Watch Dogs 2 Will Address Criticisms of the Original Game, Says Ubisoft
Although a sales success, 2014’s Watch Dogs received a lot of valid criticisms from players and reviewers alike, which Ubisoft has vowed to address in the upcoming sequel later this year. European boss, Alain Corre, has told MCV in a lengthy interview that the developer is aware of the issues players had with the game and has improved Watch Dogs 2 accordingly.
We’ve heard what our fans were saying, and we think we have ticked all the boxes to improve everything they wanted, plus we have brought some new innovation. The new character Marcus is very charismatic. You can hack anything you want and it is now twice as big as the previous one. It is also super colorful and nice to look at. More than 80 per cent of the original Watch Dogs players say they want to explore Watch Dogs 2, plus we will appeal to new fans.
Elsewhere in the interview, Corre talked about its upcoming hack-and-slash title For Honor, revealing that it started with a “small prototype” but generated enough interest to be turned into a full-fledged game. He was specifically talking about the freedom Ubisoft allows its developers and said that “small creations can lead to bigger games.”
For Honor started like that. It was a small prototype a few years ago, and when the producer saw it, he thought there was more to it, so he got more money, and we ended up with For Honor – which is a new IP that will please a lot of people. That’s the Ubisoft way, to find talent and give them freedom and independence to try things.
With the threat of Vivendi looming over its head, Ubisoft’s prime concern is how this may affect its games and fans because unlike Vivendi, the developer is comprised of gamers that understand the industry better.
We are a gaming company. We are all gamers. We share this passion, but we also try to create value for our shareholders, which is something we have been doing for 30 years.
Our decisions are ones that are good for the games and the fans. When we decided to postpone The Division, for example… twice… it was a very painful decision in terms of financial implications. But we felt it was a necessity for the game to be really polished and for it to make a big strike and put a smile on the faces of fans who bought it day one.
You can find the full interview by following the source link below.