Ok, I'm interested again. Fuckkkkkkk
Spider tank app? Day one.
http://blog.ubi.com/watch-dogs-next-...tion-dynamism/
most relevant bitouchThe game also looks great on both generations of consoles. On new-gen systems the game will run at 900p on PS4 and 792p on Xbox One, at 30 frames-per-second on both consoles. While some new-gen games now offer native 1080p, Morin says it’s much more important to deliver an amazing next-gen experience than it is to push a few more pixels onto a screen. “Resolution is a number, just like framerate is a number. All those numbers are valid aspects of making games,” he says. “But you make choices about the experience you want to deliver. In our case, dynamism is everything. Exploration and expression are everything. You want to have a steady framerate, but you want to have dynamism at the core of the experience. The same goes with resolution. People tend to look at corridor shooters, for example, where there’s a corridor and all the effects are on and it’s unbelievable, and they forget that if you apply those same global effects to an open city with people around and potential car crashes and guys in multiplayer showing up without warning, the same effect is applied to a lot of dynamic elements that are happening in every frame. So it becomes magnified in cost.”
i mean personally it's whatever, I tend to be too busy playing to care in most cases since I've always been a console gamer, so it doesn't bother me, but I'm sure it's disappointing to a lot of people
I hope to god the same shit doesn't happen with The Division
http://blog.ubi.com/watch-dogs-gone-gold/
A next-gen experience that reinvents the way gamers will interact with an interconnected open-world city, Watch Dogs arms players with the most powerful of modern weapons: a cell phone that grants unprecedented access to Chicago’s Central Operating System (ctOS). Aiden Pearce wields this weapon – along with his brawn, his guns and his high-tech gadgets – as a vigilante driven to seek out justice (or vengeance) against those who harmed his family.
First revealed at E3 2012, Watch Dogs has been in the works since 2009. Now that the game’s gone gold after an epic five-and-a-half-year development cycle, what’s that mean for the team? “It’s exciting to be gold,” says Creative Director Jonathan Morin. “But it’ll be more exciting when people are playing. For the fans it means that it’s true. It means there will be no such thing as another delay. But for us, it’s not done until they actually have it in their hands.”
Morin’s fan-centric response might be true for any game, but with Watch Dogs it’s especially important for the team to hand their creation to players and allow them to take control of this fully interactive city. That’s because Watch Dogs is all about player choice. “We tried to make a game that’s very scalable in the sense that it supports your play style,” says Lead Gameplay Designer Danny Belanger. “It supports what you want to do most of the time. And it also supports your motivation. Do you want to play a story? Do you want to drive? Do you want to shoot? Do you want to hack? Do you want to play with others? Do you want to play on a tablet? It allows players to do what they feel like, which I find really cool. There’s lots of things to explore, there’s lots of things to try. I think the greatest thing about Watch Dogs is doing what you think is fun.”
Morin agrees, comparing Watch Dogs to a musical instrument. “I invite players to play it the way they want,” he says. “To explore the different ways of playing. To not necessarily follow the instincts they know from other games. To find your own fun in it. That’s how Watch Dogs is meant to be played.”
Of course, the team still would like players to spend a lot of time with the game’s central innovation. “I hope they enjoy hacking,” Belanger laughs. After all, one of the game’s biggest development challenges was layering the hacking mechanic over all the other core gameplay elements – driving, shooting, stealth, combat – while making sure it’s both fun and useful at all times. From what we’ve played so far, the team has definitely succeeded.
As for Morin, he’s looking forward to seeing his game in a whole new light. “I’m going to have fun hearing what the players have to say and how they might surprise us,” he smiles. “I invite you to embrace the whole player creativity and impress us with it!”
Say what you want about Ubisoft, THEY. KNOW. MARKETING.
Great great job in that scenario, god damn they went all out lol.
Pretty cool commercial. May grab it if I can get it cheap on ebay from the gpu game givaways.
That's an awesome marketing camapaign, lol
"Watch Dogs direct feed PS4 footage at 1080p"
Awesome marketing...this game is going to make me headbutt some of the students I deal with though, and want to headbutt a lot of people on reddit's hacking forum.
"HOW I HACK TRAFFIC LIGHTS GUIZ?!"
oh what, I thought that was like an official video
first few minutes of the game on 360 (spoilers for the opening of the game obviously)
Spoiler: show
good news if you have the time to just plow through the game in a month
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There is a chance the game could run with 4GB RAM despite being below the min reqhttp://www.dualshockers.com/2014/05/...he-pc-version/Watch_Dogs creative director Jonathan Morin has provided a couple new tidbits about the game on new generation consoles and PC on Twitter:
First of all we learn that the next generation console version of the game will have the same graphical fidelity of the PC version at high settings (of course this doesn’t involve frame rate and resolution, but just the quality of the visuals themselves).
There was also a rumor saying that the PC version of the game would not run at all without 6 gigabytes of RAM, but according to Morin this might nott be the case, as he said that 4 gigabytes “might” be enough (despite being lower than minimum specs) if nothing else is running, but data swap to the hard drive might cause lag.
https://twitter.com/Design_Cave
bunch of gameplay videos, spoiler tagging to be safe
Spoiler: show