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  • TDC Geronimo
    #7748
    Watch_Dogs Creative Director Jonathan Morin is proving to be a veritable gold mine of information about the game lately, and today he sat at his Twitter account to provide fans with more details about what we can expect from the game.
    First of all, he mentioned that the frame rate on PS4 is very stable, an element that will probably please those that dislike drops or sudden surges in FPS:
    I’m playing on PS4 for my current walkthrough and its very stable/constant.

    We also learn that according to him the PS3 and Xbox 360 version look “very good” for “current generation” (he obviously means the Xbox 360 and PS3 generation with “current”), and that a dedicated team was at work on them since the outset of the project:
    Very good for CG. We had a dedicated team on that since the beginning.

    Morin also shared several pieces of information on gameplay:
    You can rob pawn shops. It yields varying amounts of money, but you lose reputation.
    NPCs in the game don’t just investigate or fight, but they have more going on.
    They have to deal with inesplicable malfunction caused by the player, without his position being spoiled.
    You can hack so many things as you progress in the game that you can basically turn NPCs into your puppets.
    The AI in Watch_Dogs is more advanced than in the usual open world games because the chain of events they have to deal with is more complex.
    Online invasion of other players’ games can even result in 20-30 minutes of “epic chase.”
    The game’s city is big, but not big just for the sake of being big, as depth and density are more important.
    Normal foes dies quickly, requiring just 2-3 bullets or a headshot, but there are “mean mother******” that are better protected.
    Cars have cockpit view because “it’s cool” and fits well with the flow.