Because so much of this review might sound negative, I want to make it clear that I don't think that Watch Dogs is a bad game. In total it was a lot of fun and I put a lot of time into it, I've completed almost everything available offline. I don't have a PS Plus subscription, so I can't really …
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Because so much of this review might sound negative, I want to make it clear that I don't think that Watch Dogs is a bad game. In total it was a lot of fun and I put a lot of time into it, I've completed almost everything available offline. I don't have a PS Plus subscription, so I can't really comment on online features. Also, spoilers.
The Good:
-Combat is pretty well refined minus some cover mechanics that will be covered in the Bad section. The guns look, feel, and sound cool, enemies have pretty decent AI, and understanding the hacking opportunities in the environment can change the tide of a firefight in serious ways.
-Stealth is also good. It is possible to escape certain situations without killing anyone with the use of Lures and Blackouts.
-Some missions have a lot of variety. Emphasis on some.
-The graphics during a storm or sunset.
-Although the splashieness took some getting used to, driving and car combat.
-The absolutely huge number of things to do.
-A lengthy story, even if it's not that good.
-The Profiler. While not super in-depth, and while it makes it seem as though every citizen of Chicago sound like a deviant, criminal, or nut job, the profiler provides some entertaining information that sometimes changes the way I play. I felt too guilty to steal from a cancer patient or single parent. All these gangsters need to be eliminated, but that one is only 16, better take him out nonlethally. It adds some occasional real depth. Emphasis on occasional.
-The hacking minigame is well designed and infrequent enough to be a serious hassle.
-The city, from what I am told, is a pretty good rendition of Chicago, and is detailed enough to seem fairly real.
-95% of Jordi's screen time.
-Spider-tank
The Bad:
-There might as well not be additional outfits. They are all essentially the same. They could have just not included that, and I would not have cared.
-Crafting just feels unnecessary and something to slow you down for no good reason.
-Money is absolutely useless. Once you have the easily attainable ATM skills, you can literally become a millionaire in a few hours. Not that it matters. Almost everything you need to buy can be found. Most of the cars are found or unlocked, same with guns. The only thing I regularly found myself using money on was crafting components. And crafting sucks.
-Upgrading weapons in at least some manner is a staple of basically every game in this genre, and it's not here.
-For a "next-gen" game, there are a shit-ton of bugs and glitches. Cars and cover will occasionally disappear completely. After completing a mission, the game STRUGGLES to catch up to itself. I was nearly smashed by a train because the train didn't realize that at its current speed it should be 50 feet forward until I was almost on the tracks. This game was in development for 5 years. Come on.
-A lot of the facial animations are pretty terrible.
-The end missions of pretty much investigation are just the same as fixer contracts or gang hideout. Not really any variation there.
-The conclusion of the serial killer investigation was insanely boring. It had every potential of being totally awesome.
-Some missions are made nearly impossible to complete without a certain piece of equipment. One example in particular is the Long Division convoy mission. If you don't have the Destroyer, you are fcked.
-If they developers didn't specifically say "this can be used for cover" or "you can vault over this knee high boundary", you can't fcking do it.
-On a similar note, some missions are made needlessly difficult by the ability of enemies to know where you when they would definitely have no idea where you are. If you have to get halfway across the map after shaking the Viceroys, don't count on staying hidden for long. And not because you aren't doing things right. Because the game seems to tell them you are the vicinity. If they are in the process of looking for you and you are in a parking lot hiding in your car and they can't technically see you (as indicated by the dialogue and the meter) they will still hang out at the parking lot entrance. Because, you know, in reality there's no way the guy we are looking for is anywhere else, so we should all hang out at this parking lot entrance 1.5 km from the last place we saw him.
-Following further from that, car stealth mechanics. I was thrilled that they introduced these. The idea is SOOOOOOO cool and would add a ton of realism. Unfortunately, unless you are in one of the few story missions that requires it, it's not going to fcking work. The all-knowing thing described above happens, or enemies will know you are in a car parked along the side of the road, even when there's no reason they would know you are in that car. Oh, you performed a car switch the in alleyway with no witnesses, drove a little, then parked on the side of the road, killed the engine and laid down to hide from the cop coming around the corner? Too bad, they wandered into the edge of the arbitrary blue circle on the minimap. You're fcked.
-If Aiden's primary motivation is to find those responsible for Lena's death, why are assassination missions in this game? It's one thing to be able to morally justify killing guards or assailants because they pose a problem to you. But having Aiden work as a contract killer makes no sense, even in side missions. If he is seeking revenge and seeking to protect the innocent even when violence is necessary, there is no reason he would be straight up murdering people for money. It makes his character seem absolutely no different from the Club or the Viceroys.
-The supposedly serious nature of the story and by extension the game is seriously hampered when you hack into someone's camera and find them masturbating or proposing their love to a stolen mannequin.
-Why are there no gameplay or moral repercussions for stealing money from people's accounts? I personally felt bad about stealing from struggling people, but there's no indication that Aiden does, or that he will pay for it. The only thing even resembling a repercussion involves hacking a Blume Affiliate, which initiates an online contract (even if it's a fake online contract for those of us without PS Plus), and that can easily be stopped. Plus, some people are going to want to do that.
-Aiden is BORING. And a fcking hypocrite.
-How does Damien have the funds or the influence to kidnap Nicole, keep her hidden for most of the game, and infiltrate ctOS? He's not a member of Blume, DedSec, the Club, or the Viceroys, or the government, and those organizations are literally the only ones with power.
-Clara and T-Bone are not as boring as Aiden, but T-Bone's redneckness feels forced, and Clara would have been an infinitely more interesting character if she had been a DedSec affiliate working from inside Blume or something like that instead of a fcking tattoo artist that will never be on Blume's radar.
-DedSec sounds almost as terrifying as Blume, but they are pretty much just teased for a sequel. It also makes no sense for DedSec to threaten Aiden at the end of the story and then solicit his help in hacking Giggles. There wasn't even an actiony car chase or anything. They just needed him to hack him remotely. Literally any of them could have done that.
-Are we supposed to like Bedbug? Because of the whole "stupid fat guy" act? This guy is a fcking murderer that planned to kill off two of his family members so that he can run a group of gangbangers that is literally useless without Iraq's influence. The only thing Bedbug has going better for him as a character than Iraq is his hair.
-Infiltrating Iraq's fortress is made really boring by the fact that Jordi picks off everyone. It could have actually been kind of fun. But instead you just watch in game as 15ish guys get helplessly cut down.
-The Iraq "boss" fight.
-Lucky Quinn seems like a less intimidating bad guy because his character design is stupid. He looks crazy and senile but he's not. And that doesn't give him an interesting dynamic. He just looks dumb.
-The big reveal for Quinn's motivation for putting the hit on Aiden that caused Lena's death is both anti-climactic in performance and stupid in theory. He's protecting the mayor...why? They sure aren't friends. He really doesn't have that much to benefit by it. And couldn't he just prop up another mayor?
-We already know there's going to be a fcking sequel because of all the DedSec crap you never went into. There's definitely enough conflict there to make a story on. You don't need to have Jordi betray Aiden for something as stupid as money. That's a conflict we don't need. And it basically ruins the one great character you have. It wasn't even necessary for the gameplay of the final scene. A fcking gust of strong wind (Chicago, remember?) would have been a sufficient set-up for the quasi-quick-time event of shooting Damien. Fck.
-Also, if Jordi wanted to collect the bounty on Aiden, why didn't he do so when they were infiltrating Iraq's fortress? He could have taken him out at any time during that mission.
-Why are we presented with a choice as to whether or not to kill Maurice? We haven't had that kind of choice anywhere else in the game. It doesn't affect the game later and there's really no sensible way that it would affect a sequel. Maurice has no influence. Is it some kind of Mass Effect-esque carryover morality system? Because that's only really effective when you have a lot of choices to make. It would have been fine to just show us a linear story arc where Aiden lets him go, since that's the obvious moral choice, as revealed by the burner phones. Or, fck it, show us one where Aiden kills him. It doesn't really matter. His character is pretty inconsistent. We aren't playing Mass Effect or The Witcher. We aren't making our own story, we're watching it. And that is OKAY. Linear stories are not inherently bad. In fact a lot of times they are the best. Putting the player in this moral dilemma is pointless and completely different from the rest of the game.
-Why is the choice placed half way through the long-ass unskippable credit scene. That's just a dck move.
-While the synchronization of every electronic thing in the city makes for good gameplay with hacking, this premise is COMPLETELY ABSURD. Literally no one would EVER support something like ctOS. Not the public, because that's an obvious means of privacy invasion, and not the ones who want to do the invading, because if someone messes with the system, which is what happens countless times, they are FCKED.
In summary: This game is fun and will keep you playing, but the narrative is horribly inconsistent, the protagonist is not likable, even as a rogue figure, and a lot about the game just seems lazy, arbitrary, or taken from other, better games and implemented in bad or uninteresting ways. Probably the only reason I played so much of it was that it was my first PS4 game, but I have since traded it in. If you want something to keep you occupied with gameplay that is legitimately fun by current gen standards, get it, but if you are looking for a compelling narrative and the next gen experience, save your money.
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