10 Reasons Watch Dogs Sux

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http://whatculture.com/gaming/watch-dogs-10-reasons-sucks.php/2

10. The Mini-Games Are Lame

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Ubisoft



What do chess, Carmageddon, that ball and three cups guessing game thing, slot machines, a shot-drinking contest, hold em’ poker, alternate reality shooters and parkour have in common? They represent the majority of mini-games in Watch_Dogs. If that seems like a REALLY strange grouping, you’d be right.

The thing with mini-games in open-world titles is that the best ones serve to inform the world or introduce you to something new and fun you didn’t expect. The taxi missions in Grand Theft Auto III were awesome because an entire game about driving a taxi – Crazy Taxi, came out barely three years prior, and its still compelling gameplay was impressively condensed into a side activity.

Even better, Red Dead Redemption introduced legions of people to the little-known joys of Liars Dice, which fit perfectly with the western aesthetic, was an absolute blast to play, and easily modifiable into a ‘real life’ drinking game as icing on the cake.

But it seems Ubisoft has trouble with this sort of thing. Assassin’s Creed III featured Checkers and Bocce, which are almost laughably mundane activities to participate in where there’s naval battles to be had. In Watch_Dogs, it seems like they picked games out of a hat, and then settled on the least appealing ones. Opening up the world map and browsing the various points of interest yields such a “meh” reaction.

Did you really pay 60 dollars to play newspaper-esque chess challenges? What about engaging in the equivalent of the ‘you’ve been knocked down’ mini-games from EA’s Fight Night series?

If you did, then this is the game for you.

But you probably didn’t, and it’s disappointing to look at the offerings and not find one that peaks curiosity the same way Liars Dice did. The games offered in Watch_Dogs are fun, and they do have depth if you find yourself enjoying them a lot, but in a general sense they’re not compelling enough to warrant spending time with them just because you can, which sucks.



9. You Can’t Shoot While Driving
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Ubisoft



This entry could be just the heading. The idea that you can’t shoot from your car while driving in Watch_Dogs, while your enemies can, is baffling in the “How is Rob Ford STILL the Mayor of Toronto?!” sort of way. Of all the things to NOT copy from literally every single open world game with cars in it ever, this is not the feature to omit.

Like a kid who makes their mom breakfast in bed and spills the cereal on the way up the stairs, it’s possible Ubisoft’s heart was in the right place here, but that doesn’t make the mess any easier to clean up. Instead of drive-by mayhem, Watch_Dogs encourages texting and driving by giving Aiden the ability to utilise road blocks, spike strips, traffic lights and steam pipes in his quest to dismantle and disable enemy motor vehicles.

This is a great idea, but execution-wise it’s a Lemiwinks sized pain-in-the-rear-end. Early in the game, Watch_Dogs informs you that when the diamond shaped hacking icon turns blue that you should immediately hit the corresponding button to disable enemy vehicles. In practice this rarely happens smoothly.

Instead, getting the timing right to activate these devices is an exercise in frustration, especially in convoy missions when there are half a dozen enemy cars and you’re gunning for just one of them. Missing a steam pipe means following the enemy car until you get another chance to activate blockers or spike strips, and as enemies gain on you it becomes harder and harder to keep up with the target vehicle, let alone get the timing for a hack right.

For many this omission is enough to warrant a complete blow-off of everything else Watch_Dogs has to offer, and its understandable. Players have been shooting from cars in games since open-world video games existed, and for Watch_Dogs to leave this feature so players can hack more stuff, isn’t just frustrating, it’s borderline unforgivable for some, and undeniably lame for everyone.




8. Aiden Pearce Is Boring
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Ubisoft



Watch_Dog’s protagonist is Aiden Pearce, angry white guy. Aiden is…grumpy. He talks through gritted teeth, wilfully threatens violence and rarely, if ever, seems to enjoy anything.

He’s a miserable, unlikable, monotone snooze fest, that on paper reads like a 13 year old’s idea of what a ‘bad ass’ video game character would be – down to the fact that every single outfit you can buy for him is simply a take on the trench coat / baseball cap / bottom half of Sub-Zero mask ensemble.

Doing things like wearing a bad-ass trench coat, riding a motorcycle, killing a hit-man or telling a bad guy ‘how it is’, does not a good character make. Aiden is such a flatline that you don’t care about his family, ‘friends’ or plight, to the point that toward the end of the game’s first act it was nearly impossible to figure out what exactly was going on within the context of the story – but somehow abortions, prisons, witnesses, and testimony find their way into a narrative that initially seemed to be about solving the murder of a six year old girl.

Things do improve story-wise, and Aiden develops something resembling a personality toward the middle of the second act, but it sucks he isn’t more dynamic from the start and that Ubisoft wasn’t willing to take more risks with him. When they released Far Cry 3, they made Jason Brody and his friends deliberately vapid, coddled, soft and flawed so that people would have genuine emotional reactions to them. While some of those reactions were negative, you at least felt something, and by the end of the game you’re presented with a choice that asks you to pass judgement on those same characters.

Personable characters can save the most generic and worn-out stories, and generic ones can doom narratives like the one in Watch_Dogs which is about a lot of techie stuff and screams out for a character worth investing in from the word go, versus one you need to spend a lot of time with to truly get behind.




7. Chicago’s Geography And Landmarks Are Wrong
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Ubisoft



Have you seen Chicago’s bean? It’s pretty cool, and or cheesy depending on how you feel toward modern art. It’s a giant, metallic…thing that looks like what would happen if the T1000 from Terminator 2 passed a 10 foot high kidney stone. In Watch_Dogs it resembles a shiny fruit loop.

When making a game that exists in a real place people actually live, these kind of smudged-over details are infuriating, and Watch_Dogs is rife with them. The Chicago that Aiden Pearce exists in is a strange place, where the entire North Side has been shifted west, there’s only one baseball team in town in a totally incorrect geographical location, and The Chicago Theater, Music Box Theater, and Navy Pier’s Ferris Wheel are either missing or renamed. Even the infamous face fountain has been replaced by interconnected square-looking things and despite still having the same name.

It’s understandable that getting the rights to a lot of these locations and landmarks could be expensive, but at the same time what’s the point of setting your game in a specific place if you’re not going to get into specifics about that place?

There’s a reason Grand Theft Auto and Saints Row make their worlds analogies to real places, instead of the real places themselves – it’s easier to forgive Liberty City for shafting your favourite part of New York City because it’s not actually New York City.

Worse is that the game deliberately rubs your face in the anachronisms. There are a bunch of landmark hotspots spread throughout Chicago, and if you ‘check in’ at one you’ll be greeted with an informative little blurb about the thing that’s actually supposed to be there, tied to the fake name, which will surely confuse non-Chicagoans and infuriate natives.

But don’t worry, Ubisoft secured the ability to refer to The Willis Tower by its proper name – which precisely zero percent Chicago residents actually refer to it as.



6. Cover Mechanics Are Stickier Than Glue
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Ubisoft



Playing Watch_Dogs as a stealth game is a lot of fun. Taking cover behind a bus stop, hacking into a camera via your phone, setting off a series of explosions to distract guards, sauntering into a server room, and then hacking a mainframe is thrilling, and it’s when Watch_Dogs feels the most comfortable in its own skin.

Unless you’re trying to exit cover. Exiting cover in Watch_Dogs requires either hitting backward on the left analog stick or hitting B (or circle on a PS4) button on the controller. You’ll typically exit cover if you want to retreat to a different vantage point, make a run for a door, or in many cases, stand straight up in the middle of a room full of enemies and immediately be detected, shot, and killed.

See, Watch_Dogs doesn’t have a crouch button. Due to this when you exit cover, unless you’re in a ‘restricted area’ you’ll stand straight up like an ostrich taking their head out of the sand. How profoundly this annoyance effects your enjoyment of Watch_Dogs is directly proportional to your patience, free time, and supply of anti-depressants.

If you’re the forgiving type, restarting a mission after getting shot is another opportunity to approach the scenario in a creative way. If you’re a normal human being and have a job, kids, house, bills, and chores to do, it’s so frustrating you’ll scream. Or take the disk out of the system and snap it, all the while cursing the name Bedbug and the stealth-focused mission surrounding him.

Either way, it sucks this particular mechanic is so tacky because it’s something Ubisoft has struggled with constantly in their Assassin’s Creed franchises, where your ‘stealth’ pose is dictated by your location in the game, versus your wants and needs as a player, and that never feels right.



5. It Has A High ‘Embarrassment Factor’.
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Ubisoft

It seems a lot of developers forget gamers have families. With every “Hey Effer” or casual reference to a hot-button issue like abortion, playing Watch_Dogs in front of children or squeamish parents feels more and more like walking into a strip club across the street from a church.

The game’s NPCs curse at will, dropping variations of the F word every time Aiden is detected, oftentimes even overlapping to unintentionally hilarious results. When playing alone this is easy enough to ignore, but when in the casual company of others, these sorts of things constantly lavish negative attention on the game, video game stereotypes in general, and worst of all the person playing the game – the “Seriously, how old are you again?” stare of disapproval stings more than most folks would care to admit – especially if it comes during the mission where you’re hacking your way through a high-rise gang hideout teeming with human trafficking victims being used for sex.

While some games like Grand Theft Auto, and films like The Wolf of Wall Street turn their profanity and risqué content into a sort of poetry, Watch_Dogs’ world simply doesn’t have the texture to justify its casually vulgar dialog, haphazard poking at political issues, and graphic sexual content.

It all feels a like desperate attempt to be cool and edgy, like a dad buying a skateboard. While extreme and controversial content can generate a buzz and get folks to check out a game or movie – generally the ones that have staying power use those elements to arrive at a greater point or influence the characters – not because the audience is craving softcore pornography.

Watch_Dogs seems to be doing it because ‘that’s what you do’ in an adult-rated game, and it comes off like something shoe-horned in to appeal to kids who think “boobs” is a naughty word. Toss in the fact there’s a female hacker character deliberately designed to show some oddly off-putting cleavage, and playing Watch_Dogs with any kind of audience will likely result in eyerolls and scoffs, not just from you toward the game, but from your family and friends toward you, wondering what why in the world you’re wasting time on such an immature title.
 

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4. It Makes a Terrible First Impression
Watchdogs1.png

Ubisoft



It takes about seven hours for Watch_Dogs to ‘sync’ in. Once it does, the gameplay picks up steam, the story gains some much needed momentum, and you start to enjoy this virtual world with its cool nooks and crannies. And believe it or not, Aiden sort of develops a personality.

But it should not take this long. While it’s unfortunate, audience attention spans are slim, and you need to grab their attention immediately – especially in an action game based on an open-world formula that has been done at least a dozen times in the last decade.

It takes eight story missions before the plot becomes something worth investing in, and in that time you’ve already found yourself confounded by tacky driving controls, missions that intentionally require you to be non-lethal for no reason, getting embarrassed by the casual vulgarities, clichéd themes, and a bunch of other things that simply don’t quite gel with what folks expect from an open world game on a next generation console.

Watch_Dogs also constantly distracts you from the story – which over time becomes the best part of the game. Approaching a campaign mission almost always results in a side-mission or activity popping up with a contextual command to enter it into your GPS. While directing players toward exciting things to do in a game is good – doing it in a way that distracts from the campaign as you intend to participate in such a thing, is strange and off-putting.

Like Howard Stern, Watch_Dogs is a fungus. It grows on you but takes its time doing so. If you put in the effort and sweat equity you’ll end up with a pretty exciting game, but in all honesty in 2014, grabbing players’ attention from the start is a necessity.



3. It Doesn’t Look As Good As The E3 Trailer
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Ubisoft



The first trailer for Watch_Dogs generated so much buzz, presenting a gorgeous, living world that looked to deliver a techno-thriller focused more on strategy and ingenuity than just action gunplay. The hype and curiosity surrounding the game was wildly positive, and ticked up a few notches once it was revealed the game was coming to next gen consoles.

Then as time went on, each subsequent trailer lowered expectations. First it was the graphics didn’t seem as good. Then it turned out Aiden Pearce would be using more guns than gadgets, and Watch_Dogs would be yet another game that falls into the ‘mass murder thousands of people but then take the plot seriously’ black hole that can make a gamer’s eyes roll back in their head so far they can see down their throat.

It sucks that developers and studios constantly do this. It’s good they’re excited about the potential of a platform or game or story, but over-promising and under-delivering is a good way to tick people off. Madden did it with their “Madden Next Gen” trailer in 2006 (and again in 2013 for Xbox One), Peter Molyneux has done it more times than anyone would like to count, and the less said about that recent “Star Trek” game, the better.

Thus Watch_Dogs is yet another game derailed by its own hype train. Although it is a good game, it doesn’t blow you away with any one element, and that sucks. You have to invest in it, accept that some of the things in the game are conventional, clichéd and over-wrought with strange mechanics and yes, the graphics aren’t as good as expected – all things many gamers have trouble getting over, and you can’t blame them.

Moral of the story? Two-year long hype-cycles are bad, unless you’re absolutely certain what you’re doing.



2. It Suffers From Ubisoft-itis
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Ubisoft



Climb the busted radio tower, unlock more stuff, climb the tall building, unlock more stuff. Hack the communications tower… unlock more stuff. Listen Ubisoft, it’s actually kind of cool that a lot of the major games you release have some elements in common because most of those elements are pretty good. Deciphering the puzzle that’s also a radio tower in Far Cry 3 is a wonderful change of pace from all the wanton jungle warfare, as is climbing to the top of a church in Assassin’s Creed, and hacking a communications tower in Watch_Dogs.

But it’s also a little ‘been-there-done-that’. We’ve been climbing tall stuff and using it to unlock other things in open-world games for almost a decade now, and it’s getting a little worn out. There’s side missions because games like this have side missions. There’s mini-games because there has to be mini-games, there’re towers to unlock more points of interest because that’s what games do. Aiden Pearce is sandpaper-tough too, because that’s what some video game characters just ‘are’ in this genre.

It blows so hard the wind travels across the globe and sucks the air and enthusiasm for this game out of your lungs. It sucks because even though Watch_Dogs is of a good quality, it feels like a missed opportunity; where millions of dollars were spent to make a beautiful, flowing, living world, just so you can go around shooting people it in like you’ve done countless times before.

It’s junk food in a 24 karat gold wrapper, and it’s something Ubisoft does constantly, and very well – but gamers are yearning for them to get over that hump and deliver something truly profound.




1. It Feels Manufactured Instead Of Crafted
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Ubisoft



‘Formula’ is often used as a negative critique of something. If a movie or TV show or video game follows a familiar formula, folks assume that also means generic and derivative.

And it does and it doesn’t.

The thing about a formula is that many of them are popular because they’re good. If you’re baking a cake and leave out the eggs or substitute salt for sugar because you want to be different, you’re gonna end up with a unique creation for sure, but no one is going to want to eat it. However if you make another cake like ever single other one, it’ll be fine… but kind of bland because you’ve eaten it so many times before.

Watch_Dogs is a store-bought cake with decent frosting. It’s content to give players what they’re used to and change up things in a few interesting areas via hacking mechanics, a focus on stealth, and a quasi-futuristic setting. It tastes fine, but you’re not running to Yelp to give it a five star review either.

The thing about games like Watch_Dogs is that they are fundamentally good. They taste okay, they play okay, they’re pretty enough and fun enough, but there doesn’t seem to be a creative thrust behind anything. When looking at game like Grand Theft Auto V – which is formula on paper, yet in actuality seemingly every element of that game informs the world, the characters, and the player too.

Be it Michael’s domestic desperation and bafflement at the insanities and contradictions of modern society, the in-game talk radio stations jammed full of brutal satiric cheap shots or the fact the ‘internet’ features countless gags that promise to make you a Hollywood star, help you find spiritual enlightenment – or help you quit (or start) smoking by picking up electronic cigarettes.

There are so many layers to its cake that even if you’ve tasted those flavors before, the way they combine is like nothing else on the planet. Grand Theft Auto V paints a very specific picture of the world we live in via a hyper-reality its open world formula affords – it knows the first thing people are going to do is cause mass chaos and go on insane rampages, but still includes things like tennis, golf, and pseudo Italian movies as a bit of a gag on the player. The whole game is a satire – ultimately conveying the idea that all political correctness does is allow people to say horrible things through advertising and politics in an ‘okay’ way and we’d be better off without it.

It literally has its cake, being an awesome sandbox game with multiple opportunities to wreck house, and eats it too – by actually being about something that’s worth investing critical thinking skills in because its clearly engaging the player through personality, good writing, and strong themes.

Meanwhile good luck figuring out what the heck Watch_Dogs is about beyond surface level ‘surveillance state’ muck. It’s about Aiden, sure. It’s about hacking, yes. It’s about how our technological world may eventually ruin us all, but there doesn’t seem to be any layers – it’s just perfunctory. You can do some QR code mini-games, steal cars, play chess, take over bases, and it’s all fun and good and decent, but it feels deliberate and based on some kind of weird market research / focus group kind of thing.

It’s feels completely manufactured in a world where players are desperate for creative passion. Watch_Dogs uses a collection of popular formulas, and to paraphrase a popular movie that has been oft imitated, stood on the shoulder of geniuses in order to accomplish something as fast they could, before they even knew what they had.

The subject matter of Watch_Dogs is just as contemporary as that of Grand Theft Auto V, Papers Please, Gone Home, or any other popular game where creative pungency is apparent. But instead of exploring it, they patented it, packaged it, and are selling it without taking the time to do it the justice it deserves.
 

Nefflum nigga

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played the game for literally one day...and took it back. it was cool, just got stale as fukk. I was all in it the first day, but got annoyed by the driving mechanics and cop ai,
 

Crakface

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Story is on point. I just wish they had skipped the majority of those mini games and just turned them into optional/unique Missions. If it has nothing to do with hacking, or contract killing i want nothing to do with it. The side quests that revolve around fighting are fun.
 

The G.O.D II

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i think he is courtdog, just out to create some sort of comparable stanning on the ps side. but this thread has nothing to do w/sony or microsoft.

Worthless threads orSony stanning? Sounds like courtdog to me
 
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