Edge: "There are systems governing traffic flow, morality, the way witnesses react, the way police pursue, how NPCs treat suspicious events, and how those same characters react to car crashes or a drawn gun. There are systems governing the salary, career and clothing of every civilian in Watch Dogs’ Chicago, and ones governing the way those people behave when protagonist Aiden Pearce interrupts their daily routines."
Cord Smith, the former director of marketing for Compulsion Games' well-known title We Happy Few, has gone through quite a change since leaving the studio. This is represented by his new indie platformer Always In Mind, which takes players into a bizarre dream world full of fantasies inside the head of a little boy named Teddy. Sector got the chance to ask the industry veteran a few questions about his inspirations for the game.
The outerhaven writes: The No Rest For The Wicked PC requirements have been released ahead of the game hitting early access. Is your PC up to the task of playing the game?
The Outerhaven writes: Learn how to restore health in Dragon's Dogma 2 with our detailed guide on effective healing strategies for you and your pawns.
Watch_Dogs actually reminds me a whole lot of the very first footage that came out for Splinter Cell Conviction, where Sam Fisher looked like a hobo and was on the run.
After the negative feedback 'Hobo Sam' got, Ubisoft kinda went back to the drawing board with that one, but perhaps some ideas and certainly a bit of that look transferred over to Watch_Dogs.
Funny cause I hated Far Cry 2 XD. Worse 30 dollars ever.
As long as it doesn't play like FarCry 2, I'm happy.
I just hate repetitive zone clearing like in Far Cry 3 and Infamous 2nd Son. At least Black Flag had different things and naval battle. But the same repetitive actions over and over to clear a zone is horrible.
Loved FarCry 2! If you in SA you would understand.