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    GTA Radio 
  • Since the beginning but especially since well known songs featured in Vice City, the radio stations have been like real life stations, playing licensed music, with their own DJs, stories and details of events which can be seen taking place in the game universe, even having different shows at different times of the day. It's such a detailed world that it got its own trope page: GTA Radio.
  • One of the radio adverts in Vice City is for 'Complete The Look', a clothing store that sells stereotypical 80's clothing. What clothing it advertises depends on what station you hear the advert on, with seven variations for each of the game's music playing stations.
  • In Grand Theft Auto: San Andreas and Grand Theft Auto V (but strangely not the other games), radio host comments will change based upon the weather (in the case of San Andreas) and time of day (in the case of GTA V). Some DJs in San Andreas will also remark on current game events, such as the riots that dominate Los Santos during the final stage of the game beyond the evolving news report segments.
  • In IV, noting that many players were trying to identify the songs being played on the huge radio stations, Rockstar added "ZiT", an expy of smartphone music identification apps like Shazam and SoundCloud. (By V, though, they simply started listing the song with the radio station.)
  • In V, Kenny Loggins has a unique line to say if "Saturday Night's Alright For Fighting" plays on a Saturday.

    GTA III and GTA: Vice City 
  • Grand Theft Auto III:
    • There is an enclosed area limited by four high walls. If you manage to jump over one (with the help of a tall vehicle, for example), you can read the text "You weren't supposed to be able get here you know" on one of the walls.
    • One of the most famous features of the game, at least partly due to how often it was mentioned by Moral Guardians, was the fact that, if you employed the services of a prostitute and then killed her, you could get your money back.
    • One mission has you following a target of interest as he gets driven around by a taxi. Normally, you are supposed to keep your distance or you will scare the target off. However, if you kill the cab driver and take his place (or ram the taxi out of the way with one of your own, or even just pull your own taxi into an empty spot in front of the other taxi), the target will get into your taxi and you are the one that drives him to his destination! You still have to kill him afterwards and he will still get spooked if you drive too recklessly.
    • Another mission involves being the getaway driver of a bank robbery. If you reach the safehouse of the heist crew without being inside of a car - obviously, not the most common thing a player does in Grand Theft Auto - then you'll be belittled by a surprisingly arrogant help prompt saying "You need a getaway vehicle, Idiot!". If you're driving a bogstandard two-seater car instead of a sedan or a van with four seats, another humorous help prompt will notify that "They ain't sardines! Get some wheels with enough seats."
  • Grand Theft Auto: Vice City:
    • If a pedestrian wearing roller skates traverses onto grass, they will trip over constantly until they gradually get back onto tarmac.

    San Andreas 
  • There's a sign atop a bridge saying, 'There are no easter eggs up here. Go away.'
  • San Andreas also changes how CJ speaks based on his physical appearance. The developers knew some players would try to get CJ as fat as possible, so they have CJ speak alternate lines to any NPC he interacts with based on his weight (he'll say "Lunch money!" when he takes someone's money for example), or based on his clothes (dress in a suit and he'll say "Just cause I dress nice I can't bang, huh?" as he's stomping a pedestrian). He still speaks the same lines in cutscenes however.
  • Certain missions in San Andreas can't be started if CJ is too fat and you'll get a special cutscene telling you this. For instance, the mission Green Goo, which requires CJ to put on a jetpack, won't begin because the jetpack won't fit around him.
    • Although if you unlock the jetpack for free roam by finishing the said mission or cheating, CJ can still wear them no matter how fat he is- the limitation is actually due to a pit in Area 69 where you can drop to, but not climb off unless you're fit enough.
  • "Stowaway" has you destroying a plane by planting C4 before jumping out with a parachute, and the plane can be destroyed by shooting it from the inside. Not only do you get a funny mission failed cutscene for jumping out the plane without a parachute, but if you happen to have a parachute before you start the mission, you can just shoot the plane and jump out before the explosion kills you, skipping most of the mission.
  • Many areas have proper pathfinding for cars even if traffic never spawns there. Lose a wanted level in a place such as the San Fierro docks and you will see the police cars making their way back onto the main roads.
  • If you go one dollar past $99,999,999, the money counter rolls over and adds another digit. The actual limit is $999,999,999.
  • One mission requires Carl to find an informant hiding in an abandoned village just west of the airfield. If Carl is spotted, the guy will try to make a getaway in a helicopter. If Carl doesn't manage to kill him, but does get to the other helicopter nearby, it's possible to chase the guy all the way to Las Venturas, where the guy meets some people in an underground carpark.
  • Catalina's missions are set up in a way that lets you do them in any order you like. For example, the Dillimore gas station mission is not far from where you first meet her but you can do the Palomino bank mission first instead. The foresight part comes from CJ and Catalina's in-game dialogue, which is different depending on what one of her missions you did previously.

    City Stories 
  • In the PSP version of Liberty City Stories, there is a new sign in the alley from GTA III, with a goofy smiling face with outstretched arms, and the message "Hello again!" In the PS2 port of LCS, the sign reads "You just can't get enough of this alley, can you?"
  • The Liberty City Stories side mission Karmageddon has you causing havoc by ramming into traffic with the fire truck. The game accounts for lots of things you can do to the cars, even ramming them into the water when there are only a few areas where that is practical.

    GTA IV 
  • In Grand Theft Auto IV you get a mobile phone. If you're in a car listening to the radio when someone contacts you, the car speakers skip just before it rings, as often occurs in real life.
  • The subway stations have performers at rush hour that you can tip. You can meet a girl on the in-game internet, and after your dates she will blog about them. You can even take the Roosevelt Island tram ride.
  • Not to mention the meeting up with friends to play pool, go bowling, get drunk, even drive drunk which immediately causes the cops to chase after you and your character to say it might be a bad idea. When you haven't seen a friend in a while their dialogue will be different to if you see them often. In the expansions, you can play air hockey and go to the nightclub for drinking games.
  • On the Statue of Happiness, there is a hidden door which can only be accessed by helicopter. Walking through it (the door does not open and can literally be walked through as if it were an archway) you find a long ladder which leads up to a huge beating heart. In other words, the Statue of Happiness is the heart of Liberty City, much like the real life Statue of Liberty is considered to be to New York City.
  • In the first Francis mission in Grand Theft Auto IV you are supposed to kill a man, take a flashdrive off his body, lose the police and deliver the flashdrive to Francis. However, as seen here at 13:08, if the target falls in the nearby water, he drowns and the mission succeeds immediately, with no need to deliver the evidence as it's destroyed.
    • However, as anyone who's put their flash drive through the washing machine can tell you, it's likely that the flash drive would have survived perfectly well.
  • There is even dialogue recorded and programmed to play for events that wouldn't happen normally; each friend can say different things no matter the occassion. Roman actually has dialogue for when he steals a car even though it would almost never happen by accident.
  • Police will often be seen chasing and arresting NPC's on foot. If you park a police vehicle near an arrested NPC, the policeman will actually direct the criminal to the car before realising his mistake, giving you a wanted level.
  • If a driver pulls away when a characternote  is grabbing one of the car's door handles, they will ragdoll while continuing to hang onto the car. Assuming the character doesn't collide with other objects, they can be dragged for several seconds.
  • A head-on collision with another car at high speed can occasionally send the other driver flying through their windshield. It can also happen to you, too.
  • Following NPCs for long enough, or even just staring at them for too long, will result in the computer-controlled character noticing and making a remark of the "go away" variety.
  • Eavesdropping on NPCs using cell phones, it's possible to follow complete conversations (they aren't just making random remarks). Also applies to V.
  • Unlike the GTA III era when everything is open 24/7, there are a few cases where businesses are not open during certain hours of the day, most notably the fancy car dealership downtown. If there happen to be NPCs inside the dealership when it closes, they actually end up trapped inside.
  • During Roman's Sorrow, you are told to go to your apartment first before going to the cab depot, but you can visit the two in either order, and dialogue will change accordingly.
  • In The Lost And Damned mission "Roman's Holiday", you can complete the mission the normal way by making a long drive from the gambling den to the warehouse with Roman. Or you can just call his taxi firm whose number is given away in a blink-and-miss-it line in a cutscene and have Roman drive to you.
  • Killing a person in a car makes them fall and hold down the horn or gas pedal. Aiming at a person in a car makes them hold their hands up and either get out of the car or attempt to drive away.
  • The video editor in the PC version is a thing to behold: Instead of just being a Fraps alternative, the game constantly records every single thing going on around the player, and upon pressing the F2 key, saves the last 10-30 seconds to the hard disk. The player can then load these scenes and have them play out in-engine, while being able to focus the camera on every NPC, or just have a free camera doing tracking shots, slow or speed up the action, zoom in or out, and at the end of the day have the game render the video in (an admittedly lacking) 30 FPS.
  • The simple native trainer: a player-made hack for the PC version which has, despite its name, quite a lot of features. Some of them can be used for cheating, but others simply show how much effort the devs have put into the game: You can spawn a dozen of the same NPC and still not get a single clone, as almost each of the ~100 NPCs has several variations of upper body clothes, lower body clothes, faces, accessories... Same goes for the cars - despite already being the game with the most cars in the series, they have variations in bumpers, roofs, and other details. You can also make your character say certain lines, and you can turn your character into other characters or just pedestrians, most of which have lines for car stealing etc. which would never happen in the actual game. And the best thing - the video editor can track and save all of that.
    • Now the experienced player would think that this trainer only works in local mode - and that it either wouldn't work in multiplayer, or the things you do would only be visible locally, as the netcode would lack the ability to transfer the information "player turned into a hooker" or "player opens his car's trunk", as they weren't intended by the devs. Wrong - almost everything that can be done in singleplayer with this trainer can also be seen and experienced in multiplayer.
  • Street Vendors have propane tanks in their stalls that will explode if you hit them. To go further, only the hot dog and hamburger stands have propane tanks in them, the nut stalls do not.
  • In The Lost and Damned Clay can still equip an Assault Shotgun if you take him to enough gang wars even if you don't have it unlocked yet. However to prevent players from getting the weapon early if Clay dies with the Assault Shotgun out it won't become a drop for you to pick up until you complete the required mission.
  • One late-game mission requires the player to kill a target who rides in a convoy. If you are good enough friends with Packie, you can rig his car with a bomb before even starting the mission, as his car is near the mission starting point. The bomb won't despawn if you start a mission, allowing instant completion. The target even stops at gas station, making one wonder if R* made his route this tactic in mind.
  • Some missions will start with an objective saying "Get into a vehicle". If you get in a boat, the objective will change to "Get in a vehicle other than a boat".
  • During your second encounter with Eddie Low, the intention is to obviously kill him before he kills you, but if a cop comes by and you lure him into attacking the cop without taking his knife, the cop unloads on him rather than the usual arresting procedure to be sure he's dead just the same.

    GTA V 
  • GTA V has so many of these, IGN has created a list that reaches 100 examples. The kicker? It's incomplete.
  • If Michael misses a therapy session, then the therapist will call Michael and the player will be forced to have the conversation over the phone. Also, the contents of the session are dependent on how Michael is played. For example, if the player keeps Michael away from prostitutes and the strip club then Michael will express no lecherous issues to the therapist. This (might be, considering Michael's family were jerkassess) is unfortunately averted later in the story where his kids will chastise him for being unfaithful even if the player had never cheated while playing as Michael. The last comment of each therapy is dependent on the last crime Michael had commited.
  • The fact that you can run into another playable character on the game map off-mission should count. As stated below, doing so triggers a conversation similar to what happens when you call someone to hang out. You can also "kill" the character note , though they will only be considered "injured". If you die after doing this, you will both respawn in a hospital and will text each other on the incident. For instance, if Trevor "kills" another character, he will remark on how said character is so hard to kill. However, the character who murdered the other character will be forced to pay their medical bill.
  • Pressing the fire button in a vehicle with no weapon equipped makes the character flip the bird at people.
  • Unlike IV, throwing yourself at a wall doesn't mean you either climb or don't — it means you smack into it or fall over it, injuring yourself.
  • During Franklin's assassination missions, you frequently kill CEO's/Directors/Presidents of companies, making it possible to buy stocks in opposing companies and sell them off post-hit for an easy gain. In fact, Lester will often give not-so-subtle investment tips when he briefs you on the hit.
  • Dialogue between characters will frequently change to reflect on which missions you have actually completed. Similarly, if you decide to hang out with one of the other player characters, their banter changes depending on where you're at in the story, and there's at least one or two throwaway lines for each activity and unique to each character combination.
  • Stick too close to another protagonist off-mission (as in walk too close to them for a long time), they will become annoyed with your stalking. Continue after being warned, they will knock you on your ass, instantly killing you.
  • Female NPCs react to being followed too closely as well; if you persist they walk faster and threaten to call the cops.
  • Getting out of your car and hiding in the bushes will help you evade the police. Hiding your car in the bush while you're in the car works as well.
  • The backfire from cars can ignite gasoline trails. It can even ignite gasoline poured over your car.
  • Shooting the approximate location of the gas tank on a car makes it leak gasoline, and it will eventually run down and stop working. The gas trail may be ignited in the meantime too. note 
  • Rev up your car when you're at a red light and you'll challenge the guy next to you to a race. Honk your horn enough at a guy in front of you and he'll get pissed off and start driving dangerously to get away from you.
  • When you are next to someone who is in a convertible, you can hear the radio station that they are listening to. If you change to that radio station in your car, it will play the same song.
  • Story missions will frequently change up dialogue to reflect the player's actions, and there are often several different takes for each line. For instance, if you decide to do some Sequence Breaking on a Sniping Mission as Trevor and shoot some guards before Ron warns you about them, Trevor will mention having cleared the area already.
  • Heists also have varying dialogue depending on which crew members you selected, and it all sounds natural, completely averting Mad Libs Dialogue. One of the most impressive throwaway lines has to be during the "smart" version of The Jewel Store Job, which begins with Franklin climbing to the roof and throwing sleeping gas into the ventilation system. On the off-chance that you visited Ammu-Nation and purchased grenades or sticky bombs, Michael will call you over the radio reminding you to switch grenade types. It might have been Annoying Video-Game Helper material if it didn't show such impressive attention to detail.
  • Similarly, one of Trevor's missions for Josh requires him to use a jerry can that is provided at the beginning of the mission. If you already have a full jerry can, Trevor will compliment himself for being "one step ahead". If you don't have enough gas to use, Josh will mention that he has more in his car.
  • If you kill Amanda, Jimmy, Tracey or anyone one of his friends as Michael, he'll freak out. Fortunately for him, they'll just end up in the hospital and send him the bill. The same applies with Ron if Trevor accidentally kills him... although Trevor doesn't care as much except telling the player it was their fault for running Ron over. Ron will send him the bill anyway since he's in deep debt. Franklin's reaction is a simple precision F or S strike, wondering how a pro driver like him could hit someone like that. Trevor's penalization is the funniest though...
    "HAHAHAHAHAHAHAHA! Pay my hospital charges."
  • If playing as Franklin or Trevor, go to Michael's house and start shooting rockets at it. He will call you and shout to stop firing rockets at his house. Keep doing it and he'll send you the same text message to stop firing at his house.
  • Similarly, if you decide to steal a protagonist's car while as someone else, an angry call will come in telling you to stop stealing his car.
  • Church bells ring on the hour.
  • Clocks show the exact in-game time.
  • The loudspeakers at Fort Zancudo will blare out Reveille at 0530 sharp.
    • Speaking of Fort Zancudo, it doesn't appear on the map, much like real life high security military installations.
  • When you're wanted, the police dispatcher will report your location (neighborhood and street name), as well as the type, color, and sometimes the name of your vehicle. Further, if you drive out of sight from the police, dispatch will express audible confusion over what vehicle they think you're in.
  • Each of the three main characters has a preferred musical genre that will be reflected in their default choice in radio stations. Franklin likes hip-hop & old-school rap, Michael likes classic rock from the '70s and '80s, indie rock & indietronica, and Trevor likes hardcore punk. In fact, changing the radio to a different station as Trevor will (at least during scripted missions) result in him complaining about the music and automatically switching it back to the punk station.
    • And during the stretch of the game where Michael has been run out of town by Martin Madrazo after Trevor kidnaps his wife, living in Trevor's trailer and driving a crappy rental car, he listens to classic country. Because country, as Xander Harris taught us, is the music of pain.
  • If you have the foresight to actually look in the back of the car in the mission where Franklin meets Michael for the first time (Michael holds Franklin up at gunpoint in the backseat of the car), you'll see that something is covered in a blanket in the back seat.
  • During the mission "Reuniting the Family" Jimmy will mention that Amanda cheated on Michael with "the guy on Vespucci Beach who thinks he's Jesus." If you go down to Vespucci Beach you can actually meet the guy. His name is Jesse.
  • If you get three or more wanted stars, police officers switch from shouting their movements to using hand signals.
  • Additionally, harming cops instead of killing them makes them retreat. Shoot a cop in the leg or foot, and other officers will often drag them to cover.
  • Causing a car's alarm to activate and stealing it after the alarm has stopped, will let you off scott-free of cops.
  • If the police witness drivers trying to attack you and you're simply just trying to drive away, the cops will chase the attackers, getting them off your tail.
  • In the story mode, it's possible to hold up certain stores. Do the same store frequently in a small amount of time and they can set a trap, working with the cops to ambush you.
    • Robbing stores in Online too quickly will increase the amount of stars you get in the resulting wanted level; you get two stars for the first two stores, three stars for the next two, and four stars for every store after that. Thankfully, this is reset back to only two stars if you wait for about 10 minutes before robbing another store.
    • Related: If you rob the same store twice within a moderate period of time, the clerks immediately recognize you and summon the police, if they don't start shooting or have cops with them already. Showing up in a mask will prevent them from recognizing you... unless you've also robbed that same store with that same mask.
    • There are also two different ways to rob stores. The first one - which is usually more lucrative - is to draw a weapon and aim at the clerk, which will make him empty the register. Yelling at him (through your microphone) or shooting up the store will increase the speed at which he empties the register. The other method is to knock out out or kill the clerk, run behind the counter, and empty the register yourself. This is faster but usually nets the player slightly less cash and more wanted stars.
  • In Online, the cashier will often comment on how many times such a things have happened, depending whether or not another player has robbed the store recently, and may say that they should've gotten a gun. There's also a chance of them pulling one and possibly killing you, if you don't return fire.
  • If you happen to pull the trigger on an empty weapon while performing a robbery, the clerk will immediately fire upon you.
  • In both online and offline mode, calling people frequently will cause them to complain about it. Do it enough without reason (i.e. calling and hanging up rather than selecting a conversation) and they'll start to snub you.
    Lester: Call me back when you get that brain of yours working.
    Ron: Call me when you've grown a brain!
  • The in-game smartphone model shows the same graphics seen on the game's HUD.
  • It's possible to catch most vehicles with the Cargobob's hook, right from regular cars to tanks, but the hook cannot catch convertibles with their roofs down.
  • Online will always remember a player driven vehicle and never despawn it, unless it's destroyed. Even if it isn't a personal vehicle.
  • If your personal vehicle in Online is destroyed by another player, they will pay for the insurance, provided that you bought insurance coverage.
  • Running around in your underwear or, as Trevor, in a dress will have NPCs commenting on your choice of clothing. If you get wasted or busted in Single Player mode, the protagonist will walk out of the hospital or police building in normal, more appropriate clothes.
  • Storing your online cash in your bank account means other players and muggers (obviously) can't steal it from your wallet. You can still get mugged, but you won't lose cash, making the mugging be for naught. (Applies to GTA V Online only, though some single-player walkthroughs suggest investing all your cash in a "safe" stock before engaging in a dangerous mission to protect it should the protagonist be wasted and have to forfeit a large percentage for medical expenses.)
  • Much like in San Andreas, you can find parachute atop of buildings or places that would be ideal for basejumping. Getting into planes or choppers will always equip the player with a free parachute. (Except in Online, where you need to have reached a certain Rank before you get parachutes equipped from planes and helicopters.) The convenient parachute placements are more frequent in Online than Single Player. After each jump, the protagonist is shown removing the parachute and discarding it; sure enough, you need to track down another before you try again.
  • You can send in-game texts to other players, for free, but only if they're in the same lobby. Calling them on the other hand, costs about GTA$10note Texting cross lobby yields no money fee either. No news on cross lobby calls.
  • Suiciding in Online is usually free. The "easy way out" you take, varies from a cyanide pill, to putting a gun to your head. Doing it on mission will tell you that there's "No easy way out this time!".
  • The Altruist Cult will almost always welcome Trevor into their little abode (unless he attacks). Going there as Michael or Franklin results in them immediately attacking. If Trevor delivers a victim for the cult for the fourth time and slaughters all of them after they turn on him, nobody will be in the village from then on and the cult theme will no longer play.
  • Ballas gangsters will not only insult Franklin for being part of the Families, but also Michael and Trevor if either of them wears green.
  • When Lester gets into a car, he has his own unique animation. Rather than use the stock "one leg in" animation, he sits in the car butt first and rotates his legs in, like a real handicapped person would do.
  • In Online, the player can purchase an apartment which will include a shower. If the player climbs into the shower, they will be encouraged to sing into the microphone, and doing so will give them a few free experience points.
  • Showering after your character has been shot or killed (creating wounds) will clean them off your character.
  • You can do donuts with cars in V, however, if you do it to a car with tires not meant for extensive drifting long enough, the tires will burst, just like in real life. Buying bulletproof tires will let you be able to do donuts without bursting them.
  • If you're on a motorcycle, landing from a great height wheels first will not protect you from damage or getting wasted.
  • As Trevor, people can call the cops on you and get you a wanted star just because you're wearing a dress if you hang around them long enough to allow them to.
  • In Online's introductory missions and various cutscenes, all players involved in the job will have subtle, unique animations in the scene (e.g. When introduced to Gerald, Lamar will rip on Player A's clothing with Player B, C, etc. laughing in the background.)
  • When browsing the internet on your phone, if you're browsing secure pages such as your Portfolio and you try to go back you'll get a "this page has expired," just like in real life.
  • If you park your car in an illegal location and leave it to take part in an activity (such as the Vinewood Tour), the car will have been impounded by the police by the time you get back.
  • Unlike the III era and even IV for the most part, some businesses are only accessible during certain hours of the day. You cannot visit movie theaters in the middle of the night, for example, and the Vinewood Tour is only available between certain hours too.
  • Surprisingly averted in one case, however: the game offers no command for sitting down on a chair; the only time a player character is able to do this is when it's scripted for them to do so or it's part of a cutscene. This is particularly noticeable when riding the subway; you have to stand the whole time (though the game automatically makes the protagonist sit down between stations).
    • Although only out in the open, inside homes every player character can sit down and watch TV.
  • Weapon and armor pick-ups are less common or conspicuous (at least in single-player), reflecting real life as you don't normally find submachine guns or bulletproof vests lying around.
  • During By The Book, Steve, Trevor and Mr K's dialogue will change depending on which torture instruments you do or do not use and in which order. Mr K also has two voice tracks for the scene that includes clear and slurred speech depending on whether you pull out his tooth or not. Also, letting Mr. K die by not injecting him with adrenaline will lead to a special cutscene.
  • At night, moths and other insects are seen fluttering around lights.
  • In a return to a feature last seen in GTA: San Andreas, some radio DJs will make reference to things like the time of day (for example, DJ Cara will remark about it being morning).
  • When switching protagonists, the character previously played will stay in his location for a brief time. It is possible, depending on how close the "switched-to" character is randomly placed, to rendezvous with the previously played character. When this happens, the two will acknowledge each other and the previously played character will ask to hang out with the currently played character (at which point a regular friend outing scenario begins if you say yes).
  • In one story mode mission, Mike shoots out an airplane's engine while Trevor chases the disabled plane on an ATV. The route the plane takes will go very close to Trevor's own home. If you detour slightly and drive past Ron's house, Trevor will yell at him as you pass.
    Trevor: Ron! You'd better be working!!!
  • When Franklin moves house, his new home will be filled with boxes which get unpacked as time goes on. Also, if you get back into Franklin's old home, you can find that his room is empty.
  • During vehicle chases, police cars will use real-life pursuit tactics to try and stop the player, such as driving in front of the player and slowing down, shooting at tires, or attempting the pit maneuver. When you get three or more stars, they'll set up spike traps with their roadblocks.
  • If someone is shot with a low damage gun. they do not necessarily die immediately and may continue shooting at the player, even while lying on the ground. Head shots, of course, are instant kills, as are shots by stronger guns to any part of the body and anything that causes the target to fall a great height.
  • Although businesses where the player can actually buy items are open 24/7, other "scenery" storefronts can be seen to close up shop at night. Also, areas where NPCs gather during the day (shopping areas, sidewalk cafes, etc) are vacated at night.
  • It's possible to run into birds while flying aircraft. No damage is done to the aircraft but it does generate a distracting sound effect and bloody animation.
  • There is a random event involving an abandoned vehicle near the Sandy Shores Airfield. Normally, if the vehicle is approached on foot, the protagonist will be shot with a stun gun and placed on the train tracks. Trevor can bypass this with his special ability, leading to some unique dialogue with the attacker.
  • If you park by a police station, leave the vehicle, and an emergency call comes in while you're there, a cop will commandeer your vehicle and drive away in it. (Unless you stop him, though this will trigger a high wanted level, of course).
  • Unlike past GTA games (including, to a degree, GTA IV), the road network in GTA V is more realistic and generally easier to navigate, with fewer "you can't get there from here" scenarios which made earlier GTA games a challenge.
  • The Scenery Porn aspects of the game world are notable examples of this. Every little side street, even places where neither story mode or Online are expected to take you is loaded with detail. For example, in northwest Los Santos there is a college campus that is an expy of real-life UCLA. One part of the campus includes a track and field arena. Nothing in the gameplay takes the player here, yet if you wander in, you'll find NPCs jogging around the track and at certain times of the day water sprinklers will come on in the infield.
  • If you use the "Look Behind You" button in a car, your character will glance up at the rear-view mirror, unless they are in a truck or other vehicle with something obscuring the back, at which case they glance at the hand mirror.
  • If you manage to steal a cop car and turn on its sirens, other cars will pull over, depending on what lane you are on, and they will immediately stop if they notice you. Also, cop cars don't have any radio (it's disabled, unless you're playing GTA Online) except for their own dispatcher that you normally hear during a car chase.
    • The latter of which is more of an internal consistency (driving a police vehicle has always just played the police radio) than realism - as Real Life police cars do in fact, have perfectly working (albeit very basic) stereos.
  • Hit the brakes hard in a newer car, and the wheels will lock-up briefly and repeatedly, as what happens on a real car with ABS. Except on older cars like the Rat-Loader, which do this much more slowly, as if the driver is performing cadence braking.
  • The Updated Re-release on PlayStation 4 and Xbox One introduced, among other things, a first-person mode. Outside of cutscenes, you can now do absolutely everything in first-person, from skydiving to drive-bys... but most of all, it shows off just how much Scenery Porn was put into the updated graphics, on top of how much already existed in the game. Every car received a fully-detailed interior complete with functional speedometers (a feature that fans had demanded for years), aiming is done down the sights, and cover-based shooting requires you to actually peer out before you can track enemiesnote , but that's hardly the end of it — they even put a giant crack in the corner of the screen on Trevor's phonenote . That's attention to detail.
    • They even acknowledged that rolling while in first-person could make players sick and added an option to pass to 3rd and back when you roll.
    • Having sunglasses on while in first person will tint the screen, with the color depending on your glasses.
    • Speaking of sunglasses, their filter decays over time (it takes 45 seconds for it to disappear). Anyone who is used to wearing sunglasses will tell you that after wearing them for some time you stop noticing their tint.
    • A minor detail, but wearing a mask while in first person will cause a very slight shadow to appear on the edges of the screen to simulate a mask's ability to cut off some peripheral vision, although for gameplay reasons the shadow is dim enough to not cut off any of your view in first person.
  • When walking down some streets that are filled with attractive girls, you may notice some guys nearby hollering at them. If you play as an attractive girl in Director Mode and walk past those same types of guys, they'll holler at you too.
  • Some cutscenes are set up so, depending on who you're playing as, it will start at different time
  • Certain cutscenes are affected by who you're playing as when you arrive for the mission and you will only see the events from the moment they arrived (so say you're playing as Franklin and you show up to a cutscene where Michael and Trevor are already there and talking; you'd only see the parts of the conversation Franklin was there to witness but if you were playing as Michael when you triggered it, you'd be able to watch their entire conversation and Franklin would arrive partway through).
    • One mission in particular does the same but more extreme: Franklin will phone Michael or Trevor (whoever's being played) to tell them he's chasing a person of interest and tell them where to meet up, making a mission marker appear. Activating the mission normally has Franklin say he chased them in his car before they crashed out and now Chop is tracking them through the woods, but switching to Franklin anytime after he gives the mission will begin it instantly and allow the above to be played out in person, syncing up when Franklin gets a call from the others to say they're in position.
  • In Online, multiple players can pile into 4 door cars. While the two players in the front seats can change the radio station, this affects the music playing for everybody and can induce the same sort of squabbling that occurs in real life. The suckers in the backseat, however, cannot affect the station because they can't reach it and so are stuck with whatever is playing.
  • Cars in North Yankton have license plates properly labeled 'Yankton' on them instead of 'San Andreas'. Quite the amazing detail considering how brief the stays in North Yankton are, and how few people would probably notice such a small thing.
    • Also, government vehicles have license plates that are titled "SA Exempt" similar to the real life "CA Exempt" plates.
  • During Trevor's hunting minigame, you take pictures of your kills with Trevor's phone. You're supposed to send them to Cletus, but you can actually send them to any of Trevor's contacts. This results with some amusing replies.
    Michael: Could you be any more of a redneck?
    Michael: Thanks, but I'm more of a medium rare kind of guy.
    Michael: Glad to see you have so much time on your hands.
    Franklin: Is there anything you won't shoot?
    Franklin: Why u sending me photos of dead animals?
    Franklin: I hope u gonna eat that.
    Jimmy: Politically correct as ever, Uncle Trevor.
    Lamar: I only smoke homies with 2 legs.
    Tao Cheng: WTF? Is this some kind of threat?
    Dave: That one I can't arrest you for.
    Wade: One for the wall!
    Ron: Y u no take me hunting Trevor?
    Devin Weston: That's not how you alpha-male a vegan.
    Nigel Thornhill: Now if we could just get a photo of you WITH the dead animal, Jock? Mrs. Thornhill would be so happy.
    Patrica Madrazo: carino you're so unpredictable xx
    Various contacts: Dude, seriously.
    Various contacts: Is that what I think it is?
    Various contacts: What the fuck, Trevor!?
    • Cletus himself has a few unique responses if you send him a picture of a dead person.
    Cletus: Jeessus Trevor that is definitely no elk.
    Cletus: Why are you sending me snuff?
  • As Michael or Franklin, pressing right on the D-Pad (On Xbox 360, Xbox One, PS3, & PS4) while on foot and nearby pedestrians will make them give a rather friendly greeting. However, doing this as Trevor makes him lash out an insult at them. The "dev team" part is that exactly what he says depends on who he's speaking to.
    • Specifically, Trevor has taunts directed at fat people, poor people, senior citizens, gang members, cops and hipsters.
    • If you do this repeatedly on a particular NPC, they will react by either running away or attacking Trevor, again depending on who you throw insults at.
    • Pressing the talk button as Franklin or Michael may occasionally deliver an insult, which could make Non Player Characters aggressive towards you and ready to fight. At which point, you can pull out a gun and make them surrender.
  • In the mission where Trevor heads to Los Santos, just before then he detours with Wade to a trailer park to mop up the remainder of the Lost. It is scripted to start raining as you near the trailer park, and if you're in a car without a roof, when the latter asks what the stop is, he'll complain about getting wet. If the car has a roof, he'll omit his complaint and simply ask what the stop is.
  • There are small windows of opportiniy throughout the story where Michael, Franklin or Trevor can call people on their contacts list to engage in conversation. An example of such a small window is when the player first gains control over Michael. Before returning home after forcing Franklin to crash into Simeons store, Michael can call Dave Norton. This is before Dave is even introduced in the story!
    • Similary, the conversations the playable characters can have with others during hangouts is dependent on how far the story has progressed. Some of these conversations give a lot of insight. For example, Trevor and Michael will lament that Brad was the most rotten amongst them and that his death was for the best.
  • Nikki, one of the strippers at the Vanilla Unicorn is black and wears purple lingerie and boots. If you have one of the protagonists go home with her, you'll find she lives in Davis, which is Ballas turf.
  • Shoot out the headlights of a police car at night and the cop in the passenger seat will pull out a flashlight to shine out the front window.
  • In the mission "Hood Safari," Trevor, Franklin and Lamar are escaping from the police on Seasharks, and the suggestion is made to get to shore since it'll be easier to lose the cops. The "Dev team" part comes in that you can not only choose to escape with one of the other characters, but they have specific dialogue to reflect this.
  • Some missions prevent you from doing things that would otherwise completely change them.
    • Case in point, during the mission "Father/Son" the truck being chased is scripted to get away. The player isn't supposed to have any sort of grenades at this point, but if you get some and replay the mission, you will quickly notice that any grenades thrown during the chase won't detonate. (Which prevents the player from destroying the truck — Not that Michael wouldn't want to, seeing as he could potentially kill Jimmy & Franklin, and destroy his boat as well.)
    • During the beginning of the mission "The Wrap Up", if you try to follow Dave down the building, a helicopter will crash into the walkway, separating him from Michael and forcing him to face the Merryweather Buzzard and be saved by Trevor.
      • If the player manages to destroy the helicopter before it crashes, they actually can follow Dave... at least until they instantly die when they reach the bottom of the stairs!
    • In "Predator", the O'Neil's SUV is indestructible until it crashes into the canyon. If it wasn't, the entire mission could be skipped via a well placed sticky bomb.
  • The GPS has serious trouble with San Andreas International's multi-tiered terminals and will often send you around in circles or to completely the wrong layer when trying to navigate through it to custom waypoints, just like real-life GPS systems struggle with stacked roadways.
  • Hao is the subject of a strangers and freaks mission that introduces Franklin to street racing, and he is also the owner of the Los Santos Customs garage near the airport that you go to during Father & Son. How Hao greets Franklin during that mission depends on how well he did during that first street race, and if Franklin has not yet done one, Hao will encourage him to do so.
  • Cars equipped with a turbo upgrade will make a blow-off valve sound when you let off the gas at higher RPM.
  • NOOSE troopers can throw tear gas in order to force you out of cover.
  • Gasoline poured on sand burns out considerably quicker then gasoline poured on asphalt.
  • Whenever Trevor, Franklin, or the Online protagonist aims the Micro SMG without a scope when out of cover, they will fire it from the hip, but if it does have a scope, they will unfold the stock and aim down the sight. Michael, on the other hand, will always properly aim down the sight, even if the weapon doesn't have a scope. This also happens with the two machine guns.
  • You can go to pubs and clubs and buy drinks as normal. Down several in quick succession (3, sometimes you'll be allowed one more) and the bartender will get concerned and cut you off.
  • Each character uses a different type of Cell Phone reflective of their lifestyle. The upper-class Michael's iFruit device (based on the Apple iPhone) is a sleek, high-end model, the working-class Franklin uses a mid-range phone running an OS that resembles Android, and not only does the OS on Trevor's phone seem to be based on the Nokia Lumia (Nokia line were famous for its durability, and its owing to Trevor's dangerous lifestyle), but as noted above, the screen is visibly cracked in the Updated Re-release. What really demonstrates attention to detail, however, is when Michael pulls out his phone in the prologue mission set in 2004, revealing an old brick of a handset resembling a Motorola or Sony Ericsson from the mid-'00s — which never shows up again outside that mission.
  • Towing a trailer will slow your vehicle down. That's not unusual for a driving game that lets you do that. What is unusual, though, is that the physics engine also means that your car will be slower to accelerate if you have passengers riding with you, providing a few hundred extra pounds' worth of weight for your car's engine to pull. (Upgrading the armor, though, doesn't seem to make your car heavier.)
  • Missions with multiple protagonists can often be triggered by any of the involved, and sometimes doing so results in different introductory sequences depending on the selected character. For instance, consider the mission Bury the Hatchet, which involves travelling to the off-map state of North Yankton to uncover the actual fate of Brad Snider, which can be launched by either Michael or Trevor: if started by the former, you'll have to head to the international airport and travel on a commercial flight to the state, followed by a brief drive-through sequence across the town until you reach Snider's grave, whereas the latter instead makes you get a light plane from Trevor's airfield and fly away from San Andreas by your own volition.
  • If you pay attention to the Hill Valley cemetery, near the marina, you can occassionally find a terrier just sitting there in front of a certain grave.
  • During the Deathwish ending, Trevor is supposed to kill Steve Haines by shooting him in the head with a sniper rifle, causing the cameraman who works for him to Freak Out! at what just happened. However, if the player decides to blow Steve up with an RPG instead, a unique cutscene will show the rocket heading towards him, and subsequently ending him. The cameraman also doesn't say anything afterwards, due to being caught in the blast.
  • When using the Heavy Revolver Mk II and the Double Action Revolver, gently pulling the trigger button (without actually firing) will actually cock the hammer and spin the cylinder, much like a real double action revolver.
  • In first-person mode, if you stare at an NPC in the same vehicle long enough, they will eventually react to it, usually by curiously staring back, presumably wondering why you are staring at them. Trevor especially looks annoyed by your staring.
  • Again in vehicle in FPS mode, (car) sounds are slightly different depending on the viewpoint. If the car's windows are intact, most sounds are muffled, such as the sound of raindrops hitting the roof. break any windows however, and the sounds are more similar to those in third-person view.
  • In Friend Request, when watching the final assassination of Jay Norris over the TV, the player can turn down the TV volume before calling him. The response and explosion can both be heard over the cellphone.
  • Crystal Maze has a special aerial Establishing Shot of the O'Neils Farm if Trevor arrives there by plane.
  • If Franklin ignores Michael's instructions to drive into Simone's car dealer store and instead just leaves the area (or drives around randomly), Michael will comment on Franklin's stupidity and promptly knock him out, failing the mission.
  • After Trevor murders Johnny Klebitz, Ashley will fall to her knees and cry over his corpse; you're actually given the option to kill her too. If you do, Wade will bring it up as you leave to confront the Lost.
    • Later in the mission, Trevor confronts Ortega (leader of the Aztecas) and executes him. Or rather, you could execute him, or you could choose to just walk away and spare his life.
  • If you receive a vital phone call from another character during a story mission and accidentally skip it, the character will simply text the message to you.


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