Interactive Friction: Hyperdimension Neptunia Re;birth 1
In case you weren’t aware, Sam really enjoys anime. Though I joke about anime a lot, I don’t have any particular like or hate of it. Sam’s friend Taylor, who I’ve spoken to a few times, is also an avid anime fan. So what happens when you take their love of anime and combine it with our collective exhaustion after the Watch_Dogs season…
The more important takeaway from this episode was that our new set-up works. Unlike previous episodes, Sam recorded the gameplay footage before we recorded. This eliminates the lag on my reactions that you probably noticed on the three seasons thus far. We also all recorded our own audio separate, to give Sam more freedom in the editing booth. On top of that, I purchased a studio-quality microphone to use in recording.
I think the final result speaks for itself. All the changes seem to be for the better. We’ll probably keep this up until we think of an even better setup…
….but with less anime.
Interactive Friction: Watch_Dogs: Episode 23: Season *Finally*!
And so it ends. This is the final mission of the game, and it’s one of the dumbest things I’ve seen. In a different context, this ending could be fine. If we were slowly building to an antagonist that had all of your Ct_OS hacks, and was fighting you with them on equal footing, this could be a good finale. However, aside from Defalt, we don’t really discuss that as a possibility.
I suppose that the game needed to tie-up the loose ends of Damien, Ded-Sec, and T-Bone, but to come to this after having such a good scene with Lucky Quinn earlier is just heartbreaking. It’s even more crushing since these groups and characters were never really important in the context of our revenge story. The real meat of the story rests between Aiden Pearce, Clara, and Lucky Quinn. This mission just highlights how unimportant the rest of the cast was.
I’m really glad that despite all of the criticisms, all of the filler and the bat-shit bonkers ending, we were still able to end this series on a relatively high note. At some point, even I got sick of listening to myself complain about this game. One thing Ubisoft seems to be pretty good at is responding to criticisms and correcting course in future entries of a given franchise. I’d love to see what they did if they were given a clean slate to start over with the central Ct_OS premise. It’s a great hook, with tons of excellent gameplay opportunities. Watch_Dogs might not have done it justice, but I still see potential here.
Even though Watch_Dogs has expended both Sam’s stamina and my own, this is not the end of Interactive Friction. Far from it. We’ll be taking a hiatus for a still as-of-yet undetermined period of time, but we will be back. The two of us have even already decided on our next season. There is even the possibility of having a few one-off episodes here and there until we get our mojo back.
So, until next time, cheers!
Interactive Friction: Watch_Dogs: Episode 22: The Uncanny Valley Of Evil
The scene between Aiden Pearce and Lucky Quinn is by far the best scene in the game, aside from those between Aiden and Jordy. There’s a fair degree of subtext and subtlety in their back-and-forth that it’s surprising that the same people who created this scene also made the parts with Bedbug, Iraq, the prostitutes, and every other section of the story.
This is also the one of the few kills where Aiden Pearce may not necessarily be in the wrong. Even if you discount the revenge motivation here (and we have), it’s clear that Chicago would be an objectively better, less awful city should Lucky Quinn and his Chicago South Club fall.
At the same time, one could make an argument that killing anymore is morally wrong, no matter how evil that person may be. It may not make Aiden Pearce out to be the paragon of justice, at least an argument could be made that it’s morally acceptable to kill Quinn.
We have a couple of problems with it in the episode, but that’s less a problem with the scene and more an issue with the context that it was provided in. If the writing is this game was a little tighter, and there was less filler, this would’ve been a fantastic payoff.
This also happens to be the part where the game finally makes the decision to say something. Even if it’s a simple “Information is power” message, that’s more than the rest of the game has been willing to give. Exploring how much someone can do if they know all of your dark little secrets, if they can expose you at the blink of a button: That’s some very interesting stuff. On top of that, it ties back into the central premise nicely.
If the game ended at that point, I would’ve considered it a pretty strong finish to a pretty weak game. Unfortunately, we’re not done yet. Rather than use this point to wrap things up, we still need to deal with Damien. Even worse, we deal in this dumbest way possible.
And that makes me sad.
#97: Game Invaders: Dark Souls vs. Watch_Dogs
Interactive Friction: Watch_Dogs: Episode 21: Family Ties
This is the point where all of the many criticisms we’ve be directed at Watch_Dogs that to coalesce. Like the game, we start to tie up all of our loose-ends as we head towards the final stretch.
It’s amazing that even after forcing his family to evacuate the city, because his revenge has made them into massive targets, Ubisoft still doesn’t acknowledge how awful Aiden Pearce is as a person. That’s really all I needed. All Ubisoft had to do was show that they were aware of the monster they had created.
I have to applaud Nikki in this scene. As Sam said, she’s a saint for not blowing up at what happened in her life. She did nothing that would justify the need to be evacuated from an otherwise normal city. If Aiden Pearce has just stopped, like Nikki pleaded for him to do, she could just sit back in her house and deal with normal-people problems.
That tragedy is caused by our hero, ladies and gentleman. Enjoy.
Interactive Friction: Watch_Dogs: Episode 20: Where in the World in Joseph DeMarco?
It’s interesting to compare the mission in the club here versus what they showed off at the original E3 reveal.
I can see what they were going for in the E3 reveal trailer, even watching it back now. There’s this very clear sense of progression from the club infiltration, to baiting a staffer into calling the boss, to sending a message by killing the owner, making sure to save civilians along the way.
It’s obvious that at some point the script was rewritten and Joseph DeMarco was no longer an important character. There’s nothing wrong with that. However, this mission makes it seem like Defalt only exists so that we can make use of this club in the final game. His first mention is in Act 3, where he is mentioned in passing. He presents himself as an obstacle at the end of Act 3, but we then defeat him very early into Act 4. Defalt exits the story about as quickly as he entered it.
I get the feeling that this game suffered the Uncharted 3 problem. They had developed all of the missions and level layouts first, and then wrote the story around those missions. It’s the only way I can explain all of the filler we see in the middle of the game. It’s why I almost forgot about the revenge story halfway through when I first played Watch_Dogs.
I dislike filler, and I dislike how it really hurt this game.
Interactive Friction: Watch_Dogs: Episode 19: That's So Watch_Dogs
I really can’t stress enough how absolutely silly it is for Damien to out Aiden Pearce as The Vigilante at the beginning of the episode. There are two big reasons for this:
1.) Aiden Pearce’s identity as The Vigilante is public knowledge.
As we’ve seen repeatedly over the course of this Let’s Play, countless news reports have referred to Aiden Pearce by name when speaking of The Vigilante. I would guess that one draft of the script had it where nobody except for his closest allies knew who we was. However, this is no longer the case. Even discounting the incidental, background radio and news reports as not part of the story, T-Bone knows who Aiden Pearce because of the news reports, which is why he didn’t trust Pearce at first. When Damien tells the world who The Vigilante is, the world should shrug with indifference, because they already had a face and a name.
2.) Damien has no reason to oust Aiden Pearce.
As Aiden Pearce correctly deduced, Damien’s deal with Blume means that he’s reliant of Pearce to give him the data. Otherwise, he’s royally screwed out of the CTOS hacks, and could possibly get a hit taken out on him. If Aiden got arrested because of what Damien did, Damien would be in arguably a worse position than Aiden Pearce. Aiden Pearce will eventually break out of jail, and Damien will have several people coming after him from all sides.
Even if Damien doesn’t like Aiden Pearce (and to be fair, who would?), he’d still need him out and about in order to stay afloat.
Next time, I get to complain about Defalt.
Interactive Friction: Watch_Dogs: Episode 18: Inaccuracies
We’ve gotten to the point where neither Sam nor I care about this game anymore. As a result, we paid less and less attention to the story. You can probably spot some of the times when that happened, like our surprise at the electronic door, despite T-Bone literally just saying that he was hacking in for that express reason. I’ll own up to the fact that parts of this episode were phoned in, but I’d argue that it’s the game’s fault for wearing us down so heavily.
I want to point out that we really didn’t need to storm Iraq’s compound. It wasn’t important to our objective. When we made our first hack, Carla and Aiden were already able to figure out that it was blackmail data (despite not being able to read it because it’s encrypted). From there, it would have simple to deduce that the hacker, likely Iraq, was after blackmail information. Then, we could have skipped most of the game and gotten that much closer to the true culprit behind the accidental death of Aiden Pearce’s niece.
Next week, this game shows that it is not done with the filler content. You’ve only gotten a short glimpse of the irritation that is “Defalt”. There’s not much left of the game at this point, which Sam and I are both pretty happy about.
Interactive Friction: Watch_Dogs: Episode 17: Choo-Choo Fuck
Apparently I was wrong again. Forensic Technologist is an actual title.
This episode just makes me wonder what the hell Damien’s deal is. They never explain what his motivation is for wanting the CTOS hacks. It seems like he’s only doing it because he’s one of the designated villains of the story. In that sense, he’s almost like a cartoon character.
Despite his leg injury, and his inability to be reasonable in any circumstance, he’s appears to be pretty successful given steady employment with a great salary. By all accounts he’s doing alright. That’s not to say that I don’t understand why he’s going after the second hacker: He wants revenge over his broken leg. That’s basically what Aiden Pearce is doing, so it’s par for the course.
But they didn’t really establish why he desires the CTOS access. He’s a good hacker, from what we see in the story. If he wanted to, he could probably get in without any deals whatsoever. You’d think that a hacker like Damien would appreciate that kind of challenge. Instead, we see him pointlessly selling us out for no real reason.
I just don’t get it.
I hate this game.