Here we go again. Iām at a preview of a big game coming from Ubisoft, hoping that itās going to be as terrific as it seems. I can be skeptical, but Iāll be damned if I can cease being optimistic. Watch Dogs is looking and sounding good
Weāre in a conference room. Same one where a different team at Ubisoft Montreal talked up Assassinās Creed III rather impressively a year ago. A few of this new gameās creators are there. One is going to play the game on a PS4 controller. Two are going to talk about it. Me, Brian Crecente from Polygon, and a bunch of Canadian reporters are there sitting around a long table. The gameplay will wait.
First comes the spiel, and pretty soon comes the cascade of good ideas that made Watch Dogs, already a head-turner when it debuted at E3 last year, a fall 2013 game near the top of the list of the ones I canāt wait to play.
https://lastchance.cc/watch-dogs-is-probably-the-best-game-well-see-this-e3-30781507%3C/a%3E%3C/p%3E
Then theyāre bragging about their game engine. Specifically, senior producer Dominic Guay is boasting about how much ādynamismā their game engine can allow. At first what heās talking about sounds like the kind of dynamism weāve seen in other open world games. But then he starts writing checks that those other games tend not to cash. Hereās that bit:
ā[At] E3 2012, in our demo, the player went to a street corner, hacked a traffic light, caused an accident. That trapped his target. He started a firefight there and then.
āNow, theoretically, you could do the exact same thing in any game engine. You could walk up to a street corner, a specific street corner, then youād hit the buttonāor notāand a scripted event, something with always the same outcome would happen and there would be an accident. And then if there was a fight⦠the [artificially-intelligent enemies] would be predesigned or predetermined to go to certain areas and start shooting at the player. Things would be very predictable in the sense that they would always happen in the same way.
āBut not in Watch Dogs.
āThe player can go to any of the hundreds of street corners in our city, Chicago, and if thereās a traffic light, he can hack it at any time for any purpose he has. He can do so at any time of day, in any traffic condition with any amount of pedestrians around. And when he does this, will he even cause an accident? I donāt know. It depends on the traffic condition. And if thereās an accident, the other cars will try steering away, avoiding the accident. At E3 that caused a fireāan explosionāin a nearby gas station. But it could have caused hundreds of other things. Now, some of those drivers will be knocked out, pedestrians will try to help those injured people, some pedestrians might call the cops, the cops on this street corner might try to intervene. If a fight starts there, any of those cars can be used as cover by the player or the AIs. And if the player wants to navigate across this busy intersection, you need to be able to do so in a very fluid manner even though that intersection was basically created out of his own willāhis own source of action.ā
This sounds pretty great, because, hey, I do want you game developers to be trying to make your gameplay awesome. Iād rather you brag about that than your graphics.
And then heās talking about the wind.
Heās actually showing visualizations of this on the TV behind him. We see city blocks with lots of arrows flowing through them. The arrows are of different colors. Guay is talking about how Chicago is the windy city and how in lots of cities youāll get gusts of wind down the corridors between skyscrapers. Theyāre trying to get that in the game. They want there to be wind gusts when a car rushes by or when the elevated train goes by. Later, when we chat one on one heāll confirm that this is all cosmetic for now. Theyād like to make it a gameplay thingāwould love to incorporate that wind into the gameās driving physics. But it sounds like a maybe, trending toward an unlikely. Still, he reminds me that the game takes place in the fall and I suggest that the higher-end versions of Watch Dogs could do a lot with blowing leaves or even newspapers. He doesnāt commit, but, hey, dynamic wind? I want to see it (to the extent you can see wind. You get the idea!).
This sounds pretty great, because, hey, I do want you game developers to be trying to make your gameplay awesome.
Guay starts promising an exploration of moral gray areas in this game, suggesting that as a vigilante weāll be making decisions about who to help or hurt in this city without being given the spectrum extremes of simply being the nicest or most evil guy around. More on this in another story, I promise.
Weāre on to multiplayer, which they still donāt really want to talk about, except to point out that theyāve shown some versions of it already in their E3 demo and in their February demo shown during the unveiling of the PlayStation 4. In that PS4 demo, theyād had Aiden Pearce running around the city, fighting, hacking and so on. But they also showed/hinted/teased that another player was controlling a security camera in the game. Guay explains at this event Iām at that the other player was in that game on a mission from a faction in Watch Dogs. The mission was to follow Pearce using security cameras. Multiplayer tracking of someone elseās gaming hero? OK! That could be cool. Iām in your game, watching you. Nothinā creepy about that at all⦠nope! Good idea.
https://lastchance.cc/hey-watch-dogs-sneakily-showed-off-the-first-instance-5986057%3C/a%3E%3C/p%3E
Today is the day to be excited about games that make Wire references:
They play the game for about half an hour, and one of the first things that catches my eye is how real the city and its people look. Not in some āgood lord, look at all the polygons rendering their facesā kind of real, but in a, hey, āpeople actually dress like thisā and āthereās grass growing between the cracks of the sidewalkā kind of real.
The clips I have to show you are from about five minutes of footage of a playthrough of what the developers play live with the PS4 controller. That five minutes shows some of the good parts, but not all.
For example, what I canāt show you is that civilians will notice if youāre acting shady and might call the cops, and this will allow you to hack their phone to cancel the call or, as they do in the demo they show me, just knock the phone out of the personās hand. Itās such a tiny thing, but knocking a phone out of someoneās hand is something Iāve never seen in a video game. No snark: this is progress!
I can show you how Pearce can hack stuff and use it to his advantage when sneaking and fighting guys. Check this out:
And here he is hacking while driving:
Oh, and this is the bit where he hacks some a Wi-Fi hotspot, uses it to get into the laptop webcam in some guyās apartment, and then is able to then hack the guyās phone, get his license plate number, and track down his car. He is apparently able to have that car added to the playerās collection of accessible cars. Hereās part of that:
Some of the best stuff, sadly, isnāt in the clips Iāve got.
Pearce has a cell phone and the player can pull up its interface and add apps to it. Some apps are for legit purposes, some are for criminal activities. One is like the song-identifying Shazam. The developers show this one off by having Pearce walk by a shop where some music is playing. He holds his phone up and IDs the song. Then, using in-game money, he can buy the song and add it to a playlist. Iām not sure if this same app is in play later when, walking by a shop that is playing music he doesnāt like, the Ubisoft guy hacks the shopās sound system and changes what song is playing.
The thing I keep flip-flopping about with Watch Dogs is how excited I can be for this game, how much it actually is different as opposed to just being dressed up differently.
Pearceās phone also has some games in it. Specifically, heās got augmented reality games. Yes, this video game has virtual augmented reality games. Theyāre kind of just a justification for the kind of rooftop-race/score-attack type of challenges weāve seen in other open-world games, I guess, but the justification is just so wonderful and executed so well, that Iām immediately a fan. The game weāre shown is called NVZN (āInvasionā) and has Pearce holding his phone up and, through it, seeing a Chicago that now has purple aliens floating around and attaching themselves to pedestrians, waiting to be shot for high scores. As Pearce is playing the game, a computer-controlled civilian walks by, muttering āThis is not a playground.ā
The thing I keep flip-flopping about with Watch Dogs is how excited I can be for this game, how much it actually is different as opposed to just being dressed up differently. There are a lot of neat effects that pop up, including all these displays that hover over all of the people in the gameās city, each offering some backstory and maybe affecting how you feel about them. Iām not sure how much that stuff matters. Maybe it will change how I feel about the cops and crooks and civilians I encounter in an open world game. Maybe not. Iām not sure. And for all the cleverness of the hacking, at plenty of times in the demo, Iām reminded that, yeah, this is a game thatās ultimately about shooting people:
I ask Guay about this later. Did you consider making the game without guns? Itās not a violence thing that Iām reacting to. Itās a more-of-the-same thing. The guns stuff feels so conventional compared to the hacking. They had these discussions, he tells me, but decided to give people the opportunity to choose their own play style. He doesnāt expect that youāll be able to go through the game without using a gun, but heās seen big chunks of the game played with just hacking, stealth and no guns.
Watch Dogs does make a very good impression and itās an easy one to root for. Please, let it be different. Please, let it be as refreshing as it seems it can be. My hopes are high.
The game will be out on November 19 for PS3, Xbox 360, Wii U, PC, on whatever the launch date is for PS4 and, presumably, at some point on whatever theyāre calling the next Xbox.
This preview included a live playthrough of about half an hour of the game by the developers. No hands-on time by Kotaku. To contact the author of this post, write to [emailĀ protected] or find him on Twitter @stephentotilo