YouTube user silentc0re has watched all of Ubisoft's recent Watch_Dogs podcasts and has relayed all of the key information he's gathered so you don't have to.
First up, Chicago was chosen by Ubisoft because it's one of North America's most watched cities with thousands of networked cameras throughout.
The developers have done everything they can to ensure that all of the game's hacks are realistic and that players will choose how far they want to go in the game, what they want to hack, and how they want to make money. They added the vigilante aspect of Watch_Dogs is mainly left up to player choice.
One interesting feature is that if you hack someone's phone to listen into their conversation, that chat will then be deleted from the game so you won't hear it again.
There's over 3,000 character kits and Ubisoft says it's unlikely that you'll bump into the same NPC twice and between 400 and 500 lines have been recorded by each citizen.
They also discussed profiling and how certain character traits will be determined by where people lived, all of which will be randomly generated.
Ubisoft says there will be severe consequences if players choose to shoot police officers and while a lot of cops will chase, the best strategy is to flee.
NPCs will react dynamically to in-game events. For example, if there's a car crash they'll stop to take pictures with their phones or if you pull your gun out in a restaurant, they'll hide under the tables.
Watch_Dogs has only two recycled animations with everything else being built from scratch, both recycled animations come from Assassin's Creed 4: Black Flag, and are the swimming motion, and bodies flying through the air respecitvely.
There's no jump button in the game, animation director, Colin Graham, says "a jump button isn't necessary since Aiden will jump and climb it automatically." [Source]
Finally, the weather will be varied with large storms and lots of winds affecting the city which will respond dynamically to the weather conditions.
You can also check out a host of recently revealed information from Watch_Dogs creative director Jonathan Morin here.