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MULTI Watch Dogs 2

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Ja warn bisschen tricky, aber ich hab nicht mehr als 5 Versuche gebraucht. Hat man einfach ein bisschen Glück gebraucht.
Och geschafft hab ich es glaub ich sogar beim ersten oder zweiten Versuch, aber eben nicht ohne 200 Polizisten mit meinem Granatwerfer bekannt zu machen. Das hat mich so geärgert. Ich hatte das Gefühl, keine Wahl zu haben, als zum Cop-Killer zu werden.
 
Jemand bei NeoGAF hat alle neuen Infos aus dem Ubisoft Forum gesammelt und in einem Thread gepackt:

Devs

  • WD2 is being developed mainly by the same team behind the first game, at Ubi's Montreal studio. The creative director is Jonathan Morin, same as the first game.
  • The game is being written by Lucien Soulban, the writer of Far Cry 3:Blood Dragon

Setting
  • The game takes place in the SF Bay Area
  • The game's map is 2 times larger than Chicago in WD1.
  • The game's map is comprised of six different areas including Oakland and Silicon Valley
  • There are more far more interiors than WD1, interiors for shops, restaurants, key areas, missions, etc. many mission interiors are still accessible even when not on the specific mission for that interior.

But what about the gameplay??

Hacking 2.0

  • One of the main complaints about the first watch dogs was that hacking was a contextual "press square/x to do thing" style system, and felt that it could be expanded, the team answered. Now, you can still simply press the hack button on an object to use a predefined action, such as making a car's engine cause it to suddenly run over a enemy, or, you can hold down the hack button, and are given a set of options, like manual control of that car. This idea extends to every hackable object in the game, leading to a much more systemic sandbox. There are more abilities that can affect larges groups of well, at e3 we saw Marcus jamming the earpieces of several enemies at once to stun them as he made his escape, or, hacking a large amount of phones at once as a distraction.

  • Players have much larger batteries this time around. Like the first game it's upgradeable. A new mechanic is the ability to siphon battery power from civilians.

What's changed this time around?

  • Weapons are now 3D printed and more customizable. There are also more gadgets available to the player such as a drone which can be customized to suit the player's needs and also a remote controlled car. The crafting system has been changed as well so that the player no longer has to collect miscellaneous materials for crafting. Instead, once you make an item it's yours to keep and has cooldowns on each usage.
  • Even more open mission design, the first game's claim to fame was that the majority of missions could be completed in anyway the player wished, stealthily, lethally, or even in a lot of instances without ever stepping foot in the area that was supposed to be infiltrated. There are many new gadgets, abilities, and weapons both lethal and non lethal that expand on this concept. Even cutscenes can be skipped if the player wishes, for example, at the end of the e3 demo the player used a zip line set up by Wrench to escape the apartment. If the player wishes, they could choose not to use the zipline or trigger that cutscene and escape another way and have the game's dialogue reflect that. The entire game can be completed non lethally as well.
  • Overhauled game progression. The game features a new progression system, instead of a linear goal, the game similar to Shadow of Mordor and Far Cry Primal features a non linear narrative. Completing any activity in the game nets the player new followers, new missions. The more you increase your follower count, the more items, missions, skills etc. are available to you. There's no linear way to complete them, and the player can even get the the end game while only playing key story moments and nothing else but side content like co-op missions if they choose to.


Navigation

  • The game features a new contextual parkour movement system, this system is more an extension of Aiden's movement system in the first game. It's more about expressing the type of character Marcus is instead of turning the game into a modern day AC title. Like the first game parkour moves can be chained with takedowns.
  • The game's driving system has been completely overhauled in response to player feedback. Ubisoft has made the driving more accessible and gave each vehicle it's own unique feel. The player can now shoot from vehicles as well along with buying skins for vehicles.
  • The player can fast travel to any shop or any hideout. Shops are more numerous than in the first game so the player has plenty of fast travel points.

What ISN'T coming back from WD1

  • Hotspots: there is an in-game tourism app along and ofc a neat camera app
  • The reputation system: the actions of the player still has consequences but the world will not hold a grudge against them, instead the world changes and reacts depending on how close the player is to the end goal.
  • AR missions, there will be side activities more appropriate for the setting such as drone racing
  • Companion app:there are currently no plans to include one with the game, the team wanted to focus on the main experience first and foremost
  • Focus mode:main reason for exclusion was that it was used as a tool by players to tell whether or not they were currently being invaded.
  • The old crafting system:No longer will the player be asked to find miscellaneous items like electric parts or chemicals, now when you craft an item it's yours to keep, similar to an RPG, these items have infinite usage but now have cooldowns.
  • Towers. When you look at our map you see the name of places: Coit Tower, Alcatraz, Pier 39, etc. You drive there, you look around, talk to people, use Network Hacking to have your "scripts" look for Informations of Interests, etc.

CO-OP/PVP

  • The cat and mouse invasion feature from WD1 is making a return. Neither co-op or PVP has loading screens. New PVP modes will be revealed down the line,
  • A big new feature in WD2 is co-op player, first off, no, not every mission can be played co-op as the team thought that some of the narrative missions didn't work well with it.
  • There are no longer lobbies, instead you can find other players exploring the world and invite them to your game OR invite your friends.
  • The max team size is 2
  • There are several emotes for players to use if there are no mics involved.

Customization


  • There are a variety of customization options, the game will ship with hundreds of customization items at launch.
  • For CO-OP, you can customize your appearance further. Including race and gender. You will always see yourself as Marcus, but other players will see the character you created as well as the clothing you're currently wearing. There are no gender specific restrictions for CO-OP character customization.

NPC and AI changes

  • They wanted the game to feel more believable than the first game in terms of AI reactions, no longer does the game world center around the player, who is merely a part of it. For instance, AI can now fight each other, or call the police on each other instead of JUST Marcus, or the police will subdue and arrest npcs if they do something illegal. It's much more systemic instead of the numerous scripted NPC interactions in the first game.
  • Unlike Aiden, Marcus is allowed to fist fight with civilians any time the player wants. NPcs can get angry and will pick fights with him depending on what he does, such as interrupting two npcs taking a picture.
  • The police now have boats in case the player decides to escape via water. They also will occasionally come in and investigate what they deem to be a "fuzzy" situation and act accordingly.
  • There are factions in the game, one of the new hacks a player has is the ability to call in either the police or gangs or both on anyone they choose to.

Music

  • Like the first game there will be a variety of radio stations, this time with much more modern music tracks.
  • Custom tracks are not supported
  • Music like the first game can be played on foot as well as in cars.

PC version and optimization

  • The devs wanted to make sure that a larger variety of configs were supported at launch compared to the original game.
  • The version of the game shown at e3 and played by journalists and players was the alpha. The mission shown at e3 was shortened but will appear in the final game.
  • Currently no word on resolution but the target framerate is 30fps.

Quelle: http://www.neogaf.com/forum/showthread.php?p=209479462#post209479462
 
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Die Idee mit den Hack-Optionen durch längeres Drücken ist top. Und auch aus dem Auto schießen, mehr Innenräume betretbar etc. So muss eine Fortsetzung klingen!
 
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Wenn man das Alles so liest, kommt einem WD1 wie der Prototyp und WD2 wie das fertige Projekt vor.
Man hat diesmal auch aus der zu frühen Ankündigung von WD1 gelernt und zeigt das Spiel somit erst "kurz" vor Release, so dass es bis zum Release, sogar noch technische Verbesserungen, statt Verschlechterungen gibt.


Ein wichtiger Punkt für die Atmosphäre ist auch, dass der Spieler nicht mehr das Zentrum der Welt ist, sondern nur ein Teil ebendieser ist und die NPCs nun auch untereinander reagieren. So lösen nun z.B. auch Verbrechen der NPCs Polizeieinsätze aus und es kommt zu vielen verrückten Situationen, ähnlich wie bei GTA.

IMO kann WD2 wegen den o.g. Verbesserungen, der diesmal richtigen Präsentation und der lockereren bzw. weniger ernsten Spielewelt ein großer Hit werden.
 
Das hört sich alles wie erwartet an, ein konsequent verbessertes WD. Das einzige was an dem Spiel noch schief gehen kann, ist der PC Port. Aber falls das assieren sollte, spiel ich es halt auf der PS4.

WD2 ist für mich das absolute Highlight dieses Jahr.
 
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