Showing posts with label Watch_Dogs. Show all posts
Showing posts with label Watch_Dogs. Show all posts

Sunday, March 20, 2016

#104: Far Cry Primal: Back to Basics


I have long bemoaned the “standard Ubisoft open-world game” that we've seen in most of the Assassin's Creed games, Watch_Dogs, and even The Crew. Far Cry is no exception to this pervasiveness, with Far Cry 3 and Far Cry 4 acting as prime examples. Too often, the vast number of petty tasks and collectibles fight for attention against whatever story these games are desperately trying to tell. On top of that, the sheer length and frequency of these beasts, left me with genre exhaustion. That's when I heard about Far Cry: Primal.
To me, the idea of Far Cry (which has traditionally been about first-person, mildly-stealthy shooters) quite literally going back to the Stone Age was very intriguing. I thought that it would make for a great Blood Dragon-esque $15 stand-alone. Then I learned that it was going to be a $60 game, and suddenly got very nervous. The idea of another full-fledged Ubisoft open-world game so soon was just not appealing to me. Since I remain part of the problem, I went ahead and -- despite my misgivings -- bought it anyway. As I played, my fears of another tired, drab, paint-by-numbers Far Cry experience were allayed. While there's no doubt that Far Cry: Primal is a tried and true Far Cry game, it demonstrates that there is merit to Ubisoft's signature open-world that has been overlooked until now.

The story of Far Cry: Primal almost hearkens back to the days where the plot to a video game was merely an excuse to go through the levels. The player character is a warrior from a tribe from 10,000 BCE. His clan is at war with the other two tribes in the region, a Northern cannibal clan that utilizes poison, and a group in the South that specializes in the use of fire. As the leader, the player character needs to strengthen his tribe and himself so that he can take out the leaders of the other two clans and claim the land of Oros, and its resources, for his people. In terms of the main story, that's it. Once the beginning tutorial sections are complete, the world opens up. At that point, by completing only a few mandatory missions, the player could, if they choose, almost immediately take out the other leaders and complete the main story. That said, doing so is extremely difficult, and most players won't be able to beat them with the equipment and skills they start out with. They must first grow stronger, and get to the point where they can comfortably defeat these chieftains. By participating in the open-world, players can acquire the experience, resources, and friends necessary to completing their ultimate objective.

Naturally, as a Far Cry game, the moment the world opens up, the map and UI reveal a ton of optional quests and objectives. By completing them, players earn experience and skill points. By spending skill points, they acquire new perks and skills and grow that much more capable. Though aside from the first few skill trees, most are locked from the start.
Among the many quests and events in the world are fellow tribesman who have been separated from the main group. Each of these tribesman specialize in a specific area, like hunting and craftsmanship. Once the player finds them and solves whatever problem they have, these specialists will relocate to the player's village. At that point, they will train the player in their talents, unlocking their skill tree in the upgrade menu.
More than skills, they also teach the player how to craft tools and weapons. Of course, knowing how to build them is one thing, but having the materials to do so is another. Building these items requires the player to scavenge and hunt for items like wood, stone, clay, and animal hides.

Those who have play previous Far Cry games are probably not surprised by this. Ubisoft has been using variants on these same mechanics for several years now. What separates Far Cry: Primal from the rest of their catalog is not the mechanics themselves. Rather, it is how they interact with each other and come together.
In other Ubisoft games, every element of the game is fighting for an ounce of attention. The story, the side quests, and the collectibles are all wholly distinct entities. None of them come together and they all demand that the player takes time away from the other elements to devote to them. As much as I praised it, Assassin's Creed: Unity had that problem in spades. There were so many objectives on the map that it was often hard to spot the architecture underneath the symbols.
This isn't the case in Far Cry: Primal. Rather than compete with the other elements, the story frames them. By presenting these two bosses as the ultimate end-game opponents, Primal immediately encourages players to acquire the skills to defeat them. Since these skills and are locked behind the specialists and reconstruction of the village, the first instinct will be to gather resources and recruit these experts. It is by allowing the story to exist largely in the background for most of the game, as this looming challenge to undertake, that the open world and the tasks within it are actually given their chance to shine.
More importantly, every element comes back together with the others at some point. By recruiting each expert, players unlock skills to purchase and items to craft. Unlocking new skill trees gives an incentive to travel the world and earn experience, and crafting gives a similar incentive to gather materials. The items and skills acquired then enable the player to tackle tougher challenger, until they are finally able to take down both rival tribes and end the game. Instead of fighting for the player's attention, each element of the game reinforces the desire and need for the player to engage with the other elements. This sense of design cohesion makes Far Cry: Primal a much stronger game than the previous two entries in the franchise.

The importance of all these elements coming together only occurred to me about 10 hours into my playthrough. At this point, I had finally worked up the courage to journey North and defeat the cannibal leader. That’s when I realized that this boss fight was the first genuine piece of main story content I had encountered since the beginning of the game.
If this was some other Ubisoft game, like Watch_Dogs, I would have been livid. Even though the side content exists for players to experience it, spending that much time without making forward progress would feel like a waste to me. That’s why in most of these open world games, I usually skip most of the side content, choosing to mainline the campaign. If I do optional objectives, it’s almost always in service of making my trek through the very next story beat easier, usually by revealing part of the map.
But I wasn’t angry. In fact, I looked back on those 8 or so hours of wandering Oros fondly. Everything I did felt like it had some purpose in preparing me for this, one of my 2 ultimate foes. And not only did I enjoy my time doing all of these tasks, but I was more engaged with them then I ever was in previous Ubisoft games. Before, I was actively avoiding the Shangri La hallucinations and stoner missions in Far Cry 4, or those accursed Eagle Feathers in Assassin’s Creed 2. Here, I was looking, actually looking, for animals to hunt, people to recruit, and things to do. This might not sounds like a big deal, but it’s more than I’ve gotten out most of the needless, pointless crap that litters so much square mileage of Far Cry: Primal’s ancestors.


I don't expect, or even necessarily desire, for Ubisoft to do what they did in Far Cry: Primal very often. Having an overarching story that frames the gameplay more than it stands out on its own works well in the context of primitive man fighting over resources in the Stone Age, but not so much other eras with more complicated themes and people. Having said that, Far Cry: Primal feels much more like a coherent whole than many other Ubisoft games. My final playtime was roughly 19.5 hours according to my save file, but that time was more fruitful and interesting than many of the 40-50 hours experiences I have had in the likes of Assassin's Creed, Watch_Dogs, and other Far Crys. Ironically, this caveman game is the most developed Ubisoft open world I've seen in a long time.

Wednesday, September 9, 2015

Interactive Friction: Watch_Dogs: Episode 23: Season *Finally*!


And so it ends. This is the final mission of the game, and it's one of the dumbest things I've seen. In a different context, this ending could be fine. If we were slowly building to an antagonist that had all of your Ct_OS hacks, and was fighting you with them on equal footing, this could be a good finale. However, aside from Defalt, we don't really discuss that as a possibility.

I suppose that the game needed to tie-up the loose ends of Damien, Ded-Sec, and T-Bone, but to come to this after having such a good scene with Lucky Quinn earlier is just heartbreaking. It's even more crushing since these groups and characters were never really important in the context of our revenge story. The real meat of the story rests between Aiden Pearce, Clara, and Lucky Quinn. This mission just highlights how unimportant the rest of the cast was.

I'm really glad that despite all of the criticisms, all of the filler and the bat-shit bonkers ending, we were still able to end this series on a relatively high note. At some point, even I got sick of listening to myself complain about this game. One thing Ubisoft seems to be pretty good at is responding to criticisms and correcting course in future entries of a given franchise. I'd love to see what they did if they were given a clean slate to start over with the central Ct_OS premise. It's a great hook, with tons of excellent gameplay opportunities. Watch_Dogs might not have done it justice, but I still see potential here.

Even though Watch_Dogs has expended both Sam's stamina and my own, this is not the end of Interactive Friction. Far from it. We'll be taking a hiatus for a still as-of-yet undetermined period of time, but we will be back. The two of us have even already decided on our next season. There is even the possibility of having a few one-off episodes here and there until we get our mojo back.

So, until next time, cheers!

Monday, September 7, 2015

Interactive Friction: Watch_Dogs: Episode 22: The Uncanny Valley Of Evil



The scene between Aiden Pearce and Lucky Quinn is by far the best scene in the game, aside from those between Aiden and Jordy. There's a fair degree of subtext and subtlety in their back-and-forth that it's surprising that the same people who created this scene also made the parts with Bedbug, Iraq, the prostitutes, and every other section of the story.

This is also the one of the few kills where Aiden Pearce may not necessarily be in the wrong. Even if you discount the revenge motivation here (and we have), it's clear that Chicago would be an objectively better, less awful city should Lucky Quinn and his Chicago South Club fall.
At the same time, one could make an argument that killing anymore is morally wrong, no matter how evil that person may be. It may not make Aiden Pearce out to be the paragon of justice, at least an argument could be made that it's morally acceptable to kill Quinn.

We have a couple of problems with it in the episode, but that's less a problem with the scene and more an issue with the context that it was provided in. If the writing is this game was a little tighter, and there was less filler, this would've been a fantastic payoff.

This also happens to be the part where the game finally makes the decision to say something. Even if it's a simple "Information is power" message, that's more than the rest of the game has been willing to give. Exploring how much someone can do if they know all of your dark little secrets, if they can expose you at the blink of a button: That's some very interesting stuff. On top of that, it ties back into the central premise nicely.

If the game ended at that point, I would've considered it a pretty strong finish to a pretty weak game. Unfortunately, we're not done yet. Rather than use this point to wrap things up, we still need to deal with Damien. Even worse, we deal in this dumbest way possible.

And that makes me sad.

Sunday, September 6, 2015

#97: Game Invaders: Dark Souls vs. Watch_Dogs


As many of you know, I have been working on a Let's Play series with my friend, Sam Callahan. Together, we have been trudging through Watch_Dogs. One of the more heavily advertised features in Watch_Dogs was the ability for players to invade the game of another in order to sabotage them. Fans of the Dark Souls games might recognize this feature, since it also uses player invasion as a game mechanic. Having played both Watch_Dogs and Dark Souls, I realized that I was extremely annoyed by the invasions in Watch_Dogs. On the other hand, that same general idea worked for me in Dark Souls, adding to the game. This is when I began to ponder why this might be the case.

One of the fundamental reasons why player invasions irritated me in Watch_Dogs was that they were almost divorced from the rest of the game. As a player wanders about the city of Chicago, outside of a mission or side-activity, another player may choose to enter their game at any time. Until the outsider is either dealt with or succeeds in their mission to hack the host player, the host is unable to continue the main story or do any side-quests. Even if the host dies while being invaded, the event continues uninterrupted and the invader is able to continue with their objective. In other words, to someone who is looking to complete the game's story and/or side missions, an invasion is just a needless distraction, rather than a core part of the game. They have to put their game on hold in order to deal with this new problem. Sam and I encountered this ourselves a few times in our Let's Play. Though we eventually remember that we could turn off player invasions, that further speaks to how separate they are from everything else. With invasions turned off, the game is improved because players can get to the rest of the content without wasting time killing an invader.
This is in stark contrast to Dark Souls, where the invasions are more nicely integrated into the whole experience. Normally, players won't be in danger of invasions. However, in order to invite other people to join their game and help them take down many of the game's bosses, they also have to spend a Humanity point and open themselves up to invasions in exchange. Invasions aren't so much a dedicated feature as much as they are a necessary drawback in order to balance out the act of asking for help. Even if the player is offline, there are NPCs in the world that can take the place of both co-op companions and invaders. In other words, this feature is so core to the game's fundamental design that From Software saw fit to include an NPC equivalent for those who, for whatever reason, cannot or will not play online. Opening oneself up to the aid of others will in turn open up the possibility that others will attack.
The difference between allowing oneself to be invaded in Dark Souls and the incidental invasion in Watch_Dogs is a very important one. Whenever I was invaded in Watch_Dogs, it was almost always at an inopportune time. Often, I would be about to accept a story mission, when the game informed me that someone had stepped into my play session, locking me out of the mission. It was an irritation that I had no interest in and gained nothing from. While an invasion in Dark Souls can be inconvenient, players must make a deliberate choice to spend Humanity and make them possible. This opting-in subtly prepares the player for the potential threat, which means they aren't surprised if and when it happens. In Watch_Dogs, player invasions are always surprising because they can happen at anytime. As a result, they will always mess up the player's plan and cause undue irritation.

Not only are the invasions in Watch_Dogs separate from the other gameplay elements, but they are also removed from the normal character progression. As players complete missions in Watch_Dogs, they acquire skill points which can be spent on skills in the various categories, like Hacking, Driving, and Combat. There is also another category called "Notoriety". Unlike the other skill trees, players can't use skill points to advance it. Instead, they accumulate "Notoriety" through strong performances in the various online multiplayer activities, including the invasions. Out of the 6 available skills in this tree, only two could be considered useful to players who don't play with others. The other 4 skills only affect elements of the online component, by raising the rewards or making it easier to detect an invading player. To put it plainly, almost nothing the player unlocks in the online mode affects them in the main story.
Dark Souls works differently. In order to gain Humanity points, players can enter another's game and help them defeat an area boss. Even if they fail in the attempt, they can still keep the Souls that they earned while in working with the host. Alternatively, the enter invade another player's game, gaining Humanity and souls by killing the host. Since they do not lose Souls in the attempt, they are incentivized to take advantage of this ability to gain Humanity. In turn, this Humanity can be spend to allow other players to join their game and hopefully gain an advantage in fighting many of the game's bosses. Both the aid of other players and the Souls obtained in these multiplayer events have a direct, positive influence on one's progression in the game.
Again, observe the difference between these two games. To the player who is only looking to complete the main story of the game, the invasions in Watch_Dogs are a waste of time. If they perform well, the rewards they provide won't help them in their ultimate goal, designed only to be used in online challenges. Dark Souls goes in a different direction. Even if a player only wants to beat the game, there is still a strong incentive to partake in the online invasions, or at least make oneself open to them. The aid of cooperative partners can greatly increase one's odds of successfully defeating a boss. Furthermore, there is a chance to earn more Souls and Humanity, which are used to further tip the odds in their favor. As someone who rarely participates in a game's online component, I still found myself making use of it in my journey through Lordran.


When Watch_Dogs was in development, Ubisoft said that while players could disable the option for others to invade their game, they considered leaving them on to be the "best" way to play. Unfortunately, the facts aren't in their favor. Without a way to prepare for them, or a strong reason to keep them enabled in the first place, it makes more sense for players to not even bother. As Dark Souls demonstrates, it didn't have to be this way. As rudimentary as they are, if Ubisoft had been a little smarter about the implementation, they could have been a seamlessly integrated and enjoyable aspect of the final product.

Friday, September 4, 2015

Interactive Friction: Watch_Dogs: Episode 21: Family Ties



This is the point where all of the many criticisms we've be directed at Watch_Dogs that to coalesce. Like the game, we start to tie up all of our loose-ends as we head towards the final stretch.

It's amazing that even after forcing his family to evacuate the city, because his revenge has made them into massive targets, Ubisoft still doesn't acknowledge how awful Aiden Pearce is as a person. That's really all I needed. All Ubisoft had to do was show that they were aware of the monster they had created.

I have to applaud Nikki in this scene. As Sam said, she's a saint for not blowing up at what happened in her life. She did nothing that would justify the need to be evacuated from an otherwise normal city. If Aiden Pearce has just stopped, like Nikki pleaded for him to do, she could just sit back in her house and deal with normal-people problems.

That tragedy is caused by our hero, ladies and gentleman. Enjoy.

Wednesday, September 2, 2015

Interactive Friction: Watch_Dogs: Episode 20: Where in the World in Joseph DeMarco?



It's interesting to compare the mission in the club here versus what they showed off at the original E3 reveal.

I can see what they were going for in the E3 reveal trailer, even watching it back now. There's this very clear sense of progression from the club infiltration, to baiting a staffer into calling the boss, to sending a message by killing the owner, making sure to save civilians along the way.

It's obvious that at some point the script was rewritten and Joseph DeMarco was no longer an important character. There's nothing wrong with that. However, this mission makes it seem like Defalt only exists so that we can make use of this club in the final game. His first mention is in Act 3, where he is mentioned in passing. He presents himself as an obstacle at the end of Act 3, but we then defeat him very early into Act 4. Defalt exits the story about as quickly as he entered it.

I get the feeling that this game suffered the Uncharted 3 problem. They had developed all of the missions and level layouts first, and then wrote the story around those missions. It's the only way I can explain all of the filler we see in the middle of the game. It's why I almost forgot about the revenge story halfway through when I first played Watch_Dogs.

I dislike filler, and I dislike how it really hurt this game.

Monday, August 31, 2015

Interactive Friction: Watch_Dogs: Episode 19: That's So Watch_Dogs



I really can't stress enough how absolutely silly it is for Damien to out Aiden Pearce as The Vigilante at the beginning of the episode. There are two big reasons for this:

1.) Aiden Pearce's identity as The Vigilante is public knowledge.
As we've seen repeatedly over the course of this Let's Play, countless news reports have referred to Aiden Pearce by name when speaking of The Vigilante. I would guess that one draft of the script had it where nobody except for his closest allies knew who we was. However, this is no longer the case. Even discounting the incidental, background radio and news reports as not part of the story, T-Bone knows who Aiden Pearce because of the news reports, which is why he didn't trust Pearce at first. When Damien tells the world who The Vigilante is, the world should shrug with indifference, because they already had a face and a name.

2.) Damien has no reason to oust Aiden Pearce.
As Aiden Pearce correctly deduced, Damien's deal with Blume means that he's reliant of Pearce to give him the data. Otherwise, he's royally screwed out of the CTOS hacks, and could possibly get a hit taken out on him. If Aiden got arrested because of what Damien did, Damien would be in arguably a worse position than Aiden Pearce. Aiden Pearce will eventually break out of jail, and Damien will have several people coming after him from all sides.
Even if Damien doesn't like Aiden Pearce (and to be fair, who would?), he'd still need him out and about in order to stay afloat.

Next time, I get to complain about Defalt.

Saturday, August 29, 2015

Interactive Friction: Watch_Dogs: Episode 18: Inaccuracies



We've gotten to the point where neither Sam nor I care about this game anymore. As a result, we paid less and less attention to the story. You can probably spot some of the times when that happened, like our surprise at the electronic door, despite T-Bone literally just saying that he was hacking in for that express reason. I'll own up to the fact that parts of this episode were phoned in, but I'd argue that it's the game's fault for wearing us down so heavily.

I want to point out that we really didn't need to storm Iraq's compound. It wasn't important to our objective. When we made our first hack, Carla and Aiden were already able to figure out that it was blackmail data (despite not being able to read it because it's encrypted). From there, it would have simple to deduce that the hacker, likely Iraq, was after blackmail information. Then, we could have skipped most of the game and gotten that much closer to the true culprit behind the accidental death of Aiden Pearce's niece.

Next week, this game shows that it is not done with the filler content. You've only gotten a short glimpse of the irritation that is "Defalt". There's not much left of the game at this point, which Sam and I are both pretty happy about.

Wednesday, August 26, 2015

Interactive Friction: Watch_Dogs: Episode 17: Choo-Choo Fuck



Apparently I was wrong again. Forensic Technologist is an actual title.

This episode just makes me wonder what the hell Damien's deal is. They never explain what his motivation is for wanting the CTOS hacks. It seems like he's only doing it because he's one of the designated villains of the story. In that sense, he's almost like a cartoon character.

Despite his leg injury, and his inability to be reasonable in any circumstance, he's appears to be pretty successful given steady employment with a great salary. By all accounts he's doing alright. That's not to say that I don't understand why he's going after the second hacker: He wants revenge over his broken leg. That's basically what Aiden Pearce is doing, so it's par for the course.

But they didn't really establish why he desires the CTOS access. He's a good hacker, from what we see in the story. If he wanted to, he could probably get in without any deals whatsoever. You'd think that a hacker like Damien would appreciate that kind of challenge. Instead, we see him pointlessly selling us out for no real reason.

I just don't get it.

I hate this game.

Tuesday, August 25, 2015

Interactive Friction: Watch_Dogs: Episode 16: The Titular Words Are Hard



First off, I actually made a mistake in this episode. "Titular" is a word meaning "in the title". For example, Garrett the Master Thief is the titular "Thief" of that franchise. However, "eponymous" is the other way around. It is used to describe a thing named after an individual. For example, "Tony Hawk's Pro Skater" is Tony Hawk's eponymous game franchise.

What that cleared up, this episode is another one where neither Sam nor I have much to say about Watch_Dogs. This is where we basically give up and do a podcast in the middle of our Let's Play series.

Lastly, since one of my favorite pass-times is pointing out how far down the rabbit hole this filler crap goes:
  • Aiden Pearce's main objective is to find the person who ordered the hit that resulted in the death of his niece. He has already deduced that it has something to do with his last big heist: The Merlaut job.
  • To that end, he traced the IP address of the other person who hacked into the hotel's systems that day. It led him to Iraq's compound.
  • Aiden Pearce hacks server in Iraq's compound and partially downloads the data that was stolen, because that will apparently help us track the person who ordered the hit?
  • Clara gets the data, but can't hack it because it's encrypted. Instead of relying on her friends at Anonymous HQ, she figures that the only person who can break the encryption is Raymond Kenney, who created it.
  • Aiden Pearce goes out to the middle of nowhere to find Kenney, and gets beat up in a bar. :)
  • Kenney, now T-Bone, will only break the encryption if we do him a solid and hack into Blume's systems.
  • We have to acquire the materials and the access codes to break into Blume, to help Kenney, so that he will decrypt the data, so that we can read the data, and HOPEFULLY get one step closer to the man who ordered the hit on Aiden Pearce that accidentally killed his niece.
We are so far down the rabbit hole that we can't even the opening we fell through. These missions are so far separated from our main objective that Aiden Pearce might as well be on a tropical vacation for all the good this is doing him.

I hate pointless wastes of time, and I hate this game.

Sunday, August 23, 2015

Interactive Friction: Watch_Dogs: Episode 15: Hope Is A Sad Thing



Now that I'm watching Sam play through this game again, I'm only now realizing just how much pointless fluff is in this story.

At this point in the story, we have acquired a part of the data located in Iraq's compound. Unfortunately, it's encrypted with a special encryption that can only be broken by the person who developed it: A former Blume employee named Raymond Kenney. (Blume is the company that made CTOS. Since this rarely comes up, you can be forgiven for not knowing that.)

Ignoring the fact that this data really isn't that important to our overall objective of figuring out who killed our dead nice, and further ignoring the fact that Clara should be able to get her hacker friends in on breaking the encryption, Aiden Pearce decides he needs to recruit Raymond Kenney to the cause in order to crack it.

At least the prostitution filler had the absolute mercy of being short. This is a entire act, consisting of 6 missions, dedicated to recruiting this guy to crack a code that doesn't need to be cracked, when should already have the resources required to do it ourselves.

I hate this game.

But on a more positive note, since we mention each of these guys early in the episode, it's worth linking to them here for your viewing pleasure.
John Green's Moral Story Through Grand Theft Auto 5
GoldVision's Grand Theft Auto Pacifist Series

Wednesday, August 19, 2015

The Texture Pop: Watch_Dogs: Episode 14: Puzzle Quest



I like the scene at the start of this episode, where Jacks watches Aiden Pearce slaughter several groups of armed men. It pretty subtle compared to many of the other scenes in game, yet that's what gives it power. Jacks doesn't need to say anything, just the simple act of pulling away from his Uncle Aiden is enough to convey everything that needs to be said. The psychologist's threat was just icing on the cake.

And then we get to Bedbug. I strongly suspect that the conversation between Bedbug and Aiden Pearce is meant to humanize Pearce a little bit. However, I personally found that it added more to Bedbug's character than Aiden Pearce's. He's not a bad person. He's just caught in a very bad situation. It's very telling that even after Aiden Pearce led Bedbug into a death trap, he still gave Pearce the information that he needed.

Unfortunately, neither of these people are the protagonist. Aiden Pearce is, much to my dismay.

I hate this game.

Monday, August 17, 2015

Interactive Friction: Watch_Dogs: Episode 13: Detour



Here it is, ladies and gentlemen. I present to you the most uncomfortable part of the game.

I still don't honestly know why this needed to be a part of the game. There's nothing wrong with video games trying to make some sort of point about sex trafficking. However, Watch_Dogs doesn't really say anything about it beyond "sex trafficking is wrong." Of course sex trafficking is wrong. What else do you have to say?

This scene didn't have the power for me that it clearly had on Sam. I thought it was a cheap way to make Lucky Quinn out to be unambiguously evil (and Iraq, by association).

There's also the fact that it's just so segregated from the rest of the plot. Remember, this story is about finding out who killed Aiden Pearce's niece and taking revenge. We know that it is likely the Merlaut job that gave this person motivation to assign the hit. Damien "gave" us the IP of the second hacker present during the Merlaut job, so we traced it to Iraq's compound.

And now, he need to corner Iraq at this slave auction, because of reasons that still never got explained. Since this part is to tertiary to the experience, we don't have time to delve into it. In terms of Aiden Pearce's story, it's not important. It's filler.

To me, the fact that someone so heavy and relevant is just relegated to filler content is unacceptable. If you want to include this kind of stuff, make it important. Make it a more core part of the narrative. If there's nothing to say about it, then why is it being brought up in the first place?

Evidently, whatever they had to say wasn't important to them, because it's relegated to a mere side-quest once this mission is over.

Sex trafficking: The Side Quest

I hate this game.

Friday, August 14, 2015

Interactive Friction: Watch_Dogs: Episode 12: Something Deeply Wrong



In this episode, we delve head-long into the sex trafficking side-plot. As I've said in previous posts, I find this to be one of the most disturbing arcs in the game.

I'm not necessarily against having a video game comment on heavy topics like sex trafficking. My issue with this subplot is that Watch_Dogs wants to use this topic, but doesn't want to provide any commentary for it. Yes, of course it's disgusting that women are bought, transported, and sold against their will for a profit. Nobody in their right mind would argue otherwise. However, the apolitical nature of the story leaves makes this segment milquetoast.

We'll get into more detail about this in the next episode, but I have the same problem with Watch_Dogs that I do about many of the sex-trafficking episodes of crime-serials like CSI. It's only purpose is to be used as a shorthand for "Yes, this obviously evil bad-guy is evil." In fact, Watch_Dogs is even worse than those shows. Most of those episodes take the time to follow the personal story of one of the victims so that we can somewhat understand how a young woman could find themselves in that situation. It's rarely ever a great attempt, but it's something. As you'll soon see, Watch_Dogs doesn't really put in a token effort. Given that the game is about this world where everyone and everything is monitored and connected, that's such a wasted opportunity.

I hate this game.

Tuesday, August 11, 2015

Interactive Friction: Watch_Dogs: Episode 11: Copyright Ruins Everything Around Me

This episode was supposed to go up yesterday. However, when I went to view it and start writing the post for it, we found that there was a copyright claim on our Unlisted video. The reason for this is that a segment of the game uses "C.R.E.A.M" by the Wu Tang Clan. Considering the theme of that song, there is some deep irony.

Having said that:



There is a large section of this video where both Sam and myself are legitimately unsure of what the point of this plot is. Now that I've had the luxury of watching the episodes, let me summarize what happened.

  • Aiden Pearce needs to get into the Viceroy compound in order to identify the second hacker during the Merlaut job.
  • Aiden Pearce identifies Bedbug as a weak-link in the gang's chain-of-command, and decides to use him as his way in.
  • Aiden Pearce follows Bedbug in order to find some sort of blackmail evidence, and records him making deals behind Iraq's back.
  • Meanwhile, Iraq is getting sick of Bedbug costing him business due to his ineptitude. Because he is a basket-case, he opts to have his cousin killed instead of just kicking him out of the gang.
  • Aiden Pearce deduces that Iraq will have Bedbug killed, because he is apparently psychic. This magical foresight extends to the conclusion that if Bedbug can survive the assassination attempt, Iraq will welcome him back with open arms to save face.
  • Armed with these deductions, Aiden Pearce kills off the Viceroys assigned to the hit job: All of them. This will help him move Bedbug into a position where he can aid Aiden Pearce.
  • Back in a position of power, Bedbug walks the park peacefully until Aiden Pearce shatters his world in an instant, promising to being him low if he doesn't do exactly as Aiden Pearce says.
  • Extracting information from Bedbug, we learn that Iraq will be at a "private" auction run by Lucky Quinn. We need to infiltrate the auction in order to get close to Iraq, for reason that nobody adequately explains.
This is one of those plot-driven doors Shamus Young talks about frequently. We have deviated so far from the original goal of finding out who the second hacker is that it seems like it would be easier to do an old-fashioned stealth mission in the compound. This is such a roundabout way to solve an otherwise simple problem.

In other words, this is the worst part of the game, and it's all filler.

I hate this game.

And I hate YouTube's copyright bullshit.
















Friday, August 7, 2015

Interactive Friction: Watch_Dogs: Episode 10: Ultimate Cyber-Vigilante



And now we've gotten to it. Goddamn Iraq and Bedbug. This is easily one of the worst parts of the game. Not the worst, (Dear god. It gets much worse from here.), but it demonstrates how the writers took all of these elements and melded them together without really understanding the subtext and implications behind that particular combination.

Again, I know that people like Iraq do exist out there. There are gang members who go join the army for the sole purpose of learning their tactics and bringing them back home. However, that still raises the question of why the writers made the choice to use these tropes. Perhaps they simply wanted to justify having military-grade enemies to fight, but we already have no-face fixers for that. If they were trying to make some commentary about gangs and/or poor sections of the city, then that was gutted out at some point in a misguided attempt to be apolitical.

Bedbug is another problem, but for a completely different reason. He is a criminal, sure. But I get the distinct impression that he's only that way because Iraq is that way. As uncomfortable as it sounds, he seems to be like Lenny from Of Mice and Men. And that's on top of the fact that he's clearly in the lower-income level. In different circumstances, he could've been a good kid. Knowing that these same circumstances make Bedbug very easy to manipulate, Aiden Pearce decides that he needs to get blackmail him in order to get access to the Viceroy compound.

Aiden Pearce has not been someone I'd like to root for since the very start of the game, but this is a real low. Remember, Ubisoft wants us to root for this guy. Despite spending all of this time beating up criminals (an enterprise funded by theft), and having no redeeming qualities whatsoever, we're supposed to treat him as a hero.

I hate this game.

Monday, August 3, 2015

Interactive Friction: Watch_Dogs: Episode 9: Towers of Annoyed



First off, I am very aware of how awful the audio quality was for this session. Sam's equipment started acting up, and there's not much we could've done to fix it.

You're not supposed to think about the logistics of having an army of underprivileged, troubled youths in full military gear. However, I think that's a good question to bring up. Not just because it's implausible, but because it also raises to subsequent question of why did Ubisoft do this. We already have a group of mercenaries called fixers, so we didn't need another excuse to have armed and armored enemies. On top of that, it's downright painful to see these tropes and stereotypes invoked without any real attention being called to them.

Strap in and buckle up, ladies and gentleman, because this is only going to get worse. Just wait until we actually start talking about Iraq. I'm genuinely impressed at how awful this upcoming section of the game is.

I hate this game.

Saturday, July 18, 2015

Interactive Friction: Watch_Dogs: Episode 8: "Like a Cookie?"

This is the last of the footage we have for now. Hopefully, we'll be able to do some more recordings soon, but both Sam and myself have been busy as of late.



Aiden Pearce does it again. The day just isn't finished unless he's beaten the shit out of somebody.

I just cannot understand what he was trying to do at the poker game. He knows that the guy we are looking for is highly paranoid and prone to reckless and brash actions when provoked. Therefore, he feels that the rational thing to do is not try to butter him in a poker game, but instead to openly and thoughtlessly antagonize him by bringing up the very reason he's paranoid!

It's like Aiden Pearce did what he did precisely so that he would have the chance to take out his police baton and knock some old-looking man senseless.

Aiden Pearce, beating up the elderly. (Or at least people who look elderly.)

Keep in mind, this guy is supposed to be our hero.

I hate this game.

Wednesday, July 15, 2015

Interactive Friction: Watch_Dogs: Episode 7: CALM AND WELL ADJUSTED!

"Hopefully we won't have anymore audio problems that prevent us from posting for a week."
"Now we'll have to play the game all over again."

Oh, past Sam. You have no idea.



The fight at the motel is one of those silly tropes that constantly rears its head in all sorts of generic action movies and video games. Of course, since Watch_Dogs IS a generic action movie, it is compelled to indulge.

There are so many things wrong with this scene that it's not even funny.Why does Aiden Pearce have a bomb ready to blow up his apartment? Where did this bomb come from, and is he even remotely concerned about the potential harm that could come to his next door neighbors? What about his landlord and the costs that they will have to pay to fix that building? In the event of armed intrusion, is this seriously the best plan that we have?

And as for the guys who broke in to kill Aiden: Why didn't they just wait outside the door, because he only had one way out? If they had all been in the hallway, and just waited for Aiden Pearce to leave, he'd be screwed. Even that stupid bomb of his wouldn't be able to help him. Hell, you don't even need to have them right in front of the door. Just have them train their sights on it, and fire when it opens. They have more than enough men to surround the building and stop him in his tracks.

In order for this scene to work, everyone aside from Clara has to be stupid. None of this makes sense, and it should have ended with Aiden Pearce's bullet-riddled corpse on the balcony.

Monday, July 13, 2015

Interactive Friction: Watch_Dogs: Episode 6: Once Taken, Twice Recorded

Firstly, I must apologize for how long this episode has been in the making for. There were compounding issues with this episode.

As we explained in the video, our original footage for this episode was incomplete. My audio got recorded, yet Sam's didn't. That is what caused the re-recording.

Then, as Sam went to start editing, his motherboard in his computer needed replacement. This set us back an additional week, on top of his real life obligations.

So, there you have it. We hope that this doesn't happen too often, but it would be naive to expect nothing but perfection from our setup. With that said, today's episode:



I honestly cannot see what the point of this jailbreak mission is. There is not a single thing this game does, either narrative or mechanically, with the premise of a jailbreak in a CT_OS controlled city.

On the narrative front, the only reason we are doing this jail mission is because someone in prison saw us as we unleashed a terrorist attack upon a stadium full of unsuspecting citizens. Therefore, we must threaten him into silence. We're not doing this for a friend or to accomplish some other vital objective inside the jail. This mission exists purely to add a jailbreak level in the game. In terms of the story, we could eliminate the set-up, the mission itself, and the end without breaking any other plot element. It is filler in the most obvious sense.

But that could be forgiven if the game did anything interesting mechanically with this mission. However, that's not the case either. Our biggest, most important tool in this game are the hacks made possible with Aiden's cell phone. It is the basis for much of the gameplay, and gives us our omnipotence in the world. Yet instead of exploring how Aiden Pearce can manage without this tool, we get it back before we get control again and happen to end up in the only jail in the entire state that has CT_OS installed on it, which is other element needed for hacking.

This could also be an interesting non-combat mission, focusing primarily on stealth and staying undetected. That could also work, yet we are given a gun extremely quickly, and blast our way out with brute force. In other words, Ubisoft went out of their way to make this section virtually indistinguishable of most of the other missions in the games.

The only positive I can give it is that it delays the complete bullshit that is Damien Brenks, if only for about 10 minutes. I really can't stress enough how pointless his addition to the plot is. In the entire game, Damien may be the only person who deserves to get killed the moment Aiden Pearce comes into contact with him.

He adds nothing to this story. We have a hacker (Clara) who already gives us an easy way out to explain how Aiden Pearce can learn whatever fact we need him to for whatever story beat we have cooked up. Furthermore, we have no need to motivate Aiden into seeking revenge, because his entire character is about his inability to stop seeking revenge.

And remember, at the end of the day, this entire plot happened because someone's niece died, and his former partner-in-crime (literally) had his leg broken.

I hate this game.