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[PC] [PS4] [ONE] [360] [PS3] [WIIU] Watch Dogs

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Unread postby Amor fati » 01 Apr 2014 11:36

http://www.allgamesbeta.com/2014/03/wat ... ailer.html

Watch Dogs Q&A

Q. Are there day/night cycles in the game?

A. Yes, there is a real time day and night cycle. Time of day is not scripted.

Q. What weather systems can the player expect to experience?

A. We have a lot of different weather possibilities from sunny and calm, to stormy and rainy. Wind, rain, fog and clouds all have several degrees of intensity and are all systemic.

Q. How do you manage to ensure every NPC is unique?

A. Every NPC has unique qualities that distinguish him or her from others in the game. There are over 3000 character kits and an almost infinite amount of unique profiler possibilities.

Q. How many concurrent NPCs can there be?

A. The number of NPCs players can encounter at one time depends on a variety of factors like time of day and location. If it’s mid-day, then players will see more NPCs going about their busy lives. At night, we have fewer NPCs reflecting the patterns we see in the real world. The downtown core of Chicago is also a busier area with lots more citizens than a more industrial region, for example. Our main goal was to ensure that the world feels as alive as you’d expect in a major city like Chicago. And of course, the next gen consoles allow us to place more NPCs in the world than we’ve ever been able to do in current gen consoles.

So it’s hard to give specific numbers, but rest assured, the city will feel alive like players have never seen before with many unique NPCs populating the city.

Q. Can you hack absolutely every NPC in the game?

A. Yes, every NPC can be hacked. Based on their profile, a variety of hacks are possible. You can also hack elements in the world to influence the behaviour of NPC’s around.

Q. What different environments can the player expect?

A. Chicago is a rich and diverse city and we want the player to explore every inch of it There are 6 different districts in WD, all with really different looks, types of NPC’s and vibe.

Q. How many different vehicles can the player drive?

A. Over 75 different vehicles from bikes to compact, heavy, muscle, off road, SUV, luxury cars, or speed cars, all of them with their own realistic physics.

Q. How many difference hacks are available in the game?

A. Over 100 hacks.


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wd2.jpg

wd3.jpg

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Welcome to Chicago trailer: https://www.youtube.com/watch?v=DHPy9IpHOj8
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Unread postby infernovia » 14 Apr 2014 19:58

New trailer showing off Nvidia technology: https://www.youtube.com/watch?v=fWKOyqOJMmQ

From: http://www.eurogamer.net/articles/2014- ... etty-tasty

UPDATE: Want to make your PC run Watch Dogs so it looks like the latest trailer? You'll need the game running close to its Ultra settings, which have now been detailed by creative director Jonathan Morin.

An Intel Core i7-4770K with a GeForce 780 is required to show the game off at its best, Morin wrote on Twitter over the weekend.

The latest PC video released last week was recorded on an Intel Core i7-3930K with a GeForce Titan.

Watch the latest trailer for the game below, which is arguably reminiscent of the game's stunning E3 2012 reveal:

https://www.youtube.com/watch?v=fWKOyqOJMmQ

ORIGINAL STORY: Over the weekend the Steam page for Ubisoft Montreal's Watch Dogs went live, revealing the minimum and recommended specifications for the open-world hacking game.

The Steam page, not available from the UK but reported on by Polygon, revealed:

Minimum specs:

DirectX 11 GPU with at least 1GB of VRAM (NVidia GTX 460 or AMD Radeon HD 5770)
Quad core CPU (Intel Core2 Quad Q8400 or AMD Phenom II X4 940)
4GB of RAM

Recommended specs:

Windows Vista (SP2), Windows 7 (SP1) or Windows 8 (Please note that we only support 64 bit OSs.)
DirectX 11 card with at least 2GB of VRAM (NVidia GTX560 ti or AMD Radeon HD 7850)
Eight core CPU (Intel Core i7-3770 running at 3.5 GHz or AMD FX-8350 Eight-Core CPU running at 4 GHz)
8GB of RAM
25GB of available hard drive space

Meanwhile, the Steam page revealed a pre-order bonus: the Blume Agent Pack, which is the Blume Agent Outfit and recoil-reducing Blume Weapon effect.

There's also a Deluxe Digital Edition, which includes more missions and costumes.

Watch Dogs launches on these shores on 27th May.
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Unread postby ksevcov » 25 Apr 2014 05:59

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Unread postby icycalm » 27 Apr 2014 21:17

The Nvidia trailer infernovia linked is great. Very atmospheric. Almost makes me want to walk around the city without even doing anything.
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Unread postby dinopoke » 09 May 2014 03:21

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Unread postby shubn » 13 May 2014 18:37

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Unread postby icycalm » 17 May 2014 14:53

http://www.allgamesbeta.com/2014/05/wat ... rcial.html

Watch Dogs CGI TV Commercial

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Y9VuMBs.png (485.07 KiB) Viewed 14828 times


http://www.dailymotion.com/video/x1urmhu_videogames


Not too impressive for CGI. That's how the game should have looked like. It can be done with current hardware... at least on PC.

And apparently the PlayStation (3 and 4?) versions feature an extra hour of playtime?
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Unread postby Texas » 26 May 2014 00:26

Ultra vs. Low graphics comparison: https://www.youtube.com/watch?v=yuEUKPZg9xg
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Unread postby El Chaos » 27 May 2014 19:14

Does Watch Dogs deliver on its stunning E3 2012 reveal? Digital Foundry presents in-depth tech analysis: http://www.eurogamer.net/articles/digit ... h-analysis

Thomas Morgan wrote:Watch Dogs meets most of our expectations of a next-gen title, but falls a little short on others. It's clear that the six-month delay has resulted in a significantly more polished title, but some parts of the visual presentation are still stronger than others. Night-time lighting counts as a huge high point, for example, delivering on the early promises made in its rain-soaked E3 2012 showcase. In concert with the Havok physics used for cloth simulation, ragdoll impacts and water, the world not only looks, but reacts in a way we hope future titles will expand upon.

But it's often the case that the game carries the distinct air of the 2013 launch window title it was originally meant to be. Technical aspects such as the weak texture filtering, pop-in and dithered shadows stand out in the face of an impressively constructed Chicago cityscape. Seamless online play adds an exciting dimension to the sandbox formula too, though not necessarily a brand new idea to the console scene itself; players are able to invade one another, complete missions in co-op, or compete in races. That said, the improved hardware makes delivery of this idea more tenable, where getting any frame-rate drop below the 30fps line in solo play requires some heavy stress-testing. The overall impression is that gameplay and frame-rate consistency are strong, on the tested PS4 version at least.

Does Watch Dogs truly deliver on the promise of its initial E3 2012 reveal? The short answer is yes. Cutting away the obviously pre-rendered CG inserts at E3 2012 leaves a slice of gameplay that is indeed a close match for the final game. In fact, the finished game comes out of the comparison very favourably, because that original demo only represented a tiny fraction of the overall offering; Watch Dogs as it ships is an ambitious project with a massive cityscape to explore and a vast array of tasks to carry out. The only downside is that, on a conceptual level, this still feels like a game that takes the template established by the last-gen Grand Theft Auto titles and merely embellishes it - often dramatically - as opposed to completely reinventing the genre in the way that many might have hoped. Whether it's the true next-gen experience you wanted is down your expectations, then, but on a technical level we do not feel duped by the original reveal.
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Unread postby El Chaos » 01 Jun 2014 03:31

PC, PlayStation 4 and Xbox One comparison: http://www.eurogamer.net/articles/digit ... s-face-off

Richard Leadbetter wrote:Watch Dogs on PC should be the best version of the game, and yet somehow we find ourselves on shaky ground. Watch Dogs' graphics technical director Sebastien Viard points to the lack of unified RAM as the main reason behind the difficulties, and that Ubisoft Montreal is working to resolve the PC issues, but as of this writing, you may find that hitting a consistent 1080p60 even on a high-power games computer just isn't possible.

Bearing in mind the high demands for CPU power (the game recognises eight cores but makes use of six extensively) combined with the currently dodgy GPU situation, re-adjusting your expectations for 1080p30 gameplay and ramping up the graphics quality presets instead may be the better strategy. Just stay well away from the ultra quality textures for the time being.

On the console front, it's all too easy to recommend Watch Dogs on PS4 over its Xbox One equivalent: performance is more consistent and there's obviously the resolution boost to factor in as well. However, for the vast majority of the run of play, the two versions play in exactly the same way, and in motion the worrying notion of a significantly sub-native 792p rendering resolution looks nowhere near as bad as the raw numbers suggest.

The filmic approach to effects work in combination with an aesthetic that eschews jagged edges and intricate texture detail produces a game that presents itself in a mostly similar manner whether you're gaming at 792p, 900p or indeed 1080p. Console-wise, we feel confident in recommending both Xbox One and PS4 versions, but go for the latter if you have your choice of consoles: it's effectively an additional sheen of polish at no extra cost.
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Unread postby earthboundtrev » 06 Sep 2014 03:50

http://www.allgamesbeta.com/2014/09/wat ... unced.html

1409763949-logo.jpg


Ubisoft Unveils Watch Dogs Bad Blood Downloadable Content

Today, Ubisoft announced that Watch_Dogs Bad Blood, a new downloadable piece of content for Watch_Dogs, the record-breaking open-world action game that has sold-in more than 8 million units, will release on September 23 for season pass holders and September 30 for all other players.

Watch_Dogs Bad Blood features an all new story campaign starring T-Bone, the brilliant and eccentric hacker players first met in Watch_Dogs, who is now playable for the first time. The campaign explores T-Bone’s story through 10 new missions set in new locations throughout Chicago. Shortly after the events of Watch_Dogs, Raymond “T-Bone” Kenney infiltrates Blume one last time to plant a false trail in their system. Before he can disappear from the grid, he receives a panicked phone call from Tobias Frewer, a former colleague from Blume’s ctOS prototype days, who’s in desperate need of help. Putting his own escape at risk, T-Bone decides to help, but quickly realises the details of his old friend’s story aren’t adding up.

Watch_Dogs Bad Blood also grants players access to “Street Sweep” contracts, a dynamic new system of side missions that offers players endless hours of challenges. All Street Sweep contracts are playable in co-op mode (friend or public sessions), a first for Watch_Dogs, allowing two players to work together to combat Chicago’s criminal groups. The popular online ‘Hacking’ and ‘Tailing’ modes as well as the ctOS Companion App are also fully playable as T-Bone in Watch_Dogs Bad Blood.

In addition, Watch_Dogs Bad Blood features exclusive weapons, perks and outfits, including the remote-controlled car “Eugene,” T-Bone’s latest creation that can be upgraded with both offensive and defensive perks.

Players looking for early access to the upcoming Watch_Dogs Bad Blood DLC, as well as the “Access Granted Pack” and “Conspiracy!” Digital Trip can still purchase the Season Pass. For more information on the Watch_Dogs Season Pass, please visit: watchdogs.com/badblood


Trailer: http://www.youtube.com/watch?feature=pl ... Uq81DCV44E
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Unread postby Some guy » 20 Oct 2014 16:38

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