Sprinting in GTA 6 is reportedly on L3, and the button mashing is over
A small change with a real effect: no more hammering A or X to cross the street.
By Wes Calloway

Sprinting in Grand Theft Auto 6 is bound to L3, a click of the left stick, so you won't be hammering A or X to run any more. That's according to MikeShowSha, who went to an in-person presentation at Rockstar's offices.
We've labelled this reported, not confirmed. It comes from one attendee's account of a private presentation, not from Rockstar, and control bindings are exactly the sort of thing that shifts before launch.
Mashing to run goes all the way back to GTA III
Mashing to run is one of the oldest irritations in the series, and it's survived four mainline games.
Grand Theft Auto III put running on a face button and expected you to keep pressing it. Vice City, San Andreas, IV and V all kept it. Every chase, every escape and every walk that turned out a bit too long has come with hammering the same button, and the input's outlived the hardware generation that made it feel natural.
It's also probably the input people remember most about playing, because you do it more often than shooting, driving or talking. You use it a thousand times an hour, so it's a bigger deal than it looks.
Clicking the stick frees up your thumb
Moving sprint to a stick click does three things at once.
It frees up a face button. In a third-person game the face buttons are the crowded ones, carrying interact, enter vehicle, jump, cover and whatever the current context needs. Getting sprint off that cluster helps more than it sounds.
It turns sprinting into a held state, with no rhythm to keep up. You click once and keep running, which means the game can decide when you stop, and how fast your thumb's moving doesn't come into it.
And it makes stamina mean something. A meter that drains while you hold a state is easy to read. One that drains while you mash is a test of the controller.
It fits what else has been shown
It lines up with the direction the Extended Look showed elsewhere: controls reworked around holding and pressure, with a lot less repetition. Stealing a car is a choice between a Slim Jim and a broken window, where it used to be one button. Focus is a held state. Weapons live in the vehicle and not on your person, so drawing one is an action with a location attached.
None of those are the same feature, but they all point the same way: fewer inputs that reward speed, and more that reward intent.
What would change our label
Rockstar publishing a control scheme would do it, or a hands-on preview from a named outlet confirming the binding. Until then it's one person's account of a room they were shown, and we're filing it that way.
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@six.insiderThe sprint button is gone after 25 years
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