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Meet Leonida's six regions: a rebuilt Vice City, swamps with armed locals and an industrial heartland with its own biker gang

Game Informer's cover story describes each of GTA VI's regions one by one, and narrative lead Rupert Humphries explains how the story will take players across the whole state.

A map with six distinct zones: skyscrapers, a beach, a swamp, motels, factories and mountains
Vicepedia · original illustration generated for Vicepedia

We already knew Leonida is twice the size of GTA V’s map. Now, from the full Game Informer cover story, come the personalities of its six regions - and each one sounds like a different game.

Vice City arrives “completely rebuilt and expanded”. The Leonida Keys are the island stretch. Grassrivers is the state’s great wetland, described as a biodiverse expanse full of reptilian predators and “questionably friendly, probably armed” outdoorsmen, a direct heir of the Everglades. Port Gellhorn concentrates the faded side of tourism: rundown motels, roadside strip malls and barren attractions. Ambrosia, Leonida’s industrial “heart”, stacks factories, refineries and a biker gang with local pull. And Mount Kalaga National Park is where the wildlife - including the most dangerous animals - truly rules.

Rupert Humphries, senior vice president of narrative, explains how it will all be stitched together: “part of the job of the game’s story is to bring the player around the map in a way that feels authentic and interesting. We don’t have time to take you everywhere, but we want you to be able to explore and get a feel for most of the places, cultures, and vibes”. His thematic compass is clear: “this game and its stories really thrive in an environment where you have rich people and poor people right next door to each other. And crime and corruption are the thread that pulls everyone together”.

Six regions, six promises. On November 19 we’ll measure them by the odometer.

Source: GamingBolt

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