Playing as Anyone in Watch Dogs Legion
Video Statistics and Information
Channel: Errant Signal
Views: 63,644
Rating: undefined out of 5
Keywords:
Id: kdEL4pf9tlg
Channel Id: undefined
Length: 33min 11sec (1991 seconds)
Published: Mon Dec 07 2020
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Speaking as a brit, the draw of hiring anyone is killed by the fact that they all have such awful voice acting.
I find myself choosing characters based on the least offensive voice work rather than actual skills. It's so obvious when they've asked a posh person to talk like a builder, or a young woman to talk like a swearing geriatric
I hope they'll keep improving that aspect in next game, like adding character traits and habits. And giving more interactions between teammates like in WD2.
Most reviews pointing it out that no matter who you play, protagonist has same personality.
Great take on this game. Almost makes me feel like the tone and protagonist shift from WD to WD2 wasn't actually Ubisoft learning from what didn't work in the first game, but was more a top-level view that sequels in the IP should alwayscenter around someone new to show DeadSec's influence around the world over time.
In that regard, the Play as Anyone system makes a lot of sense in theory as a logical end-point for that strategy, but the execution leaves a lot to be desired.
So I tried this game, got like 9 people recruited for different things, before the 2and story mission. And it runs out operatives from missions make the entire recruiting process literally pointless when they are just so much better
So, I was actually a huge believer in the systems marketed in WD:L. In my mind, I envisioned a much broader array of skills, perks, and personality quirks that I would use to create a vibrant and colorful motley crew of well-intentioned misfits who would all become the unlikely heroes of a dystopian London. And to be totally honest, I felt like I was definitely able to do this though I agree with the complain in the video that it all felt a tad too generic. While not quite as assorted an colorful as I would have hoped, there's certainly a massive difference between doing a mission as a hitman as opposed to hacker. To be sure, I like the game a lot more than Errant Signal appears to, but I also think his criticism is well-deserved. That said, whereas his primary complaint seems to focus on the absence of creating a more personality-driven narrative, I think my main criticism was more the lost potential of world-building that could be done with this mechanic.
I had hoped that depending on who you recruited, you could help shape the world of WD:L and manipulate systems that could be used to gain leverage from a gameplay perspective or potentially open up different mission types. For example, recruiting a doctor might give me access to a database of patients who were in dire need of medicine that was overly priced making unavailable for most people. This would mean that I could either steal the medicine myself and perhaps send it to a free clinic. Or, if I wanted to go a more complex, but permanent route, I could possibly either recruit or blackmail a charge master at the hospital to force them to lower the prices, but this would require more steps to solve. Instead, recruiting a doctor means that I can simply enter a hospital without being harassed by security for a slightly longer than a non-doctor.
Here's another scenario that might have added an additional layer of complexity to mission planning: Imagine that I have an upcoming mission that takes place in a construction site. If I were to recruit or coerce 5 construction workers or a union rep, I could convince them to go on strike which would force the workers out of the building, which I could use to my advantage for the mission. Instead, recruiting a construction worker simply gives me access to a drone and allows me to wander around without being harassed by the security offices as much. One of my favorite aspects of Middle-Earth: Shadow of War, was that with enough time and planning you effectively recruit every single Orc captain to your cause, so that when you finally did storm the castle, all of the captains would be betrayers and it was a simply jaunt over to the orc leader. It felt like I had masterminded the entire thing, and while it took a SUPER long time to do, you felt really rewarded when it all came together.
I never expected the individual characters to have as much personality as they did in Watch_Dogs 2, but I would have gladly settled for more world manipulation. This is where the bulk of my criticism of the game comes from.
Hmmm this video kinda killed my hype for that game. Crossing it off my list.
Did anyone have fun with it or should I expect another Ubisoft open world grind?