A decade of work and a rumoured billion-dollar budget could have bought Grand Theft Auto VI a bigger map, a longer list of things to shoot with and more things to do than ever before. Make no mistake. GTA VI will probably still have that, but Rockstar Games just emphasized that it spent all this time and effort on something harder to screenshot, a massive world that notices you back.

The studio could have played it safe. Licensing boss Jennifer Kolbe admits Rockstar could have made a quicker, iterative sequel, a GTA 5.5, she specifically called it, then shipped it years ago. It chose not to. "You have to take big swings," creative lead Rob Nelson says in the Guardian's new hands-on preview. "It can't be just more of the same." The team and budget have quadrupled since Grand Theft Auto V, but as Kolbe puts it, throwing money at a game does not guarantee making something good.

The devil, as they say, is in the detail. In the Guardian's guided demo, reporter Keza MacDonald watched Jason wander his apartment with a doughnut and a six-pack, the liquid sloshing inside the bottles as he moved. Magazines can be picked up and read, their illustrations and text fully drawn and every pedestrian you see out on the street wears individually modelled clothing. It is the same obsessive detail that had Rockstar animating horse anatomy in Red Dead Redemption 2, now aimed at a modern city.

The world is also built to react even when you are not shooting at it. Pedestrians hold conversations you can overhear and interrupt. One demo beat has Jason asking a woman if he can pet her dog, which she allows, while a clumsier approach earns a bemused "Have we met?" instead. The same attention goes into Leonida's ecosystem. Jason can pull out binoculars, spot a gull on a post and log it in a wildlife journal that reportedly tracks 62 species of bird, one more of the non-criminal pastimes we saw hinted at in the confirmed free-roam activities.

The deepest change sits at the center of the story. For the first time in a Grand Theft Auto game, the bond between the two leads is a gameplay system. The players switch freely between Jason and Lucia Caminos, call or text them when apart and take them on dates, to the gym or even a meditation retreat between jobs. Nelson calls the player the steward of their relationship, with neglect carrying consequences. For a series that made its name on directionless chaos, mechanics built to encourage empathy, as Nelson puts it, for those who want it, are a real departure.

What GTA 6's decade went into

System
What the Guardian saw
Object detail
Liquid sloshing in bottles, readable magazines, individually modelled clothing
Living world
NPCs you can overhear and interrupt, a dog you can stop to pet
Wildlife
Binoculars and a logbook that reportedly tracks 62 bird species
Relationship
Dates, gym and meditation with Jason and Lucia, with consequences for neglect
Crime
Scoped, stealth-capable jobs rather than instant rampages

Rockstar spent the budget on reactivity, not just scale.

None of this came cheap or quick. Rockstar spent a decade and put nearly 5,000 people to work chasing exactly this, a world engineered to still look convincing in 2035 rather than just impress at launch. We have already watched the payoff slip into the real world, with an in-game clip mistaken for a real Miami phone video days ago. It is also the bet behind the budget. We ran the math on how many copies the game needs to clear a cost reported near $1.5 billion. With Newzoo projecting up to 51 million sales in week one, the big swing is starting to look like the safe one.

Rockstar bet ten years that players want a world that reacts to them. The scope of that gamble only becomes clear on Thursday, when millions step into Leonida and find out whether a city that notices them is worth a decade of waiting.