• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

LTTP: Watch_Dogs | Revenge? There's an app for that!

Sober

Member
9RLoumH.jpg



STORY SPOILERS AHEAD!


I'm not sure if I could say I really enjoyed the 50 or so hours I spent playing Watch_Dogs. But I'll try to describe the feeling of playing it through: Watch_Dogs is a video game that does an adequate job of being a video game. But that's all it excels at. The problem is that it never feels like the best version of what an open world game about a playable character that has nearly complete access to a city-wide surveillance apparatus is. In fact, I might go as far as to say the game is very incongruous with itself, and at the worst, it actively works against itself.

Let's start with what I liked though. The open world/interpretation of Chicago was interesting and varied, although I can only assume the way they captured the city and its biomes were somewhat representative, as I was very, very young the last time I visited Chicago, and only for a day or so. There's a good identity to each 'biome' or district and the game seeks a more straightforward representation of an urban metropolitan area than other games - most notably something like the Grand Theft Autos or Saints Rows where the open world environment is usually played for laughs somehow in the design of it in some fashion.

The 'hacking' puzzles were probably the more interesting element in the game, if only because those seemed fairly straightforward and only ever existed on a really elemental level as a very mechanical part of the game. But they had enough nuance to some of the puzzles that made you untangle the mess of lines to get past them. This also includes the camera hopping/platforming sections, though those sometimes were momentarily frustrating during optional collectible searches moreso than during missions.

SENTxxo.jpg

A fancy spin on allowing verisimilitude but allowing the player to sow chaos or play a little more freeform, anyway.

I think one thing that might have gone unnoticed playing the game are the augmented reality and digital trip features found in the phone/menu interface. They're easily skipped because they're not inherently part of the main game - the digital trips especially - but they function in an interesting way to take advantage of the open world environment and allowing the player to play with the classic "wreck havoc" thing open world games are (sort of) known for. Especially seeing as how punishing Watch_Dogs likes to be when it calls the cops to rain on your parade and punishing you for it. There's not a lot to say about the "shooter" or the "obstacle course" AR mini-games, as they're fairly straightforward. The digital trips are interesting though. A few of them seem like they were early prototypes for certain game mechanics - stealth, profiling, combat - which were interesting and something I wish were more extensive, or are later expanded upon (because how they were implemented, if they were prototypes at one point, I didn't like their integration into Watch_Dogs proper). The others included a weird flower bouncing game that was just mostly odd and score-attack focused, a pedestrian murdering simulator, and an excuse to use a (spider)tank to just go to town on everyone. Altogether, these were for the most part enjoyable, but a distraction nonetheless.

But ultimately, I think the real issue underlying Watch_Dogs is that I feel that the game is at odds with itself in many ways. I don't think simply being a competent video game is a laudable thing these days, especially when there's more that could be done, especially in the space in the industry a game like Watch_Dogs occupies. The entire experience feels like the mechanics, narrative, theme, story, and characters were all designed in a vacuum and then stitched together with very little care, and they never seemed to fit together cohesively. Especially when there are a few other competitors that have executed it much better than Watch_Dogs.

Person of Disinterest

During the leadup to the release, I remembered that there were a few comparisons made of Watch_Dogs to the CBS drama Person of Interest (also one of my favourite shows). The game is about a vigilante, and he has access to a mass surveillance apparatus, you can even shoot people in the knees and they'll react, and you can stop crimes before they happen! That's so alike, right!?

Unfortunately, that's where the similarities end, and where Watch_Dogs starts to spiral into mediocrity or worse. I won't go into a drawn out comparison between how Watch_Dogs the game and Person of Interest the TV show handles certain topics, although it's fairly safe to say one handles it much better than another, because I really dislike Watch_Dogs' execution of many of the game's setting and themes.

wfHwXkB.jpg

Welcome to the Chicago of Watch_Dogs, where a person is distilled into a single factoid that's made up and doesn't really matter.

Despite the fact that the game touts the ability to manipulate security systems found throughout the city of Chicago and that you embark on such actions like vigilantism through the use of taking advantage of a mass surveillance apparatus... those really only exist to set up the systems and mechanics of Watch_Dogs, and the game never really embarks on really positing questions to the player about the very things the game seems to engage in, such as asking if vigilantism is ever justified, or the price it exacts from someone (the game only does this in the most perfunctory manner, ever, more on that later), what is the price people pay for privacy and security, or can we trust governments or corporations with either of those? I don't think the game deserves to be given any slack in that area, because those are fairly important questions that are important to us today; if anything, Watch_Dogs at least very much implicitly encourages or glorifies vigilantism or at least always paints it in a positive light - it produces good results and absolves the player/viewer from any of the consequences by making them fairly inconsequential.

At the centre of Watch_Dogs' story is all-around cypher but fairly competent jack-of-all-trades video game man, Aiden Pearce. If anything, Aiden Pearce himself might be even more unremarkable than the game that he stars in. And so is his tale of revenge, because, well, everyone can appreciate a little revenge, right? In an intro sequence that is unforgettable - by both the player and later by the game - Aiden and his partner have to hack a bunch of rich people by standing in the lobby of a high-end hotel. Because. And for some reason they get caught because his partner is way too greedy and wants more of that 1%'er money. Well, not caught, but someone finds out it's these two jokers and they put hits on them and their families. And in what I suppose is intentionally oddly edited intro cutscene, Aiden Pearce is attacked by two men while driving with his niece and nephew and the niece dies as a result.

What follows from there are a whole bunch of tired storytelling conventions which I assume were put in place to facilitate the gameplay. Because the story in Watch_Dogs is really, really silly at best, boring and bad at worst. The story includes but is not limited to: sexy hacker lady joins Aiden so he can sound less boring (didn't work), Aiden's former partner kidnaps Aiden's sister (probably the worst offense of them all) to get him to join in on the same revenge crusade, finding the creator of the surveillance apparatus (ctOS, as the game calls it) to help you hack into it (and the only character in the game with some actual personality), a whole lotta blackmail involving inner city youth, sexy lady hacker reveals she double- or triple- or quadruple-crossed Aiden earlier and feels sorry so she decides to go out in a hail of gunfire right next to Aiden (to absolve the player or Aiden of any responsibility in her death), Aiden's partner tries to double-cross you, you find out the man ultimately responsible for everything gets no character development and was just the moustache curling villain you see for 10 seconds very early at the game, and Aiden has to send his family away because he's Chicago's Batman now. Oh and something with a lighthouse, because it's always about a city and a lighthouse. Or is that Bioshock?

Sidenote: Kidnapping stories seem to work really poorly in open-world games. I won't go bandy about the dreaded term ludonarrative dissonance, but taking the urgency out of something like "hey, I kidnapped your sister", followed by the main character deciding to go cruising around the city and then jumping around collecting virtual coins seems awfully silly and, well, dissonant to what the game's story is trying to do. Which again is not a lot. It doesn't also help that the few times the sister is put on the phone, she and Aiden start quipping. You're sitting in a dank corner of a shipping container, not the spa.​

dhajggm.jpg

I got bad news for you dude. I mean, the next line writes itself.

Watch_Dogs just flat out poorly integrates the "hacker" and "vigilante" angles in its gameplay. The more egregious examples come in the form of those "Crimes in Progress" popups. They're more or less wholly random, mostly involves very little involvement in fact, and is more of a facilitator of experience points and reputation points more than anything. Add to the fact they're not very dynamic, there's not much except just random busywork you can choose to do for very good rewards. A victim and a perpetrator exchange maybe a few lines, then you have to intervene either before something happens, or you can chase after them after the crime happens (for a smaller reward).

Although I promised not to make any more comparisons to the TV series Person of Interest, the contrast between the how the two handle similar acts of vigilantism is just so stark, I have to say something. In the show, the lead characters spend a great deal of time investigating either a potential victim or perpetrator (one of the differences in the show is that its surveillance apparatus never outright tells the protagonists if their 'person of interest' will be the victim of an upcoming crime or the one perpetrating it), allowing both the characters and the viewer to see what drives this person of interest, and provides a sympathetic angle to them, even if they occasionally are a perpetrators or antagonists. The same goes for another TV series, Flashpoint, which spends a great deal of time in the mindspace of someone committing a crime that's worthy of having to call in SWAT to de-escalate them. Watch_Dogs barely spends time in Aiden's headspace, despite the fact that he spends most of the game talking to himself.

But in Watch_Dogs, these are all just random events for the sake of gameplay and bar filling (for experience, reputation, whatever). If one of the themes of Person of Interest is, "everyone is relevant (important) to someone", then, Watch_Dogs probably doesn't even have any themes, despite dressing their game in this surveillance state setting. These random encounters are also just flat out shallow in a gameplay sense. It would've been more interesting if they were bespoke content (like other sidequest stuff) where you had to actually investigate people and either have the player, or the character come to certain conclusions about these victims or perpetrators. Just a thought.

WCjq0z8.jpg

I just noticed something disturbing: "Hack through security to satisfy your curiosity."

The other weird side content found in Watch_Dogs are "Privacy Invasions" where you go through a puzzle hack sequence to unlock a vignette where you are intruding on someone's privacy, usually in the safety of their own homes. Some of them include: Aisha Tyler talking about her farts, a man being friendzoned, a man complaining he was delivered the wrong anime figure, women chatting about the size of a man's penis just as aforementioned man is about to knock on the door, or a couple re-enacting the lamest porn storyline involving a plumber. Some of these are played for laughs.

ZWg6DuZ.jpg

It really was like watching a train crash in slow motion.

krblmCs.jpg

The soulpatch really sells the douchebag look.

DzvktYx.jpg

The few times the profiler popup works, but it's all bespoke, so of course it should.

But then there are those that feel like they should hit you deeper. And sometimes they do. Like one where a couple sits at a table, and the woman texts her friend about how they've fallen out of love; a couple dealing and coming to terms with the other slowly dying due to cancer; a single mother who's at the end of her rope and clearly isn't prepared to rear children; or hearing a voicemail of a son wondering if he should visit his father as his father's dead body lies on the floor. Those are the moments I felt like the game should let me do something appropriate, or that Aiden Pearce should at least react. Except he doesn't and just hacks a nearby smartphone or tablet and funnels some money out of a bank account. In this case, it seems like these either fell out of the scope of the project or just were never considered, or some combination of the two, and that really brings down the whole game as a result. Or that it reinforces the fact that in a world where everyone is entirely connected through technology, empathy slowly slips away from all of us. That is probably the more depressing thought, but the game doesn't even bother to engage with those themes and only ever really stumbles into them by virtue of not having anything to say on the matter.

Other than revenge, of course.


____________________________

WKlVSNR.jpg

'Cause, baby, now we got bad blood
You know it used to be mad love
So take a look what you've done
'Cause, baby, now we got bad blood


If Bad Blood is supposed to act as an epilogue to Watch_Dogs proper, or as a side story, I actually preferred this to the main game. It's pretty obvious some lessons were learned between the two, even though they basically inhabit the same world, playable space, systems and mechanics. I'm still not entirely a fan of all the gameplay tenets of Watch_Dogs - not even on a mechanical level - but I see the refinements made anyway. Adding additional challenges and benchmarks for some of the basic gameplay pieces of Watch_Dogs might shake things up, but I only appreciated their presence more than anything else. But that shows promise.

6O0iozP.jpg

Well, if he's buying all those anime figures I guess he won't mind if I funnel away some of his money into mine.

There's still a lot of things missing in Bad Blood that weren't all there in Aiden Pearce's Watch_Dogs, but thankfully this side story does a lot of other things right. The first of which is that Raymond Kenny (T-Bone) is infinitely more enjoyable a protagonist, has more personality and surprisingly reacts to events in the game. Even audiologs! It's nothing entirely original but T-Bone and Tobias Frewer are forced back together as Ray is trying to make himself disappear, and there's where the story actually starts to feel entertaining. Maybe it's because Aiden Pearce doesn't have top billing here, or because there are less story missions (though the game feels content with finding ways to fill up your minimap anyway), or there's an actual dynamic between Ray and Tobias that ends up in a better place by the end of it.

Or maybe it's that Bad Blood tries to do something slightly interesting with the "revenge" throughline that apparently Watch_Dogs keeps latching onto. But at least this time, T-Bone is on the other end of someone seeking revenge on him. It crept up on me, but it really shines through when you realize (and the game hammers it home a few times) that the eastern seaboard blackout the game often refers to comes back in a real way, and T-Bone is forced to confront it very directly when one of the victims' family takes it upon them to do so. In something of a surprise to me, there was actually an interesting sequence where you go through dioramas of these people who died, and at the same time the realization hits T-Bone - and presumably, so does the player. Those certain missions were certainly enjoyable to me than the vast endless variations on tailing on foot/car, combat encounter, or car chase which inhabited a large portion of Watch_Dogs mission design (and to an extent, some of Bad Blood too, but less of it).

All-in-all there's an actual degree of sympathy that you create with T-Bone and Tobias that I don't feel that was ever existent with Aiden Pearce. His story felt completely all paint-by-numbers with little variation or emotional depth. Whereas many of the inter-cutscenes between Ray and Tobias - and very much the epilogue that plays during the credits - oozes chemistry between the two characters and is actually enjoyable to watch. Hopefully they harness some of that potential into something down the line.


Some other points:
 
Great OP, Sober, not many mediocre games get such a thorough breakdown but then it had so much potential and some of it is slightly realised with the voyeuristic privacy invasions. 50 hours and still not 100%, at least complete the torture :p

That blood donor, is he shooting up heroine to deliberately give sick people bad blood?
 

Sblargh

Banned
Neogaf just making me unlist all those triple A games I was waiting for a sales.

"I'm waiting for the sale" is becoming "meh, why bother?"
 

oti

Banned
Neogaf just making me unlist all those triple A games I was waiting for a sales.

"I'm waiting for the sale" is becoming "meh, why bother?"

Screw that noise. Watch Dogs is a good-ish game. You can absolutely buy it during a sale and have a good time with it. Most of us were just disappointed how mediocre the biggest game of E3 ended up being and Ubisoft delivering yet another Ubisoft Open World Developers Kit 101 game just gets to you man. It just gets to you.

Oh and switch off the radio cause the game's OST is trash.
 
I had some fun with it, but as I play games mostly for story, I can't say the game was everything I was hoping for. The trailers made it look just so much more epic than it was.

And believe it or not Aiden was probably my favourite character in the whole thing. Everyone else, friend or foe, was extremely unlikeable. Like everyone was Roman (GTA4) or Zeke (Infamous) levels of unbearable. That's bad.
 
You gave this game more effort than it deserved. It was a good read though and really did highlight the main problems this game has.
 

xzeldax3

Member
Bad Blood was way more enjoyable. I absolutely loved when it had a bit of a horror vibe with the walkabout of T-Bone's past actions.
 

Doctor Ninja

Sphincter Speaker
I had fun with the game but the driving sucks. I would have enjoyed the game more had I didn't need to drive much. Though I didn't put 50 hours into it like you did.

And yeah the story sucked too.
 

Sober

Member
Great OP, Sober, not many mediocre games get such a thorough breakdown but then it had so much potential and some of it is slightly realised with the voyeuristic privacy invasions. 50 hours and still not 100%, at least complete the torture :p

That blood donor, is he shooting up heroine to deliberately give sick people bad blood?
Most of the side stuff wasn't that hard to do but the vehicle stuff required you to do like 40 or so of them and by then I had just seen most of it because they were always just variations of escape police / bait police - escape police / open world racing with checkpoints kinda stuff I didn't feel like doing on repeat.

Also not sure about the blood donor but those kinds of profiler pop-ups were in a story mission so those are definitely handcrafted rather than random. Don't think it's Joker in Arkham City crazy, just disturbing nonetheless.

Bad Blood was way more enjoyable. I absolutely loved when it had a bit of a horror vibe with the walkabout of T-Bone's past actions.
T-Bone would've probably made the main story actually bearable. Not sure why he wasn't the main character honestly. Especially since the game goes to reveal that ctOS is his creation and all that too, you'd think that'd be an easier hook than Aiden Pearce. Aiden feels like some random loner dude who just had a really boring revenge motivation story and is the most dispassionate vigilante ever.
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
I agree that T-Bone is more interesting and that ending cutscene was very fun.
 

krae_man

Member
Gang hideouts were the best part. So enjoyable to slap around a gang boss and bolt before anyone knows what happened.

Can't wait for Watch_Dogs 2 to be announced at PSX(educated guess).
 

SJRB

Gold Member
Awesome thread!

I was so hyped for Watchdogs, like you wouldn't believe. In the end the game didn't deliver, but it was a good first try. I liked many aspects of it, but I greatly disliked some of the remarkably undercooked ideas.

Worst offender is without a doubt the random ctOS alerts that always trigger the same sequence: victim is standing in an alley, perpetrator walks around the corner and shoots the victim. But if he spots you or of you shoot him before the game tells you it's okay to shoot him the sequence fails. It's so incredibly scripted that it's not fun to do whatsoever. The premise was that the ctOS system was supposed to make you some sort of Batman - swooping in to prevent even the most basic crimes of mugging or assault. Instead you ran around following artificial dots on a map and so help you if you entered an alley from the wrong side because there's no way to approach without the target seeing you.

Another annoyance of mine was the vehicle handling and damage model. Handling was pretty bad throughout, with only a handful of vehicles that were worth driving. The pre-baked damage models were just silly, especially when damage appeared nowhere close to where you actually took damage.


That said, the game does a lot of stuff right. The atmosphere and the city design is incredible. Visually the game is extremely interesting, it's one of the only games I bought the artbook of. As always, Ubi's art team did an incredible job. The rain and overal gloomy atmosphere worked really good.

I also really liked the combat, especially the snappy and intuitive cover system worked perfectly. And of course the ctOS system itself is genius. Randomly ID-ing people, using cameras, hacking cellphones and listening on conversations or reading texts. Really, really cool and surprisingly diverse. The name/occupation/random fact database must have a million entries.

Like Assassin's Creed the game was a perfect "proof of concept", and I hope the sequel can improve as much as Assassin's Creed II improved over its original. It is unfortunate that Ubi shot themselves in the foot with the whole E3 gameplay demo which resulted in a lot people having a bad taste in their mouth in regards to Watchdogs.
 

Sober

Member
Gang hideouts were the best part. So enjoyable to slap around a gang boss and bolt before anyone knows what happened.

Can't wait for Watch_Dogs 2 to be announced at PSX(educated guess).

The part that never made any sense to me was that you could murder everyone else but the boss was off-limits. Same with some of the convoy stuff, which meant no using the explosives to stop the convoy.
 

Lunaniem

Member
I was surprised I enjoyed the online portions of the game more when I played it back at launch, everything else felt more like a cookie cutter Ubisoft game to me.
 

krae_man

Member
The part that never made any sense to me was that you could murder everyone else but the boss was off-limits. Same with some of the convoy stuff, which meant no using the explosives to stop the convoy.

That would have been too easy. The whole point was the challenge of not killing them. Not killing any of the other gang members made taking down the boss easier too since he would bail if you got spotted.

Some of those convoy missions required cheating the system. Ram the car in a way so that you had buildings as cover while you get out of your car and take down the dude when he gets out of his.
 

SJRB

Gold Member
The part that never made any sense to me was that you could murder everyone else but the boss was off-limits. Same with some of the convoy stuff, which meant no using the explosives to stop the convoy.

If you kill him, someone else will take his place and nothing will change.

If you kill his entire crew and use a baton to beat the shit out of him, he'll know to stop fucking around because you've shown that you can come for him at any time and there is nothing he can do because you are AIDEN FUCKING PEARCE and you are a vigilante.
 

SJRB

Gold Member
Or you could just kill them all.

Or this is a videogame and it tries to provide a challenge through the gang hideouts which means killing the target would be too easy and not interesting/rewarding for a player.
 

Creaking

He touched the black heart of a mod
I hope they really improve with a sequel. The fact that we're past one year after release and we still don't even have an announcement of a sequel is a good sign, I think. If they went full Assassins Creed with the franchise, it wouldn't stand a chance.
 

mclem

Member
I played it a few months back, and - from various threads - I had this to say about it:

I had a problem with Connor in AC3, and I'm having a roughly similar problem currently with Aiden in Watch_Dogs, because the game tries too hard to paint jerkish behaviour in a noble light, and fails.

I like what they were trying to do, I just don't particularly think they succeeded. The combat grew on me over time, it felt a bit clunky at first, although I never quite got to a stage where I felt I could compeletely trust what cover Aiden would run to when I hit the button. Story was unsatisfying; there's a weird issue that I felt the game was trying to convey the notion that having total control through connectivity was bad, while at the same time making it hugely awesome and empowering with no drawbacks. Was the intent to make the player feel guilty? That didn't work for me: I just felt railroaded into being an arsehole. Towards the end there's a moment where Aiden says something along the lines of
"Here's where I should say I feel empty inside, but I feel more alive than ever"
. Which felt ironic, because I personally
did feel empty inside
. It felt like the dialogue was... protesting? Trying to assert that I should feel something I don't? It felt curious, at least, and really didn't work for me. After that it's all just a bit of a mess; admittedly, a mess with lots of cool ideas and awesome stakes, but structurally disastrous; going from melancholy to a ridiculous action-movie ending.

I'm actually playing it currently. And I'm personally not particularly opposed to Ubisoft Game in all its forms; I'm not averse to collecting lots of icons from a map. In that light:

There's some nice ideas at the heart of it, but the implementation of those ideas is boils down to 'press button to make thing happen'. Also, it goes too far, to an absurd degree. It's just plain daft when you're standing on a scissor lift next to the control panel, and yet supposedly you're hacking it to control it. The damn buttons are there!

Are you meant to be able to hack every CTOS server room without entering the restricted zone at all? I did that for one, and it was quite satisfying, but I wasn't clear if that was a one-off or if it was meant to be possible for all of them.

There's occasionally a discussion that crops up here and elsewhere about how people would like to see "An open world game where you can enter every building!", then other people point out that quite quickly you'd find that most of that is irrelevant. I think Watch_Dogs reflects that sentiment quite nicely in a different way: It sounds awesome on paper to see that every NPC has a few character traits you can inspect, which gives way to much less excitement after you've played for a bit and reached a stage remarkably early on (I've not yet finished Act I, but done a ton of side content) where you only care about the few NPCs who have things you can take advantage of, with all the rest being just flavour.

Aiden has an irritating lack of self-awareness, at least at the stage I've got to. If they're trying to create an underlying message about how having so much data out there invades your privacy, actively encouraging the protagonist to even more directly invade privacy and revel in the voyeurism seems a bit dumb. You can't criticise something and at the same time encourage it unless you handle it much better than Watch_Dogs has thus far. I had similar criticisms about Connor in AC3, how the tone of how he was handled in gameplay differed from the way the storyline seemed to want me to perceive him.

There's an odd lack of balance in the minigames' progression requirements; five of the six minigames can be fully-done (as far as the progression wheel is concerned, at least) in just a few sessions, whereas to fully complete the drinking minigame takes thirty sessions, that can get quite long. And it's not even particularly difficult! I only failed it twice, and once was through not realising that going to the system menu didn't pause it, the other was having a sudden mental block about what some of the nomenclature meant. That drags on, and it's irritating because I was quite pleased at how non-demanding the other minigame progression requirements were.

The core idea of the real-world puzzle-solving - figuring out how to get line-of-sight on the things you want to hack - is actually rather good, although there's some odd inconsistencies: Why can I hack a switchbox from a camera when I can't hack it from being closer than that camera is? I do rather like that QR code challenges, too, although the various forms of "Follow this electrical line to get to a switchbox to open this device" got rather tedious rather quickly.

I accept that Aiden isn't an Assassin, but still, his parkour's a little weirdly dumb. If a gantry is just a few feet away from a rooftop I'd expect him to be able to make that jump, not leap over the railing to his death. Stealth movement is a bit fiddly, too. I feel like I'm meant to be exploring stealth options for the most part (the gunplay is a bit weedy, which seems odd when they've bothered to implement so many weapons) but it's all too easy to have Aiden decide to dive in a direction I wasn't trying to convey.

I love the idea of stealth driving, but think the current implementation is a little too unwieldy. And while we're on the subject of driving, taking out other cars (most notably in the convoys) starts out a bit too hard, with too few offensive options, and after unlocking a few abilities becomes far too easy, with too many offensive options. A middle ground would be nice.

The multiplayer invasion stuff is a nice idea, but a bit limited. That might partially be down to the opposition I've come up against, though. If I can stand on top of a car and shotgun an aggressor in the face, they may perhaps be better off using more refined tactics!

Clara bothers me. I quite like her personality - at least, what I've seen of it so far, but her character design is a bit too much "Let's make someone who looks as relentlessly countercultural as possible". It feels a little bit like some executive's idea of trendiness.

Oh, and a petty final thing: whoever signed off on distinguishing between two actions on a target as being "Take Down" and "Knock Down" deserves some harsh words. When viewing one in isolation is not sufficient to immediately know if you're allowed to kill or not without a little thought, you've goofed.


So, in short: It's much like recent Assassin's Creed. I don't particularly dislike it, irritants aside (and there's a lot of irritants this time around) but it doesn't particularly get my heart racing in any way. It's bland, which given how much potential the premise has, is something of a disappointment.



After all that, I do think I want to see a sequel, though. AC2 was a huge improvement over the first game, and there's definitely the germ of a great game in there, it just needs to be coaxed out.
 
Actually, I really liked the gang hideouts! I stealthed through all of them with almost no casualties. I did the same for the main mission where I could. It seemed like the better way to play. The controls were the best part - very responsive for both stealth play and action play. In fact the controls are much better than GTAV. The world may not be as intricate, but the character controls much better. Driving controls for Watch Dogs was really atrocious.
 

Sterok

Member
Just started playing this. I already knew the story/characters would be trash, so I won't comment on that. I'm enjoying it. It's not amazing, but it's fun. Or rather the core hack/stealth/shoot stuff. That all goes well together and feels nice, even if the hacking is too simple. Driving is shit though and makes me wish this wasn't an open world game and instead lots of handcrafted enemy bases that you had to storm. Those are the fun parts.
 

scitek

Member
Just started playing this. I already knew the story/characters would be trash, so I won't comment on that. I'm enjoying it. It's not amazing, but it's fun. Or rather the core hack/stealth/shoot stuff. That all goes well together and feels nice, even if the hacking is too simple. Driving is shit though and makes me wish this wasn't an open world game and instead lots of handcrafted enemy bases that you had to storm. Those are the fun parts.
Aw, see I actually liked the driving. I think the handling is eh, but playing something with really floaty driving controls like Mad Max makes you not mind it as much. I really liked setting traps off as guys in pursuit drove by them, though. It reminded me a lot of Need For Speed: Most Wanted from 10 years ago.
 

Loxley

Member
It's a game that I am actually really interested in seeing a sequel for. I'm crossing my fingers for an AC1 to AC2 improvement, but we'll see.
 

Sojgat

Member
I agree with many of the complaints, but I still loved the game.

Plenty of room for improvement with the sequel, I just hope they don't mess too much with how it controls. On foot traversal, driving, and shooting were all great.

I really liked the music selection as well. Feels like I might be in the minority there though.
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
better stealth, better protagonist, more customization for clothing + vehicles + weapons, improved hacking, etc

i'd be happy with those. make it a real sequel.
Exactly. Imagine how open the mission design would be.

You make a good point. It'd be great if we saw something with the effects from the original E3 2012 demo.
Those visuals certainly seem plausible, we could probably get something even better looking truth be told.
 
D

Deleted member 80556

Unconfirmed Member
Amazing post, Sober. Very glad to see an in-depth analysis from a Person of Interest fan. I was very disappointed to see that they made no attempt whatsoever to have any vigilantism themes in the game, what's more they had no themes at all. Well, there was revenge but it was handled boringly.

It's been a couple of years since the game released, perhaps they've learned from their mistakes and have watched POI at least. One thing is for certain, they got a lot to prove next time.
 

Setsuna

Member
Actually, I really liked the gang hideouts! I stealthed through all of them with almost no casualties. I did the same for the main mission where I could. It seemed like the better way to play. The controls were the best part - very responsive for both stealth play and action play. In fact the controls are much better than GTAV. The world may not be as intricate, but the character controls much better. Driving controls for Watch Dogs was really atrocious.

Nah man watch dogs driving was great you could take a it gave you the right amount of control which allowed you to drift corners while maintaining complete control

You try and do that in GTa5 and you cant you have to constantly initiate your slide while turning

People say Gta5 has such great driving but its the only game where people purposely flatten there tires so they can actually slide around a corner properly
 
Nah man watch dogs driving was great you could take a it gave you the right amount of control which allowed you to drift corners while maintaining complete control

You try and do that in GTa5 and you cant you have to constantly initiate your slide while turning

People say Gta5 has such great driving but its the only game where people purposely flatten there tires so they can actually slide around a corner properly

I don't really drift my cars... I brake and turn... :)
 
Game's a ton of fun, and does a lot well. I had more fun with it than GTAV, actually.

This
The fact that you can interact with the environnement in an open world is really cool. I bought GTA5 for PC i'm still at 20% of the game...it's...like..boring
 
Top Bottom