Every GTA until now let you carry every gun you had ever picked up, forever. GTA VI does not. The Extended Look showed a loadout system with hard limits on what travels with you.
What you can carry
- Two
- Sidearms
- Two
- Long arms
- One slot
- Melee
- One slot
- Throwable
- One slot
- Gadget
- Stored in your vehicle's trunk
- Everything else
The consequence is that the car stops being just transport. It becomes the armoury you drive to the job, and losing it mid-mission costs you the loadout you did not choose to carry.
The trunk
Weapons can be stored in vehicles and swapped from the trunk. Loot works the same way — duffel bags of takings go in the car, and different vehicles hold different numbers of bags.
That turns vehicle choice into a real decision before a score: a two-seat sports car that outruns the police may not carry what you came to take.
The weapon wheel
The wheel is where the loadout is managed, and it carries two extra icons in the bottom-left that appear to relate to healing — one likely restoring health and one likely boosting it.
An Items tab sits alongside it, handling masks, headwear and outfits — outfit changes being available when you are in or near a vehicle, which ties directly into shaking a police description.
Why this matters more than it sounds
A carry limit is not a nerf, it is a planning layer. Combined with free aim replacing lock-on, and with police tracking your clothes and vehicle, the game is consistently pushing the same idea: decide before you go, rather than solve everything from an infinite inventory once you are there.