shinobi602
Member
Thanks Gamingbolt. A lot more at the link: http://gamingbolt.com/watch_dogs-in...es-perks-story-details-vehicles-and-tons-more
On doubting things being scripted
PS4 vs Xbox One
PC version
On doubting things being scripted
Ravi Sinha: What we’ve seen of Watch_Dogs is incredible however. But we’ve been tempted by stellar game footage before. How much of what was shown reflects in the actual game?
Danny Belanger: There are many questions about the systemic or scripted nature of the game. Many people have doubts that we’ve scripted everything we shown. This is truly a systemic game – A good example is our E3 2012 demo with the car accident done by hacking the traffic lights, it depends on the amount of vehicles present at the intersection when it is triggered.
The gravity of the accident will totally depend on the speed and amount of cars at that instant. Our goal is to give a lot of interesting tools to the player to modify, affect the simulation and let him be creative in using them to achieve his goals!
PS4 vs Xbox One
Ravi Sinha: Given all the hype and hoopla around the PS4, what are your thoughts on the Xbox One? How is the Xbox One version of the game going to be different compared to the PC and the PS4 one?
Dominic Guay: The Xbox One is a powerful platform, as of now we do not foresee a major difference in on screen result between the PS4 and the Xbox One. Obviously since we are still working on pushing the game on these new consoles, we are still doing R&D. This said, the platforms have some specificities that we are leveraging. For example, we are making use of the touchpad on the DualShock4.
PC version
Ravi Sinha: What graphical options can players expect from the PC version?
Francis Boivin (Team Lead Programmer): Disrupt was developed to have state of the art visuals on all its quality levels. We needed to have AO, massive dynamic light support, HDR, GI, depth of field, etc. to fully realize the ambition of art direction. We improved on techniques that we worked on in the past and surveyed what was available for the highest level of quality we wanted to achieve. We didn’t just integrate the technique of the moment, but spent quite some time turning stuff around and mixing algorithms so they fit our requirements.