
u/bassilalmokdad

This doesn't make any sense
I’m sure the payoff for Alastor is gonna be huge in later seasons.
He will have the spotlight. His goal is to become more powerful. He’ll take over Hell, and the writing will portray him as having manipulated everyone all along.
This is how you plant dormant seeds that eventually lead to a huge payoff.
What is the creepiest music you heard in a video game ?
How do you feel about Rockstar using AI in GTA 6?
Let me make this clear because people keep missing the point.
Strauss Zelnick himself has already said that Take-Two is using AI. What he has denied is the use of generative AI in GTA VI, which is an important distinction.
At the same time, workers protesting Rockstar and accusing the company of union-busting have reportedly raised concerns about AI and demanded limits on its use, particularly when it comes to replacing work normally done by employees.
That doesn't automatically prove that GTA VI contains AI-generated art, voices, dialogue, textures, or other assets. But it does show that AI use inside the company is a real issue being discussed by the people actually working there.
And this is where I find some people's reactions hypocritical.
I've seen people mock and attack other studios simply for using AI, but the moment the possibility of AI being used during GTA VI's development comes up, suddenly it's:
"It doesn't matter to me."
So which is it?
If AI use in game development is unethical enough for you to criticize other studios over it, then that standard shouldn't magically disappear because the game happens to be GTA VI.
And if it eventually turns out that generative AI or AI-generated assets were used in GTA VI, are you actually going to boycott the game?
Or were all those principles only applicable when it was a studio or game you didn't care about?
That's really the point I'm making. I'm not claiming that generative AI in GTA VI has been confirmed. I'm pointing out the double standard people would have if they condemn other developers for AI usage while immediately making exceptions for Rockstar.
How do you feel about Rockstar using AI in GTA 6?
Let me make this clear because people keep missing the point.
Strauss Zelnick himself has already said that Take-Two is using AI. What he has denied is the use of generative AI in GTA VI, which is an important distinction.
At the same time, workers protesting Rockstar and accusing the company of union-busting have reportedly raised concerns about AI and demanded limits on its use, particularly when it comes to replacing work normally done by employees.
That doesn't automatically prove that GTA VI contains AI-generated art, voices, dialogue, textures, or other assets. But it does show that AI use inside the company is a real issue being discussed by the people actually working there.
And this is where I find some people's reactions hypocritical.
I've seen people mock and attack other studios simply for using AI, but the moment the possibility of AI being used during GTA VI's development comes up, suddenly it's:
"It doesn't matter to me."
So which is it?
If AI use in game development is unethical enough for you to criticize other studios over it, then that standard shouldn't magically disappear because the game happens to be GTA VI.
And if it eventually turns out that generative AI or AI-generated assets were used in GTA VI, are you actually going to boycott the game?
Or were all those principles only applicable when it was a studio or game you didn't care about?
That's really the point I'm making. I'm not claiming that generative AI in GTA VI has been confirmed. I'm pointing out the double standard people would have if they condemn other developers for AI usage while immediately making exceptions for Rockstar.
GTA V is insufferable
I'll get into it.
GTA V’s story clearly wants to explore the conflict between Michael and Trevor, but it ends up being about as shallow as your ex’s heart. Their relationship should have been the emotional core of the entire game: Michael betrayed Trevor, faked his death, abandoned their old life, and secretly made a deal with the FIB. Trevor eventually discovers that Brad is dead and that Michael has been lying to him for years. That should completely destroy their relationship.
Instead, the game basically puts their conflict aside because there’s money to be made. They go from being ready to kill each other to working together again because they have another score to pull off. Then one of the most important relationships in the entire story is mostly resolved off-screen. How do you build up that much resentment and betrayal only to basically go, "Well, we have a job to do"?
The villains aren't much better. Steve Haines, Devin Weston, and the Chinese gang all feel incredibly forgettable. Haines is an obnoxious corrupt FIB agent, Weston is the stereotypical billionaire asshole, and the Triads barely feel like a meaningful part of the story at all. None of them have the presence or personal connection that villains from some of the previous GTA games had.
GTA V does have some of the best mission variety in the series. You're robbing banks, stealing military equipment, flying planes, diving underwater, chasing people across Los Santos, and doing massive heists. On paper, that sounds fantastic.
But ironically, I also think it has some of the worst replayability in the 3D/HD-era GTA games.
The missions are so heavily scripted that if you deviate even slightly from what Rockstar intended, you can instantly fail. Take the wrong road? Mission failed. Move too far away from someone? Mission failed. Try approaching an objective differently? Mission failed. The game gives you this enormous open world and then turns many story missions into corridors with invisible walls.
That's probably my biggest problem with GTA V: it gives you the illusion of freedom while constantly telling you exactly how you're supposed to play.
So you end up with a game that has incredible production value, excellent mission variety, three playable protagonists, a massive open world, and some genuinely memorable moments—but also a surprisingly shallow central conflict, forgettable villains, overly scripted missions, and major character issues that get brushed aside when the plot needs to move forward.
GTA V isn't a bad game. Far from it. But as a story-driven GTA game, I think it's a complete mess in places.
And somehow, this became one of the best-selling video games of all time.
The monkeys Cougars and GTA Online make for the shallow gameplay and story ig
GTA V is insufferable
I'll get into it.
GTA V’s story clearly wants to explore the conflict between Michael and Trevor, but it ends up being about as shallow as your ex’s heart. Their relationship should have been the emotional core of the entire game: Michael betrayed Trevor, faked his death, abandoned their old life, and secretly made a deal with the FIB. Trevor eventually discovers that Brad is dead and that Michael has been lying to him for years. That should completely destroy their relationship.
Instead, the game basically puts their conflict aside because there’s money to be made. They go from being ready to kill each other to working together again because they have another score to pull off. Then one of the most important relationships in the entire story is mostly resolved off-screen. How do you build up that much resentment and betrayal only to basically go, "Well, we have a job to do"?
The villains aren't much better. Steve Haines, Devin Weston, and the Chinese gang all feel incredibly forgettable. Haines is an obnoxious corrupt FIB agent, Weston is the stereotypical billionaire asshole, and the Triads barely feel like a meaningful part of the story at all. None of them have the presence or personal connection that villains from some of the previous GTA games had.
GTA V does have some of the best mission variety in the series. You're robbing banks, stealing military equipment, flying planes, diving underwater, chasing people across Los Santos, and doing massive heists. On paper, that sounds fantastic.
But ironically, I also think it has some of the worst replayability in the 3D/HD-era GTA games.
The missions are so heavily scripted that if you deviate even slightly from what Rockstar intended, you can instantly fail. Take the wrong road? Mission failed. Move too far away from someone? Mission failed. Try approaching an objective differently? Mission failed. The game gives you this enormous open world and then turns many story missions into corridors with invisible walls.
That's probably my biggest problem with GTA V: it gives you the illusion of freedom while constantly telling you exactly how you're supposed to play.
So you end up with a game that has incredible production value, excellent mission variety, three playable protagonists, a massive open world, and some genuinely memorable moments—but also a surprisingly shallow central conflict, forgettable villains, overly scripted missions, and major character issues that get brushed aside when the plot needs to move forward.
GTA V isn't a bad game. Far from it. But as a story-driven GTA game, I think it's a complete mess in places.
And somehow, this became one of the best-selling video games of all time.
Dunning Kruger effect is running rampant
People think they’re smart just because they happen to know a few things about a subject. The information might be vague or surface-level, but because they know something, they assume they understand the topic.
The Dunning–Kruger effect makes a lot more sense when you consider that many people don’t actually read books, studies, or detailed sources to build their understanding. They pick up fragments of information and mistake familiarity with a topic for actual expertise.
What Is the worst Rdr2 take you have ever heard ?
Mine came from Discord. This guy was absolutely hell-bent on proving that Dutch van der Linde was the villain of Red Dead Redemption 2, and he would twist basically every event in the story to make it fit that argument. He started saying things about the plot and Dutch’s character that made so little sense that I genuinely started wondering if we had even played the same game.
Some of his interpretations completely ignored the context behind Dutch’s decisions, his gradual decline throughout the story, and how his relationship with the gang changes over time. It was like he had already decided that Dutch was the villain from the very beginning and then worked backwards from that conclusion.
At some point I was thinking, did this guy actually play RDR2, or did he somehow play the entire game in reverse or something? Because the version of the story he was describing sounded completely different from the one I played.
here’s how each MBTI type would solve a murder mystery
​
INTJ:
Starts by eliminating all the least likely suspects to clear their head.
Focuses on the evidence, doesn't get distracted by chatter, and doesn't jump to conclusions before having undeniable proof. Eventually has the classic “Aha!” moment.
Somehow believes they understand human psychology better than everyone else.
INTP:
Starts very strong by searching for each suspect's criminal record.
While searching, gets distracted by the life events and circumstances surrounding the case, then somehow ends up researching the history of the building where the murder happened.
Ultimately solves the mystery after collecting an absurd amount of data about every suspect.
ENTJ:
Eliminates all the least likely suspects and drinks a coffee to clear their head.
Starts by talking with each suspect. If they find any red herrings or something that doesn't add up, they take note of it.
Ultimately finds the perpetrator through sheer determination and commitment.
ENTP:
Starts searching for evidence.
Somehow ends up debating the perpetrator about the logistics of hiding bodies in murder mysteries.
Forgets they're supposed to be solving the murder.
INFJ:
Starts by drinking a cup of coffee and eliminating the least likely suspects.
Focuses on the evidence.
Finds a red herring and develops a gut feeling about who the perpetrator is.
Collects more evidence against them.
Finally, when everyone is gathered together, confronts the perpetrator head-on in front of everyone.
The police catch the killer.
INFP:
Doesn't talk to any of the suspects. Everyone stares at the detective wondering what they're doing.
Apparently, they're dreaming about the murder mystery and imagining how it could have happened.
Eventually starts gathering evidence, gets a gut feeling about the perpetrator, and goes for it.
The INFP detective solves the mystery by following their instincts and looking for red herrings or inconsistencies in the suspects' testimonies.
ENFJ:
Starts by having a conversation with each suspect.
Somehow becomes the mediator between a guy and his ex-girlfriend halfway through the investigation.
Gets a gut feeling about the killer.
Gathers everyone together and confronts the killer in front of everyone.
ENFP:
“WHAT??? Someone's been killed???”
“What kind of horrible person would do such a thing?!”
Starts talking with the suspects somehow.
Gets distracted by the perpetrator's cute dog.
Has a gut feeling that something is off about him.
Gathers everyone together, points at the perpetrator and goes:
“WHY WOULD YOU DO SUCH A THING?! 😭”
ISTJ:
Starts by searching the criminal records of every suspect.
Requests a thorough examination of the murder scene.
Apparently, the killer is on a rampage and is on his way to take revenge on his ex-wife.
Connects all the dots.
Gets in touch with the wife and tells her that her ex-husband is planning to kill her.
Panic ensues. She trusts the ISTJ detective.
Apparently, this is about to become a second murder mystery if he doesn't act fast.
Gets in touch with the wife again. They come up with a plan and catch the husband.
ESTJ:
Immediately takes control of the investigation.
Creates a list of suspects, assigns everyone tasks, and starts interrogating people.
Gets increasingly annoyed because nobody is following the investigation procedure properly.
Eventually solves the murder because apparently everyone else was doing their job wrong.
ISTP:
“Interesting. So, a murder happened?”
Starts examining the crime scene.
Finds a knife hidden inside a compartment.
Examines the blood stains and determines exactly what happened based on the physical evidence.
Ultimately finds the perpetrator through practical investigation and doesn't understand why everyone else made the case so complicated.
ESTP:
Immediately starts chasing the most suspicious-looking suspect.
Doesn't have a plan.
Doesn't need one.
Somehow catches the killer anyway.
ISFP:
Starts by quietly observing everyone.
Notices a tiny detail that everyone else overlooked.
Doesn't tell anyone about it yet.
Follows their intuition and eventually discovers something important.
Everyone asks how they figured it out.
“Idk, it just felt wrong.”
ESFP:
Starts interviewing the suspects.
Somehow turns the murder investigation into a social event.
Gets everyone talking, accidentally learns everyone's secrets, and discovers the killer because someone said something they weren't supposed to know.
ISFJ:
Starts by making sure everyone is okay after the murder.
Brings coffee and snacks for the other investigators.
Remembers every little detail that everyone else forgot.
Eventually notices that one suspect's story doesn't match what they said earlier.
Quietly exposes the killer while everyone else is still arguing.
ESFJ:
Knows everyone involved somehow.
“Wait, I KNOW her. That's her cousin's ex-husband!”
Starts asking everyone what they know.
Collects everyone's stories and immediately notices who is lying.
Confronts the killer after getting half the town involved in the investigation.
Do you think Inque comes from Middle eastern origins?
I have read a little bit about her mother fleeing a country during a war, which makes her country origin guess limited to: Syria. Iraq, libya and yemen