Watch Dogs 2 Remains Unconvincing Despite a Great Lead Character
If you’ve played the original Watch Dogs, you know that the big bad villain was able to leverage the city management software “ctOS” in order to take over every traffic light, emergency system, and screen across Chicago. It was some real apocalyptic, dystopian stuff.
Watch Dogs 2 opens with a gambit: people just sort of didn’t care about all of that “one person techno-terrorized a whole city like a Batman villain” stuff, and now there are lots of “smart” cities all across the United States. San Francisco is one of them, and Watch Dogs 2 avoids potentially having to deal with the plot legacy of the first game by nimbly hopping across the country and into the character of the young DedSec hacker Marcus Holloway. Armed with your smarts and skills, you can gear up for some hacking.
Let me be as clear as possible: Marcus Holloway is my favorite game protagonist in years, and it’s all because of Ruffin Prentiss’ voice acting. I increasingly believe that one of the core problems in open world games is tone. Players want to do varied things: serious missions, strange sidequests, and pure mayhem. Open world games are attracting players based on those expectations, and you have to create a narrative framework that can support it all. Grant Theft Auto V did it by having three characters and three different narrative “tones” that a player could embody, and it worked to some limited degree.
The Watch Dogs 2 team solves that problem with Ruffin’s performance as Holloway. He’s serious when we’re deep in the depths of Silicon Valley’s military-industrial complex mysteries, and he’s light when we need to hear someone debating the merits of Aliens versus Predators with his friends. It’s the direct opposite of the first game and how it fell apart based on the monotone blank slate of Aiden Pearce.
Watch Dogs 2 is a battle between DedSec, a cross between a classic computing club and Anonymous, and Blume, the company that created ctOS. There’s not much to say about the basic structure of this massive information war-as-game because it’s profoundly simple: DedSec wants to blow the lid off the entire operation, and you do a run of missions where Marcus and his zany crew of buddies interferes with Blume’s relationships with not-SpaceX, not-Google, not-Facebook, and others. The super cool and charming Holloway’s scrappy gang is paired against a bunch of soulless executives and a 30 Under 30 technology advocate with a man bun, full beard, and yoga-centered activewear (you can probably date the time when this character’s designs were locked in down to the second). It’s a simple narrative, but it provides you with a reason to go on specific missions within the vast open world of San Francisco.
These missions all have the same basic structure. You go to a location, scope it out, and hack whatever modem or computer or server is there. You “hack” in this game by looking at a hackable object and hitting the hack button. That might open a door, create a distraction, or blow up an electrical box. Playing the game is about managing how often you’re hacking and how you’re using the environment to your disposal, but it’s mostly just figuring out the best context for each of your tools. It’s not a super deep system, but it has just enough complexity to make it nonautomatic; I had to think about every hack I did rather than just doing them, and for me that’s a sign of a good mechanic.
You use those hacks to get to the goals I mentioned above, because between you and that modem are a million different security devices: motion sensors, locked doors, weird little robots, security guards with guns, and a myriad of others. These missions are functionally just puzzles in three dimensions, and they succeed and fail based on how much they feel like puzzles. For example, the grounds and grand cathedral of a fake Scientology-esque religion were structured just like a real cathedral and grounds might be. The long sightlines of enemies and scarce cover where I needed it looked and felt just like any number of real campuses, but it made for a trial and error experience that I just wanted to be over. It felt like it was trying to be a simulation, and it was weaker for it. Several other levels, like the not-Facebook headquarters, felt very fine-tuned and puzzle-like, with rooms, enemy placement, and environmental resources scattered in such a way that there was a “correct” way to sequence my actions and hacks. It required every bit of problem solving skill that I had.
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