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[MUSIC PLAYING]
It starts with reality.
With Watch Dogs, it always starts with reality.
It doesn't mean we cannot be imaginative or all that,
but in reality, hacking and people who break systems are
pretty creative naturally.
So we want to inspire ourselves from them.
[MUSIC PLAYING]
This is a big moment for us in production.
Basically all the parts of the game
are colliding together for the first time.
And for the past months, we've been
able to play the game from beginning to end.
So now, we see how things are coming together,
and you could almost say the game has a life of its own
at this point.
When you finish a game after almost five years,
you need to sleep on it a little bit.
Then afterwards, what's exciting is
when you start really understanding what you tried
to do with the first game.
What went well, what went less good,
and also what the players have said.
So Watch Dogs was, first of all, a new IP,
which is a big deal.
It means that you start from almost nothing.
I think the new idea in Watch Dogs
one was to talk about an hyper-connected society,
something that was becoming very important
in our day-to-day lives.
Chicago was one of the most surveilled cities in North
America, so we talked a lot about cameras and surveillance
and being watched.
When you played "Watch Dogs," you probably played
something you'd never played before,
because the city was sort of alive.
People were not just people walking around the street,
but you could hack into their lives
and you could exploit them, you could see their secrets.
You could manipulate the city, the bridges and the steam
pipes and the traffic lights.
[TIRES SQUEALING]
What we basically created with Watch Dogs one
was a playground where everything was connected.
So, finally shipping the game.
Well, a lot of people were happy and excited.
We also got a lot of feedback, and we
listened to that feedback.
I personally spent months reading forums and reading
all the player feedbacks I could see on the web.
We wanted to know what people felt
and what they wanted to get from the game,
and what we could improve in the future.
At that point, we knew we were going to make a Watch Dogs 2.
[MUSIC PLAYING]
We felt like we really did a big milestone
with the original Watch Dogs, but with Watch Dogs 2
we could really deliver on the fantasy of being a hacker.
This time around, we're in San Francisco.
For us, San Francisco striked a chord
because it meant the very birth of the attitude of a hacker.
[MUSIC PLAYING]
-- San Francisco caused 350--
-- smart houses are calibrated to anticipate
your every need.
You're listening to "Rock the Grid."
[MUSIC PLAYING]
For the setting of Watch Dogs 2,
we wanted to have a different vibe.
So our San Francisco keeps all the important parts
of the Bay Area.
And there's a different feel, different vibe,
a different look to all the areas of our world.
We wanted to kind of represent all these different areas
and the different collections of people
that live in these areas, and what
their lifestyles and their personalities are like.
So we're building a game where basically it's
almost a simulation.
You're in that world, and if you stop moving
and you look around, you feel the world is alive, right.
This is the promise of what an open world game is.
We broke the feeling that the world
is centered on you, the player.
So characters shouldn't only react to you,
they should react to each other.
You know, maybe people start fights.
Maybe someone calls the cops on someone else than you.
Maybe a dog barks after someone else,
and chases them down the street.
You need to feel as if this city is alive
even if you do nothing.
And then if you start doing things,
if you start playing in the world,
the city should react to what you're doing.
It should feel normal.
It should surprise you, also, how it reacts.
We were really interested in the city itself.
It almost feels like the Wild West of technology,
and how can you set something in the Wild West of technology.
It's a world that has a lot of potential for gameplay.
I mean, if you're a hacker and you go in Silicon Valley
and you have the head office of some of the biggest tech
companies in the world, what will you do?
Can you hack into those places?
What will you find?
So it's a very intriguing setting
for a hacker who's exploring the world.
So as we're crafting this world, we're
putting in it all of the factions that should be in it.
So for example, we have various criminal groups
trying to fight over the underground of the city.
We also have corporations trying to make money, and potentially
even manipulate people in society.
And we also have other groups of hackers
trying to tap into the technology that
has been set up in the city.
Once again, ctOS, the smart city system
that was in the first Watch Dogs,
is installed in San Francisco.
And various people are trying to tap
into it to exercise control or power, or to try to make money.
In creating a hero for Watch Dogs 2,
we wanted somebody new, somebody that
could embody the spirit of California
and the spirit of San Francisco.
But we needed somebody who was going
to be really worthy of all the cool stuff
that we wanted to do in the game.
So our hero in Watch Dogs 2 is Marcus Holloway.
He's a young actor, very brilliant in what
he does because of the injustices that he's seen,
both being from Oakland and also having been profiled
the wrong way and being accused of a crime he actually
didn't commit.
That sort of made him go against the system.
[MUSIC PLAYING]
In terms of visual, we always tried
to create iconic attributes to the character
so that he can be memorable and people wants to play him,
but still feels credible inside our world.
He's a perfect blend between somebody
that's tech savvy, that represent
a little bit the internet culture,
but also has that athletic and rebellious feeling to him.
So we had to decide from the beginning
what things were comparable between Aiden and Marcus,
and what things would be different.
We focused on parkour.
We wanted Marcus to be a lot better at parkour than Aiden.
And we're not talking about just like climbing on things,
but being able to flow and chain moves together.
So he's a pretty good fighter, but he's got
some interesting quirks, too.
He's a more expressive guy.
[GRUNTING]
We've really tried hard to figure out
what kind of melee weapon Marcus would have.
And we tried a whole bunch of things.
And some things were pretty cool,
and some things just didn't work at all.
We did a lot of research, and we basically
did what Marcus would have done.
We went onto the internet and we started watching videos
and we started reading websites, and tried
to figure out what kind of stuff we could make.
Pretty much all the stuff that you probably
shouldn't search at work.
In the end, what we stumbled across
was this idea of taking a billiard ball
and attaching it to a paracord lanyard.
And we took this, and we handed this to the stunt team.
And the first thing that we saw was it was fast.
It was so fast that we couldn't believe
how fast they were spinning this around their body.
And then as soon as I saw this video, I'm like, this is crazy.
We got it.
[GRUNTING]
Citizens of the world, may we have your attention.
When we say we want to make a game about hacking, really
a hacker, it's a culture.
But you can have various motivations.
The motivation we're excited about
was what we call hacktivism, people
who want to impact society and have ideals to defend.
So just in the background and in the fantasy of it,
you're not a hacker in Watch Dogs 2,
you're a DedSec hacker.
You're a member of a community.
And you're doing grand stuff, and big exposure
of important informations to society
because you're not alone and you're
working with other people.
The first thing you have to do when you're
talking about hackers is you kind of
have to respect where they came from originally.
Their messages sound very serious,
but there's also a lulzy element to it,
the way they have fun with what they're saying.
We took that and we said OK, so what
if this is sort of the spirit of DedSec and of our heroes?
What if their spirit is still rooted in the trolling,
it's a joke, we're going to have fun with it,
but they still have something important to say?
The DedSec visual was really important for me,
because it represent everything that's cool about Watch Dogs.
It's stylized, it's edgy, and it's raw
and it's underground, tapping into the origin,
tapping into the internet culture, with all the memes
and also all the visual language of the internet.
So there are various characters, various people
inside of DedSec.
Some are a bit more violent, some have more ideals,
some are maybe more intellectual,
but they all have in common that they want to fight
to preserve a sense of freedom.
They don't want people to abuse tech
to take control over people.
But you know, I'm not saying they are knights, you know.
They are rebellious.
They do their own things their own way.
And they want to have fun.
That's also one thing, is a sense of freedom
and also a sense of fun through that group.
We are DedSec.
Join us.
[MUSIC PLAYING]
The new idea for hacking in Watch Dogs 2
is to let the player create his own solutions.
We're adding a lot more depth to hacking.
So you have a lot more control, a lot more flexibility
in how you hack the world.
So one big category of hacking in Watch Dogs 2
is the entire branch of pushing remote controls to its limit.
One of the big things on Watch Dogs is hacking vehicles.
[TIRES SQUEALING]
I think this is a real game-changer, because vehicles
are everywhere in the world.
And if you can hack into the drive system of a car,
you can pretty much drive it wherever you want.
[SHOUTING]
So making sure, if you see a forklift in the world,
it shouldn't be a forklift and just like move the box up,
down.
You should, just like a camera, press a button,
become that thing.
One of the core things that we're doing
is we're opening up the game with Watch Dogs 2.
You can hack every character.
You can hack every car in the game.
And you can hack most of the electronics within the city.
So that's a lot of potential targets for hacking,
and that's not even counting your own tools.
Well in Watch Dogs 2, we brought in a lot more toys
and things to play with, because we wanted
to embrace the maker culture.
DedSec have these really interesting, intricate guns.
They're built on a 3D printer, basically
the cutting-edge technology of 3D printing, which is actually
building it with metal.
It's also got this really cool taser.
So if you want to play the game completely non-lethal
and not actually kill anybody, you can totally do that.
We're playing with a lot more crafted items and a lot more
of little devices that you can use.
One of the things that people kind of like
that we've done -- they really like what we've done --
is we've created toys for Marcus.
He has an RC jumper.
It's got little wheels, and it's even
got this little robotic arm that he can sort of deploy.
And he can interact with things, he
can unplug things and replug them, and take out screws.
It's a neat little toy.
And then the other gadget he's got is this quadcopter.
And it's more about scouting and being the eye in the sky.
First-person view on it is incredible, because you just
zipping through the city.
It feels like you're flying.
Well, you are flying.
Another branch which is kind of connected to it
is the concept of manipulating people.
In Watch Dogs one, you could only
hack the people that were marked as potential target.
Now, you can target the person you want,
and you can hack them in multiple ways.
For example, I could hack one person and distract them,
have their phone ringing so they look at their phone
to create a distraction.
Later on in the game, you'll also
be able to do things we call mass hacking, which is, well,
why only hack one if you can hack them all.
[VIBRATING]
There's one thing that I really believe
about Watch Dogs players is that there is no Watch Dogs
player.
There are many types of Watch Dogs players.
You should be deciding how you want to play the game.
So that means you can play a mission full gun blazing
if that's the way you like to play.
Full stealth.
Or, through hacking only, project yourself on computers,
take control of electronics, influence people,
and try to get to your goal that way.
We try to really support all players types
across all different styles of play,
and also allow players to combine and mash these styles
and play together, too.
If you've been playing a certain way for a while,
we want the game to kind of challenge
you to try different things, but also
not force you into playing the game a certain way.
We worked to improve the driving,
make it more accessible, while keeping
all the different styles of vehicles
and adding a lot of physics and feel to all the vehicles.
So we keep the depth, but have more accessibility.
The team was super happy with the result we've had,
and I hope gamers will be just as excited.
[OVERLAPPING NOISES]
We are very excited by the potential of what
we call seamless online.
We start doing that in Watch Dogs
one, so we're expanding on that.
We cross path with friends in the city.
So you're playing in single-player
and you're crossing path with another player who's
also playing in single-player, both of you
are members of DedSec, so you're friends.
And you can just walk up to each other,
say hello, hit the button, and form a co-op team.
And what we're going to be showing
in the next couple of months is example
of how those things work together
to create magical gameplay moments.
[TIRES SQUEALING]
[MUSIC PLAYING]
The city of San Francisco and the whole Bay Area is exciting.
It's vast.
You're going to find a ton of things
to do that are unique to you.
Basically build your own moments.
You know, create a situation that you start laughing at
and you say, wow, this happened, and you
want to share it with friends.
You don't want it just to be like a roller coaster or theme
park ride, where I go through all the same beats as everybody
else.
You decide what you want to be spending your time doing.
That can be multiplayer.
That can be focusing on stories.
That can be just exploring the world.
Whichever activity you do, we're going
to make sure you get rewarded to get you closer to the end game.
That's kind of the promise we're making to gamers.
[MUSIC PLAYING]
You always know when something starts to click,
it starts to work.
Everything change.
You stop seeing individual components, animations
or texture maps or vehicles.
You just start to see the experience as a whole.
It changes on the floor.
People get excited about it.
This is it.
It exists.
We are always making the game with the player in mind.
They have always been the driving force.
When you come with a sequel that really earns its
two, you know, that really
does a lot of new things, that has a lot of surprises,
it's a great feeling.
In the end, there's nothing more accurate than this,
looking at something, trying to understand it solely
for [BLEEP] up with the system.
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