Side-Quests/New and Cool Things:
"Activities and side missions are making a return from GTA IV but only strip clubs/drinking, drug trade, fight club, base-jumping and racing are carrying over. The rest are brand new and quite interesting. Surfing is probably going to be the one that blows peoples minds. Card games, dice, Hang-gliding, rockclimbing, car shows, off-roading, hiking, and 'legal' gambling just to name a few. By release i wouldn't be suprised if more will be addind"
"Burglary will be making a come back. Newly refined, GTA V's buglary missions now operate as two types, Robberies or Heists. When going alone to rob a home or store, all money earned goes to the player upon every successful robbery.Now when doing the same with a 'crew', all proceeding are split with all participating party members. This makes for an intersting bit of gameplay. The more people with you the easier heisting a place will be, but the more people with you the less money you gain. This forces you to either 'hit' larger and more difficult places for more cash or downsize and go it alone with more risk."
"Flight School and the Driver's Course are back. Shooting ranges have now been added as a school to improve weapon stats. As for Boating School, sorry, no cigar."
"Girlfriends will return but with a much more engaging twist. A range of new things to do with them have been added to interupt the monotinous proceedings GTA IV provided. One added feature is you can break-up with them (mainly to end the annoyance of repeated phone calls). All women Adrian dates will have their own unique benifits similar to GTA IV, this time with more variety of attribute boots to unlock. This gives the player more reason to "pick and choose' girls, keeping them or dumping them at will, as maybe her unique skill(s) is of no use to you any longer."
"Adrenaline Pills are back. Only it works like bullet time minus the diving and jumping. Good for evading six star wanted levels as, once injested, it slows down time a bit and giving Adrian adequete time to either escape or get the last shots off. I know...I know. I felt the same way. Hopefully it will work or there will be some sort of tweak to it by release."
"Yes; Assets are attainable for ways to aquire money. That is all......"
"Most ironic tid bit, SAFEHOUSES now all have (that's right you guessed it) SAFES!. This is for the player to hold various items such as money, jewelery, and drugs. Guns will still be 'laying around' for easy access but rare weapons can be placed within the safe too."
"Drugs have returned in the form of a fully realised rendition of The Chinatown Wars' trade system. Adrian will now have a seperate screen that houses certain items like in Chinatown Wars and that of John Marston. While you can go out and SELL drugs per say, you can bartar with strangers who will approach you with propositions. If the stranger is asking for $200 of acid and you have said product in hand then you can make a quick buck and keep strolling, but let's say you left the acid in the safe and only have weed on you, you can either decline to trade and keep moving or hold him up at gun point for his cash and make a break for it (or shoot him, eh, Tomato Tamoto). Drug Suppliers will be scattered all over the map and have icons displaying thier locations and product. Also with enough money grow farms, meth/acid/heroine labs, and crackhouses can all be purchased making you the supplier of your own needs."
"Adrian can get drunk. Adrian does not smoke weed, but however, he can and will be put in situations where he is exposed to it with a potential to get high. For instance, driving in a car with the passenger smoking weed with the windows up results in you getting high. Another case, is maybe tossing molotovs in a field of marijuana and standing in the smoke, once again getting Adrian buzzed. There are many scenerios where the main character can BECOME high as opposed to the player trying to GET high. Other hard drugs are still forbidden to use but are able to be sold within the black market."
"Pedestrians no longer drop money on the floor when knocked out or killed, but rather can now be be pick-pocketed as in Red Dead Redemption. Just as before an 'X' will mark dead pedestrians that have yet to be looted for what they've left behind. They can also sometimes leave behind items other than money........"
Weapons/Shooting:
"When i say lots and lots of guns. I mean, LOTS AND LOTS OF GUNS. ATLEAST, 48-50 DIFFERENT WEAPONS. I'm not going to lie to you guys, a lot of the guns are copy & pasted. Especially weapons from The Episodes and upcoming Max Payne. Only good thing is some of the Red Dead Redemptiion guns will also make an appearnce as rare weapons either found by desert dwellers, antique shops and black market dealers all throught the game."
"Dual weilding weapons are back along with varied loadouts (only limieted to Pistol, Uzi's, and sawed-off shotgun)."
"Weapon Skills have returned and have been greatly (and smoothly) improved. a lot of aspects of the shooting mechanics is accounted for as your experience and XP are increased in a particular gun class. Using a certain weapon over and over increses experience and lowers the effects of recoil, improve aiming speed and reloading times."
"Golf clubs, tools (think Vice City), knifes, bats (aluminum and wooden), shovels, pick-axe, machetes, and have all also returned as melee weapons."
"Brooms, chairs, lamps, boxes traffic cones and barricades are now objects you can pick-up and throw, just as the bricks and bottles on the ground in GTA IV were."
"You can now aim and shoot while climbing on ladders or hanging on ledges, ropes, and vehicles. Minor touch that makes all the difference. Crazy...."