9 Ways Rockstar Could Easily Ruin GTA VI
6. Boring Mission Designs
You have to wonder just how many thousands of dollars were spent creating the 'dock worker tech' used in the godawful Trevor mission where you moved shipping containers around. Or why the choice was made to pilot a slow-moving submarine across a huge expanse of ocean in the second heist, simply to get to the part of the mission you actually wanted to play.
It goes without saying that the heists themselves were a pretty big letdown; a base framework for a mission that was supposed to involve planning every possible entry method, before executing and exfiltrating in a wide variety of ways. This came to life online as constant communication gave the process more of an edge, but when the single player's most memorable option was where to place your getaway car, it truly failed to live up to some otherwise exhilarating trailers.
Add to that the bog-standard 'drive here, shoot this, drive back' template that's been in place since GTA III, a lack of new character moves or animations outside of three arbitrary 'special powers' and only handful of memorable narrative setups, and you've got a story everyone only played through once, just for the sake of it.