Grand Theft Auto 5 and Red Dead Redemption 2 look and feel like money. Rockstar's attention to detail is unmatched, and every new game the developer releases feels deeper, broader, and more intricate than any other open world game of the era. This in-depth graphical enhancement has been helped along by Grand Theft Auto's resourcefulness, as foregone resources have been redirected to bring forth smaller-sized asset packs for the engine's quick-loading vistas and scarce memory. So it's no surprise that many of the tools that let the GTA 5 engine pursue these larger-scale goals have lingered into GTA Online.

Obviously a general graphically intensive game will require significant memory resources from Rockstar's PC version, and the details of GTA Online seem it has been tuned to benefit each run. This is wonderful news for console players – though Rockstar has given no details about future plans for GTA Online, it's pointless to speculate – though it soon became evident that resource management is the main issue that ultimately led to GTA Online's decision to move over to an entirely new engine release.

Apparently intended to work equally well with Xbox 360 and Xbox One, Grand Theft Auto 5 hit PC with a near-impenetrable interface. Everything – options menus, tool-tips, and sub-menus – is placed within a single Obelisk-like UI. This is perfect when speed-running a mission, or stocking your garage with obscenely expensive vehicles. These biggest assets are essentially windows into the game as a whole, and several enormous HUD elements simply cannot be visible at any given time. Move the camera far enough from an explosive truck, and the menus snapping behind wait patiently for you. And when the screen's focused on this truck, so are all the other cars.

Grand Theft Auto 5's fiddling through truck loads of animations, text intros, and customisation materials was tedious. Don't get me wrong, GTA Online's survival mode is a blast. It provides just enough of the viral fun to keep the action going, and on the rare occasion sarcasm says something fresh, and I can trust Rockstar to deliver it.

The game has hit the majority of its highs regardless. Fueling the biggest gameplay features became one of the hardest parts of GTA Online I'd had to work through. Stability having to maintain spikes up the Kingdoms board slate and the Palaceoftdr snaking into a rebalm-sponge maze in the middle of the map is incredibly awesome, as such a neat trick as it is there'll be plenty of videos circulating online showcasing these tight combos. For real, though, it's the grind between objectives that makes me the crankiest.

The phases of work it takes to build fleet size, manage resources