I’ll never forget the first time Arthur Morgan washed ashore on Guarma in Red Dead Redemption 2. The turquoise waters and lush jungles felt like stumbling into a hidden paradise—only for it to vanish like a desert mirage after the chapter ended. As a lifelong Rockstar fan, I adored RDR2’s sprawling world, but Guarma’s abrupt departure left me feeling stranded, as if I’d discovered a rare comet only to watch it disintegrate before I could fully map its trajectory. That experience taught me one lesson: Grand Theft Auto 6 must avoid locking away entire regions like Guarma did. Vice City deserves to breathe as a persistent, living canvas, not fracture into inaccessible fragments.

The Ghost Island That Haunted Red Dead

Guarma wasn’t just a location; it was a narrative cul-de-sac. Arthur’s forced detour to this Caribbean-esque prison felt like an ornate snow globe—beautifully crafted but sealed off from the blizzard of possibilities elsewhere. Once you completed those missions, the island evaporated like steam from a locomotive, leaving no trace in the epilogue. Unlike Saint Denis or Valentine, Guarma existed in a vacuum:

  • 🔄 Zero replayability: No side quests, no legendary animals, just a linear sprint through rebel camps.

  • 🗺️ No return access: Even with John Marston later, the map taunted you with grayed-out emptiness.

  • 📖 Narrative dissonance: Its themes of colonialism never echoed back in America, making it feel like a discarded rough draft.

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This fan-concept art of Arthur and GTA 6’s Lucia together perfectly symbolizes the shared DNA—and shared pitfalls—Rockstar must navigate.

Why GTA 6’s Vice City Can’t Afford Guarma’s Fate

Vice City’s neon-soaked streets promise chaos on an unprecedented scale. But imagine if, say, a trip to Liberty City during the story became a one-way portal. Cutting off chunks of the map would feel like severing limbs from a living organism—technically possible but catastrophically counter to its purpose. Open worlds thrive on persistent freedom, yet Guarma was a gilded cage masquerading as an oasis. For GTA 6, this design would:

Feature Guarma’s Approach Ideal GTA 6 Approach
Accessibility Permanently locked Always revisit via boats/planes
Impact Isolated storyline Choices ripple across districts
Exploration Rushed, linear path Organic discovery like cracking a vault over time

People Also Ask: Lingering Questions

  1. Why did Rockstar make Guarma inaccessible?

Likely to heighten narrative urgency—but it sacrificed player agency for a fleeting plot twist.

  1. Could GTA 6 include "temporary" areas without Guarma’s flaws?

Absolutely! Picture a hurricane-locked island that reopens post-mission with transformed ecosystems—destruction as evolution.

  1. Will Lucia’s journey repeat Arthur’s mistakes?

Early leaks suggest her criminal empire building relies on persistent territories—a hopeful sign.

My Vision: A World That Grows With You

Five years after RDR2, I dream of Vice City not as a static playground, but as a symphony in motion—where districts evolve like seasons, and every alleyway remains a verse you can revisit. DLC could expand islands without walling off the core, turning the map into an accordion of possibilities. After all, what’s an open world if doors keep slamming shut? Rockstar, let Guarma be a lesson, not a blueprint: greatness lies in worlds that outlive their stories, not self-destruct with them.


Final thought: Locking away Guarma was like burying a time capsule nobody could dig up—beautifully tragic but ultimately wasteful. Here’s hoping GTA 6’s Vice City becomes our forever playground. 🌴🎮