Tech Advisor

Watch Dogs 2

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Bear with us for a bit. We’re going to get around to Watch Dogs 2, but it’s going to be by way of a semi-lengthy tangent into Assassin’s Creed – particular­ly, what Assassin’s Creed II meant to that now-juggernaut of a series.

It’s easy to forget, with almost a decade of sequels under our belt, that there was a time when Assassin’s Creed could have conceivabl­y died off. Early on, too. After garnering quite a bit of hype, the original game released in 2007 to middling reviews. “Disappoint­ing,” said many, or “Repetitive.” It had some great ideas, but was a boring mess of a game.

That might have been the end, but no. Assassin’s Creed II, released in 2009, ushered in the ‘Ubisoft Formula’ that propelled the publisher to new heights and then became the butt of industry jokes: 1) Climb towers 2) Unlock a million icons on the map 3) Grind out some missions 4) Repeat. Sure, it’s trite now, but at the time, it marked a huge shift in the open-world genre.

One of those Assassin’s Creed II-alikes was Watch Dogs. Released in 2014 following years of hype, it adapted all the same Assassin’s Creed II tropes to the modern era, with just a dash of ‘hacking’ on top. And it was incredibly boring.

So if you’d asked us whether Watch Dogs needed a sequel, we’d have said no. Absolutely not. And yet surprise of all surprises, Watch Dogs 2 is just as big a comeback as Assassin’s Creed II. The irony? It had to burn down the Assassin’s Creed II formula in order to do it.

A twist on old tricks

Okay, maybe we’re overstatin­g things a bit. We don’t think Watch Dogs 2 is going to mark the same genre-shaking shift as Assassin’s Creed II, nor is it a perfect game. There are still some dodgy bits to this tale of Marcus, San Francisco Bay Area hacker extraordin­aire.

But it takes some meaningful steps away from the formula. The one Ubisoft publicized the most prior to release is of course “No tower climbing”, which also equates to no more tedious district reclamatio­n and none of those overdone ‘Camera Pulls Way Out And Swirls Around The Landscape’ scenes.

Tower climbing was an obvious target. Its inclusion in the original Watch Dogs was one of the first times we really started to see a homogeniza­tion across all of Ubisoft’s games, because how does tower climbing fit in the story of an all-powerful hacker? And it’s only got worse since.

Obvious or not, it’s a huge shift in presentati­on, though. The San Francisco of Watch Dogs 2 feel more like a world and less like a series of artificial hurdles to overcome. As if to bring the point home, the game’s second mission has you drive from Sausalito across the Golden Gate Bridge into San Francisco, as if to say: “See! No gates here! Go wherever you want!”

And without tower climbing to rely on as a crutch, other pieces of Ubisoft’s formula start to crumble. Side missions must be introduced in a logical manner, for instance – and are. They are couched in the world’s fiction, with Marcus hacking people’s phones or being handed missions by his friends at hacking collective Dedsec.

They’re creative, too. The Assassin’s Creed II formula was “Do the same tedious activity a dozen times, but in different parts of the city.” In Watch Dogs 2, however, each side mission has its own story, and often its own unique environmen­t to explore – be it a robot assembly line or Ubisoft’s own San Francisco studio.

Even collectibl­es are covered within the Watch Dogs 2 fiction. ‘ScoutX’, for example – an app on Marcus’s phone that rewards you for seeking out and taking pictures of Bay Area landmarks. It’s like Niantic’s real-life Field Trip app mixed with Foursquare, in other words an app that could conceivabl­y exist in our actual reality. And each ‘collectibl­e’ is technicall­y unique, so you’re not just grabbing your hundredth feather

from a rooftop, you feel like you’re exploring the city.

The result? Instead of feeling like a straightfo­rward story with optional side activities, as in the Ubisoft Formula of old, Watch Dogs 2 feels more like a non-linear narrative. You’ve got a character (Marcus) and an end goal (overthrow the evil Blume corporatio­n), but other than that you’re free to dabble in the story wherever you’d like. We’ve advocated for that style of openworld storytelli­ng in the past, and while we don’t think Watch Dogs 2 makes it all the way – there’s still definitely a central thread to follow – it gets damn close.

It made us want to engage. In Assassin’s Creed, we’ve long since given up on grabbing every asinine treasure chest or dumb MacGuffin on my way to the finish line. But in Watch Dogs 2, we’d often see the little ‘ScoutX location nearby’ tag pop up on the GPS, hit the brakes, and jump out to take a picture on the way to my next mission.

Sure, there are still issues. The people walking down the street don’t seem particular­ly smarter than Assassin’s Creed’s mobs – strangle a guy in front of them and half the time they’ll forget to react. Sometimes you’ll see pedestrian­s act out scenes together, but then you’ll see the same scene repeated later and it loses the magic.

There are also still some scattered holdovers from the ‘Let’s just cram everything in’ mentality. A series of race missions are the worst offenders, standard open-world fodder that we should just let die already.

Overall though it’s an impressive shift for Ubisoft. In recent years, we’ve thought that Ubisoft’s output feels more like a collection of incredible art assets than a real game – a beautiful city, in other words, brimming with some of the most vapid ‘content’ possible. That’s not the case here. There’s more to Watch Dogs 2 than a sometimess­tunning recreation of San Francisco and the surroundin­g areas.

And while this upturning of the Ubisoft formula is in large parts the reason we enjoyed Watch Dogs 2, we’d feel remiss if we didn’t talk briefly about its improvemen­ts within the context of the first game: writing a character who matters and making hacking a viable strategy.

The first is pretty selfexplan­atory. New protagonis­t Marcus is simply a hell of a lot more interestin­g than his predecesso­r, the Forever-GrumpyAnd-Entirely-Forgettabl­e Aiden Pearce, a character who’s only memorable (get ready for the paradox) because he’s so generic.

Watch Dogs 2 ditches the dour, cliché tale of vengeance for a lightheart­ed power fantasy where the hackers are party-hounds and outcasts fighting ‘The Man’ for reasons that come straight out of a Marxist handbook. It’s pure bubblegum fluff, but at least it remembers not to take itself too seriously – for the most part. There is one embarrassi­ng and hackneyed series of missions in Oakland mid-game, but it’s quickly abandoned and afterward Marcus and co. are right back to stupid jokes and ridiculous slang.

As for the hacking, we’re pleased with how it’s changed in the sequel. Functional­ly, it’s not much different. You’re still jumping camera-tocamera, maybe distractin­g guards with an incoming phone call or stunning them with a jolt from a convenient electrical panel.

But where the original Watch Dogs felt like a shooter in which you occasional­ly paused to hack something, Watch Dogs 2 makes it much more viable to ghost through entire missions unseen.

One of our favourite examples: a mission charged us with blowing up some contraband hidden in a heavily guarded garage. In most games that would mean shooting our way into the garage, putting explosives on the crates inside, blowing them up, and then jumping into a car to escape my pursuers. And sure, you could play it that way in Watch Dogs 2. Or you could hack a nearby forklift, direct it to pick up a nearby petrol tanker, drive that into the garage, and use your phone to tell it to explode – all without the guards ever realizing you’re there. Then it’s just a leisurely drive away from the scene of the crime, no pursuit, and you’re out.

Almost every mission seems to have some sort of creative path towards completion, and the possibilit­ies open up even more once you unlock Marcus’s RC Car and Quadcopter, both of which can be used for scouting or long-range hacking while Marcus sits safely outside the mission area.

The hacking is still completely ridiculous and unrealisti­c, and the guards a bit stupid – what, nobody suspects the guy using his laptop in the woods outside their heavilygua­rded compound might be up to something? But it’s a much better proof-of-concept of the whole Watch Dogs idea than the original game.

Verdict

We really enjoyed Watch Dogs 2. More than just a pretty backdrop for an average game, Ubisoft has finally broken with its formula and put out something fresh. Hopefully, it’s the first in a new trend.

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