Saturday, August 1, 2015

Game #22: Watch_Dogs

Watch_Dogs
Platform: PC
Duration: 17 Hours

If you were to make a checklist of every AAA cliche and then made a game based on that list, the end result would be Watch_Dogs. Open world, side activities and collectibles, a dark and brooding protagonist, incredibly complex tasks reduced to a simple minigame, a mystery you have to solve, a betrayal from a close friend, it's all here. If I had to sum up the game in one word, it would be "safe". Don't get me wrong, in the end I did enjoy my time with the game. It was nothing groundbreaking or new, but I was not bored during the playthrough.

Aside from the blandness, I think the biggest thing that bugged me was the storyline. Well, maybe not the story it was trying to tell, but more of how it accomplished it.

Here's an example. Someone is kidnapped and you make a deal to trace an IP address to get them back. So when you try to trace the IP your base gets attacked, so you set off to find another base, which your only lead is a crazy hermit, who you have to beat at poker so he trusts you, so you can get the remote to a bridge, so you can go to the island, so you can turn on the generators, so that THEN you can finally have a new base. It has now been two hours and you have not even started the task yet. This is also not a one off scenario, the story does this CONSTANTLY. I think it was about 10 hours of gameplay before I finally found the kidnap victim because the game just kept adding more and more little tasks to complete before I could actually do something important.

The gun system could have used a little work as well. I completed about 90% of the fights in the game with a pistol. I don't think I ever even used a shotgun or submachine gun once because I know how to aim. Saints Row also suffers from this problem a bit.

Also, I get it Watch_Dogs, you have to set everything up for the sequel, but the ending didn't have to be a string of videos going "this group is still alive and is mad at you".


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