
Gamer's Gazette Single Issue XXXII

Watch_Dogs 2 (2016)
Hacker. It's a switch on your fears, fear of the other. They tried to isolate you. It's called divide and conquer, and they tricked you into thinking it's what you asked for. To keep you controlled and ignorant. They used ctOS to track you, to predict your behavior, to keep you in your place. They lied to you and we promised to expose them and show you the truth. We invited you to join us and you did. You said with one voice: 'we will not be lied to. We will not be afraid. We will not be silent.'
-Marcus Holloway
-Marcus Holloway







The story, unfortunately, is where the game mostly loses me. While the missions are fun, the story overall is a big let down. The game is less serious than before, and while it is more fun at times I find the omission of the seriousness present in the predecessor game to be a large problem. In addition, Marcus is a weak protagonist in terms of motivation, in my opinion, as is his DedSec cell in San Francisco. In the previous game, I could totally dig the “lone wolf” style protagonist in Aiden, who was out for revenge and used the city systems for just that. In this game, I feel like the whole message of DedSec and Marcus is lost amongst missions that are just there to cause chaos or embarrass Blume. In addition, the DedSec cell presented in this game feels like just a bunch of whiny and entitled teenagers or young adults who just want to have some fun and make some noise. This is completely different from the DedSec that was presented in the first game. In that game, they felt like a potentially terrifying, mysterious force that was deep underground and ready to strike against the heart of the Blume corporation. One can certainly argue that since it is a different group of hackers they are bound to have different personalities, which is fair. But I feel like the DedSec cell concentrated in the Bay Area of all places should be far more engaging and intimidating than what we got. Not even the addition of T-Bone from the first game saves the story, in my opinion. It is a shame that this part of the game is such a significant step backwards, but hopefully the eventual sequel will rectify that.


Another problem that I feel ties into the larger issues of the game has to be the loss of the reputation mechanic. In the previous game Aiden was limited in the degree of destruction he could wreck by his reputation. If Aiden killed too many civilians or police, even accidentally, his reputation would fall and lead to civilians being more likely to call the police on him. The only way to rebuild your reputation was by doing good deeds. In this game, though, Marcus is free to kill cops and civilians without fear of reprisal or issues regarding his public perception. While for many players who want to simply create havoc, this is a good thing. But in terms of the game, it makes no sense. DedSec (and Marcus) are supposed to be the good guys, and while they have their own issues with the “system”, I feel that being able to freely target those that have nothing to do with it runs contrary to their goals. Their should be a form of punishment for that. The mechanic also made it in the past so that the player and Aiden had to be creative with escape opportunities...now you can simply blow up everyone and run. It’s not nearly as fun in my opinion, and again, feels like a contradiction to the goals of the protagonists of the game.


Note: If you would like to read my review of the first game, click here.
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