LEGO Batman 3 Beyond Gotham – Hands On Preview

lb3pft We’ve been furnished with some excellent news with LEGO Batman 3: Beyond Gotham over the weekend. The list of characters, over 150 in total, is very quickly taking shape and we have some awesome new levels being revealed to play with.

LEGO games are LEGO games. Part of the big idea behind them is that they all have consistent mechanics. They are family games for children and adults alike, best enjoyed together. As such they all have, whatever the franchise on top of it, puzzles and gameplay that is instantly recognisable and transferrable from previous LEGO games. This ease of play and similarity with other LEGO games is key to the design of them.

It also makes them rather hard to review and preview. Because we all know exactly what we are getting. There’s some awesome things in LEGO Batman 3 that allows us to go in to further detail but for the main part, this is a fully functioning, comically entertaining LEGO game. The story is that (spoiler for LEGO Batman 2) Brainiac has the Green Lantern’s ring and is going to embark on a dastardly scheme to gain control of the Earth. There our heroes of the Justice League and usual suspects Batman, Robin, Superman, Wonder Woman, etc will come in to save the day… Or at least prolong the saving. lb3p3

Different things occur which allow the characters to move a little bit out of their normal comfort zone thanks to the Lantern powers, especially from characters you wouldn’t normally expect. But in the scheme of things, the plot allows the game to move out beyond Gotham and out to other planets and  in to outer space. People who played the Star Wars games will easily recognise the flying/shooting mechanics and whilst the game is fun, it is never exactly challenging. But, see above… That’s the point.

You’ll also get some landscapes you’ve never seen before unless you’ve been in a LEGO shop recently. The game will take you to various European cities as well as Gotham, including our very own London. It’s interesting to note that all of the buildings like the Houses of Parliament, the London Eye and Buckingham Palace could all be built with actual LEGO and the games are all designed so that you could actually build the things in them. Quite neat I thought, and maybe that’s something I should have known. Why the Battersea Power Station is filled with toxic waste, I don’t know. Maybe TT Games know something we don’t.

Speaking of what you should know, the list of characters goes way out of the established norms for Super Hero games. The DC universe has been well and truly pillaged of almost everything and the deepest darkest vaults of characters have come to grace the obsessive collecting we must achieve when playing a LEGO game. Niche people from Batcow to Condiment King to the real life comic Conan O’ Brien, director and Comic Book author Kevin Smith, the Green Loonton, the Darkest Knight (all Green Lantern off shoots) and DC Publisher Jim Lee. DLC was announced at the weekend with Stephen Amell voicing his TV Character of Oliver Queen/The Green Arrow along with other characters from that series. More niche with Toyman, Trickster, Manchester Black… The list actually can go on for a long time and will require you to have more knowledge of the DC Universe than you ever thought possible. lb3p4

The best thing so far for me is the 1960s Batman mode. You probably don’t remember the TV series starring Adam West but you definitely know the theme tune (ner-ner-ner-ner-ner-ner-ner-ber-BAT-MAAAAAN). You probably only know Adam West from Family Guy. But the art and design including the alliterative brilliance of voice acting from West, KAPOW! exclamations with brass instrument sounds and even building the Batmobile (everyone’s favourite Dinky car when they were little) put you in to an amusing trip of nostalgia and if you don’t know the series which arguably shot Batman in to the mainstream then you’ll be pleasantly surprised. Other touches exist around the game, like Troy Baker (don’t pretend you don’t know him by now) voicing the eponymous hero, the John Williams Superman music returns when Superman flies and that has even been stretched to Wonder Woman getting her theme played when she takes to the air.

All told, we’ll be able to review the game closer to the release date and comment on its great level design, its fun story and its excellent humour, most of which is already apparent. But it has all the hallmarks of a LEGO game. Which you have to say is something that TT Games have done very well. They have created constantly entertaining and fun games, whatever the veneer on top of their mechanics and LEGO Batman 3: Beyond Gotham promises to be no exception to that trend.

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LEGO Batman 3: Beyond Gotham will be available on November 14th for Xboxb 360, Xbox One, PS3, PS4, PC and WiiU

[author]

The Rising Cost of Add-Ons and DLC

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Somewhere along the line, we lost faith as gamers that we were getting all that we paid for. Downloadable Content (DLC) has become a sticking point for many consumers who believe part of the game they paid for has been held back so the publisher/developer can milk some more heard earned coin from your digital pocket. This is regardless of the price, although this in itself has become more of a sticking point since the Next Generation consoles and game development costs have pushed the price of games up significantly in the past 24 months.

It also seems the higher costs appear to be based around publishers Activision and EA over most other publishers. How do I get that? Well I could have done some very deep research but the truth is that I didn’t have to. Here’s a list of Season Passes on the PS3 Playstation Store… Yes, there’s a dedicated section for them:

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  • Call of Duty Ghosts – £34.99
  • Alien Isolation – £24.99
  • Defiance – £24.99 (It is worth noting that Defiance is now a free-to-play game)
  • Sniper Elite 3 – £24.99
  • Destiny – £34.99
  • Battlefield 4 Premium – £39.99
  • GRID Autosport – £24.99
  • Assassins Creed 3 – £25.99
  • Assassins Creed 4 Black Flag – £15.99
  • Little Big Planet 2 DC Comics – £19.99
  • Borderlands 2 – £19.99

 

I’ve only selected some here. There are a lot that are free or that have dropped in price like The Last of Us. But it is easy to see why people are beginning to get angry when they are paying arguably the cost of a new game (based on internet retail prices) for DLC. This is a new area for retail where the availability of internet speed has basically made the retail space redundant for them to sell this extra content and they can price it as accordingly as they want.

Why do I mention the retail space? Because before DLC was the done thing, it was Add-Ons. In some cases they are still called that but the distinction for me in the current gaming industry vernacular would suggest that Add-Ons are physical copies of this extra content. This is something that has been in gaming for many, many years. Sonic and Knuckles was one of the first physical game add-ons although this was also a game in itself. Westwood had several different releases for the Command & Conquer series. Heroes of Might and Magic, Grand Theft Auto: London 1969, Half-Life… The list can go on and on.

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The biggest cash cow for this is undoubtedly the one that completely changed the market. It didn’t give the game much extra other than things to use in the game, and some extra spaces but that didn’t stop its rise to being one of the most profitable franchises in gaming history. The Sims had seven expansion packs which roughly retailed around $24.99/£19.99 from what I remember (I am looking for confirmation on prices and will update the article if they come). The Sims 2 had eight expansion packs and ten extra content packs. Although these all did add things to the games, if you had them all you would have spent well over $300 on getting them all. It’s hardly EA’s fault really. They had a product that people were willing to throw monumental amounts of money at and they said “fair enough”, and provided them with ways to do that. Regardless of your thoughts on EA, it was good business. And if the cost of their packages had an effect on the industry and kept prices stable then it would have been great. I suppose you could argue that historically, additional content for a game in the form of an expansion pack, or more common nowadays a season pass, has roughly been around half or 2/3 of the original game’s retail price.

That is possibly the problem though. There doesn’t seem to be any industry standard as to what a recommend retail price for add-ons or DLC should be. Partially because the content can vary so much as to what you get and partially because the publishers have to decide on the offset of profit versus development cost recovery. That’s sadly just business, any business. Regardless if us as gamers want to hear it, we should know that behind the art we love is a business that needs to survive under the insurmountable pressure of rising costs and international market difficulties. Don’t worry, I’m not looking for an argument or defending any one company here, but it needs to be said that there is a business behind us being provided with this entertainment.

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The problem with that business is that the regulation on it appears to be quite sketchy. PS Store, Wii Store, Xbox Live are all digital retail spaces. Physical retail stores (supermarkets, specialist retailers, etc) will also sell this content by code card. So there must be some portion of this that has to be compliant with fair pricing across the board. But the consumer does seem to get a bum deal out of all of this. When you buy Battlefield and Call of Duty (the latter arguably having the possibility to have the best selling game of the year, as it always does), you are paying around $44.99/£38.99 on average for the retail game and now with the next generation, that’s more like $64.99/£59.99. You expect to pay some money for some extra content but the amount of content that these games are providing, with mostly extra maps and gameplay modes (which the game must be ready to support at launch otherwise it’d be a major code rewrite), can cost a massive amount of money to the consumer in total. That’s not to say that you don’t get a lot of extra stuff though. In the case of Call of Duty Ghosts from Activision, the Onslaught, Devastation, Invasion and Nemesis packs (the Dynasty map is pictured), gives you 16 extra maps and some extra weapons along with episodic content for the Extinction series. In the case of Battlefield 4 from EA there are five extra packs, China Rising, Second Assault, Naval Strike, Dragon’s Teeth and Final Stand, making an additional 20 maps, three new game types and a load of extra weapons.

So much is available that the season passes seems to be the obvious way to get it all for a cheaper price. In the case of those two games (you can see the prices above on the Playstation Store list for the most recent releases) the season passes are nearly the price of another game. These are all for extra maps which you have no idea if you’d enjoy and in a way are forced to buy in order to continue your full enjoyment of the game. Why? Because someone WILL buy them and so will many others and if that stops your online enjoyment with everyone playing the new stuff you haven’t got then you either buy it or ditch the game. In the case of Xbox and Call of Duty, and Playstation with Destiny, these expansions are mostly exclusive to that console and the expansions are the selling point. Which when you think about it is a completely ridiculous concept when you just want to buy a game and could arguably be damaging to the industry. But again that is just business. Look at how television handles exclusivity of certain shows/licences to get subscribers to their packages or advertisers to their viewers, and how that’s damaged the public broadcasting sector.

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The price of those season passes you could argue is roughly in line with the price idea I made earlier and that the model is still fairly accurate; Half or 2/3’s of the original game’s retail price. But in the case of these games, like Destiny, we have no idea what we are getting for these season passes and if they quantify the amount of money we’re spending on them for the entertainment value we receive, regardless of work being put in. The two Destiny add-ons that are coming don’t appear to give us new planets or places to visit, but additional missions and story in the existing worlds. In fact we know so little about them that our cynicism is being unintentionally qualified. Watch_Dogs was another example of not knowing what the game will give us. We have a few extra modes for the in-game mini-games and now a new single player story add-on. But how much content is there that takes the developer more money than was already spent on the game at launch? How much money are these companies looking to make from the post-launch additional content? And how justified is it to market your game or your console’s exclusivity based on these maps/modes/skins/extras? Our cynicism is based around a game already having the additional content spaces ready and that the content we buy is merely assets for it, updates for it or just a patch that unlocks it. Before when this content was physically brought, we were kind of assured that there must be more than we had before otherwise what would be the point in having a new disk for it?

The rising cost of Add-Ons and DLC can partially be paired to the rising cost of games in general. But as the internet and journalism has begun to open the debate on this, and the gaming consumer becomes like any other consumer in a tricky economic climate, that being incredibly savvy and questioning, the conversation is only just beginning. Also with certain games being re-released with everything included some 12-18 months later for the same price as the original game, or with updated graphics for the new generation as well, this will add more focus on what makes good sense to a consumer. With the Christmas period around the corner and the publishers needs to release games on a yearly basis to maximise profit, we’ll see how this new generation handles the consumer when we feel that we are not getting enough for what we’re shelling out. I predict that some games will be guilty of doing less with their content in this regard and we can probably make predictions as to who will be more guilty than others. But in the next 12 months we’ll see how people will react to paying nearly 75% of the cost of the game for extra in that game, and I’m sure we’ll find out how much of that could have been included at launch.

[author]

Project Cars interview with Andy Tudor

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Project Cars is the new offering from Slightly Mad Studios. Sean got to sit down and chat with Creative Director Andy Tudor about the game at EGX.

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Project Cars is a very big, graphically awesome simulation. Simulation is the key word here I suppose compared to everything else that’s out there.

Yeah, I think the word simulation or simulator kind of gives people the impression that it’s hard, or difficult and challenging. But actually, all it means is simulating real life so it’s accurate, realistic. But compared to the competition there is out there, we said from day one planting our flag in the sand, we were going to be a competitor for Forza and Gran Tourismo. Compared to the other guys that are in that arcade space. So if you’re looking for that Forza/Gran Tourismo kind of game with a bunch of features that have never been in those games but have been on the PC sims, just not on console, the Project Cars is just that.

I’m a child of the Geoff Crammond years so I love the… I say simulation aspect but I probably mean the more technical tweaking aspects of it. And there’s a lot of things in Project Cars in driving that you won’t normally feel in other games because of those options. Just tell us a little bit of how you managed to recreate that experience so realistically especially on tracks like Brands Hatch.

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With Brands Hatch we used a laser scan. So we have the mathematical data of it, we know the elevation changes and all that stuff. Next the track team go out there and take gigabytes of data so we know visually what its like. The third thing is getting the guys out there to try it out themselves. So if you were watching a race at Brands Hatch on TV, you would see the cars flying around the track and they’d look perfectly smooth. Get in there, get in to a Formula Brands/Formula 4 kind of car, and go down the main pit straight, the engine the right behind you 6 inches away from your head, the car is screaming, the wing mirrors are vibrating so much and you’re making all these micro little movements. When you’re braking the car is trying to get away from you and you’re hearing the tinkle of gravel, tarmac and bits of rubber underneath the car… That kind of stuff you never see on TV or hear about it in a press briefing afterwards from the drivers, you don’t see it in the grandstand. You only get to experience that when you’re doing it yourself. That’s the key to it. The mathematical data is there, there visual data is there but the emotional bit is the thing that we bring to the table.

You’ve had a lot of input from racing drivers across different disciplines. How’s their involvement in the game helped?

It’s kind of come full circle. Usually when you hear about racing drivers giving their input in to games it’s usually at the end where there’s marketing pushes. But we’ve had those guys from day one so it’s a different angle. Ben Collins, the former Top Gear Stig, we hired because he doesn’t like racing games so he’d give us completely honest feedback. Nicholas Hamilton (brother of Formala One world champion Lewis Hamilton) has been playing sim racing games on PC for years. So he gives valuable insight on the expectations of that community, what the games get wrong and how Project Cars can do it right. Ollie Webb is a test driver for BAC Mono. He’s a European Le Mans driver so he’s driven 75% of the tracks in our game as well. So he can give us incredible insight on the car on a one to one basis and give us a direct comparison and he can say “oh I was just at Monza and they’ve changed the rumble strips.”. So much so [is the games realism from driver input] that real drivers are using it for training for the real thing. It was completely out of the blue that Rene Rast, a German GT driver, showed up on YouTube with a video of him driving Project Cars on the Le Mans track and was within one tenth of his real life lap time. He was using it because the game is so accurate that when he’d go to do the real thing, he’d have the sense of training you can’t get on a multi million pound Formula One simulator.

I noticed racing on Brands Hatch, something that most racing games don’t achieve is how thin the start finish straight is and how claustrophobic it feels.

Brands has got great elevation. Your eyes have a certain field of view. In games you have a different field of view. So you need to do things to make sure you get the same as you get in real life. [At Brands] You can’t see the peak of the hill from the cockpit. So it’s little things like that .

There’s been a lot of feedback from the manufacturers. Who have you had involved?

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We’re an independent developer but we’ve been doing games for 10 years so we have a relationship with a lot of manufacturers and a lot of track licencees as well. So there are certain cases, those guys are coming to us saying “We loved what you did in Shift 2 or GT-R and we’ve heard you’re doing something new, we’d love to have our cars in the game.” They’ve been absolutely great. The cars are 1:1 recreations, we get CAD data, the technical data, the lap-time information, plug it in to our engine. The guys make the cars from million of photo references from the manufacturers. We make sure the liveries are all painted effectively. We make sure the paint schemes are all perfect as well. We make sure all the interiors are done; every car has a full cockpit with functional dashboard as well. And then we have to give it back to the manufacturers so that they can approve it. So they have to be accurate. Graphics wise, we have got to the point where we can make everything photo real. The next generation consoles are quite capable of achieving photo realisim with glass and metal which makes up about 95% of a car. So they are a 1:1 recreation.

Racing games create massive communities, people who share their set-ups, form clubs and clans. There’s already quite a big community and interest around Project Cars. 

Absolutely and it’s always in our intention to not be hypocritical and support our community after launch. Which is why we have the Driver Network. Your profile is your licence and your stats, showing your what you need to improve. Your favorite cars and tracks, tracking your reputation online, how much you cause yellow flags, etc. The other big area is sharing. Steam has the screenshot gallery, you can stream by twitch, you’ve got the Xbox One Upload studio, you’ve got the share button on PS4, and YouTube. If you go to our Driver Network Flikr pages and YouTube playlist, we’re showcasing all the best bits from the community. Some people live on different time zones and even if you aren’t, the chances of you being online at the same time as a friend is a lot slimmer than before. With Project Cars you can do time trials against each other by downloading the ghost of a friend or anyone on the leader board. So you can see how people get those amazing time. And finally you have the Driver Network Community events. These are regularly scheduled events happening all the time, and everyone loves bragging rights.

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What has the feedback from players and the community been like so far?

Honestly if it was terrible, I’d tell you. But it’s been really good. There’s so much feedback from people who are playing and what they want. Graphically it looks great, gameplay is great. We’ve got a FAQ’s on our page but everyone wants to know about what cars are coming, what tracks, Oculus Rift support, wanting to set up their driver clubs and clans. So it’s been great but we are an independent studio and it’s taken a long time. Project Cars is ambitious but it’s worked. The PS4 version is already there and Xbox One version will be 1080p and 60fps at launch. We’ve always been honest about getting there and we have.

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Project Cars will be available on PC, Xbox One and PS4 on November 18th US and November 21st in the EU, with SteamOS and WiiU versions to follow in 2015.

[author]

Lego Batman 3 Beyond Gotham – Interview

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While we were at Gamescom, we got to have a look at Lego Batman 3 Beyond Gotham. The next instalment in the DC universe from TT Games and Warner Bros does exactly what the name suggests, goes beyond Gotham City. You will be travelling in to space to save the Earth from Brainiac and visiting far flung planets along the way to add new and interesting environments to the normally dark gothic concrete palette of Gotham. I managed to have a chat with Philip Ring, an executive producer with TT Games and talk about the upcoming chapter in the DC Lego universe.


 

The universe is greatly expanding with the introduction of space flight missions, reminiscent of the Star Wars franchise, and a whole host of new characters, which is what Philip says they were trying to achieve.

“We really wanted to big on the DC content this time around, add a whole host of new characters, new locations, new gameplay styles even with the space combat and VR missions. Just really cram this game with as much content as we can.”


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The content is indeed huge with over 115 characters including Beast Boy, Plastic Man, Catwoman, Bat Cow accompanying the traditional set of our caped crusaders and, my personal favourite, a complete remaining of the 1960s television Batman with levels, characters and Adam West voicing the titular character! TO THE BATCAVE! I asked how good it’s been to have been given the freedom of so many great franchises.

“It’s been absolutely fantastic. We’ve been so privileged to work with the franchises that we have and to go back and really dig in to the DC world. We started off with the Batman story arc and DC have been fantastic that we’ve got that freedom to do things like the 1960s level and the bonus content that comes with that like the speech, Adam West giving a voice over for it, and the modern universe too.”


 

Of course this isn’t just the television universe or the movie universe in the game, this time it’s going deep in to the lore of the DC universe.

“We have massive DC fans in the office so as soon as the design team start looking at what to include, everyone comes out with “I love this character, I want to include this” and so we’ve got everyone chipping in with the kind of content we’d like to include. And we listen to what the fans like to see. So when Blue Beetle and Beast Boy gets the kind of reaction from what the people want to see, we want to include that in this big DC experience.”


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The release date is close but there’s no sign of the development of the game stopping until the very last minute. Not because it’s not ready, but because TT keep finding things they want to put in the game.

“We’re really still putting stuff in and we really want to make it the best experience it can possibly be. So the whole team is still working and people are still coming up with ideas which you think ‘That’s too cool not to include’ so we’re constantly revisiting and adapting to make it really special.”

 

So does that mean there will be DLC if they run out of time to get it all in to the main game?

“Who knows? We’re really focusing on making sure the game is the best it possible can be. If there was something we wish we could of included or that didn’t really fit in to the main game then maybe we will do it further down the line.”


 

Lego Batman 3: Beyond Gotham will be released on PS3, PS4, PSVita, Xbox 360, Xbox One, WiiU, 3DS, Mobile and PC on 14th November in the UK and three days earlier in the US.

[author]

Watch Dogs – Review

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So the thing you might be thinking, especially if you’ve read other reviews of Watch Dogs or if you’re hearing stories whilst waiting to buy it, is that Watch Dogs is disappointing to the hype it created. Of course there was a huge amount of hype, it was a delayed next generation launch title! But ultimately it’s created a large amount of expectation that you think it won’t deliver, given what everyone else has already reported.

That was something I agreed with for the first couple of hours of playing. To start with the game drops you right in to the action. Actually, narratively, it’s a bit too deep in to the action. So let’s address the issue of the story, as I’m sure you’ve heard a lot about it.

The story of the game is that you’re a lone technologically advanced ex-hacker who has become a vigilante in the Windy City, otherwise known as Chicago. However this occurs because your character, Aiden Pearce, carries the weight of guilt in being indirectly responsible for the death of a family member. His actions and setup make him a man on a course for redemption and satiation of said guilt, which leads you on the path of destruction and death in the name of justice.

watch dogs review 3Now the criticism of Pearce, the vigilante apparently known as ‘The Fox’ but that’s hardly ever mentioned, is that his character is unlikeable and the empathy for him is hard to come by. Which is partially correct, but there are reasons for that. Firstly we don’t know enough about what Aiden has done after his trauma and secondly, the open world nature of the game doesn’t direct us in the vigilante path unless we wish to.

This means that a very important part of this character is essentially redundant, depending how you play it. As reviewers we spend as much time as we can working to complete the game as fully as possible which means we’ve all kind of ignored the crime fighting sub-plot element of Pearce in favor of gunning down many bad guys on our lone ranger redemption fest. It’s also very weird how even with this crime fighting persona, you’re still a criminal actively stealing vast sums of money from unassuming innocent people, which further reduces the belief in Pearce’s confused psyche.

But as you go on further in the game, Pearce does become a tad more emotionally accessible and, by the end of it, you are invested in his story. The entire situation he is in is a mess and unless you appreciate the finer points of the past decade of television drama, it may completely gloss over you.

In fact the past decade of television drama has an awful lot of sway in the story of this game. I recall a preview video somewhere that said one of the villains of the piece, Iraq, is someone the voiceover referred to as Iraq Barksdale. The reference to The Wire is not amiss either as a fair portion of the game owes a lot to the gritty projects portrayed by that show.

In fact, if I was to sum up this story I would class it as this: Robocop’s OCP meets 1995 movie Hackers, interspersed with Wire-esque gang warfare and a hero based on The Punisher that, all in all, tries a bit too hard to deliver a serious message. And it does try very hard to deliver an Orwellian style nightmare of a surveillance state, ala Blair CCTV, and the dangers of integrated networked automation.

Sadly though this is let down by the fiction of the world being very repetitive and poorly constructed and acted. The random stories you find along the way hacking into other people’s conversations and phones (a device intended to humanise the world round you) very quickly become repetitive and tiresome, and the random jobs/salary and recent activity information can get a bit silly at times. The tertiary elements such as radio news pops and television broadcasts as well as the occasional DedSec interruption are incredibly wooden and far inferior to the rest of the game’s acting. Which is strange as they’re actually crucial for plot exposition but feel casual and almost throwaway.

But we’re gamers, right? We don’t give a shit about story and my dramatic criticism of the narrative construct. You want to know how it plays and want me to stop twatting around like this is an literature essay. Well, alright then.

watch dogs review 2As I have touched up on the fiction of the world, let’s discuss the world itself. It is, quite frankly, magnificent. The open world Chicago is designed very much like the original Grand Theft Auto San Andreas. There are the ropey areas, the slightly middle class areas, the big city, a more desolate backwater area and several ways to get around. The inner city is sadly a bit dull though. Apart from the enjoyment of checking in to a place on your phone and finding out some history regarding the area, the city itself is not very interactive except where the game has its set pieces. The metropolis is effectively a built up road maze with many obstacles and tools for you to escape the police, or the prying eye of the ctOS.

However, Pawnee, an area you grow very accustomed to in Act III is one of the most beautifully realised places I’ve seen in gaming. As a rural gaming environment, I’d put it up there are one of my favourites next to Bright Falls from Alan Wake. The colours are rich and deep and, regardless of the resolution blah de blah (I was playing it on a PS4), it is a lovely place to just walk around and it arguably has more interesting things to check out than Chicago itself. Even the old wooden bridges, appear in excellent detail and add to the atmosphere.

Pawnee is also one of two places that you can see the beautiful sight that is Chicago from afar. When it hits night, you can look over the largest expanse of river and see those skyscrapers lit up. The only other place is on a boat out in the water expanse on the east side of the map (presumably Lake Michigan). Whilst the game doesn’t compare at all to Grand Theft Auto V in its fiction or depth, it does portray the metropolis from a distance that GTA wasn’t able to do effectively, in my opinion.

Now, the hacking… I’ll be honest; the game revolves around this apparently jailbroken iPhone being the Excalibur of hacking and it does get a bit old quite quick. There is almost an over reliance on it. It’s far too easy to do things and, especially when earning (stealing) money, it makes the economic part of the game entirely redundant. I never once, apart from the mission where I had to, purchased anything from a shop. I brought one gun as part of that mission. The rest, the ammo, the component parts for grenades and distractions, were all found in game. I’d amassed over $200,000 and spent none of it except for a gratuitous coffee or beer. Even the clothes are just different colours of the same clothes and I think Watch_Dogs missed out on a great customisation opportunity here.

The weapons are not as comically violent as others in the genre and are very functional. Mostly sub-sets of themselves but they are all easily handled and the weapon wheel is easily used. You get by without really getting annoyed or frustrated at weapons or their selection which I am guessing is the plan for it. Driving is relatively simple but very sluggish in the early stages of the game and as soon as you can get a motorcycle and your hacking skill tree is good enough to manipulate any potential chases/ramming sequences, then it’s again far too easy. The motorcycle is in fact incredibly overpowered. It is, unless you make the mistake of going head first into something, practically accident free.

The online part of the game is relatively fun although I found it quite a distraction from playing the storyline of the game or a side mission. The game occasionally prompts you into going online, thinking that someone is actually already trying to get you. Which is fine, except that it takes you very off course of where you were initially heading. I wouldn’t say that the online is an successful expansion for the end game or between missions necessarily, but it does mix it up a bit. Although there are rewards for winning such battles of hacking prowess, there isn’t really any punishment to drive you to defend yourself.

watch dogs review 4

If I was to describe the gameplay like I did the story then it would be thus: Metal Gear Solid stealth meets logic puzzles in engineering kills/data retrieval, combined with an overused Driver-esque-ram-someone-off-the-road mechanic, and if you want you can just shoot the crap out of everything anyway. Apart from frustrating take down missions where you have to get close up to a guy and knock him out. Which is quite annoying, as you’ve previously murdered 90% of the people before him so why do you need to keep him alive? No one knows.

The other game modes are quite interesting too and there are plenty of mini-games around even though exploration is a mini game in itself. Finding cars, intercepting convoys, doing take-down hits are all fun little distractions. The two stand out games though are the Digital Trips and The Cash Run game. The Digital Trips are kind of psychedelic digitised acid trips that are games in themselves. Madness is basically Carmageddon, Alone is almost a game version of the Edgar Wright/Simon Pegg movie ‘The World’s End’, Psychadellic is a trippy free falling trampoline bouncing game involving flowers and points rings and Spider Tank is a tank designed like a Spider destroying the city for points… Enough said. Cash Run however is my favourite. This turns the game in to an augmented reality, free running 3D platformer to collect coins and is great fun.

watch dogs review 1One thing I must mention is the portrayal of women in the game. Now I’m not defending GTA at all in this, but GTA is intended as a satirical look at society and its problems. Watch_Dogs is not. There are points where the portrayal of women is absolutely misogynist to the point of screaming at the game and thumping my Caitlin Moran books in its general direction. Our companion in the story, Clara Lille (with her wobbly accent), has a massive chest tattoo that highlights the fact she’s wearing a top that is unnecessarily revealing. It’s almost comical how low cut her top needlessly is. She is completely over-sexualized, especially compared to our hero Aiden who is wearing more layers than a space-walking astronaut.

Also there is an entirely random storyline involving human trafficking (The Wire season 2 anyone) and the sex slave trade. Now I get that it’s trying to be edgy, but it just felt like gratuitous exploitation and left a sour taste for me. Even the girls in the drug labs were wearing bikinis and as you first hack your way around the projects, sexual assault and sexual acts are rampant and completely pointless. It doesn’t need to be there. The entire sex trade thing didn’t even leave a message; it just felt like it was there to spice things up. If the entire sequence were a drug-based enterprise, I’d have been fully accepting. But this just feels vacuous and needlessly objectifying in an already testosterone filled game.

The thing is I actually started to enjoy Watch_Dogs a lot more towards the end. To start with I had to plough on and, much like everyone else, remind myself that this wasn’t trying to be a usurper to the Rockstar crown. And whilst I had my reservations and criticisms, I also enjoyed the game and some of its stand out moments. But this should have been a launch title and at times, it feels like it should have been. That’s not to be derogatory to it, I’ve had fun playing it and I’d rather a game be delayed so that it is ultimately ready when we get it. Watch_Dogs delivers a good impression on what a next gen console can be capable of whilst not really getting the basics right.

Summary

Watch Dogs has a lot of strong moments and is an interesting take on the open-world genre, but ultimately lacks the punch and direction to make it great.

Good Points

– Chicago looks excellent, especially at night.

– Weapons are easy and powerful

– Hacking is easy

Bad Points

– Hacking is too easy

– Story line isn’t very well set up to start (poor exposition)

– Doesn’t further the genre into the next gen like we’d hope.

Why a 7?

Well, going by the idea that other recent examples in this genre are an 9 or 10 score, this has got a lot of work to do to get that far. But it is still ultimately an enjoyable game for a time and is visually great.

Trailer

https://www.youtube.com/watch?v=e_q-s3QdmU8?rel=0