-awaited online Heists in order to keep the Shark Card cash rolling in.
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    • It doesn't help that said nerfing occurred almost immediately after they patched a glitch that allowed players to rack up billions of dollars with almost zero effort; the divisiveness here resulted from the fact that most players who used the glitch had the ill-gotten money taken away but were allowed to keep anything they'd purchased. This essentially split the fanbase into two camps: "glitchers who now rule Online with their glitch-money tanks and attack choppers" and "people who played fair and are now getting victimized by the other camp because they can't afford to fight back", with many of the latter camp actually quitting Online altogether.
    • In one update, Rockstar rectified this to an extent by re-balancing the payouts for missions/jobs which made it so the vast majority of jobs are no longer nigh-worthless to do, and alongside giving jobs a large boost in pay, the longer/more difficult missions give much more money than average, with some missions giving over twice as much as "Rooftop Rumble" ever did. Unfortunately, what hasn't helped since that update is that the price of various items you can buy also went up - you'd be lucky to find a single thing added since 2016 that sells for less than 1 million - and thus the argument now became "have the methods to make money increased proportionally to the amount of money you need to spend to get new vehicles?"
  • Another frequent complaint about Online is the Bad Sport mechanic. Basically, if a player is deemed to be a "bad sport" by blowing up other players' cars or griefing in general, they're given a dunce cap and forced to play on a "bad sport" server. Some see this as a fitting punishment for people who like to ruin the game for others by griefing, others think it goes against what Grand Theft Auto is about in the first place, and still others (mainly the victims of griefing) feel that it's not punishment enough, postulating that putting griefers onto servers composed entirely of fellow griefers is pretty much giving them exactly what they want and that they should have their weapons and/or vehicles taken away as additional punishment.
    • Another complaint about the Bad Sport mechanic is the way it labels people. Some people say it's unfair how griefers who kill others, repeatedly, for no reason whatsoever and don't even give their victims a chance to fight back aren't punished, and yet when the victims retaliate by blowing up a personal vehicle, they're labeled "Bad Sports", despite retaliating the only way they can. A common retaliation against this argument is the existence of Passive Mode, and the counterarguments sometimes end up insulting those complaining about the labelling.
      • When all is said and done, the camps of the argument are basically set to this: either people feel that someone should be justified in being as much of an jerk in the game as they can get away with due to the game being GTA, and those who feel the way bad sports labels are handed out arbitrarily and can target people who were otherwise being "Good sports" but happened to destroy a personal vehicle for any reason, up to and including self defense against a relentless attacker who refuses to leave them alone.
  • The driving mechanics have received a lot of backlash from devoted fans of IV due to the physics being tweaked to make cars easier to drive, though they have received praise from those who hated the boatlike driving controls in IV saying that they strike just the right balance.
  • There are many fans who dislike the game's wanted system, as it's much more difficult to get away with murder, (even if you're on top of a mountain with no witnesses) and the police are much more effective in a fight (the trade off is it's now feasible to escape on higher wanted levels).
    • Some curious people looking into the coding for wanted levels found that pedestrians without phones and wild animals can call the police on the playerExplanation . Some say that this was intentional to increase difficulty, while others find this to be highly unrealistic, and point out that this is easily fixed.
  • The game costing seventy dollars and being over sixteen gigabytes large on Xbox's Games On Demand service. Some people use the reasoning that the game is worth that much, and that many stores, even a month later after initial release, were still frequently sold out on GTA V copies, whereas other players are just annoyed because it's both ten dollars more expensive than other big games that year (Bioshock Infinite, Saints Row 4, Metal Gear Rising, etc, which was in itself a Broken Base for Microsoft's financial department) and that, well, it's seventy frickin' dollars for a single game.
    • In a similar vein is the PC version costing sixty dollars at launch. Many feel that the game should have a reduced price since it was over a year old, in addition to the numerous delays. Thankfully, several distributors had sales on preorders.
      • On that note, PC players continue to harbor irritation over being treated like second-class citizens, due to the delay in the first place. A delay that has increased with every new title. This is especially insulting to fans that were around for the original 2D games that originally were PC exclusives. The point being made is that if it weren't for PC players, Rockstar/DMA would've never have been successful enough to release console versions - let alone the 3D revival.
  • Go on any Online server and ask what the fastest car in the game is, and half will say the Adder and the other half will say the Entity XF. Thanks to the High Life & Ill-Gotten Gains Part 2 updates, we can now add the Zentorno & T20 to the mix. Interestingly, nearly no one will say the Truffade Z-Type which has the fastest land speed of any vehicle, provided it doesn't have to ever turn.
  • Then there are the vehicles like the Insurgent, Armored Kuruma, Rhino, Lazer, Hydra, ect. which are easily crowd favorites yet also have legions of players demanding their removal. Pretty much an vehicle that has a unique ability is destined to become this.
  • With the fact of people getting banned from Online because of mods, there were many in the PC modding community expressing extreme anger towards Rockstar, but a few say that it's only fair because the modders deliberately ignored the terms and conditions that they signed to play GTA V in the first place.
  • There are a number of GTA fans who genuinely prefer the stripped-down, gritty tone of Grand Theft Auto IV and thus didn't see this game as a worthy follow-up, sometimes comparing it unfavorably to later entries in the Saints Row series.
    • Oddly enough, some fans of IV have also claimed that GTA V is actually more unpleasantly cynical in spite of technically being markedly goofier. The reason for this is twofold. Firstly, the game's satirical elements are presented with much more aggression and bitterness than in past titles, where the spoofing of American culture was lighthearted and comedic. In the past it felt like the developers had a genuine fondness for the 80's and 90's media they were making fun of, but in V they have nothing but contempt for young millenials, famous celebrities, "hipsters," and every other group that lands in the firing line. It also manifests in how the characters are extremely unlikable while also not being terribly engaging or complex. Most of them can be separated into five categories: 1) shrill, dismissive jerks who constantly belittle the protagonists (IE, Michael's family, Franklin's aunt and ex-girlfriend), 2) the protagonist's dimwitted friends who are mostly dead weight (IE, Lamarr, Ron, Wade), 3) conniving, self-serving hucksters and psychos (IE, most of the strangers), 4) bland villainous characters with nebulous, poorly-defined goals who aren't very involved in the story (IE, Stretch, Wei Cheng, the O'Neil Brothers), and 5) marginally better-defined villains whose personalities boil down to "smug asshole who's abusing his power" and still don't have much bearing on the overarching plot (IE, Steve Haines and Devin Weston, who seem like they could have been killed at any point prior to the final mission). It's difficult to care about Michael's family or Lamarr when they spend most of the game screaming, acting like twats, and getting into trouble that the protagonists must then begrudgingly rescue them from. The protagonists don't seem to care about any of these people, so why should the player?
      • That nastiness is best seen with the protagonists themselves, namely Trevor. It's explained that he allegedly represents the average GTA player, which is used to justify some very jarring tonal shifts during the story, such as the torture scene (which isn't played for laughs) and the implied rape scene with Floyd (which is)note . It feels at odds with the tone of the GTA series, which (save for IV) has typically focused on goofy, over-the-top villainy instead of realistically disturbing criminal acts. Even with IV, Niko's humanity is emphasized multiple times and there are people in his life who have sympathetic qualities in spite of their flaws like Roman, Dwayne, Bernie, and Phil Bell. The game has a pessimistic tone but it also had a certain amount of heart, as well as characters that the player can get invested in. V's tone just feels juvenile and nihilistic, and the characters reflect that.
  • The infamous moment when Rockstar's parent company, Take-Two Interactive, decided to sic a Cease and Desist at the creator of OpenIV, an extremely useful single player modification tool, led to a widely skewed but distinct divide. The vast majority of players were rightfully annoyed at Take-Two for attempting to kill one of the GTA series' main communities, while those who weren't informed of the issue found themselves in opposition towards the modification community. To elaborate, many suspect Take-Two had sent the C&D to stop people creating mods to spawn in vehicles from Online in singleplayer while claiming it's to stop Online hackers despite OpenIV having nothing to do with it (the game won't even launch into Online if OpenIV is installed). This then led to discussion about whether Take-Two only gave a damn about OpenIV because it was eating into their Shark Card revenue and whether Take-Two had the right to do that.
  • People who have trouble staying connected to a populated session in Online feel that the game has no excuse for having such terrible servers and that Rockstar should get off their asses and fix the Online servers. Others point out that Rockstar has an outline detailing various routers that the game has issues with, and that they include fixes for various connectivity issues, and insult the ones saying that Rockstar is lazy for not looking up such easily-accessed information.
  • Some fans believe that Rockstar has forsaken the single player game in favor of Online. Online has received several content updates, while there has been no continuation of the single player storyline since the game's original release back in 2013.
    • Some fans think Rockstar never put enough work into single player to begin with, citing the weak missions (see Padding) and rewards, and largely unused map as signs that the single player was far less of a focus if not a total afterthought to Rockstar compared to the much more financially lucrative multiplayer mode.
    • Rockstar slowly added previously singleplayer exclusives (such as Duke O'Death) into multiplayer when the singleplayer mode hadn't gotten any new content since the Lowrider Update (and even then, it only got the two new weapons, but no new cars or the new customization options) had not exactly pleased those who didn't like Online. The official explanation was that Rockstar wanted to focus on the extremely popular multiplayer mode, but it doesn't explain why they just stopped adding the bare minimum to SP as well. This has caused many to determine that they don't add them to SP since anyone could test them for basically free, instead of having to buy them effectively blind in MP, which requires more cash (or more cash cards.)
  • Rockstar dropped support for new content updates for the Xbox 360 and PlayStation 3 versions after the "Ill Gotten Gains-Part 2" update in July 2015. Rockstar admitted that the game already was pushing the aging 7th-gen consoles to their limits, and adding content beyond what was already released could render the game unplayable due to memory limitations. However, those who couldn't afford to or flat out refused to upgrade to the Xbox One or PS4 felt forsaken.
  • Starting with the "Further Adventures in Finance and Felony" update, all of the DLC businesses (CEO, Import/Export, Gunrunning) and their money-making jobs cannot be accessed unless the player is in a public lobby. This has caused contention among players with one side arguing that it's not a good idea with so many griefers and hackers roaming the lobbies, and the other arguing that these jobs are all about competing against other people and are meant to be challenging.
    • The public lobby requirement also sparked debates on whether or not Online (hell, even the whole GTA franchise) is going in the right direction. Some players think that Online is becoming too PVP-oriented, and becoming another Call of Duty clone. Others think that this is what the game was meant to be, competing against other players to expand your criminal empire.
  • The Oppressor, a rocket-powered flight-capable weaponized motorcycle added with the "Gunrunning" update. Depending who you talk to, it's either an incredibly unique vehicle that's a joy to play with, enables you to perform all manner of amazing stunts, and lets you cross large portions of the map very quickly, or the best griefing tool since the Hydra due to being a small fast-moving aerial target with extremely accurate homing rockets that can attack from any direction and be summoned anywhere for free by an MC president. It's not unknown for players to hold both positions simultaneously, praising the bike's features while wishing it wasn't armed.
    • Doubled down upon with the Mark II Oppressor in "After Hours", which flies instead of gliding and can be equipped with aircraft defenses. It has quickly become known as something far more dangerous than Hydras and regular Oppressors - not to mention that it requires that update's special vehicle to modify, making it a massive cash sink.
  • Also added in the "Gunrunning" update is the explosive ammo for the Heavy Sniper MKII. Is it a godsend from Rockstar that finally enables players to deal with the jet griefers that have been plaguing the servers? Is it just another tool for griefers to get easy kills with? Is it both? The jury's still out on this one.
  • The very concept of griefing in general on GTA Online. If someone's cargo gets blown up, is it justified for the victim to complain? Judging by /r/gtaonline posts like this one, the answer is surprisingly divisive. On one hand, the high chance of getting blown up by a random player in a flying, missile-armed vehicle is something worth complaining about, as the game's balance is often skewed in favor of attacking players. On the other hand, a lot of people who complain about this conveniently don't mention the fact that they don't play smart, like playing with like-minded people as bodyguards, instead trying to sell four trucks' worth of cargo by themselves in a session with 29 other players.
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