1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Off-Topic

Watch Dogs

  • Squirrelly
  • June 5, 2012 at 3:44 AM
  • blackdog
    • June 8, 2014 at 12:30 PM
    • #181
    Quote from tomm

    What I find shocking is the budget that was over $68 millions, like wtf?

    Oh that was cheap by nowadays and Ubi standards

  • -HP-
    • June 8, 2014 at 9:35 PM
    • #182
    Quote from blackdog

    Oh that was cheap by nowadays and Ubi standards


    Indeed, didn't GTA4 cost around 100 mil to make?


    68 actually sounds like a very low number, Ubi threw everything it had at this game, literally hundreds of people worked on this (2700+ people work in Uni Montereal campus alone, and I'd bet a big part of it worked on this)

    Also, It seems they outsourced most of their interior environments to another studios.


    So yeah, 68 actually sounds pretty low, unless it's only the dev costs, but even then.

  • knj
    • June 16, 2014 at 12:37 PM
    • #183

    This is golden !

    http://www.neogaf.com/forum/showthread.php?t=838538

  • Jetsetlemming
    • June 16, 2014 at 2:54 PM
    • #184

    Maybe Ubi will bring that guy on team, like From did with the DSFix guy for DS2, lol

  • Zyn
    • June 16, 2014 at 4:06 PM
    • #185
    Quote from Jetsetlemming

    Maybe Ubi will bring that guy on team, like From did with the DSFix guy for DS2, lol


    Unlikely, as Dark Souls had problems that were fixed with a third party tool with no additional files from the game. Watch Dogs however had all the files in there to enable all the purdy effects we saw at E3 years ago. We just want to find the guy responsible for disabling them and answer to his crimes.

  • Pampers
    • June 16, 2014 at 4:39 PM
    • #186

    I guess they only had time to optimize on the consoles, then they took all the ps4 settings back to PC. Safe and most likely much more stable.

  • Jetsetlemming
    • June 16, 2014 at 4:58 PM
    • #187

    They did already admit to the PC port having issues due to the game expecting console-esque unified memory.

  • FMPONE
    • June 16, 2014 at 7:22 PM
    • #188

    [Blocked Image: http://i.kinja-img.com/gawker-media/image/upload/s--xcsKwErD--/c_fit,fl_progressive,q_80,w_636/pblrjsne8hhmv4rbauzj.jpg]

  • Minos
    • June 16, 2014 at 7:30 PM
    • #189

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    Maybe they downgraded the PC version so the console versions don't look ridiculous in comparison? let the conspiracy theories begin...


    I might actually pick this up later on when it's cheaper cause htat looks pretty sweet

  • Jetsetlemming
    • June 16, 2014 at 7:48 PM
    • #190
    Quote from FMPONE

    [Blocked Image: http://i.kinja-img.com/gawker-media/image/upload/s--xcsKwErD--/c_fit,fl_progressive,q_80,w_636/pblrjsne8hhmv4rbauzj.jpg]

    That's not surprising at all to me, Prescribing the environmental affects/status during their demo is an obvious choice compared to leaving it random or waiting around until the conditions are ideal pretty. Actually, I find that bit actually evidence in favor of that e3 demo being less bullshit than a lot of people have assumed.

  • Buddy
    • June 16, 2014 at 9:12 PM
    • #191

    How is that ridiculous DOF in the "after" video better?

  • PogoP
    • June 16, 2014 at 9:30 PM
    • #192
    Quote from Buddy

    How is that ridiculous DOF in the "after" video better?


    That's how it looks when I don't wear my glasses

  • Jetsetlemming
    • June 17, 2014 at 12:10 AM
    • #193
    Quote from Buddy

    How is that ridiculous DOF in the "after" video better?

    It's apparently a quirk with the mod that he's working out. The DOF can also just be turned down/off in the game options.

  • -HP-
    • June 17, 2014 at 12:23 AM
    • #194

    [Blocked Image: https://pbs.twimg.com/media/BqReWZeCIAAP-oL.jpg]

  • FMPONE
    • June 17, 2014 at 12:58 AM
    • #195
    Quote from (HP)

    [Blocked Image: https://pbs.twimg.com/media/BqReWZeCIAAP-oL.jpg]


    The ironic thing is that I'd rather buy a game that worked wiht this style deliberately than yet another attempt at photorealism O_O

  • KoKo5oVaR
    • June 17, 2014 at 1:10 AM
    • #196

    I think it is an attempt to photorealism ! I remember those old 3d magazines i was buying in 2000 to learn how to model a screw or a vase. Damn.

  • 2d-chris
    • June 17, 2014 at 9:30 AM
    • #197

    there becomes a point when nerfing pc assets to console specs actually hurts the game play, sure, it's not competitive, but still ...you can tkae it quite far, just look at C3, then again it was not running at 30 fps on console :/

  • Furyo
    • June 17, 2014 at 12:58 PM
    • #198

    C3 wasn't??? Cause we had done it on C2!

  • Mazy
    • June 26, 2014 at 9:45 PM
    • #199

    Finally managed to drag myself through it. I respect what they've tried to do, and you can see that a lot of effort and hard work went into it, but it just didn't come together for me at all. If it wasn't for their fast travel mechanic then I'd never have finished it, the driving mechanics are so insanely bad that it boggles the mind that this was really the best they could ship with. If they were improving the driving mechanics with that dev extension that they got then I don't even wanna know what it used to be like.


    The player progression feel completely flat, and since you're able to unlock the important stuff within the first 2 hours, then it just stops feeling worthwhile to take on side missions, especially because they're mainly just the same copy/paste stuff over and over. Considering that a large hook for them was that this was an open world with depth, then it feels surprisingly empty and devoid of interesting content to explore.


    Really didn't care for the way they handle music either, where there's no radio stations and you have to go in and put together your own playlists with a clunky UI. It's fine they're trying something else, but the convinence of just having a radio station where you can just switch to whatever type of music you're in the mood for seems like a really clever idea after having played this for a couple of hours.


    The story is also makes no sense at all, and feels like they've stretched a paper thin plot to fill an entire 12 hour game, reeks of having been rewritten a hundred times.


    And then it just doesn't look particularly great most of the time, I'd say something like 6 year old GTA IV gives it a good run for it's money, and I'm playing this on a PS4. The water looks excellent tho


    Anyway, I hope they're able to craft a much more complete and interesting package with a sequel, because this pretty much disappointed across the board for me.


    TL;DR, meh, better luck next time.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™