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YMMV / Grand Theft Auto V

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  • 8.8: There's quite a bit of backlash from GameSpot's 9/10 review, though the backlash comes more from the review's accusations of misogyny (specifically, whether or not it's true and whether or not that's a legitimate reason to deduct points on a professional game review) rather than the score itself. And even more so from the Escapist's 7/10 review, which gave the game a lower score because the reviewer didn't find the main characters sympathetic and because he barely spent any time talking about the actual gameplay.

  • Acceptable Targets: It should be noted this game is pretty much intentionally offensive to everyone, and purposefully uses Stereotypes for both humor and social commentary, so none of these examples should probably be taken seriously.
  • Accidental Aesop: Trevor, serving as a kind of Anti-Role Model, inadvertently makes a case for legalization during his "Grass Roots" mission, complaining it would put him out of business.
  • Alternative Character Interpretation
    • Trevor is a big one. Some think he's an absolute Jerkass, whose occasional Pet the Dog moments do nothing to redeem his unrepentant, brutally psychotic behaviour, while others consider him a deeply disturbed individual whose actions are down to the myriad of mental problems the game alludes to him having. More still simply consider him an incredibly badass Villain Protagonist who's Not So Different from some of the other main characters in the franchise, who are perhaps undeservedly held up to a higher moral standard than him. The game actually has Michael posit an in-universe alternate interpretation of Trevor, theorizing that much of his behavior is a front; a persona he puts on to intentionally frighten, disturb and offend the people around him.
      • As a possible example of this: During the heist set-up that takes place at Trevor's meth lab, he microwaves some clearly rotten food that he implies may or may not contain human flesh. When his crewmates blanch at his offer to share it, he happily chows down. As soon as the meeting is finished and the others leave, he immediately vomits it all back up.
      • Also, ever notice how Trevor's spelling is very good in his texts and emails to Ron, while it's absolutely atrocious in his texts to Michael, Franklin and Jimmy?
      • Did he spare Mr. K as a rare show of mercy? Or was it an act of rebellion against Steve Haines, who told him to kill him? Or was it both?
      • Were Trevor's feelings towards Michael entirely platonic? Or is there something more?
    • Jimmy too. Is he a smug manchild layabout happy to blame his father for his own laziness and refusal to do anything other than do drugs and play video games, or is he a friendless, socially awkward young man with some legitimate Freudian gripes, who sorts himself out through a little Character Development?
    • Then there's Michael himself who has several in-game interpretations. Supposedly the Only Sane Man with an Awful Wedded Life who sees himself as a Jaded Washout disappointed with a lifestyle of shallow materialism, he's also described by both Trevor and his wife as a self-deluding hypocrite who in Amanda's words, "kills people and then lounges in the sun and feels bad about it" while Trevor regards him, with some justice, as a self-centered hypocrite who sold his friends for his own filthy rich lifestyle. Notably in the two alternate endings, Michael is far more willing to betray Trevor than Franklin is, and he immediately justifies killing Trevor on grounds that he had it coming. Then there's the case of whether his death in one ending is an intentional suicide or if he didn't think what headbutting Franklin would actually do and did it on impulse.
    • Tanisha is apparently the Only Sane Woman in Franklin's circle of friends. She's not stupid, she's not a crook, she's the only one who sought to and ultimately did escape the criminal lifestyle, she tries to let Franklin know that money isn't going to win her favor or make him happy, and disparages him for always looking for the easy solution. However, many see her as a high-and-mighty Hypocrite who's guilty of everything she accuses Franklin of being (see The Scrappy for details).
    • What was Sanchez's motive for betraying Haines? Was he more honest than he seemed, or was he just looking to move up in the world?
    • Devin's anger at Michael for Molly's death. Was it a sign that he genuinely cared about her even if he didn't return her affections? Was he just upset at how it hurt and inconvenienced him? Or was he just using it as an excuse to justify taking revenge on Michael for ruining his plans to prevent Meltdown's release?
  • Anti-Climax Boss: As tough and well armed as Terry and Clay could have been in The Lost and Damned they're barely tougher and well armed as the rest of the mooks they're with and usually go down in 3-4 shots. Justified in that, much like Johnny, the meth addiction has made them far less tough than they were in TLaD.
    • Pretty much all of the game's Big-Bad Ensemble goes down fairly easy, no more difficult than any other mook. Wei Chung and Stretch get offed by (from their perspective) complete strangers. Steve Haines gets sniped by Trevor, having never seen it coming. The real challenge with these kills is getting away clean. Devin Weston, last on the list, puts up no fight at all, but at least he gets some face time with the protagonist so he knows exactly who is killing him and exactly why, giving it more emotional context than the others.
    • In the first two endings respectively, Trevor and Michael don't put up much of a fight. The former is a chase scene which ends in a single bullet being fired, while the latter has a shorter chase scene which ends in a red herring moral choice.
    • Basically, the game doesn't have bosses in a gameplay sense, only a narrative one.
    • Trevor's Rampage side missions. You go from fighting Rednecks, to two gangs in Los Santos, to the freakin U.S. Military. Who's the target of the fifth and final rampage? Hipsters. In this case, it's balanced out with being funny as hell.
  • Anvilicious:
    • Like GTA IV before it, while it does take potshots at both the American right and the American left, the right gets the brunt of it. There's the return of the Republican Space Rangers, the Kung Fu Rainbow Lazer Force, Weazel News: Confirming Your Prejudices! again, Jock Cranley's Patriot Test, one of Trevor's Contacts (Joe and his sidekick Josef, who salutes by sticking his arm straight out),and others.
    • The left wing criticisms (particularly on the Liberal Superhero show "Impotent Rage") are just as heavy-handed: basically, if the right-wing are the neo-Fascists who at least get their blatantly evil agenda done in a timely and efficient manner, the left-wing can be summarized as Good Is Dumb. Really, Really, REALLY dumb. Their efforts to better society end up being sidelined by an unwillingness to confront the conservatives, and sometimes their efforts make society even WORSE. In particular, their message of environmentalism is undercut by flying private jumbo jets to accept the awards (Truth in Television, as this is a common criticism of climate change activists like Al Gore), they want to legalize weed, heroin and crack for the mass market, and their needs to have workers unionize and demand outrageous wage hikes and personal benefits are becoming so expensive that corporations are outsourcing to the third world and China (note that the developers just acknowledge the left-wing is causing this; they also criticize outsourcing at several points, most notably in ending C as part of the "The Reason You Suck" Speech against Devin Weston) and the sense of self-entitlement the middle class has means workers are too lazy to work anyways. And considering Audience Surrogate Jimmy is depicted as an Entitled Bastard from this depiction of the middle class, this message is probably more likely to dig under the skin of GTA fans than the right-wing criticisms.
      • There is a constant theme of the left-wing allegedly supporting the common man but actually furthering elitism among the liberal caricatures in the game. The Democratic candidate in the game even admits that her new extreme tax plan wouldn't affect people like her who have already made tons of money. When the interviewer accuses her of "shutting the door on everyone else," just to gain political support, she doesn't even detect the criticism and explains how the people of San Andreas realize that they need a rich hypocrite to run their lives.
  • Arc Fatigue: The sidestory of Michael and Trevor's strained relationship starts about a quarter of the way through the game... and then continues on toward the very endpoint. Almost all their interactions throughout the game are the two bitching back and forth with no resolution being made between them until a post-game drinking session. It gets so bad that even Franklin starts repeatedly mocking the two for it.
  • Author's Saving Throw:
    • Grand Theft Auto IV's missions were criticized for being repetitive in their nature, a lot of them having Niko being told to chase and assassinate someone with little variation. Rockstar addressed this with a wide plethora of missions, particularly with the heists. The assassination missions proper were reduced to being optional but with high payouts, particularly with manipulating the stock market.
    • 2018 has seen many Online cash giveaways just for logging in. Each one has been at least 150 000$ worth, usually more. While the prices are still high, at least now even those who don't play the game often can gain pretty good money by just starting up GTA Online every now and then.
    • The nightclubs that you can own seem to be this for money over time business. Gun running and motorcycle club side business have been unpopular for a while due to how stingy the rewards are and how much time you have to spend, ironically, on these "idle" money making methods, having to constantly get supplies and not seeing a dime until it's sold, which can be interrupted by other players. The club will not only link the business together in one place, let you sell them in one place, and give you more opportunities the more diverse a "portfolio" of over time business, but they will also be automatically run by the warehouse technicians you hire, meaning no more having to go out and grab more materials every 15 minutes. The club itself will also make you money on a "lose profit over time" scale, but instead of needing the supplies to keep up payment you simply lose total profit over time and need to do "resupply", actually promoting your club, to get it back, getting $10,000 every time the game ticks off as a day with it lowering as your club becomes less popular. Finally those missions will grant you a few thousand each one you do, which isn't much but it's enough to buy more ammo/supplies you may have used, or just a small amount to tuck away, compared to nothing you get from other business.

  • Badass Decay: Johnny Klebitz. In The Lost and Damned he was the very epitome of a Badass Biker. But by the time of Grand Theft Auto V he has become a pathetic meth addict who doesn't even have the balls to stand up to the guy who is screwing his girlfriend.
  • Base-Breaking Character:
    • Trevor. His Ax-Crazy behavior in general is seen by half the fanbase as a hilarious parody of the franchise's Video Game Cruelty Potential tendencies, and the other half as obnoxious and forced. Furthermore, the way he brutally murdered Johnny Klebitz and The Lost in his introduction infuriated many fans of The Lost and Damned, who thought it was an insulting way to treat a returning character. Considering who Rockstar Games claimed he's supposed to represent, this may have been the point.
    • Steve Haines and Devin Weston. Depending on how you ask, they're either interesting, entertaining antagonists who tie in nicely with the game's themes, or the weakest and least threatening GTA antagonists yet. The fact that they're both killed off anti-climatically {And in the case of Haines, killed in a really unsatsfying manner without a final confrontation with the protagonists} doesn't help either.
    • Lamar. To some players, he's a hilarious comic relief character who acts as a nice foil to Franklin. But to others, he's an obnoxious Ethnic Scrappy who frequently gets into trouble with rival gangs like the Ballas, and relies on Franklin or Trevor to bail him out. Half the time, Lamar's not even grateful that his friends come to rescue him from his own screw-ups.
    • Michael. He is either a deeply troubled man who only wants the best for his family and to become a better person, or an unsymphatetic selfish hypocrite who uses the fact that he has a family to pretend he is a better person than he actually is. While he isn't as psychotic as Trevor, Michael is implied to have cheated on Amanda first, and he screws over Franklin so he could meet his idol, but he also seems to genuinely love his family.
  • Big-Lipped Alligator Moment:
    • When Michael gets drugged and robbed by his own son, he undergoes a Mushroom Samba that involves spaceships, aliens and flying through a city of rainbows in his underwear that just has to be seen to be believed. And all that while sound bites of Michael's family yelling at and disparaging him play in the background.
    • On that topic, anytime Trevor, Michael and Franklin finds and ingests peyote and have a trip of them being an animal of some kind. Generally accompanied by a narrative of the characters themselves.
    • The two side-missions involving Michael and Trevor smoking some very potent weed and being forced to battle aliens and clowns, respectively.
    • Trevor's rampage missions in general are these, but special mention goes to Rampage Five, where he is attacked by hordes of gun-wielding hipsters who drive to the battle in electric cars and scooters, and die while saying things like "I was trying to finish my screenplay."
    • The opening cutscene of "Blitz Play" has a less obvious example. In the middle of this almost completely serious dialogue, when Dave mentions that "some parts of the government might be corrupt," all three Player Characters, in perfect unison, make comical "see no evil, hear no evil, speak no evil" gestures.
  • Best Level Ever:
    • The mission "I Fought the Law..." is often regarded as this by players. The reason? You get to do a street race against two of the fastest cars in the game (the Overflod Entity XF and the Grotti Cheetah) in the motorway which connects East Los Santos to Blaine County.
    • "Derailed", a mission sometime before the Union Depository heist, has Trevor chasing a train in motorbike. Despite being a late game mission and no doubt brings GTA San Andreas players back bad memories of that one early game mission, the mission is far easier than that mission. Doesn't help it has funny dialogue mostly courtesy of Trevor, awesome music, awesome setpieces, and one of the achievement being 'Better than CJ'.
    • "Minor Turbulence" one of the Trevor's mission also combines several infamous missions from GTA San Andreas involving planes, but the improved plane handling and again, Trevor's funny dialogue helps.
    • "Hood Safari", where Trevor accompanies Lamar and Franklin to buy dope. First of all, this is your first mandatory return to Grove Street. Second, not only do you get to watch Lamar and Trevor interact, but Trevor tells off Franklin's annoying aunt, and stops Lamar from being ripped off. Third, when the drug deal goes bad, the trio fight off wave after wave of gangbangers (and then cops), and this mission is the earliest that you can purchase a grenade launcher, making Grove Street a literal war zone. There's also a very brief cameo appearance by CJ, Big Smoke and Ryder, who were three characters from Grand Theft Auto: San Andreas. And last, but certainly not least, you must escape from the cops by jet skiing through the Los Santos River.
    • Another fan favorite is "Bury the Hatchet," on top of the Awesome Music, The Reveal for Trevor about what actually happened to Brad, and when playing it as Michael getting a voice over flashback to him breaking the news to Amanda, which is implied to be the start of their marriage going downhill. It's emotional, to say the least.
    • Any mission where you are free to switch between the three characters tend to be climatic and amazing, with the mission taking full advantage of their abilities.
    • The Heist missions, naturally, but special mention to the last 3:
      • "The Paleto Score": When the gang needs to knock over a small-town bank, fully aware that the local Corrupt Hick Cops would be on the scene in less than a minute after the alarm goes off. The gang came prepared, and counter the police response by walking out of the bank wearing Bomb Suits. Michael and your gunman come out sporting Light Machine Guns, and Trevor comes out hefting a freaking Minigun! So they tear up the police men... and the police cars... and the police choppers... and then Army Fort Zancudo sends soldiers, Barracks hummers, and [Rhino tanks. The gang kills all of them, too.
      • "The Bureau Raid": To clean the records on Corrupt Cop Steve Haines, the gang has to break into the FIB building. There are two options. First Option: Pull the largest Bavarian Fire Drill in history: first by having Michael plant firebombs posing as a janitor, then the crew charges into the building as firefighters to grab the data drive, having to eventually have a shootout with FIB agents in the flames, and rappelling down an elevator shaft while dodging falling blocks of concrete. Second Option: Skydive onto the roof of the FIB building, hold off FIB goons while doing Hollywood Hacking on the computer, before rappelling down the side of the building, and having your Badass Driver get you out of there in an ambulance to slip past the police.
      • "The Big Score": "Subtle" or "Obvious." Either way: you get to steal four tons of gold, and you do it in a badass way.
    • Online has the Top Funnote  trilogy of versus missions. One team of runners have to run off with some valuable stuff in their hands without the whole team dying on either Sanchez dirt bikes, Voltic and Coquette sports cars, or even Mallard planes. What are they running from? Oh, nothing but some hunters flying freakin' P-996 LAZER fighter jets that can blow the runners' asses off.
    • In the Heists update on Online, there's a setup for the "Humane Raid" heist. What are you stealing? An EMP from a Hydra jump jet. Who are you stealing it from? Oh, only the Navy! After lifting off with the jet, you then get a dogfight with around 12 Lazer jets, and just to top it all off, "Danger Zone" is automatically put on the radio for the last stretch to the Sandy Shores airfield.
  • Bonus Feature Failure: The video editor included with the PC version has a lot of irritating problems, like only being able to go roughly fifty feet away from your character, recording ending the instant your character dies, the "smooth" camera option causing the camera to lag behind the set keyframes, poor video output quality, and other arbitrary limits that make it just plain annoying to use.
  • Broken Base: See here.

  • Complacent Gaming Syndrome:
    • For races in Grand Theft Auto Online nearly every vehicle category has one particular vehicle model that clearly stands out as the best, meaning that almost everybody will choose it. The Sports Car class has the Pariah, the Muscle Car class has the Pißwasser Dominator, the Motorcycle class has the Shotaro, and the Super Car class has the Vagner.
      • On a similar note, most of the races you join will be using either the Super or Sport class. Trying to find a race for the other classes available is a tall order, especially if you're looking for the SUV, Van and Utility classes.
    • Criminal Records and Down The Drain are the two tracks occupying 90% of Quick Job -> Join Race results.
    • Boneyard is the most popular survival map in Online because it can easily be beaten with as little as two people. Just go behind the trailer near the player spawn point, put a player on each side, and mow down wave after wave of enemies who are unable to outflank you because they can only approach your fortified position by crossing large areas of open ground. Processed is another, where you can hole up in the sheds.
    • 90% of the job invites you'll get from other players will likely be for Rooftop Rumble, a ridiculously easy mission given how late in Online it gets unlocked that pays out more RP and money than any other mission in Online.
      • With the rebalancing of the RP from jobs, that percentage is now more like 40%. Which, given the number of other jobs available, is still pretty high.
    • The most common Heist you'll be invited to will likely be The Prison Break, since it has a series of easy enough missions and a good payout of four hundred grand.
    • When it comes to actual heist setups, the EMP setup in the Humane Labs heist is by far the most popular, since it involves stealing a Cool Plane and getting into an epic dogfight. Invites to this setup can be as frequent as Prison Break invites. One could argue that this setup is the only reason why this heist even gets any play time.
    • In terms of weapons, many weapon classes have one weapon that is perceived as absolutely better compared to the other weapons in its class. Expect players to always gravitate towards such weapons while ignoring the rest. Notable examples include the Special Carbine in the Rifles class and the Marksman Sniper in the Snipers class.
  • Complete Monster: GTA Online: The Doomsday Heist: Avon Hertz is a genius billionaire tech mogul, inventor and "father" of the insane A.I. Cliffford, and the true main antagonist of the Doomsday Heist scenarios. Petty and egotistical to the extreme, Avon had his own vision for a perfect world. He sought to create a dystopia where all of mankind was replaced with sentient machines who worshiped him as God. He tricks the Online protagonists into feeding data to Cliffford under the guise of rooting out the Russian terrorist Bogdan, when he was actually using them to gain access to the United States defense grid. After trying to blow of the submarine the players and Bogdan are on, he reveals that he will use Cliffford to hack into missile systems throughout the world and unleash nuclear armageddon to completely wipe away humanity. Hiding out in an abandoned missile silo, Avon tried to use a nuclear warhead to wipe away San Andreas and buy time to allow Cliffford to hack into weapons systems around the world to unleash doomsday. While Avon and Cliffford are ultimately killed, his genocidal ambitions lifted him above all other villains in the franchise in terms of evil grandeur.
  • Contested Sequel: While this game took steps in the right direction (see Even Better Sequel), a sizeable amount of the fanbase considers this game one of the weakest (if not the weakest) in the main GTA series. Some of the reasons cited include (though not limited to):
    • A lesser number of single-player missions compared to other games (even less than that, see Padding).
    • A weaker story compared to previous games, especially concerning the relationship between characters (see Arc Fatigue) and weak villains (Steve Haines gets compared constantly against officer Tenpenny in an unfavorable way). Some people also note that two of the main villains (Stretch and Wei Cheng) only appear for two to three missions at most and then they get unceremoniously killed in the last mission as if they had an impact on the story. Speaking of which, just to add insult to injury the bosses get killed in pretty anticlimactic ways, without leaving the player any satisfaction for getting rid of them..
    • Going around in a killing spree is way harder than in previous games thanks to the improved police AI (making them stupidly good at their job of killing you). On one hand, people say that it's easier to get rid of them if you know how and that they present a challenge. On the other hand, people who play the game just to do chaos and mayhem tend to get annoyed when they get killed in two shots from a police officers just for damaging their car.
    • As noted under Scrappy Mechanic this game has a huge amount of problems compared to previous entries, namely the fact that many missions (already being contested) tend to leave the characters without getting money, forcing players to look into the stock market (which is a Scrappy Mechanic on itself) to buy properties, which don't leave much money either. Combine this with mechanics like smacking (and damaging) yourself when trying to climb, animals that can kill you on one hit, different police AI, pretty few ways of getting health back (other than regenerating health), glitchy melee combat, NPCs that hit you just for standing still and having allegedly the largest map in the series... which consists of 70% mountainside, it's easy to see why many people didn't find this game to live up to the series' expectations.
    • Finally, as noted on the main page of Darkness-Induced Audience Apathy, the game is a big Deconstruction of Damn, It Feels Good to Be a Gangster!, showing how petty, self-destructive and selfish anyone would have to be to behave like a GTA protagonist, along with how ultimately futile the lifestyle itself is. It also deconstructs easy money and the "American Dream." The trouble is, it's doing all of this in a video game series known for playing most of those tropes straight, so it comes across as condescending towards the very people who buy the GTA games. Couple that with a few blatant stereotypes about people who play too many video games, and you've got a game that almost feels like it's trying to alienate its audience.
  • Crazy Awesome: As morally reprehensible as he can be, Trevor arguably crosses over into this with the sheer level of insanity he gets up to. The best example is probably the mission "Minor Turbulence", where Trevor crashes a crop duster into the back of a cargo plane with an open hatch, hijacks it, and bails out of it after being attacked by the Air Force, potentially by driving a jeep out the back, simply because it's there.

  • Darkness-Induced Audience Apathy: This was the main complaint of the game in The Escapist's review of GTA V, where it was given a 3.5/5. According to the review, Niko Bellic and even Tommy Vercetti were more sympathetic.
    "The three men you take control of throughout the game aren't even anti-heroes. They're just scumbags. [...] It's certainly fun to be the bad guy sometimes, but only buy Grand Theft Auto V if you're prepared to play as characters with no justifiable motivation for doing awful things to people."
    • There's a meta-example in this game as well. Outside of the heists, very few missions offer satisfying rewards. Financial rewards are slim for most missions, gameplay rewards (such as unlocking guns, vehicles, new modes of play) are rare outside of the main story missions and the ones that do show up in side missions tend to be jokes at the player's expense, which means that the missions aren't rewarding in a third way: from a dramatic or gameplay perspective. Examples of this include unlocking an antique tractor for a long string of intentionally mind-numbing missions, or a joke car for collecting 50 hard to find spaceship parts hidden all over the largest sandbox GTA's had to date. After completing just a few Side Jobs or Random Encounters, going out of your way to undertake a new one will begin to feel like an exercise in masochistic futility.
  • Demonic Spiders
    • Some of the tougher enemies (such as NOOSE troopers), mainly because they can take multiple machine gun bullets to the chest and not only survive, but also get up and continue fighting as if nothing happened.
    • The SUV's that NOOSE troops ride on to get you also qualify. Unlike regular cops (Who only occasionally ram you), they try to ram you off the road from the moment they see you (not to mention that they can keep up with a fully tuned Adder going down a highway). At worst they actually will ram you, at best they'll get in your way. Regardless, this will allow the two guys hanging off the sides to take potshots at you, and no matter what you do, their bullets will hit you.
      • The worst part is how easy it is for them to get called in. Killing a cop instantly gets you three stars, and killing at least three or four more after that gets you four, which is when the NOOSE troopers start appearing. And when you get five stars, they spawn far more frequently, sometimes two or even three at a time.
      • Technically speaking, NOOSE do spawn at three stars, but only as the troopers piloting (and shooting you from) the police helicopters. However, they can rappel down at a four-star wanted level or higher and chase you on the ground if for some reason they cannot pick you off from above, or if the NOOSE on the ground can't reach you.
    • Cougars can become this thanks to their ability to One-Hit Kill you combined with their near-inescapable speed and tendency to ambush you out of nowhere. If you're wandering the wilderness in Blaine County and see a red dot coming for you, your only hope of survival is at best a very narrow window to blow its head off with your shotgun. They only attack you while you're on foot, thankfully, so if you're in a vehicle (even just a motorcycle), you're safe.
    • Worse than cougars are the sharks that appear in certain water areas, as well as at the very edge of the map. Unlike with cougars which you can just kill with a well-timed shotgun blast, your arsenal against a shark is limited to a very small selection of melee weapons which barely hurt it at all, and only really serve to temporarily delay you from becoming its dinner.
    • Dogs usually leave you alone unless you bother them or their masters, but if you do happen to piss one off, it'll become a big threat very quickly. Like cougars, they can easily outrun you, and are capable of killing you instantly, but they are harder to hit thanks to their smaller hitbox. Not to mention there are also police dogs as well that will attack if you get a wanted level.
    • Players in a Rhino are also a pain in the ass if you happen to run into one. They take at least 5 rockets to destroy, and considering a player can only carry 30 at oncenote , and considering that the player driving it will will put you in his sights, it can sometimes be damn near impossible to get rid of them.
      • And the Gunrunning and Doomsday updates added far more annoying versions of the Rhino, the APC and Khanjai. Each are faster than the rhino and can eat much more rockets. It's where the unlockible weapons when things get fun. The Khanjai can use a rail cannon that can destroy even the most tanky vehicles in a few shots, and the APC can use a missile battery that's effective against everything.
    • You thought a troll in a Rhino was bad? A troll in a P-996 Lazer fighter jet will make you cry. They have a rapid-firing explosive cannon that can take out anything, yes even a Rhino (thanks to a nerf to the Rhino's armor), in milliseconds. Furthermore, while a Rhino's slow speed makes the problem only confined to one area, a Lazer can easily swoop around the entire map. It is not unheard of for a skilled jet pilot to dominate a lobby to the point that everyone else has no choice but to cower in the shelter of a building. Oh, and don't bother trying to take it down with a homing launcher. It is too damn inaccurate, and the pilot can dodge it with ease.
    • The Heist Update brings us the Armored Kuruma and the Insurgent, two powerful cars that start with bulletproof tires and 100% armor. The Kuruma is a fast sports car with bulletproof windows and the durability of the single player car the Duke o' Death. The Insurgent is an outright LAPV with enough armor to survive multiple rockets and sustained minigun fire, and enough mass to smash through anything smaller than the Rhino or Dump, even causing smaller cars to explode on impact with a wall. The Insurgent is so powerful that it even has its own minimap blip, and there's an armed version deliverable by Pegasus that carries a 50-caliber heavy machine gun.
      • Speaking of the Duke O' Death, It got unbanned during the Gunrunning update This speaks for itself.
    • Hell, just about any enemy with a shotgun or an assault rifle can be this, since they can potentially kill you in seconds (if not instantly) if you're not careful.
    • Thermal Juggernauts, introduced in the Doomsday Heists Update. As their name implies, they're mooks in heavily padded bomb suits armed with Miniguns, which can easily rip any player apart in seconds. Furthermore, they can only be detected and shot at with Thermal vision, and even then they'll take a hell of a beating before going down. The only good news is that they're relatively slow.
  • Draco in Leather Pants: Three words; Trevor. Has. Fangirls.
    • Played With - while there are an inordinate amount of Original Characters shipping with Trevor, most of those stories don't change Trevor's Laughably Evil persona much - in fact, that might be part of the appeal.
    • While definetly not to the extent of Trevor, people also tend to downplay Michael's negative qualities. While yes, he wants to change for the better, he betrayed his gang to be with his girlfriendnote  cheated on said girlfriend before the events of the game, complains when she cheats on him for revenge, ignores his kids, and has It's All About Me mentalitynote . He does get better, but only after his family leaves him.

  • Ear Worm: The Epsilon theme.
  • Ensemble Dark Horse:
    • Lamar. While he and Franklin can be jerkasses to one another, Lamar has been one of the better received side characters in the game. The fact he serves as the Sixth Ranger during the Golden Ending probably doesn't hurt. Lamar is also the one who picks the Online Protagonist up from the airport and gives him/her a pistol as a starter weapon and slowly introduces him/her to the world of GTA Online.
    • Wade Hebert, the Juggalo of Trevor Philips Enterprises, has gained a lot of love from the fanbase for his humorous lines and endearing innocence.
    • Agent Dave Norton, the Reasonable Authority Figure who fully acknowledges that Steve's Glory Hound schemes and insistence of perpetuating Inter Service Rivalry are more destructive than all three of the protagonists combined, and tries his best to keep Michael and his crew safe as much as he can, as well as being a legitimate badass when push comes to shove, such as breaking into an IAA black-site to prevent a bioweapon from devastating the west coast, and fighting alongside Michael through a Mexican Standoff with Steve, an FIB team, the IAA, and a Merryweather Buzzard.
    • Chef, the badass meth cook for Trevor Philips Industries. He only appears a few times in the game (once during the mission "Trevor Philips Industries" and he can also be used as a gunman during heists), but every time he shows up he proves himself to be such a tough and competent gunman that he's become quite a popular character.
    • Brad, considering that he only shows up alive for five minutes during the prologue, there is a lot of Wild Mass Guessing that centre around him and his past with Michael in particular. Many fans even want to see the DLC focus on Brad, Michael and Trevor in their bank robbing days.
    • Ensemble radio station in this case, Radio Mirror Park is by far the most popular station in the game, and for good reason.
    • A minor example, but the drunk redneck NPC who stumbles out of the Yellow Jack Inn in the first Civil Border Patrol mission and starts singing has quite a few fans who find his song enjoyable.
  • Even Better Sequel/Surprisingly Improved Sequel: When compared to Grand Theft Auto IV, though not universally (see Contested Sequel above). Rockstar seemed to have addressed a lot of player concerns such as many features that were taken away (character customization, the ability to fly airplanes, buy property, etc.) in GTA IV and made several improvements to the GTA formula (i.e. better driving, shooting, and crapton of side activities to do).
    • In addition, heist missions like 'The Job', 'Breaking the Bank at Caligula's' and 'Three Leaf Clover' are widely considered the Best Level Ever in each game by the fanbase. Rockstar responded to this by giving the heist theme a much greater focus in GTA V.
    • The PC version. GTA IV's PC port was not that great when it first came out, with three pieces of DRM tied-in (SecuROM, Games for Windows — Live, and the Rockstar Games Social Club) and some pretty high requirements for the time, yet it was not a stable game. Its only redeeming parts were the video editor, the usual support for custom music through Independence FM, high resolution support and 60fps gameplay, and having a huge modding community. Come the much-delayed GTA V PC version in 2015, and we have a much better-looking and (for the most part) more stable game. It comes with a large palate of custom settings, an even better video editor, less DRM (just the Rockstar Games Social Club, plus Steam if purchased from there), great graphics with 4K resolution and 60fps support, and, as always, support for custom music through Self Radio (with the newly-added ability to show artist and song title metadata).
    • While some players fault the game for focusing too much on multiplayer, there is no auguring about how popular GTA Online is. What's better than exploring a city and causing mayhem why doing it friends of course! As sucessful and iconic as the GTA series is, no other installment can claim it was played by millions of people daily years after its release like it was an MMORPG.
  • Evil Is Cool: Michael, Franklin and Trevor, as usual in GTA.

  • Fandom Rivalry: With Red Dead Redemption II. Fans tend to debate about wich game is best in terms of storyline, characters and online mode.
  • Fanfic Fuel:
    • What Michael and Trevor did during their pre-GTA V robbery sprees, before and after they hooked up with Lester and Brad.
    • The things Franklin did back when he was still a member of of the Families.
  • Fanon Discontinuity: As far as certain hardcore fans of Grand Theft Auto IV: The Lost and Damned are concerned, the mission "Mr. Philips" didn't happen; if Johnny did die after the previous game, he didn't go down like that.
  • Fan-Preferred Couple:
    • Franklin is popularly paired up with Tracey, despite them never properly interacting in the story.
    • Both Franklin and Trevor have the option of beginning a relationship with insane hitchhiker Ursula, however due to her "unique" personality, she and Trevor are the better fit.
  • "Funny Aneurysm" Moment:
    • One of the radio advertisements in the game is for a company that says it sells tiki torches that can be used if you need to form a drunken mob. After the events of the summer of 2017, in which white supremacist groups carried tiki torches while marching in several cities around the US leading to riots in which multiple people died, it doesn't come across as nearly as funny or harmless a joke.
    • After all these years, having the game mock Call of Duty for Downloadable Content is hypocritical due to how focused on microtransactions GTA Online is.
  • Funny Moments: More like Crowning Front Porch Of Funny. Virtually every cutscene that takes place in or around Franklin's front yard in Chamberlain is hilarious, mostly because they involve Lamar and/or Trevor doing and saying ridiculous things.

  • Game-Breaker: Being a Rockstar game, it should be no surprise the multiplayer has... questionable balance.
    • The Assault Shotgun. It has an extremely fast fire rate, and with the extended clips upgrade an absurd amount of rounds. It also has decent range, fires full auto from blind fire and all factors combined makes it an incredibly overpowered weapon in general.
      • For singleplayer on the PC, some realism mods turn shotguns in general into this, though they also turn any enemy using one into a Demonic Spider.
    • The Advanced Rifle. High firing rate, great accuracy, and decent damage make this weapon ridiculously powerful against other players, especially since the Carbine Rifle and Assault Rifle just can't hold a candle to it.
    • The Combat MG. Has slightly lower damage than the Advanced Rifle but has more range and a massive 200 round magazine with extended clip making this extremely effective for fighting large amounts of opponents, especially cops and gangs.
    • The Rhino. Any player able to afford or successfully steal one can quickly find themselves become the scourge of the multiplayer session.
      • The TM-02 Khanjali. The Rhino has not been at the top for a long time but the Khanjali puts a tank up high once more, with it's ability to be given armor and engine upgrades like a car, bring up to three friends riding/gunning with you, and drop mines.
    • AP Pistol. Perfect for players seeking more accurate drive-bys, and with a few quickly spent clips, a highly effective killer of any cars players are chasing/chased by.note 
    • In Story Mode, properly investing using the Lester Assassination missions with the money gained from The Big Score can easily max out the amount of money you can have in the game. This makes all other money making opportunities moot in the process.
    • Also in Story Mode, returning players can grab a Railgun from Ammu-Nation. It takes a bit to unlock and costs an arm and a leg, but players who do get it are effectively set, since all they have to do is point and click and an explosion will appear. No surprise, then, that this weapon is nowhere to be seen in Online.
    • Both the Armored Kuruma and the Insurgent are basically more durable than the Rhino, and are virtually invincible against entire groups of NPCs. In Online, you can get the Kuruma fairly early after the introductory heist if you save up enough cash, and is fantastic for certain jobs where you need to wipe out a large group of NPCs, as the armored windows makes it extremely difficult for enemies to hit players, meaning an entire group in a Kuruma can come out entirely unscathed from a fight that can normally give groups of players a lot of trouble. The Insurgent doesn't offer quite as much protection due to the more exposed windows (in fact, you are considerably more vulnerable to gunfire than in the armored Kuruma, which by comparison makes you virtually invincible against NPC gunfire unless you're unlucky (other players are another story, but the small windows still makes proper aiming much harder)), but it is still extremely durable, and the variant with the gun turret can easily destroy most unarmored vehicles extremely quickly, which offsets the vulnerability.
    • The Homing Launcher is a massive one in online, and was an even bigger one before its Nerf. It was probably added to the game to address player concerns that Lazer jets could essentially only be stopped with another plane of the same type. To fulfill this role the homing launcher;s titular homing projectile is the fastest and most agile missile in the game. It can lock onto any vehicle in the game. period. And since its a DLC weapon any player at any level can buy it. The Homing launcher essentially made helicopters obsolete overnight, as it can destroy all but one in one hit and there is almost no way to dodge them. To make matters worse it didn't really solve the aforementioned Lazer problem it was created to address.
    • Among the special abilities in single-player Trevor's rage mode is easily the strongest. Not only does it amp up his damage so he can kill large groups of enemies in seconds with almost any gun but it also turns him completely invincible letting him survive explosions, turn the minigun from Awesome, but Impractical to a handheld apocalypse machine and even kill groups of armed enemies with his bare fists. By the time it runs out you could easily have killed everyone in the vicinity or be back in cover no worse for wear considering the damage you would've done.
    • With the Further Adventure in Finance and Feleony some weapons now get drum magazines. The machine Pistol and Special Carbine Rifle both benefit greatly from this, the Rifle being an assult rifle that holds 100 bullets with the new magazine and still having a fast reload speed compred to the LMGs, and the machine pistol being usable in cars, fully automatic, and only slightly worse than the AP pistol.
    • The Gunrunning DLC introduced MK II weapons with the ability to equip different ammo for different situations. The Heavy sniper got a new ammo type that explodes. It can one shot a max hp max body armor player on bullshark testosterone and kill any unarmored vehicle on one shot, with one exception we will discuss in a second. Since its a bullet and not a projectile, it can enter the cabins of vehicles through unarmored windows and kill the occupant it hits, which will not damage the vehicle. Its amazingly efficient at dispatching even the most game breaking vehicles in the game or at least killing the drivers. Its greifing potential is so high that some players think even using it should count as bad sport points. This was partially nerfed in the Doomsday Heist update. It no longer one-hit kills players and NPC's, now requiring 2 shots to kill as if using regular ammo and an unarmored player/NPC.
    • The freaking Orbital Cannon. While one could argue that its intended purpose was to be Purposefully Overpowered, costing upwards of $3.5 million in-game and then $500,000-$750,000 per shot, it can hit you anywhere on the map and will one-shot nearly any vehicle you're in with the only to defend yourself to be to never leave your safehouse. Given that the weapon was supposed to be prohibitively expensive to use, all it has done has exacerbated the fact that Good Bad Bugs to get easy money and whales buying shark cards have now made the game all but unplayable, as they were just given a griefer's wet dream. Needless to say... players are furious.
    • The Slasher game mode is supposed to be stacked in favor of the guy with the shotgun, forcing players to hide and run until they get shotguns themselves. In practice, however, a well-placed ambush can lead to the hunter's demise, as the game's questionable melee mechanics allow even one of the hiders to start beating the hunter to death with a flashlight, with the hunter unable to retreat far enough to even be able to shoot at point-blank range, as the default point-blank attack with the shotgun is hitting the other player with the stock, which does less damage than the flashlight. If the hiders group up and surprise the hunter, they can swarm and overwhelm him/her easily. This became especially prominent after youtubers started realizing this could be done, and now the "meta" for Slasher is basically more about the hunter killing the hiders before they can take him/her down, rather than waiting for the timer to run down. Again, with flashlights.note 
    • As of the After Hours update, the Oppressor MK2 takes its precursor and cranks nearly every aspect of it Up to Eleven. Not only is it mind-numbingly difficult to hit, but it is often loaded with missiles that are difficult to evade without assistance without countermeasures, countermeasures to deter missiles or lock-on, is able to be called in from anywhere thanks to the convenience of a motorcycle club, and possesses very high evasive capabilities. Thankfully, it’s only destroyed in one hit from any explosive.
  • Game-Breaking Bug: In early versions of Online, buying a bicycle in Online and getting it trashed when you have a medium sized garage. The main game engine considers the bike trashed and you can't recover it and ride it ever again, but the garage management engine for some reason still lists it on the bike rack albeit as <destroyed>. In early releases, buying a third bike to replace the destroyed bike won't put it in the destroyed bike's place, but instead erases the car in the first slot in the garage- simply put, the rack space occupied by the destroyed bike is lost. Thankfully, this was fixed in a patch.
    • Another one comes in the form of accidentally hitting a NPC while playing golf in Story Mode, as documented by Cracked. If you hit a NPC, not only will the police come, but your character will suddenly freeze up and be unable to move, allowing the police an easy target to pick off your character. It gets annoying because the NPC has the tendency to wander in front of you when you're just going to hit the ball, and the game penalizes you for dying by deducting $500 off your character.
  • Goddamned Bats
    • Police helicopters, which start coming in at a three-star wanted level. They have a nasty tendency to spawn right when you think you're in the clear. What makes it worse is how easy it is to get a helicopter after you - if you kill a cop (even by accident), you're smacked with three stars and you'll have a chopper hot on your ass in no time. At four and five stars, you have to deal with two or even three at once, on top of NOOSE troopers.
    • Some pedestrians, usually the "aggressive" types such as rednecks, Ballas, and Lost MC members, qualify as well. They can start attacking you if you run into them, talk to them wrong, or sometimes for no reason at all. Depending on the pedestrian, fighting back may even result in other pedestrians joining in the fight, or even pulling guns or knives on you. Some pedestrians may have dogs with them, who will also join in on the fight and can instantly kill you. The worst part? Even if you do choose to defend yourself, you'll frequently end up gaining a wanted level in the process, forcing you to deal with the cops on top of the attacking pedestrians.
  • Goddamned Boss: The blue helicopter in the final Epsilon mission if you choose to escape with the money. Unlike other enemy helicopters in the game, this one will try to hover right above you, messing with your aim. Either hide under cover and let it run until the pilot gives up and goes away, confuse it under cover and shoot it down as quickly as possible, or just blow it up (or kill the pilot) before it even leaves the ground. The last two options are part of a Gold Medal requirement.
  • Good Bad Bugs
    • The gate glitch, which is the successor to the "Swingset of Doom" glitch of IV. Like the swingset glitch, ramming a vehicle up against the house gates at Rockford Hills can cause it to be swung very high into the air, much higher and faster than the old glitch in IV ever could. The sliding gates are hard to do the glitch at but are the only ones that can be done in single player. The swinging gates are much easier to ram up against and can even fling people that walk into them as well.
    • During version 1.07 of the game, players could actually fly to and roam around North Yankton in Grand Theft Auto Online via a glitch. Rockstar supposedly patched this out in version 1.08, but several YouTubers have managed to get back into North Yankton on that version regardless.
    • You can also duplicate your cars via another glitch, meaning that all three characters could possibly have a fully-modded Z-Type while only buying one.
    • Since cutscenes are rendered in real time, you can have odd things happen during them like having the police plug multiple shotgun shells in Trevor and Michael while they are arguing.
    • By staying inside a building with windows like a barber shop, blocking the entrance with a car, and killing everybody inside, you can attract the cops but they will not shoot you. However, you can since bullets can go through the seemingly bulletproof glass. This can make it very easy to attain five stars and still stay safe.
    • Certain NPC models have voices and dialogue that don't match their appearances at all. Examples include a blue collar worker claiming to be a highly paid lawyer and a burly NOOSE member sounding like a spoiled valley girl.
    • This. Just...this. Words can't describe how hilarious it is, so just watch.
    • Redditors discovered a bug in the Taxi AI which they turned into a hilarious minigame. Calling a taxi to hurry between two specific points in Blaine County causes the driver to attempt to navigate a twisting, cliffside road at speeds it is not equipped to handle. So far players have found that it has about a 10% survival rate.
    • In the original version of the game, Franklin's special ability gave vehicles a brief speed boost during its activation, and this could be applied above a vehicle's normal top speed. By repeatedly using his special ability it is possible to go faster than otherwise possible. This was removed in the enhanced version however.
    • When firing a suppressor-equipped weapon from a car, the suppressor will for some reason be invisible.
    • Two more exposed by Cracked: The fact that you can tell a taxi to drive off into the ocean and drown both the driver and the player (although if the player leaves the cab fast enough, s/he can still escape, but the poor taxi driver is consigned to a watery grave). Impractical, but many players find it a good laugh. Additionally, you can do yoga while riding a bicycle- getting on backwards, then riding arms crossed with your head looking forward upside down. Looks painful, but it did entertain players.
      • Similarly, taxi drivers were never programmed to take terrain into account when being told to hurry. In mountainous areas this can lead to the driver going way too fast, and flying off a cliff.
    • If you go to a certain point in Paleto Bay and dive down to the ocean floor, near some plane wreckage is a briefcase containing about 12,000 dollars. If you save and reload, it respawns. Have fun grinding for the cheaper properties or gun mods. And if 12,000 isn't enough for you, there's another easy-to-find briefcase on top of a sunken submarine off the coast of Pacific Bluffs, and it's worth 25,000!

  • Harsher in Hindsight:
    • The whole point of the social satire of this game is this (remember Jock Cranley and Sue Morrey?) if you consider that Rockstar has declared that a game as violent and satirical as GTA would not fit to this era of political correctness. In fact, it has reached a point where even the people working in Rockstar are afraid to write social satire on their games.
    • The gameplay trailer released on July 9, 2013 had Michael and Jimmy returning from a father-son bike ride and the latter exclaiming "Jeez, pop, too much more of that and maybe I won't be dead by 35!". On the previous day, it was announced that gaming journalist Ryan Davis had suddenly passed away at the age of 34.
    • Lazlow coming on to Tracey during the Fame or Shame audition mission, and some of the character's radio comments about his career, takes on a new perspective after the celebrity sexual harassment scandals of late 2017. That said, Lazlow's comeuppance - several times in the game, in fact - takes on Hilarious in Hindsight qualities as a result.
  • Hilarious in Hindsight:
    • Trevor's insistence that he's not a hipster, when you realise that one of the DLC packs was called "I'm Not A Hipster." Even better, it has numerous additions to single player- including very Hipster-ey clothing and car choices.
    • In December of 2013, a man was arrested for fighting off 15 police officers while high on meth and masturbating. Not only does this sound like something Trevor would do, the perpetrator looks like he could be Steven Ogg's twin brother.
    • Now that the eight-gen versions of the game are out, this bit with Ricky, especially when you factor in how the seventh-gen versions just barely fit on the discsnote  and all the new features added in next-gen. It's enough to make you wonder if it wasn't cheeky Foreshadowing on Rockstar's part.
    • This fan-made trailer, released on August 30, 2013. What makes it this is that in the Next-Gen versions of the game, Midnight City is one the new songs added.
    • Trevor being introduced brutally beating a beloved GTA protagonist to death. In 2016, Steven Ogg, Trevor's actor, appeared in The Walking Dead as The Dragon to Negan, who makes a similarly grisly entrance.
    • There are several minor throw away jokes on the game's radio to "Combat Yoga" and "Darwinian Yoga", which take out the meditative aspects of yoga in favor of a more modern and aggressive approach. Fast forward to 2016, and Rage Yoga is now a thing.
    • Franklin's phone is said to be a Bittersweet device that looked like a Samsung Galaxy and running Drone OS, a parody of Blackberry and Android respectively. At the time the game was first released, Blackberry devices ran the proprietary Blackberry 10 OS with an Android Runtime tacked on, and there were rumors circulating of Samsung planning to buy Blackberry and use that branding for a line of business phones. Frame step to 2015, and not only did the buyout not happen, but Blackberry had also started making true Android Blackberry phones starting with the Priv, in a bid to Win Back the Crowd due to Blackberry 10 being perceived as lacking in desirable software and the Android runtime being dodgy and not fully compatible with all apps.
    • The San Andreas gubernatorial race is between Democrat Sue Murry (a condescending, overly politically correct, "know-it-all shrew") and Republican Jock Cranley (a hateful, bigoted, dangerously ignorant, jerkass celebrity with no prior experience in politics), the candidates reflecting every negative stereotype of 2016 Presidential candidates Hillary Clinton and Donald Trumpthree years before the 2016 election. While Clinton being the Democratic nominee that year was seen by many pundits and political writers as a Foregone Conclusion even in 2013, Trump running for President came out of nowhere and surprised everybody.
    • On a similar note, the Republican Space Rangers episode included on the in-game TV, while intended as a parody of the contemporary Tea Party movement, was also incredibly prescient in anticipating Trump's appeal. The episode ends with the Space Marine Dick eating some bad chicken wings and taking a giant diarrhea dump on a model of the Capitol building at a right-wing rally, which gets mistaken for an Excrement Statement by a crowd that roars with approval, leading to a pair of shadowy alien financiers (transparently based on the real-life Charles and David Koch) choosing him as the vehicle through which to enact their hard-right agenda. Trump, of course, would campaign on overt scorn for the political establishment, comparing it to a swamp that needed to be drained, and while he never went so far as to literally defecate on the Capitol steps, he did gain notoriety for his flouting of political norms and his Controversy-Proof Image.
    • The Republican Space Rangers became this themselves once the Trump administration proposed the idea of having a Space Force- a separate 6th branch of the armed forces to have control over military operations in outer space.
    • Michael's hatred of yoga instructors is funny once you consider that Ned Luke, Michael's voice actor, is currently married to a yoga instructor.
    • Samantha Muldoon's transparently commercial shift from being a socially aware pop singer to a down-home, flag-waving country singer, mainly to profit off of the older, conservative white demographic that still spends money on lucrative physical CDs as opposed to streaming, can be seen as this in light of Miley Cyrus' shift from raunchy, rap-influenced pop music on Bangerz to a more country-influenced pop-rock style on Younger Now. Said shift was widely criticized, with many interpreting Miley's comments about her Genre Shift as indicating that her Bangerz-era Hip-Hop influences, and her subsequent abandonment of them in favor of a country sound, were done for commercial reasons.
    • Seeing Steven Ogg sell Old Spice products, considering that Trevor is notoriously unkempt.
    • During the Doomsday Heist missions, Avon Hertz offers to pay for the job in cryptocurrencies and Lester tells him to keep them because "cryptocurrencies are a bubble". Avon smugly replies "spoken like someone who got off too early", with Lester's tone implying that it is in fact the case. Less than two weeks after the Doomsday Heist's release, that bubble has popped.
    • The look of the Insurgent Pick-Up Custom is impressive since Streit Group is marking the Python, a 4x4 armored vehicle that has the same looks as the Pick-Up.
    • What was Trevor’s name in the “Rush” casting call? Simon.
  • Ho Yay: The homoromantic subtext was pretty thick with Michael and Trevor, which's brought up more than a few times in the game. Most of it came from Trevor, which, considering who he was, wasn't all that surprising.
    • Trevor seemed to be genuinely heartbroken after Michael's faked death. He even had his friend's name tattooed on his left upper arm as a gesture of mourning. No, he didn't do this for Brad, his brother, or even his mother. Only for Michael.
    • It's not all one-sided, either; Michael listed "selling out everyone you love" as a consequence of achieving the life he had. And when Trevor shouted that "nobody cares about me", Michael just looked Trevor in the eyes and calmly said "I do".
    • Not helping was the fact that they were constantly mistaken for a gay couple. In the first mission where they reunited ("Fame or Shame"), Lazlow mistook them for the fathers of Tracey. The Chinese gangsters later thought Michael was Trevor's boyfriend and "soulmate" (to quote their own words).
    • Their constant bickering when they temporarily lived together in Trevor's trailer sometimes crossed into the territory of making them look Like an Old Married Couple.
  • Hollywood Pudgy: Michael is regularly mocked because of his weight. While he has a bit of pudge around his midsection, he's actually in good shape for a middle-aged retiree, and he even starts with the most stamina of the three characters.
  • Hype Backlash: Even at the time of it's release, the game's story was seen as not as compelling or as deep as Grand Theft Auto IV's, and the backlash strengthened over time as GTA Online got bigger and bigger to the point where its content and criticisms started to overshadow whatever praise the base game had. And let's leave it at that.


  • Jerkass Woobie:
    • Michael is seen as this by some fans when he actually trying to be a good father despite his questionable actions and criminal activity. Especially later parts of the game and his missions. The fact that his family (especially Jimmy) responds to all of his early attempts to be a good father by flinging insults at him and rubbing his face in his criminal past doesn't help.
    • Trevor Philips, who was, apparently, abused by both parents (probably sexually by his mother), was permanently grounded from the Air Force because he was mentally unstable, met his best friend, Michael, started drifting away from Michael before he was apparently killed in a bank heist gone wrong, found out 10 years later that not only was Michael alive but living in the same state, meets up with him again, their relationship slowly frays more and more over the course of the game... and 2 of the 3 endings are downers for Trevor. In ending A, he's burned alive and is Killed Off for Real. In ending B, Franklin kills Michael, meaning his dearest friend is dead and one of the few people Trevor completely trusted betrayed him, and he cuts off all contact with Franklin. Of course, there's still one way to get Trevor a sort of happy ending, but when all of that shit's happened to you, it's really not that surprising that Trevor became a batshit insane meth dealer/addict and black market weapons peddler.
    • Franklin. He was born in a Big, Screwed-Up Family, was orphaned at a very young age, his friends are a bunch of incompetent idiots who live in the past, his aunt is an unpleasant woman, and by the end of the game, he ends up being rich, but in the same way a lonely person with very few friends.
    • Michael's family as well, sure they may act like jerks a lot of the time, but he isn't exactly nice to them either and considering that he's a career criminal, you can't help but feel somewhat sorry for them for having put up with Michael's issues for so many years.


  • Memetic Badass: Trevor. He is a man that will ride a motorcycle along the top of a train, take on a gang of bikers single-handed, and commit crimes in just a pair of sweatpants and a dirty tanktop.
  • Memetic Mutation: Wasted in Real Life.
    • "You know, chainjahn?" It's a Mondegreen of the Korean phrase 이런 젠장, which means "Goddamn it!" and is properly pronounced as "E-run Jehn-Jang".
    • After the first mission, Lamar goes into an epic mini-rant and ends it with an intonate nigga~. His final word is a fun in-joke for the fans.
  • Misaimed Fandom: Trevor Philips. He's extremely popular but he's also the most psychotic character and was made to intentionally be a deconstruction of your standard GTA protagonist.
  • Misblamed: The soundtrack was a common criticism of the game, saying it was too repetitive and that Rockstar made bad choices with each station. However, each station was actually curated by their respective DJ, not Rockstar. Which means if you don't like a song in the game, your blame goes to the DJ of station, not them. It was lightened up with the next-gen version, due to there being much more songs in the game.
    • Likewise, the character striping glitch in Online was actually caused by bugs in the NVidia driver. This was eventually fixed in a driver update. Unfortunately, said update is not compatible with certain motherboards...
    • With the take down of Open IV, a lot of people have been bashing Rockstar for the take down instead of Take-Two, despite Rockstar supporting modding as long as it's single player only and isn't used in Online, and it's Take-Two who has the stance against modding.
  • Moe: Wade, according to some.
  • Moral Event Horizon: See here.
  • Most Annoying Sound:
    • The Game Over "camera flash" (i.e. the mission failed/wasted/busted sound effect). The "gong" sound (removed in the next-gen re-release) after said "camera flash" doesn't help either.
    • The screaming of the enemies are also really irritating. There are only so many times you can stand profane testosterone-addled insults being hurled at you before it gets old, and the worst part is that they won't shut up even if you're well out of sight.
      Merryweather Soldier: I'm going to shit down your neck!
      NOOSE Trooper: Killing makes my dick hard!
      Lost MC Member: Get over here and suck this dick!
    • The stuff Trevor says when his special ability is activated can also get old if you activate it repeatably.
      My name's Trevor! What's your name?!
      Come on, tough guys, let's do this!
      Let's party, gentlemen!
      It's Tee-revor time!
      Where are you pricks?
    • Pretty much anyone online with a microphone. Taken Up to Eleven when they are a little kid.
    • Both Amanda and Tracey have shrill voices, daughter more so than mother. It's no wonder Michael puts on his earbuds at the start of "Father/Son" to drown out their argument.
    • Lots of the original in-game music (as opposed to the stuff on the radio) gets to this level when it plays on a mission you play repeatedly. Particularly glaring in a lot of the vehicle stealing/selling CEO missions in Online, as the music tries to be dramatic, but just ends up coming across as grating from the get-go (including very sharp and obnoxious snares, and in at least one track, what legitimately sounds like the whines of dying whales). And this is the soundtrack for missions you'll be doing over and over for maybe hours to grind up easy money. The radio is a godsend in these cases.
    • LJT. While other NPCs call at random, LJT takes it to new extremes. "Long John Teabag" is the NPC helper associated with the motorcycle club businesses. Whenever businesses supplies are running low, supplies are depleted, stock is full, or he thinks you should upgrade a business, he will let you know. What makes him so annoying is not only does he call you repeatedly during a session, but he will call as soon as you enter a lobby. Each status update is also a different call and he always makes them back to back, sometimes with combos of six or more calls.
    • The sales clerks who say random stuff while you're trying to browse. That goes triple for the clothes clerk, whose whining about how ugly these clothes are and how annoying it is to be here quickly approaches the level of nails on a chalkboard.
  • Most Wonderful Sound:
    • The mission passed sound effect.
    • The sound of your Orbital Weapons System obliterating a target.

  • Narm: A lot of Trevor's antics, like his murderous personality, his appearance (complete with tattoos), his "screw the authorities" lifestyle, choice of music (namely punk) and behavior around other characters make him seem like Rockstar tried really hard to make a character appeal to teenagers, or at least, created a character so edgy many people couldn't begin to take seriously. Still that doesn't excuse murdering the Lost's former Alderney chapter, and he can still be a Nightmare Fuel Station Attendant in some instances.
  • Narm Charm: Non-Stop-Pop FM is clearly based more on European hits than songs that were considered Top 40s in America, even when the next gen versions added some American hits, it still added more songs that were more popular in Europe. At the same time however, between the fact that it plays music from the 80s to mid/late 2010s as well as having a good mix of songs, it is definitely one of the more popular radio stations in the game and pre next gen, one of the few that was consistently praised.
  • Nausea Fuel: When Haines shoots Sanchez in the head, we're treated to the lovely sight of the latter's exposed brains.
  • Never Live It Down: The focus on Online has severely lowered the expectations of some fans who feel that the next game's singleplayer will be disapointing or non-existant. This has even leaked outside of GTA fandom, with Red Dead fans feeling uneasy after the announcement for Red Dead Redemption 2 as much as mentioned an online mode.
  • Nightmare Retardant: You know the ghost at Mount Gordo? It's not that scary when you get a good look at it, and it's revealed to be just a still image bobbing up and down.

  • Older Than They Think: All three special abilities. Michael obviously has Bullet Time, while Trevor and Franklin's abilities (being able to deal more damage and take less/slowing down time in vehicles) are derived from the Aggro and Zone abilities from Midnight Club.
    • Also Michael's ability is almost like dead eye, except that he doesn't have the tagging ability.
    • Speaking of Red Dead Redemption, many of the random encounters in this game were lifted straight from RDR. The difference is that in that game the encounters had the purpose of keeping the players entertained while they rode from one place to another, while in this game they exist because... well, because they were in RDR.
    • Many of the side activities were lifted directly from Grand Theft Auto IV: The Ballad of Gay Tony, which had golf, racing, parachuting (either from helicopters or large buildings), helicopter missions, dance minigames and booty calls among others. About the only minigames that weren't lifted from that game or from previous entries are scuba diving (mainly because on the IV-era you could only swim at surface level) and tennis.
  • Or Was It a Dream?: Exiting a peyote hallucination in the Next-Gen versions of the game will remove any wanted level gained while an animal, but objects such as police cars will remain in the world.

  • Padding: The game claims to have 69 missions, but a number of these are extremely short or simple. The absolute worst examples are during the preparations for Blitz Play, where buying three boiler suits and buying three masks each count as a mission.
  • Player Punch
    • Johnny Klebitz getting killed by Trevor.
    • When Franklin gets the choice as to whether kill Michael or Trevor (or Take a Third Option), killing either character is a huge punch, if the player have grown attached to them. Even worse with Michael, as he has finally gotten his life turned around.
  • Poe's Law:
    • Is the game unabashedly transphobic, or does it simply mock the objectification of the transgender?
    • Many of the other topical issues in the game count as well. Does the game mock consumerist, materialistic, hedonistic, sexist, and homophobic US culture - and we as the players for participating in it - or revel in it? Just who is the joke on, exactly?
  • Polished Port: While it's not perfect, the PC port is generally considered to be miles better than what its predecessor received. In addition to consistent 60 FPS, faster loading times, and modding functionality, it also includes the surprisingly powerful Rockstar Video Editor which makes it far easier to record and edit game clips. GTA V, alongside Max Payne 3, is believed to set a new standard for Rockstar PC ports after a string of either sub-par or non-existent ones.
    • Porting Disaster: However, it's still very buggy to say it came out with over a year of delays. For example,
      • On various cards and processors, despite having decent frame per second during benchmark, the game will eventually stutter badly.
      • Any online character you make may have black stripes running down their model like a referee shirt for no reason at allnote .
      • There's also the reintroduction of Rockstar Social Club with barely any improvement. Live somewhere like a college campus with controlled internet access? You might not be able to play this game without paying through your nose for your own mobile broadband subscription.

  • Rated M for Money: The game pushes the M rating to its very limit, and it made $800,000,000 in just one day. It went on to make just over a $1 billion within three days, faster than Call of Duty: Black Ops II.
  • Rescued from the Scrappy Heap:
    • Jimmy. He's a whiny jerk who brings nothing but trouble to Michael: selling Michael's boat, drugging him, and giving him flak for his crimes while praising Franklin and Trevor for the same things. Until the final missions, the only positive thing Jimmy does is get robbed by Franklin, so he and Michael meet. The rest of Michael's family aren't exactly lovable either, but at least when Michael and Amanda separate, Tracey still stays in contact with her father and Amanda has more than enough reason to be mad since she was suddenly thrust into witness protection by her husband's behest. Jimmy stays antagonistic to his father until later he apologizes to Michael, helps him reunite the family and saves Mike, Amanda, and Tracey from a Merryweather Mercenary by turning off the lights, sneaking up on him with night vision goggles, and bashing him over the head with his bong in the final stretch of the game.
    • The radio stations have been criticized for having songs that aren't as great as the previous games stations in exchange for giving "a west coast feel" (with notable exceptions such as Radio Mirror Park and Non-Stop Pop FM). The next gen versions fixed all that by allowing the DJs to pick any songs they wanted to add into their stations. Many agree that the quality of the stations have gone up significantly and already great stations are now even better.
  • Replay Bonus: Watching the prologue knowing Michael had planned for the heist to go bad makes several things such as the small amount of money stolen and him staying out in the open after Brad gets shot make more sense in hindsight.
  • Retroactive Recognition:
    • Taliana Martinez is a minor character introduced as an optional heist crew member. Her voice actress is Carolina Ravassa, who at the time she was extremely obscure. When you hear her now however, it's almost impossible not to think of Sombra.
    • Trevor's gunrunning buddy Oscar Guzman is played by Gabriel Sloyer; He'd later replace Antonio Jaramillo as Javier Escuella in Rockstar's own Red Dead Redemption II.

  • The Scrappy:
    • Though she doesn't get much screentime, Tanisha has gotten on the wrong side of some people. On one hand, her concerns with Franklin and reasons for not staying in a relationship with him are well founded, and she's one of the few characters with a greater sense of morality and a desire for a legitimate, law abiding lifestyle. On the other hand, her fiancee (i.e. the man she ditched Franklin for) just happens to be a doctor, giving one the impression that Tanisha's method toward gaining said legitimate lifestyle is to marry out to someone legitimate, law abiding (supposedly at least - this is GTA after all) and in the higher income bracket. Say what you will about Franklin, but at least he had to work and work hard in order to get out of the hoodnote , whereas Tanisha (of what little we see of her) gives the impression that she only got out by proxy and only holds the moral high ground because she can literally afford to. And yet she's the one claiming Franklin's taking all the easy ways out, and later on preaches on the subject of friendship and loyalty?
      • She also comes across as a massive Hypocrite on multiple angles. When Franklin expresses frustration with Lamar and seems unwilling to go and save him from trouble he got himself into again, Tanisha calls him out on it by giving him the previously stated lecture on how he will never change and he thus has to remain loyal to his friends in the hood, when she herself has largely stopped communicating with them as well. Furthermore, she calls Franklin a murderer to his face, criticizes him for being a criminal gangbanger...and immediately tells him to go save Lamar in a mission that will inevitably involve committing more acts of violence. Further searching proves that Tanisha's husband to be is less that moral as she'd like Franklin to believe, and hints at marrying Tanisha for the token trophy status that she would bring.
    • Long John Teabag, a new phone contact introduced in the Bikers Update, has gained a lot of hate due to his annoying phone calls telling you that your Business is running out of supplies and you need to get some more. He says the same call every single time you enter a new session. And it gets annoying very quickly, especially if you're doing Heists as he calls even if you're not registered as a Motorcycle Club President, bringing back some painful memories of "HEY NIKO! IT'S YOUR COUSIN! LET'S GO BOWLING!"
    • Amanda, Michael's wife. Granted, she has very good reasons for hating Michael due being neglectful and cheating on her several times before the events of the game, but that doesn't justify her actions. She basically sets off the chain of events leading to Mike's return to crime because she slept with her tennis coach. She's later shown having another affair with her yoga instructor, further driving a wedge in their marriage. There isn't much shown about her character, other than the fact that she's selfish, short-tempered, and constantly berates Michael for his poor choices while fixing none of her own.
  • Scrappy Mechanic:
    • Properties do not give you a very good return-on-investment. Spend millions for something that gets you thousands, maybe hundreds, an in-game week. Missions do not give you very much money at all. Freaks and Strangers missions typically don't give you anything whatsoever other than a short mission working for a weirdo. Where are you expected to get money from, then? The stock market! Which is, if you're not careful, a complete and total money sink that gives nothing back. Income management is very difficult in this game, and there's not a lot to get excited about for what to spend it on either.
      • There are stable ways for players to make money, at least for Franklin and Trevor. Franklin is able to take part in street races, and with the ease of which you can steal a high performing car and Franklin's special ability, winning these should be no problem. Trevor meanwhile can buy an airfield, which gives him access to gun-running missions. The plane ones in particular are quite easy, generally boiling down to "Fly plane to this location, drop weapons package/bomb, repeat a few times, land." Both these examples net the player several thousand dollars each go. However, these won't help much towards actually buying other properties, which is where most of your money is probably going to go.
      • Speaking of street races, there is a mod that adds alot of them, and they are much more advanced than the Hao street races. For one thing, they take alot of features from Online, such as car classes, AI racer count, bets (from free to $100,000), and the ability to create new races and car classes. It can also be done with any character, not just Franklin. Essentially, betting $100,000 and racing against 32 AI racers, and winning, will net you $3,300,000, turning the mod into a Game-Breaker that does make income management easier. So, if you're hurting for money and feel that playing the stock market is hard
    • There's also the game's tendency to force characters into roles they aren't optimized for, i.e. forcing Trevor or Michael to drive while Franklin shoots.
    • Flying, especially with choppers. Due to very sensitive camera mechanics, flying can be incredibly difficult to get use to. It doesn't help that flight school, which teaches players how to fly, isn't made available until after the first flying mission. Fortunately, flying is easier than in GTA San Andreas, and the flight school is optional (Michael will get pestered by Trevor, but not as much as Mike Toreno pestered CJ).
    • Some content in the single player game isn't unlocked unless you do specific things IRL, like signing up to the Rockstar social club, downloading a phone/tablet app or connecting your account to Facebook. It's bad enough that this is the sort of thing GTA usually lampoons in its media, but to make it worse, there's never any indication given on how to unlock this content. Wondering why you can't watch the finals of Fame or Shame? Figure it out yourself. Chop still crapping all over your yard even though you walk him every day? Figure it out yourself. Want some newer hairstyles for the protaganists? Figure it out yourself.
    • The heritage system used to create your online character has it's fair share of detractors. Rather than craft your criminals from scratch their features are based on choosing who their parents and grandparents were. Fans looking forward to a deep character creator or making a digital likeness of themselves were left disappointed.
    • There has also been criticism of online play getting things that single player didn't, like the expanded property buying system, a personal mechanic that delivers cars, the ability to take showers, increased customization, vehicle tracker, and just an overwhelming feeling like they packed it with more options than single player mode. The interaction menu has since been patched into the main game.
    • Losing the cops in online play... doesn't actually lose the cops. At least not if you're in a stolen vehicle. Even if you've completely gotten rid of that wanted level, the next patrol car or police station you pass will light up and chase you down. This can be fixed by going to a shop and having the car resprayed. Thankfully, patrol cars are very rarely seen unless you happen to run into another player being chased by the cops.
      • Losing the cops even in single player mode is much more irritating than in past games. Once you get out of their view, you must wait for roughly a minute or two before the manhunt is finally called off. During this entire time, cops will still be searching for the player character and often appear instantaneously on the map right in front of the player, and often you can't turn around to go the other way because other cops will be behind you, which leaves you stuck in a dead end and forced be caught and repeat the process all over again. This can often unintentionally extend some missions by 10-20 minutes and prevent you from getting gold.
      • And speaking of cops, it's really irritating how easily the cops can be sent after you. You can't even punch one pedestrian without another nearby calling the police on you, all because nearly every NPC has a cellphone. Even if there isn't another pedestrian or police officer in sight, there's still an insanely high chance that you'll get a star on your wanted level. Contrast with earlier games, where you could kill half a dozen pedestrians with a melee weapon and the cops would be none the wiser.
    • One of the features in GTA Online is the ability to set bounties on other players for a minimal fee. Whoever kills the target gets $1000-$9000 for themselves. Doesn't sound like a bad idea... until you realize that random NPCs in the game world can set bounties on you without warning if you do so much as steal a car or accidentally front-end someone during a police chase. Have fun trying to deliver that high-value Import/Export vehicle to Simeon in perfect condition while being shot at by every player you see! Oh, and bounties don't go away when joining a new session, either, so you're never safe. And oh, don't bother logging out to wait it out- the counter actually pauses and only counts when you're logged innote 
    • Catch-up. This feature in GTA Online's Race mode was implemented to artificially ensure that all races are neck-and-neck and exciting by slowing down whoever is in first place. This makes being in first place possibly the worst position until the end of a race. While it can be turned off, rarely do players do that.
    • While we're at it, slipstream is arguably just as bad. This feature causes vehicles driving in the wake of those in front of them to gain an insane amount of speed- making for easy last-second passes for the win. It also makes it much easier for Trolls to come from behind and wreck you. note 
    • The ATM system. When detailed in previews, players were presented with the ever present fear of being robbed of their hard earned income, and to rush to ATM's to deposit this cash, while facing the risk of catching two to the back of the head, leaving a constant vulnerable state. This mechanic was quickly proven to be pointless, as players were able to deposit their cash straight from their cell phones, which nullifies the risk of being robbed since the general player immediately deposits after any mission/activity. Moreover, very few transactions require money on hand, so it's smarter for players to keep their funds in the bank at all times.
    • Passive mode was promised as a means for players to safely explore and interact within GTA Online without the fear of endlessly being killed, at the cost of being unable to shoot at players and NPCs so long as they are in this mode. While a safe idea, in practice the mode is easily circumvented as players within this mode are still vulnerable, removing only ONE form of possible death. Players within vehicles are still able to be shot to death by players, or become the target of hostile NPCs, while players that are on foot can be instead killed by automobiles or environment manipulations. Rockstar eventually rectified this by forcing non-passive players who somehow kill a passive player to pay for their kill's medical fees, much like how players who destroy an insured personal vehicle must pay for the damages. Likewise, passive players who somehow kill another player will also be forced to pay.
      • This was finally fixed entirely in the next-gen version. Passive Mode is now basically ghost mode where non-passive players can't touch people in passive mode and vice versa, which is basically what people wanted from day one. Although it still gets complaints since griefers can abuse it (usually jet griefers who crash) and leave the victim unable to retaliate.
    • The unarmed combat system is glitchy as all hell. In single player mode it's just annoying - it's way too easy to let your character get beaten to death by a frail old woman (for example) and your character won't always get a weapon out if you try to select it mid-fight to scare off your opponent. However, at least there, NPCs follow a fairly predictable pattern that can quickly be learned and countered. In online mode, against live opponents, it's purely based on luck. The targeting is faulty, the relationship between when an attack connects and when its animation connects is non-existent, and it's horribly unresponsive, with your character often refusing to attack for no apparent reason. There's also no ability to control what sort of attack your character makes, so you'll often go for a powerful haymaker when you want to jab, leaving yourself open, or a short attack when you want reach. It works marginally better with melee weapons, but not much. Never the less, unarmed and melee weapon only death matches are extremely popular, as they don't involve any costs as regards to ammo.
      • Sometimes, getting a weapon out doesn't help that often, because your character seems to think it's smarter to kick their enemy instead of using the bludgeoning/stabbing instrument in their hand.
    • The heists in Online have proved agitating with how you absolutely need to have all of your crew members alive in order to complete a mission. To compound this, you only have one life to share between you. And if one of your team members drops out at ANY point, it's an instant game over regardless of how far along you are in the job.
      • Hell, the fact that you need four players for all parts of the heist has proven to be annoying. While the four player requirement is understandable in the finales, many of the setups (including some that fall under That One Sidequest) are easily doable with less than four players. Especially when playing with random people, someone in the group of four just ends up being The Load.
    • Minor example, but the Player Character fires a sniper rifle roughly half a second after you press the trigger. It's fine if your target is standing still or moving towards/away from you, but it falls into this trope if your target is moving across your field of view, as it forces you to aim at the right place and press the trigger at the right time, lest your shot miss.
      • This example is also why killing helicopter pilots is hard. If you try to do this, one of four things can happen: 1) You shoot, but the bullet bounces off the frame of the helicopter. 2) You shoot, but the bullet misses the pilot entirely. 3) You shoot and the bullet hits him, but does not kill him, so he requires at least one more shot to take down. 4) You shoot and the bullet hits him and kills him. This one is the least likely to happen. Of course, if #4 happens, be ready to run, or you could get killed by the crashing helicopter, thus rendering your efforts useless.
    • Body Armor in Online is very fragile, with even Super Heavy armor being torn apart alarmingly easily. While this is supposedly remedied by players being able to carry multiple vests, the fact that one would absolutely have to retreat into a place they couldn't be shot can disrupt the flow of firefights, and some people tend to panic and forget about their reserve armor. Oh, and ALL enemy NPCs seem to have invisible full-body suits much better than you could ever get, putting some missions into Fake Difficulty.
    • The insurance mechanic is getting some flak with the advent of the Armored Kuruma, a car with armor plating that even covers most of the windows, and the Insurgent, an LAPV that's among the most durable thing a player can drive. The only consistent way to destroy these things (and kill the driver inside, in the case of the Armored Kuruma) are explosives, which force the destroyer to pay for the insurance of the destroyed vehicle. It doesn't matter what the driver did to you, it doesn't matter if they're mentally unstable, it doesn't even matter if they're being pursued by the police (in which case the car would've gotten impounded anyway), if you destroy their car, you're the asshole who deserves to be punished. Many argue that this makes griefers who own the vehicles ultimately victorious through a cruel Morton's Fork; shooting them is ineffective, and blowing them up drains the destroyer's wallet dry. Oh, and the Gunrunning update allows you to completely modify the car, which not only allows for upgraded armory, but replace the .50 cal gun turret with that of a minigun. Have fun surviving a session with one of them in it and being fleeced off your money if you aren't careful enough.
      • Making this somewhat worse, there has been hacks that completely bypass the defence of these vehicles and just aimbot the players inside. If you're being targeted by griefers using these hacks and try to hide in your own Kuruma, you're not going to be successful.
      • Thankfully it appears that Rockstar have addressed this issue and allowed players being killed countless number of times by another to ghost them for a brief time.
    • The mere fact that you can be directly harmed by bullets while in a car (as apposed to the car taking all the damage for you) can lead to some extremely cheap deaths. The enhanced version of the game alleviates this by adding the ability to duck while inside a vehicle, but it is still possible to be hit.
    • Health does regenerate up to 50% by itself. However, it only regenerates once you've been standing still for a few seconds, which under most circumstances is only if you're in cover or in a vehicle. Given that there are some cases in missions where there are wide open areas with neither cover nor vehicles means you may have to rely on snacks, which has an animation (bypassed in cover and vehicles), but, for some bizarre reason, your character has a tendency to only take one bite and throw the rest of the perfectly good snack away, and even if you get past that, it takes some time to get the maximum health gain from them.
    • Characters driving motorcycles or ATVs have a tendency of flying off the vehicle when they collide with something. While this makes sense in some situations for reality's sake, it gets grating when you collide with a small rock at 15 mph and get ejected.
    • Team Lives in online missions, especially heists, has made doing a lot of online content exercises in frustration: all it takes is one bad player to completely ruin a mission. This is doubly true for missions with Checkpoint Starvation, such as the Prison Break heist finale described below in That One Level.
    • Server issues are the bane of many players' existence, even after supposedly being fixed by Rockstar. A player can't be in a server for more than 10 minutes without everyone else apparently spontaneously disconnecting. Oh, and this can happen during missions, where a lone player can't even try to complete a mission without getting torn to shreds by the numerous enemies. Or how about when a teammate has just recovered an aircraft for the objective, and they supposedly leave for no reason, allowing the aircraft to spiral out of control and cause one to fail through no fault of their own?
    • First Person Mode on the next-gen consoles and PC. At first it seems like an amazing addition and gives a new feeling of immersion to the world, but compared to comparable titles with first-person modes, it falls a bit short:
      • The animations for first-person are sloppy and stiff; hold a pistol while idle and look at your character's shadow, the model is stiff and awkward looking and doesn't move naturally. Rockstar made it so the equipped weapon is held in front of you in first person at eye level, which looks weird and blocks half the view. In addition, while in third person your character will look straight ahead and be in a normal stance, for some strange reason in first-person they turn their body to the right, while still looking straight ahead.
      • Aiming in cars is almost impossible since there's no situational awareness and the controls require multiple buttons to be pressed. Oftentimes trying to aim in such a situation will result in a crash and wasted ammo.
      • Using iron sights doesn't feel natural; the aim assist means it will "snap" to a target instantly, and the aim-down sight happens instantly which can be jarring when compared to other FPSes which do a more natural aim-down sight, and theres no way to switch targets without letting go of the aim and button and pressing it again.
      • Looking around when driving vehicles is frustrating as the view will automatically return back to looking forward the moment the analog stick is released unless you're completely stopped. Flying a helicopter and want to admire the view? Hope you're hovering, otherwise you're going to be fighting the analog stick to hold it in the direction you want to look.
      • This can even apply to when you're not even driving the vehicle such as taking a taxi ride or even riding as a passenger in another player's car. Thankfully, this can be entirely disabled in the options menu note , allowing you to (as mentioned) enjoy the views on your various vehicle rides.
    • Further Adventures in Finance and Felony finally brought about an anti-cheat system for Online. Hurray, right? Except it happens to ban anyone who uses any program that hooks, leaving many players clueless as to why they were just banned.
    • The fact that you cannot insure bicycles. The highest end ones can cost as much as $10000, which is still a lot to lower ranking players. Made worse by a game-breaking bug that prevents a space on the bike rack from being reused if the bike got destroyed and you have a medium-sized garage in earlier versions of the game.
    • The inability to start a invite-only or solo session of Online from the main menu is another one for some players. At the moment, it is only possible to start solo or invite-only sessions by first starting story mode and then selecting to go online from there. Some player argues that this isn't a big deal since the game will load online faster once it gets into story mode, but there are players who don't want to jump through the menu hoops and just want to start a private or solo session from the get-go.
    • The favorite bike mechanic introduced in Bikers update. The game designates the bike you ride the most to be your favorite, boosting health regeneration and damage whenever you're on theory. In reality, the game has an uncanny tendency to set your favorite to the most Awesome, but Impractical bike you have in your garage, which you probably hardly ride. Good luck getting the stat to change to the bike you actually ride the most. You can ride it until the cows come home and the stat still won't budge.
    • Vehicles in the biker delivery missions will wind up destroyed if they happen to become stuck- even if said vehicle is stuck on something as small as a rock in the middle of the desert. The vehicles are considered destroyed when stuck as long as you're in it, but if you get out, it won't count, which will give you time to get another vehicle to ram the mission vehicle out of its stuck position.
    • Warehouse, business, and bunker raids. They happen at completely random, and often at inopportune, times and force you to drop everything you're doing and defend your business. For the warehouse raids, even if you are Johnny on the spot, you still lose some of your stock. For the bunker and biker raids, failure results in the complete loss of all supplies and product as well as forces players to then complete another setup mission for said raided business.
    • The respawn system in Online is the source of a lot of grumbling, even if it's not hated so much as just disliked. When you kill someone in Online it's not uncommon for them to spawn less than a block away, having lost only $500. If you're trying to defend a slow-moving shipment this means they can immediately engage you again, which can turn two or three pursuing players into an unending Zerg Rush as you kill them and they respawn over and over again. It's also a system that makes spawn-camping extremely easy unless the victim goes into passive mode, which they can't do if registered as a CEO or MC president. It's not unheard of for a player to get sniped, respawn, then get sniped again the instant they reappear because the player who just killed them only has to turn to get line of sight again.
    • Forced public lobbies. To access a lot of the more profitable content in Online or even just manage your CEO/MC/Bunker businesses you must be in a public lobby. Attempting these missions will alert the entire lobby to your presence, mark you on the map so they can chase you down, and encourage them to kill you. This is in addition to whatever NPCs, time limits, or other obstacles the mission itself throws at you. This has become increasingly hated as updates have added more and more ways to rapidly destroy vehicles with little to no warning, making it nearly impossible to defend the often slow-moving delivery vehicle regardless of how large your group is and leading to accusations that R* is relying on the community's numerous trolls and griefers to give their missions challenge instead of designing good missions. There's a reason that methods to get a 'solo public lobby' are the most commonly-used glitches in the entire game.
    • "Gunrunning" added the research system for unlocking vehicle and weapon upgrades at the bunker. This may be the most widely-despised system to ever be added to Online. You have absolutely no control over which of the 51 different projects gets researched, making it a complete crapshoot as to whether or not you get the one you want. Regardless of which project you are assigned, you cannot start another until that one is complete, which takes either several hours (which you must be online for) or an appropriately obscene amount of money. On top of this, researching uses up supplies, which must be regularly restocked, and while you can research and manufacture at the same time it's the slowest and least-efficient option. Add to this the fact that many of these research options are weapon and vehicle skins or liveries, and you can potentially be assigned research for upgrades for vehicles you don't own before getting the ones for vehicles you do, and a lot of players are left frustrated.
    • Also added with "Gunrunning" were weaponized personal vehicles. Destroying a personal vehicle earns a player 'Bad Sport' points and forces them to pay for the insurance of the destroyed vehicle. Armed personal vehicles mean that it's possible for someone to attack a victim with one and either kill the victim or force the victim to destroy the vehicle, costing the victim money and potentially marking them as a 'bad sport' by the game for the Crime of Self-Defense.
    • Flying through your car's windshield if you get into a head on collision is annoying since it's usually instant death. Said collisions are usually unavoidable when you're in a wild chase from the police. Likewise, if you drive off a cliff or hillside and land on the engine side of the car, the car explodes and kills you. Both mechanics do not appear in the online mode at all, which makes the single player feel more difficult than it needs to be.
  • Serial Numbers Filed Off: Ironically, the cars are based off real-world vehicles- but due to the reluctance of R* to pay licensing feesnote , they have slight modification to the looks and their names are often completely changed. For example, many players have noted that the Karin Futo GT is an Expy of the Toyota AE86 Trueno/Levin GT-S. If a Trueno was a sedan and not a hatchback, and has it's flip-open headlights ripped out (although some people speculate that they look like a '91 AE92 Corolla GT instead).
  • Shallow Parody: A common beef that critical articles written about the game have is just how clumsy and shallow a majority of the games attempts at satirizing the "American Way" of life are. As the satire never goes beyond a bunch of generic mean spirited stereotypes (rednecks, obnoxious celebrities, obtrusive paparazzi, etc) and one note jokes with no substance. These various quotes from Seanbaby say it best.
    GTA V criticizes American culture with all the elegance of a grumpy pastor watching his first reality show. Most media outlets praise the game for outrageously mocking every aspect of Los Angeles, but it mocks them without any understanding or tact. If a forensic psychologist found a poem on a suicide victim called "WHY EVERYONE IN MY HIGH SCHOOL SUCKS," his summary of that poem would be identical to any gag in Grand Theft Auto V. Satire and parody are more complicated than Scary Movie 11 would have you believe. You need to do more than point at social trends and call a dwarf casting agency. GTA attacks with no wit. And when you mock something without wit, you're just a cranky bully.
  • Ships That Pass in the Night: Quite a few people ship Franklin/Tracey, despite their canon interactions amounting to Franklin briefly overhearing Tracey having a conversation on the phone while he sneaks into the De Santa house.
  • Some Anvils Need to Be Dropped:
    • The mission where you torture Mr. K. Some may say that it's gratuitous and unnecessarily graphic and disturbing. Nevertheless, it shows that torture is an ugly method that is pretty much useless for gathering information and is usually done for the interrogator's own enjoyment more than anything else.
    • The themes also get involved with issues of money and power are also heavily tied into the current Recession and The War on Terror, to the point that the main enemies end up being: Corrupt FIB Agent Steve Haines, a sociopath who isn't above Cold-Blooded Torture and egging on Inter Service Rivalry with the IAA for the sake of his career, and Corrupt Corporate Executive Devin Weston, who scams and screws over his business partners and employees for maximum profit, and practically owns his own private army in Merryweather, a near N.G.O. Superpower of mercenaries who are notorious for committing war crimes, but are given free license to operate at will by the American government - a clear Take That! to Blackwater's messy attempts of "security consulting" in the Iraq War.
  • Song Association: A lot of people were introduced to Kamtin Mohager, aka The Chain Gang of 1974note  through this game, specifically through the song "Sleepwalking".note 
  • Special Effects Failure: In the mission "The Paleto Score", Trevor shoots a security camera with a Sawed-Off Shotgun at point blank range. Said camera is completely undamaged.
    • Vehicle interiors, which have a lot of detail to them and look great in first-person, unfortunately suffer from a large amount of "copy-pasting". Its not unusual to see a Lamborghini-esque car having the same interior as a BMW-esque car half its price.
  • Squick:
  • Starboarding: Quite a few people think Trevor has feelings for Michael, but Michael doesn't return them because he's exclusively heterosexual.
  • Strawman Has a Point:
    • Trevor's constant carping about how the crew doesn't need Lester and they should just save the 20% by planning the heists themselves is meant to be just more evidence of what a dick he is. Except...both he and Michael demonstrate, in "The Merryweather Heist" and "Blitz Play," that they are perfectly capable of planning their own scores without Lester's help. Sure, they don't get paid for either job, but not because they were poorly planned. In fairness, when the crew does make a score that isn't money Lester's the only one who can fence the stolen goods without drawing attention. This is mentioned as pretty much the only reason Trevor can't make off with the portion of gold he carries in the big score even though he wants to.
    • After "Caida Libre", Michael tries for a while to make peace with Madrazo so that Madrazo doesn't get him and Trevor killed, but Trevor isn't willing to do so. Although Michael is portrayed as the sensible one and Trevor the crazy one, it just doesn't make sense to see Michael so scared of Madrazo after putting on successfully the Paleto Score (with involved a fight against the army, including tanks) without doubts or fears. After getting out of that alive, it's pretty reasonable for Trevor to be confident on their abilities and think they can fight back Madrazo with success. This is reinforced when Trevor brings back Patricia to Madrazo and it's obvious Madrazo is terrified of Trevor.
    • At the end of "Lamar Down," one of Lamar's litany of (otherwise completely spurious) complaints is that Franklin never cuts him in on any of the big jobs he does with Michael and Trevor. He's right, and he's easily as qualified to do those job as the lower-quality drivers and gunmen available are. Furthermore, in order to mollify him, Franklin promises that he'll cut Lamar in on the next big job he does. He never keeps that promise and, to add insult to injury, the next job is the biggest heist of the game! In fairness, Franklin openly considers Lamar to be uncivilized and delusional of his skills, telling him he'd get work if he were to stop living the fantasy of a "gangbanging mad dogging asshole." In Franklin's eyes, bringing Lamar along on organized, high-stakes gigs is far too risky (and Lester doesn't work with amateurs). That said, Lamar could have helped in stealing the Gauntlets for the heist, considering he does have experience in car stealing and it's much less risky than the actual heist (Not to mention Lamar stole the Monroe for Devin Weston in Pack Man, albeit unprofessionally, but still, Frank, Pet the Dog every once in a while).

  • Take That, Audience!: Self Radio has one to music pirates; one of the station call sign goes something like this:
    "Music that speaks to you. And it's saying that you didn't pay for it".
    • The second highest value Shark card is the Whale Shark. While it fits the naming convention, 'whale' is also gaming industry slang for a wealthy player who spends a lot of real money on ingame items - The exact kind of person who would buy this card.
  • Take That, Scrappy!: Anyone who is absolutely mad that Rocco from The Ballad of Gay Tony became a Karma Houdini at the end of the game will be absolutely thrilled to see that he became reduced to a Butt-Monkey in this game and even gets killed by Michael in one mission.
  • That One Level:
    • Consensus seems to indicate "Driller" falls into this category, at least for those looking for "gold" standing. Made more frustrating by the fact video walkthroughs no longer seem to work as the AI guards appear to have been reprogrammed so the timing no longer works out.
    • "Legal Trouble", where Molly takes away Michael's film, and it is your job to chase her down into the airport, getting a three-star wanted level and witnessing Molly getting brutally killed in a plane turbine in the process just to reclaim it. The chase is a bit crazy, but losing the cops afterwards in the airport is what really makes this one a hair yanker, especially since there's also helicopters chasing you. It's somewhat easier to shake the cops off if you take the Shamal plane provided in the hangar, but the plane's durability isn't the best, and you'll have to weave around cops in the runway, not to mention the fact that you still have to evade the police helicopters that may sometimes spawn in front of you. It is made even more frustrating once you find out the whole mission was pointless, as a digital copy of the film was in the studio the whole time.
    • "Scouting the Port" is an interesting example. It's not a hard mission (it's actually one of the easiest), but it's boring, due to it involving absolutely no action on top of being pretty lengthy. All you do is regular longshoremen work while planning for a heist.
    • Some of Lamar's missions in Online require you to (optionally) join someone else and steal a tanker of fuel while evading the cops. Sounds simple, right? Well, the tanker goes about 30 miles per hour at best, is prone to detaching, and you have helicopters after you. And that's not going into the tanker's properties, and the fact that the police have a tendency of shooting and ramming into it.
    • Another of Lamar's Online missions tasks you with sneaking some lowriders past the cops to be fenced. If either you or your one teammate get spotted, you have to start all over. Then, once you finally do make it to your destination, you get to enjoy a shootout wherein you're beset on all sides by gangbangers.
    • Right after this mission is "It's a G Thing", which tasks you with rescuing Gerald from police custody. To do this, you just have to blow open the doors of the police wagon he's in and pick him up. Simple, right? Unfortunately, the wagon stops in the middle of the airport tarmac, with no cover to speak of, and about half a dozen cops who will instantly aerate you if you so much as walk near the wagon. Decide to try and whittle down the cops numbers before going in to plant the sticky bomb on the wagon? Too bad, you get a 3 star wanted level once the cops get alerted to your presence, and they start bringing in helicopters and spawning infinitely.
    • "Did Somebody Say Yoga?", where a large portion of the level consists of you having to fiddle around with the controls in very specific combinations in order to perform exercises. It's not hard to do, but if you fail at any point during a set, you have to do that entire set all over again. Mess up three times, and you fail the mission. Oh, and the whole time, you have to put up with the annoying chatter of Amanda and Fabien as they comment on your physique. At least the same mission makes up for it somewhat by having one of the most awesomely hilarious drug-addled hallucination sequences in video game history.
    • Stocks and Scares, a Lester mission in Online, can be this, as it's one of two missions (the other being Dry Docking) that require opening a safe. Unlike hacking terminals, the safe uses a rather complex unlocking system, where if you turn the wrong way, the lock resets. Add in infinitely spawning enemies and you have a mission that gives all but the most well organized teams frustration. However, it is one of the highest paying missions in Online after the rebalance, so it is worth it.
    • The Humane Labs Online heist. That One Sidequest mentions two of the setups, and the final mission is just as annoying. There are two teams that each have reasonably difficult tasks, but the worst part is they're separated from eachother and can't help the other out. In addition to that, each team has a fairly decent challenge on their hands. All of that makes it the least popular heist.
      • The ground team has to navigate tight corridors while the lights are off. Despite being pitch black, the enemy guards have no problems pelting you with bullets from the first moment they possibly can. Normally it woulden't be so bad execpt the game pressures you to hurry in order to avoid the air team having to put up with too much resistance. The game also reduces the ammo count on the assault rifles and pistols to 120 for the duration of the heist, two weapons that would be much more useful in the hallways they keep throwing you into than Sub-Machine Guns and shotguns, weapons you will most likely resort to due to bringing in your own ammo.
      • The air team has to deal with trucks and enemy helicopters outside. The helicopters aren't too bad but with only one gunner it can be difficult to avoid taking a missile to the face due to how long it can take for the pilot and gunner to coordinate the assault on the enemy helicopters. Complicating things is the fact that the air team has to focus on both enemy attack helicopters and try to attack enemies on the ground before they get to the labs, as they will approach the ground team from behind, becoming another factor to hurry the ground team. Finally you need to hope you have the right players on your heist, because helicopter flying and gunning are both skills a player might not have gotten, while fighting on the ground is mandatory to learn for any player. Finally the game doesn't make it clear the gunner can take the chain gunner's seat, rather than the front mounted explosive round cannon, and that it would allow them to switch what side they're positioned on, making coordination much easier, but also subjecting you the A.I.'s pinpoint aim, making the chain-gunner position a liability.
      • After the ground and air teams finish their initial tasks, the air team is supposed to pick up the ground team. This is arguably the worst part for the pilot (hell, many players say it's the worst part of the heist in general). The pickup point is a beach just big enough for the helicopter to land. Not only that, but it has an upward slope, making the landing even trickier. It is very easy to land in the water, slice up a teammate with your rotors, or smash the rotors against the cliffs, all of which result in heist failure.
    • The "Prison Break" heist can be a real pain in the ass, even if you manage to assemble a team of trusted players with mics. Two players enter the prison as a guard and prisoner in order to find Rashkovsky and escort them to the airfield, but before that, they have to fight their way past large groups of NOOSE officers. Thankfully, Rashkovsky is very cautious and not likely to die, but if anyone fails the Heist, you'll have to start over practically from the beginning (with the "prisoner" and "guard" entering the prison again). The pilot of the getaway plane doesn't have it much better: they are on a timer to get to the airfield where they will pick up Rashkovsky which stops once they enter Blaine County, at which point they will be beset upon by fighter jets while riding a plane with comparatively lacking maneuverability and no weapons, meaning that unless the pilot is really good (or can slip behind the jet, since they come one at a time), they will be shot down. The demolitions expert is tasked with protecting them with an attack chopper after hijacking a prison bus and torching it, but helicopters in this game are very difficult to control. Finally, if everything goes well, the "prisoner" and "guard" must bring Rashkovsky to the airfield, with the pilot coordinating their landing so they can pick up Rashkovsky and his escort while being pursued by the police with a five-star wanted level, which means that the airfield will quickly get clogged with police vehicles. And that's not counting if your luck is really crappy and a helicopter is shot down and crashes into the plane, which sends you right back to the "guard" and "prisoner" entering the prison, demolitions hijacking the prison bus, and the pilot flying to the airfield. Typically, at this point, someone will quit. Finally, if you do manage to take off unscathed, the game may throw you a bug where you can't lose the 5-star wanted level, regardless of how far away the cops are from you, rendering the whole heist unwinnable.
    • The "Pacific Standard" heist is almost on the same level as "Prison Break". The first third of the heist is simple enough: go into the bank, get to the vault, get the money, and get out. So long as the Crowd Control heist members keep the alarm from going off, the rest of the heist should remain managable (if still very difficult). Next comes the mad dash to the getaway bikes, having to fight your way through waves of cops; followed by the final getaway, where you and your team make your escape. The journey from the bikes to the escape point is very long and frought with both rough terrain near the end and bloodthirsty cops throughout (and should the alarm go off during the first third, NOOSE!). Checkpoint Starvation isn't as much of an issue here as in "Prison Break", but there's also the fact that if the heist members carrying the money get shot, they start dropping the money, resulting in a smaller reward. As such, many players had taken to using a Good Bad Bug that let them take another vehicle (most often, an armored Kuruma car) instead of using the bikes, and why the removal of this exploit pissed a lot of players off.
    • The online mission for the biker club where you have to deliver product in mail vans is considered to be the worst mission for drug running. Not only do the vans go incredibly slow, but your destinations are always miles apart from each other and you will eventually have to take a road that goes uphill, which the van can barely handle. If you want to make more money, you have to drive multiple vans, which can still take a long time even with a proper crew. Unless you are playing with friends only, expect to be easily picked off by other players hunting you down in your slow ass van.
    • Most of the Gunrunning delivery missions are disliked due to being a combination of gimmicky and difficult with several being impossible to do alone if you're moving enough product, forcing a seller to trust in the competence of their assistants. Special hatred is reserved for the Dune FAV one, however, which requires the players to drive up to 4 Dune FAVs to a series of delivery spots to make drops. Each Dune FAV must make all five drops, for a total of 20 if you have four vehicles, and you get attacked by waves of NPCs each time a drop is made. The Dune FAVs you're given are hard to control and can be destroyed in a few inches of water, the locations can be very far apart, and the whole mission is timed giving only 15 minutes for all drops to be made. It's generally considered even worse than the infamous mail-van delivery mission listed above, even if no other players decide to come after you.
  • That One Sidequest:
    • The Epsilon chain as a whole. It's notoriously buggy, with some missions and objective requirements not appearing on the map when they're supposed to.
      • There's "Assuming the Truth", which requires you to deliver five specific vehicles. Sometimes the vehicles will rarely spawn while you're looking for them, and there's a possible glitch where if you save anywhere in the middle of it, then the mission will no longer register and the entire chain will be impossible to finish.
      • One of the Epsilon missions, "Exercising the Truth", requires Michael to run a total five miles in the desert while wearing the robes. It can take at least 20 minutes and is very tedious, and your thumb will quickly grow sore from mashing the Sprint button repeatedly, most players deal with this mission by strapping a rubber band over the Analog stock and sprint button and hoping they don't get eaten by a mountain lion. Rockstar themselves must have realized how much players would hate it, as it's one of the only missions in the game which has no gold medal requirements.
    • The Coyote Cross Country Triathlon has a similar problem. It is a thirty minute long button mash through swimming, cycling and running with no reward. And unlike that Epsilon mission, it does have a gold medal requirement. Got in 2nd place? Too bad, time to waste another half-hour!
    • Some of the item collecting can be this as well, the nuclear barrels are the worst, even with the sonar app it can be tough to find all 30 as some can be miles apart, if you try to get them all in one run, good luck doing it in less than two hours, as the submarine is painfully slow and awkward to control.
    • One of Franklin's Freaks and Strangers missions requires him to collect 50 spaceship parts, most are fairly easy to get, but a few are tough. One is high on the cliffs and can be tough to get to it due to the slippery slopes you have to climb up to get to it. The most annoying one is on top of a girder that's directly underneath a bridge, you can't climb to it at all, the only way to get it is to somehow land a helicopter directly on the girder without it falling off and carefully walk over to it(or try and bail out of the helicopter and parachute on top of the girder), easier said then done as the space you have to land on is very narrow even for the smallest chopper and it's way too easy to accidentally smack the blades into the girder and damage the helicopter to the point where it's unusable, suffice to say you'll be using quick save a lot just to get that one part.
    • The gunrunning missions where Trevor has to fly a plane. No checkpoints, at all, ever. If you screw up in any way, you have to do the entire mission over again. Miss with one drop too many? Do the mission over again. Get shot too many times by the guys you're trying to bomb? Do the mission over again. Smack the wing of the plane into something on the airstrip as you are taxiing in for a landing, with literally 15 seconds to go before you're done? Do the entire mission over again. And again. And again!
      • Oh, and the best part is that occasionally the timed version of the bombing mission will have it be literally impossible to actually complete within the given time frame due to placing the targets on opposite sides of the map.
    • Some of the more difficult and time-consuming multiplayer missions can generate a lot of frustration there are no mid-mission checkpoints in online. Failure will result in having to start the mission completely over.
    • Formation Flying from Online Flight School. Imagine Freefall, but it a jet that loves to fall out of formation thanks to the jetwash from the other three jets. And the final portion. Which requires you to stay in formation, pull a half-loop, and fly upside down. Which basically requires knowing how to reverse the controls in a split second or be sent flying away from the formation and failing.
    • Formation Flying was bad, but Ground Level from Online Flight School is so Nintendo Hard that it can have you yanking your hair out, speaking gibberish and throwing your gamepad/keyboard/mouse out the window. The quest requires you to fly low under bridges and along structures, less than a meter off ground. On a rather fast aircraft. With lots of sharp turns. With controls that don't stabilize themselves. Those without quick reflexes need not apply. note 
    • The first setup for Humane Labs in Online is basically "good luck not dying". While the lookouts have good to decent cover and an elevated position, the buyer and the bodyguard are immediately surrounded on all sides with very little cover and only a garage to take cover in, which even then has questionable protection at best. And then you have to grab the briefcase, exposing the group to enemy fire, and get away in whatever crappy vehicles happen to be in the parking lot - oh, yeah, and all the group's personal vehicles will literally disappear when the shootout starts, which means absolutely no improvised cover or blockades, and no armored cars (particularly the Kuruma and Insurgent, which would make this setup far easier) to use as protection.
    • The fifth setup for Humane Labs is delivering an Insurgent containing an EMP to the eponymous location in the middle of the night. This is a stealth-enforced mission in a game where you go in guns blazing 90% of the time. To begin with, there are no checkpoints and being spotted by any of the twenty or so guards (plus a couple of scientists) instantly fails the mission. Upon reaching the Labs, a time limit starts which will fail the mission if it runs out. A good number of guards and/or personnel are within sight of each other, requiring synchronized shooting to avoid raising the alarm. Using guns that are too high caliber to kill the guards will let them hear the murders. And just to round it all off, unlocking the garage where the Insurgent is supposed to go has a harder than usual hacking game locking the door. By this point the time is likely to be running out, which makes calmly doing the hacking even worse. All of this is relying on random people online working together and understanding that silencers are important.
    • The second setup in Series A. You have to go around collecting garbage bags with drugs stashed in them with a trash truck. First off, you are stuck with flimsy garbage collector outfits which do nothing to protect you, unlike the other setups where you have the option of choosing your own clothes. Secondly, the collectors have to stand on platforms on the rear of the truck, exposing them to gunfire. Finally, the collection points offer little to no cover from the swarms of enemies surrounding you, and one of the locations is a gas station, which carries the risk of an explosion blowing up the truck or killing one of your teammates. Oh yeah, this setup has a time limit, so you can't just hunker down somewhere and kill everyone.
    • The first setup in Pacific Standard is an interesting case. You drive around town taking pictures of vans to find the one with a transponder inside. No combat of any kind involved. How hard can it be? The difficulty comes not from the actual gameplay itself, but getting people to join you. Yes, you still need four people to start even though it is easily doable solo. Unfortunately, much of the playerbase views this setup as one of the most boring and unnecessary setups out there (the driver role does virtually nothing, and it's far easier to just have the navigators do all the work instead of being a Backseat Driver like it's intended). As a result, people will leave the instant they join your lobby and find out it's this setup. Expect to wait quite a while if you don't have friends, possibly longer than any other setup.
    • The Second Setup in Pacific standard. First, the "proper" way to do the mission has you driving Jetskis for several minutes with nothing else to do. Most players opt to drive their personal vehicles past this point to one of the re-spawn points on the map and taking the jet skis from there. Second, for a painless run you have to do the rest of this next part without dying. Otherwise your personal vehicles despawn and things become difficult. Then there's a shootout on the island, after which the players must escort Avi to the drop off located in a boat. The clincher is that there's a time limit, and you have to lose your wanted level near the end in an area choked with cops. In order for the job to go smoothly the players either have to take an alternate route in supper cars and lose the cops, which doesn't always work. The other method involves taking the slow ass police boat all the way to the end of the lake and avoiding the police helicopters. This method still relies on personal vehicles as you must now escort Avi from the edge of the lake to his destination. If you steal a car you get a wanted level again and good luck losing the cops. The mission somehow both incredibly difficult and incredibly boring
      • You could also have one character drive around in an armored personal vehicle while the other takes Avi away offroad, as all the police are paying attention to is the character on the road this makes it easier for the character with Avi to avoid detation long enough to lose the wanted level, or but this requires coordination and an expensive car, neither of which the team might have.
    • If you've purchased The Hen House and you're hanging around Blaine County, you'll probably be asked to deliver a truckload of booze. The truck usually spawns in Harmony, the bar is in Paleto Bay, and the suggested GPS route is over steep, treacherous, terrain, which means you'll run down the seemingly-generous time limit very quickly trying to drive safe and avoid damaging the fragile truck. The odds are also pretty good you'll come across some Lost bikers on the way there; if you're spotted while playing as Trevor (or accidentally run them over, which is fairly easy to do), you'll instantly come under fire and probably lose the goods as a result, while driving slowly and staying behind them to avoid drawing their attention just runs down the clock even more. There are slightly less dangerous routes you can take (although they're longer), and if you're playing as Franklin, his Bullet Time ability may help slow the clock down and allow you to avoid obstacles more easily, but otherwise, good luck collecting your meager $920 profit for that week.
  • They Wasted a Perfectly Good Character: Floyd is suddenly Killed Offscreen about towards the end of the second act; it might have been interesting for him to actually be corrupted by Trevor's abuse and degenerate into a total maniac much like Mr. Phillips himself, giving his torturous ordeal actual payoff.
  • They Wasted a Perfectly Good Plot: Considering they all are conspiracy theorists, it's a shame we never got a triple debate between Lester, Ron and Chef.

  • Visual Effects of Awesome: Regardless of the platform you are playing on, Grand Theft Auto V is a good looking game, period. When you also take into consideration the sheer scale and scope of that detail in such a massive game world, it's an astounding display of graphical prowess.
    • The PlayStation 3 and Xbox 360 versions push their respective consoles to their absolute limits. While there are some instances of texture loading problems and the game freezing, the fact that Rockstar gave gamers a game that can pass off as an early next-gen looking title on almost 10 year old hardware is an amazing feat nevertheless.
    • Then there is the rerelease that came out on PlayStation 4 and Xbox One, and the PC version of the rerelease will turn out to be the utmost superior version.

  • Wangst: Some players get sick of Michael and/or Trevor angsting about their various problems, especially near the end, when just about everything they say to each other is argumentative. Even within the game Franklin gets pretty tired of it, and delivers a few monologues calling them out on their behavior
  • What an Idiot!:
    • Jimmy. Trying to sell your father's BOAT?! Really...? Even if the guys "buying" weren't just thieves, you think your dad would just let the loss of that boat slide?
    • Most of Franklin's friends, but particularly Lamar. He attempts to kidnap a rival gang member for ransom, using a paper-thin disguise, when the guy clearly knows him from the neighbourhood well enough to recognise him instantly. He then phones through the ransom demand on his own cell phone without disguising his voice. After Franklin smashes the phone and makes Lamar release the hostage, Lamar lets Stretch set up a drug deal in an abandoned warehouse with the same rival gang member. When Franklin saves him again, Lamar lets Stretch set up a drug deal for him with members of the same rival gang, in the heart of their territory (A cul-de-sac which is pretty much the definition of a kill corridor). When this goes to hell and Franklin saves him again, Lamar lets Stretch set up a drug deal with - yes - the same rival gang, this time at an abandoned sawmill in the middle of nowhere. It's only after Franklin saves him yet again that he finally concedes that all the previous "deals" were actually ambushes that he was too stupid to see coming.
    • Michael in a variation of the ending in which he dies. No matter what you do, whether you choose to kill him or save him - pull him up, and he'll just headbutt you on your forehead and cause you to drop him anyway; his pride caused his own undoing.
    • In an earlier mission, Michael has a more traditional case of this when he chases after the tennis coach having sex with Amanda on top of charging thousands for his tennis lessons. Chasing after the guy is understandable, but when he sees that he's hiding in a multi-million dream mansion on the side of Rockford Hills, he doesn't exactly question how a tennis coach could have all the money to buy and maintain one of these houses. Rather than question if somebody else owned the hill-side mansion, or at least go up and sort out his problems with the tennis coach "personally" he destroys the whole mansion by tearing out a support beam. And, sure enough, it didn't belong to the tennis coach, and now Michael owes a $2.5 million tab to Martin Madrazzo, the ruthless head of one of the most powerful drug cartels in San Andreas.
    • Anyone who pisses off Trevor during the Rampage missions.
  • What Do You Mean, It's Not Political?: The game has had a boatload of controversy, like most GTA games, but this time over accusations of promoting torture and misogyny. It should be noted that at least in the former's case, the game immediately talks about how worthless torture is thereafter.
  • Win Back the Crowd: After a slew of updates which were nothing but more PvP content, overly expensive cars, and copies of one another except with different premises, the Doomsday Heist update delivers what many fans have been asking for a long time, mainly new Heists and PvE content, the return of many fan favorite vehicles such as the Deluxo and the Hermes, the long-awaited addition of the Jetpack, the fact that it isn't another Business-related update, reasonable prices on the vehicles introduced and a actual story line for Online. There's also the addition of starter packs for newer players as alternatives for the widely-reviled Shark Cards.
  • The Woobie
    • Wade's clearly not...all there in the head. Having him spend his time hanging around an abusive maniac like Trevor really makes you feel sorry for the guy. At least until Trevor takes over the Vanilla Unicorn and he appears to reward Wade's loyalty by getting two strippers to lavish attention on the guy.
    • Floyd (See Butt-Monkey, Main Page). While all the other characters are either criminals, corrupt law enforcement officials or just general sleazebags who deserve whatever fate befalls them, Floyd is a meek, hen-pecked, blue-collar guy with no criminal connections and no desire to be part of the criminal underworld. Trevor shows up, invites himself to stay and then systematically destroys his apartment, his job and his personal life. He leaves Floyd to get beaten to a pulp as a distraction during one heist set-up mission, and it's heavily implied that Trevor repeatedly rapes Floyd during his stay at the apartment. Floyd, meanwhile, has done nothing to deserve any of this, apart from having the bad luck to be related to Wade and to be living in a city Trevor wanted to relocate to...Making the fact that he was brutally murdered by Trevor for standing up for himself even more tragic.
    • Mr. K., the poor bastard you have to torture to get information from. He seemed like a normal guy with a family, and he receives one of the most visceral beatings in the franchises history. He also has little to no hope of seeing his family again; he's left at an airport without a passport or identification, not that either would do much other than get him taken into custody again. And that's assuming he didn't die of his wounds or when he fell down the stairs.


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