Watch_Dogs Director Talks Upgrades Since E3 2012, Resolutions and Gameplay; No Demo Before Release
Watch_Dogs Creative Drector Jonathan Morin has been a true gold mine of information about the game lately, and last night he was on a roll adding more pieces to the large and complex puzzle of the game on Twitter.
First of all, on the technical aspects, Morin was asked if the shaders on PC are really the same that were showcased at E3 2012. He responded positively, but he also mentioned improvements:
Yes, but physics is far better now. Also many global FX are better (day/night cycle & volumetric fog for example).
He also specified that, while the latest trailer showcased the PS4 version, the real thing will look a bit better:
Better a bit because of video vs the real thing. Also we still tweak and debug.
Talking about the ever-discussed resolution, Morin explained that “nothing” is final yet, so earlier reports about the final resolutions on different platforms were probably incorrect or premature. He also mentioned some of the advantages that will come with higher resolution:
Same data and same game. As for resolution I said we are still tweaking them on each so nothing final.
More resolution means more pixel. So GFX like blume or reflection are more precise. Anyway more to come on PC… (Note: with “blume” he probably means “bloom;” Morin is a French native speaker)
We also learned some of the things we’ll miss by playing the game on PS3 (which probably extend to both old-gen consoles).
You will mostly miss graphics and AI density in the city. But it looks and feel great by CG standards.
Moving on to gameplay, we get to know a few different elements:
- An animation has been added for Aiden to open doors actually using his hands, while before he just ran into them.
- You can buy different set of clothes but not mix and match different parts.
- The “Easy” difficulty setting is indeed quite easy, but there’s a “Realist” one that is quite brutal but still fair for hardcore gamers. Moving from cover to cover while you’re in sight is “almost suicidal.”
- The bandana covering Aiden’s face is automatic when you pull out your gun.
- Recharging time for Aiden’s cellphone battery will depend on progression (perks). It recharges over time.
- Jumping out of a car at high speed will be represented with a “dynamic blend” of rag-doll physics and scripted animations.
Morin also elaborated some about the variety of situations included in the game:
Its very hard to estimate how many emergent scenarios the game has to offer. Its heavily driven by the player. To give you an idea it combines: NPC look, background, which narrative animation, which dialogue, what the player does. Is there gunshot, are there citizens, will they call the cops, will the target call friends, if cops = what is your heat lv. Then are you fighting back the cops or just flee or just hide? And so on… The goal is to make it feel like your experience.
And the same goes in missions against tougher AI, but there there’s even more possible tools to alter AI states… In the case of a convoy, you pick where/how you approach/trap a target. But theres also all the things that can go wrong…
Finally, we learned that if you want to try the game before buying it, you’re out of luck or at least you’ll have to wait, as there isn’t a demo planned “before release.” Nothing was mentioned about the possibility after the game’s launch.
Since it was mentioned, below you can see the gameplay demo showcased at E3 2012.