>>FULL REVIEW
I was absolutely not allowed to play Grand Theft Auto V when it came out.
That did not stop me. It just meant I had to wait until my parents went to bed.
There was something about quietly loading into Los Santos late at night that made the game feel even more exciting. I knew I was playing something I probably should not have been playing yet, and GTA wasted no time confirming why. The language, violence, strip clubs, drugs, and general lack of moral supervision were exactly what my parents were worried about.
Naturally, I thought it was incredible.
I still remember the first time I walked into the Vanilla Unicorn. I had reached a part of gaming that was clearly not intended for children and reacted with all the maturity you would expect from a kid secretly playing GTA after bedtime. That memory is funny now, but it also represents what the game felt like back then. Los Santos seemed enormous, unrestricted, and full of things I had never seen another game let me do.
The story gave me three completely different excuses to explore it. Franklin was the easiest character to understand because he wanted something bigger than the life he had. Michael had already reached the rich criminal retirement dream and was completely miserable inside it. Trevor was Trevor. Switching between them kept the campaign from settling into one personality for too long, and the game used their differences for both comedy and real conflict.
The heists were what I looked forward to most. Planning the approach, choosing crew members, gathering equipment, and then watching the entire thing fall into chaos made those missions feel larger than normal open-world objectives. Not every choice had a huge effect, but the setup created enough anticipation that the major jobs felt important. Even now I can remember specific robberies more clearly than entire campaigns from games I played afterward.
Outside the story, GTA V was whatever I wanted it to be that night. I could customize cars, cause a police chase, spend hours exploring the map, fly badly, play golf, hunt for secrets, or attempt a stunt that ended with my character getting launched through a windshield. The world supported serious missions and complete nonsense without acting like one was more valid than the other.
Then GTA Online turned it into a place my friends and I could share.
Some of my best memories were not tied to official missions. We would steal cars, mess with random players, attempt heists with terrible coordination, or spend an embarrassing amount of time buying clothes and customizing vehicles. A simple drive across the city could become a full night because somebody started a fight with the police or decided we needed to steal an aircraft we had no chance of landing.
The early version of GTA Online felt much simpler than what it eventually became. Over time Rockstar added businesses, bunkers, nightclubs, casinos, submarines, flying motorcycles, new heists, and enough vehicles to fill several separate games. The amount of content is ridiculous. It is probably one of the best entertainment values I have ever gotten from a game.
It also became much more exhausting.
Making money started feeling like work unless you already owned the businesses needed to make more money efficiently. Public lobbies became packed with players using vehicles designed to erase you from across the map. Shark Cards always sat in the background offering a paid shortcut around the grind Rockstar created. GTA Online remained fun with friends, but it gradually became harder to separate the fun from the business model surrounding it.
The single-player side aged better for me. Los Santos still has personality, the radio stations remain excellent, and the performances carry scenes that could have easily become nothing but crude jokes. The controls are showing their age in places. Characters can feel awkward indoors, the cover system is inconsistent, and missions sometimes give you a giant open world before failing you for taking the wrong road. Rockstar loves freedom until a story objective has a yellow line painted on the map.
Visually, GTA V has survived an absurd number of hardware generations. The newer versions are much sharper and smoother than the game I secretly played in 2013, but the original design is visible underneath. Character animation and environmental detail no longer look untouchable. Los Santos still feels convincing because Rockstar gave it such a clear identity rather than relying only on technical power.
What matters most to me is how much of my life exists between its release and now.
I was a kid sneaking downstairs to play it. I became old enough to buy it without anybody’s permission. I spent countless hours online with friends. Now I am married with a child of my own and waiting for the next GTA.
That makes the twelve-year wait feel even more ridiculous. GTA V did not just stay relevant for a long time. It followed an entire generation of players into adulthood.
There are legitimate complaints about how long Rockstar relied on it. The online economy became greedy. The controls aged. Parts of the satire feel less clever than they did when I was younger. None of that changes how important the game was to me or how much fun it provided.
Grand Theft Auto V gave me a great story mode and years of memories with friends. It was violent, immature, detailed, hilarious, frustrating, and completely inappropriate for the kid who first played it.
I cannot wait to experience that same kind of raunchy criminal freedom again as a grown man who is now responsible for deciding which games his own child is allowed to play.
WHO THIS IS FOR
Players who want a huge crime sandbox filled with memorable characters, reckless freedom, story missions, cars, heists, and years of multiplayer content.
SKIP IT IF
You dislike graphic violence, crude humor, open-world chaos, deliberately offensive characters, or online progression designed around a very long grind.