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).
By Joab Gilroy on September 5, 2013 at 12:15 pm
Those worried that Aiden Pearce is a half-hearted Neo clone need not fear – the vigilante at the centre of the Watch_Dogs story dies faster than made-up enemies in Ice Cube songs.
During my hands-on I directed our anti-hero to take over a CtOS centre — doing so would unveil a large portion of the map, in a similar way to synchronising with View Points in the Assassin’s Creed series.
Doing it the obvious way — guns blazing through the front door — ended quickly, despite liberal use of the Focus feature, which allows Aiden to slow down time. Slowing down time and charging at your enemies means you still get shot. It just takes longer.