By Tim Colwill on October 16, 2013 at 1:03 pm
In our short hands-on time with Watch Dogs, we saw that the public were quick to react to us when we, for example, opened fire on them, or tried to run them over with a car. But what about if we perform civic acts of heroism, or help take down corrupt authorities? What then?
Creating an open world that reacts to you — persistently, and without crippling your ability to play — is difficult. Story designer Kevin Shortt explained to us that you’ll notice this quickly in the way Chicago media report on your actions.
By Tim Colwill on October 3, 2013 at 4:50 pm
There’s a lot of weight resting on the shoulders of Watch Dogs. As Ubisoft’s first major new IP in a few good years, the game represents a breath of fresh air in a world of long-running Creeds, Crys and Cells, and almost wholly represents the philosophy of new-Ubisoft: massive open worlds, increasingly darker storylines, and systems to play with that offer unpredictable and complex gameplay.
Ubisoft showed us Watch Dogs running on a beefy PC, and although they weren’t able to give us the exact specs, it looked genuinely good: silky smooth even in this unfinished build, and with in-engine cutscenes that looked better than the stuff we saw pre-rendered in other games. The scale of the city is impressive, and there’s no slowdown or lag as you cruise between districts in your stolen limousine (more on this later).