But in Watch Dogs 2, I’d often see the little “ScoutX location nearby!” tag pop up on the GPS, slam on the brakes, and jump out to take a picture on the way to my next mission. In Assassin’s Creed, I’ve long since given up on grabbing every asinine treasure chest or dumb MacGuffin on my way to the finish line. I’ve advocated for that style of open-world storytelling in the past, and while I don’t think Watch Dogs 2 makes it all the way-there’s still definitely a central thread to follow-it gets pretty damn close. You’ve got a character (Marcus) and an end-goal (overthrow the evil Blume corporation) but other than that you’re free to dabble in the story wherever you’d like. The result? Instead of feeling like a straightforward story with optional side activities, as in the ol’ Ubisoft Formula, Watch Dogs 2 feels more like a non-linear narrative.
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