In 2013, eight years into the Xbox 360's life, Rockstar shipped the biggest game the console would ever run. Los Santos and Blaine County in one piece, no loading. Three playable criminals. A heist structure nobody had tried at this scale. Thirteen years later it's still the benchmark, and VI is three months out. I'd played the PS4 version at launch, so I figured I knew what I was getting. Forty-plus hours later, over about a week, I was still finding reasons to turn the console on.
Woke: 0.0
Nothing. Forty-plus hours. Full campaign, about a dozen Strangers and Freaks. Not one character written as a mouthpiece, not one scene that stops the game to lecture you, not one group in Los Santos the writers decided was off-limits.
That last part is why it's a clean zero. The satire here isn't absent — it's indiscriminate. Tech money, self-help gurus, celebrity culture, the news, the cops, the rich, the poor, and all three men you're playing take the same beating. Nobody gets protected. Mock everyone and there's no agenda left to push.
Gameplay: 9.6
The character switch is the whole game. Dropping between Michael, Franklin and Trevor mid-firefight isn't a menu you tolerate — you're not picking a spawn point, you're picking an angle. Rockstar built the heists around it and that's where it peaks. Case the job. Pick a crew, knowing a cheap gunman means a worse haul. Choose loud or quiet. Watch it fall apart in the middle anyway. I couldn't put the controller down some nights. One more mission, and there goes another hour.
The gunplay is good, not great — the one soft spot. Last full GTA I played was San Andreas, and V is a different sport: cover that works, aiming that doesn't fight you, weapons that separate once you start upgrading them. I've never played IV proper. I own the episodes, put about an hour into The Lost and Damned, and off that hour alone the driving and shooting in V are better. Cars have weight without steering like boats. The plumbing holds up too — quick phone menu, fair checkpoints, restarts that don't punish you, a wanted level that applies real pressure without cheating.
Where it cracks is the people. Traffic stops dead in the middle of the highway for no reason, or swings a turn across your bumper like you aren't there. Pedestrians curse at nothing, constantly. Some of that reads as satire and I'd buy it for a while, but it goes over the top often enough that I stopped hearing background and started hearing a choice. My other complaint is that I finished wanting more. Rockstar teased story expansions back when the game was new and nothing ever showed up. If the studio hadn't poured everything into Online, I think we'd have gotten them.
Story: 9.1
I've played GTA III and San Andreas. This is the best story the series has given me, and the three leads are why. A retired thief who got everything he wanted and can't stand it, a kid with real talent stuck repossessing cars, and a lunatic who's the only one being honest about what all of them are. Three men at completely different points in their lives — no single protagonist has managed that perspective. The supporting cast earns its screen time. Lester, Lamar, Devin Weston, Steve Haines, Michael's therapist, his family. Written, not sketched.
It isn't afraid to be uncomfortable, and it earns those moments. Trevor's introduction tells you exactly who he is in ninety seconds and never walks it back. The torture mission is genuinely unpleasant — it's indicting the people who gave the order, not enjoying itself. Where it slips is pacing. The stretch between big heists sags with errands for people you don't care about. I picked my ending, it fit better than anything else I could imagine, and I didn't go back for the other two.
Graphics: 9.0
Near the top of the 360's library. Scale is the achievement — one continuous world, no loading, a draw distance that survives flying a plane across the entire map. The view from Mount Chiliad still stops you. Lighting does enormous work: sunsets over the water, storms rolling in off the coast, smog sitting over downtown in the morning. Cutscene faces and animation beat most of what this console managed.
You can tell it's a 360 game. Some ground textures are flatly low-res, though only noticeable standing right on top of them. Pop-in is the real cost — take a fast drive and you'll watch the world assemble itself ahead of you. Everything else ran clean. No slowdown, no crashes across the entire playthrough.
Audio: 9.3
The radio is half this game's personality. I ran Rebel Radio for most of the playthrough — country, not my usual pick — and it changed the feel of everything. Blaine County with that station on is a different drive than the same road with pop playing. Weasel News reporting on things you did twenty minutes ago, DJs with actual personalities, adverts funnier than some missions. The three leads are superbly performed. Clean mix through headphones.
Two things hold it back. The original score does its job when a mission goes sideways but doesn't stay with me the way the licensed stuff does. And the sound design for weapons, engines, and impacts is solid rather than remarkable — which stands out next to how good everything coming out of the radio is.
Replayability: 7.6
Call this what it is: a single-player score. GTA Online has been dark on the 360 since December 2021. Half the package is gone and it isn't coming back. What's left carries more than you'd expect. The campaign is worth a second run for the story. Free roam still has legs — buying properties, upgrading cars, running Lester's assassinations and playing the market off them is a clever loop. A solid dozen Strangers and Freaks are worth your time.
The collectibles I didn't touch. Busy work with no payoff, and a game this good shouldn't need a checklist to pad itself. What I wanted was more heists — something repeatable using the crew system after the story runs out. That's what Online was for, which is the whole problem. Would I point somebody at the 360 version today? Yes. If this is the console you own, you're not getting a lesser game in any way that registers while playing.
This is one of the two or three best games on the Xbox 360, and the fact that it runs this well on the hardware is the most impressive thing about it. I came in having already played a prettier version and still lost a week to this one. Best story the series has produced. Heists that are the high point of the entire open-world generation. The losses are a middle section that drags, texture work that shows its age up close, and an online mode that's been dark for years. None of it stopped me from telling myself one more mission until it was far too late in the evening. Thirteen years Rockstar has left this standing as the series' high-water mark, and on November 19th they finally have to top it — on hardware two generations past the console I played this on.
So what should VI take to Vice City — and what should it leave behind in Los Santos?
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