Grand Theft Auto 5 is something of a juggernaut in games. It's hard to quite grasp the absurd heights it's reached, even so long after its launch. It's one of the best-selling, highest-grossing games there is, kept lively by the never-ending updates to GTA Online.
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Of course, that's not where the fame started. The single-player campaign in GTA 5 is renowned for that typical Rockstar attention to detail, but its true highlight are its heists. Though limited in number and with some of them not even paying out, they showcase the game's strengths — and it feels great to have a result that feels like you've had a tangible effect on.
5 The Merryweather Heist
The first heist with all three protagonists, the Merryweather Heist is simple. Mainly because it's planned by Trevor, funnily enough. You're looking for a big score, no one seems to know what it is, and is one you just need to trust Trevor on. Being that it's a private security company you're robbing here, you can maybe suspect they're at least guarding something worthwhile.
The issue with the Merryweather Heist, though, is that you don't really get much choice in it, and there's no payout either. You can choose from two approaches. Either you approach the Merryweather freighter and plant bombs to steal their device, or you can go offshore by plane and steal the device with a helicopter. For narrative reasons though, you don't actually get any money from this, nor do you get to bring along any crew. It's still a fun mission, but the weakest of the heists.
4 The Bureau Raid
Unlike the Merryweather Heist, the Bureau Raid has a bit more prep to it, both in lore and in gameplay. The target this time is to steal a hard drive from the Bureau to give to the FIB. The issue here, of course, is the FIB takes almost the entire payout for the mission, leaving the remainder to your crew and Franklin — with Michael turning down his share.
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The two approaches here are fairly drastic, either trying for a more covert approach or going with a midnight invasion via the roof. The covert approach involves Michael mopping up the floors of the Bureau until he gets the opportunity to plant a bomb, using the ensuing fire as an excuse to enter the building as firefighters. The roof approach involves more stealth, and your crew are even more important, with a hacker helping you along faster and a good driver helping you escape the area unseen. It's memorable, but it doesn't make anyone rich.
3 The Paleto Score
For the first time in a while, the Paleto Score gives the crew the opportunity to steal something tangible: actual money. The heists are few and far between in the game, and the Paleto Score occurs late, but it's finally a chance for your choices to mean something again. There are no different approaches, but your choice of gunman can make this go that much easier.
The prep for this mission has the team getting absurd amounts of weapons and armor ready, and you need it. After setting off the alarm in the bank, the police arrive fast, and they show little hesitation in opening fire. Donning heavy body armor and a minigun, you tear through the police with $8,000,000 in tow to be picked up by a bulldozer, your gunman providing plenty of cover fire if they're not already dead. Once again the FIB takes a major cut here, but at least Cluckin' Bell stock takes a hit you can make a profit on!
2 The Jewel Store Job
GTA 5 is a dazzling world to enter for the first time, with the glitz and the grime in equal measure. After an opening with Trevor and Michael, it's quite a while until you meet the former, with the first heist using Michael and Franklin. Being the first heist of the game, there's a thrill to it that you can feel the characters share — even if the stakes are admittedly low compared to later jobs.
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There are two approaches here, and a gunman, driver and hacker are all needed. The smart approach has you tossing tear gas into the air vents of the jewel store, knocking out everyone inside. A better hacker gives you more time here, before the alarm goes off and you make your getaway. The loud approach is similar, with the squad entering the store with big threats and stealing as much as you can before the alarm starts, though a poor gunman will cause the manager to be killed. The getaway itself is the same no matter what, and a poor driver can lose their take. It's not as detailed as some of the later jobs, but the joy of pulling off your first successful take is one the game never manages to emulate again.
1 The Big Score
This is what the whole game has been building towards. You've done a single job for yourself at this point, the rest of the heists either being a bust or under the guiding eye of the FIB — who are overly keen to take your ill-gotten gains. This one is all for you though, and there's quite a lot of prep to both approaches. Your choices are essential here, with dramatic changes to the funds you get by the end.
The obvious approach leaves nothing to the imagination. The team takes the Union Depository by storm, holding off waves of enemies while the safe itself is drilled into and the gold pushed away in carts to the helicopters. There's a serious risk here as a poor driver in the helicopter can potentially lose half the gold, and half your final gain. The subtle approach is significantly safer, though overall it rewards you with a decent amount less money, focusing on diversions to keep the peace and even giving away some of your gold. No matter what though, each character is now quite a few million richer.
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