FILE 02UPDATED 29.108 FACTSCOVERAGE 80%*

Criminal Profile

It measures how you work — professional or chaotic — not whether you're “good”.

* File coverage = (Confirmed + Solid) ÷ (all facts + open questions). It measures how solid the file is — not how “ready” the game is.

The Lab · The same job, twice

Don't read it — play it. Every verb is an action in the game; the screen reacts the way the evidence says it should.

MINIMAPPROFESSIONALCHAOTICCRIMINAL PROFILE — STYLE, NOT SCOREThe saleswoman greets you: “Good evening.”

A small store, one register. You'll do it twice — with two different selves.

0 / 5

Original LI design built on the file's evidence — HUD grammar, not Rockstar material. Every step shows the evidence that backs it.

How it works

The game is watching you — in the good way. The Criminal Profile measures your style, professional or chaotic55▶, with no bar and no score. And the small acts count too56▶: you pet a dog and the profile notes it.

Two details show how thought-through the system is: the violence the mission itself demands isn't charged to you57▶ — only what you choose to do counts; and with every NPC you have four options: Greet, Taunt, Antagonize — and Defuse82▶, the button that bleeds off the tension before it turns into a star.

The facts

The Criminal Profile measures your style — professional or chaotic — with no good/evil scale; it affects how the world treats you.

The successor to RDR2's Honor system, as presented by Rockstar itself in the preview: not a moral binary, but a professionalism-vs-chaos meter that touches NPC reactions and scene progression. CORRECTION 29/10 (Edge #430, via VICE): the scale gets an explicit name at both ends — “Professional” ↔ “Irredeemable” — and visual representation on both sides: angel icon (already known, c-056) but also a devil icon for the chaotic end, documented for the first time. The same report confirms that the Criminal Profile “can affect how Jason and Lucia's story unfolds” — STATED answer to u-profile-2 (touches beyond NPC reactions/scenes). Ceiling remains Confirmed: the core function comes from an official preview, the naming of the ends is a descriptive detail from journalistic access (Solid-tier detail on top of an already Confirmed mechanism). Further enrichment 29/10 (Edge #430, via Insider Gaming): the same report describes three distinct approaches that feed the scale — non-lethal neutralization of opponents, intimidation before violence, or the traditional violent route; “the way you behave in your day-to-day affects this scale, and while every crime is bad, there's still room for a more diplomatic path”. Explicit clarification: whether you're a criminal is non-negotiable — only HOW.

The small acts count toward the profile: you pet a dog and a little-angel icon appears on screen.

In the apartment block hallway Jason pets the dog and the icon appears on-screen — the Criminal Profile records the small stuff too.

Violence the mission itself demands doesn't count against the Criminal Profile — what counts is what you choose.

Rockstar's clarification in the preview: the profile judges your optional acts, not what the script asks of you.

Four options facing every NPC: Greet, Taunt, Antagonize — and Defuse, to deflate tensions.

RDR2's social interaction, evolved: Defuse is the new addition — you can lower the tone before the scuffle turns into a star.

The residents of Leonida aren't defenseless: they carry weapons too and they fight back — in a carjacking they may shoot at you, and you choose whether to answer or to run.

Nelson framed it as an explicit reversal for the series: “In previous GTAs the player was an extremely powerful being who acted like a god in the open world — the only one armed apart from the police”, and people simply got scared and ran. “The world of this game is different: very dangerous. Others may be carrying weapons and sometimes turn on the player”. A concrete example: when you steal a car from an NPC it may be enough to shout at them to get out, without a punch — but it may also not work, or they may even shoot you. Then you choose whether to shoot back (it charges the Criminal Profile) or to make a run for it. Nelson tied it to RDR2 as a continuation of the same work.

The Criminal Profile does not give store discounts like RDR2's honor system — Rockstar explicitly rejected that solution as too “gamey”.

“In RDR2 the honor level changed, for example, the discount percentage in shops — but that's a purely gamey specification, so this time we didn't adopt that system” (Nelson, Famitsu). Instead, the profile assesses whether you are a professional criminal or violent and dangerous, and that regulates how aggressively the world around you responds to you. It answers ONE THIRD of u-profile-2 (prices): no. Missions and the ending remain open — Nelson only says that if you go on a rampage there “might” be an effect on the story, and that they don't want to punish the bad player.

You can loudly order the driver to get out, without hitting them or dragging them out — sometimes they obey, sometimes they shoot you.

“When you steal a car being driven by an NPC, there are times when it's enough to shout at them to get out — without hitting them or dragging them out. Other times it doesn't work. And not only that: they may even shoot you” (Nelson, Famitsu). Then you choose: return fire or make a run for it — “if you return fire, the Criminal Profile is affected”. The traditional way is still available. It's the everyday face of c-134 (residents carry guns and fight back): theft has become a negotiation with risk.

Leonida's residents notice when you eavesdrop on them or follow them for too long, and react accordingly.

In the same full interview, Nelson described a layer of NPC awareness that hadn't been explicitly mentioned before: beyond the active Greet/Taunt/Antagonize/Defuse system (c-082), Leonida's residents also passively notice your presence. Translated: “We tried to find a balance — if you stand too close to a group [to listen to them], they have to notice you and realize you're eavesdropping. If you stand there and try to listen to the whole conversation, they'll often turn around, notice you, and say “Hey, can I help you?”. Or if you follow people for a long time and very closely, so they hear you, they'll say “Hey, hi”. After that they might get aggressive, or just want to get away from you”. Nelson connected this to work that started in Red Dead Redemption 2 in a more sparsely populated world, now scaled up to a dense urban environment. What this adds: it clarifies that the “world's reaction” (already known from c-134) isn't triggered only by attacks or theft — it's also triggered by simple excessive proximity or prolonged following, with no active interaction from the player at all.

What we DON'T know yet

The edge of what we know, in public. When something gets answered, it isn't deleted — it stays here, struck through, pointing to the evidence that solved it.

Is it a continuous meter or tiers — and do you see it anywhere as a number?

What would settle it: An official UI breakdown or a hands-on preview with the relevant menu visible.

Does it touch prices, missions or the ending — or only NPC reactions and scenes?

Answered 29.10 → the evidence

Do Jason and Lucia have separate profiles or a shared one?

What would settle it: An official clarification or gameplay with switching and each one's profile visible.

Connections