silent0cre has posted a new almost 10 minute long video detailing 20 facts which have been revealed about Ubisoft's upcoming Watch_Dogs in the past week.
First off, he points to creative director Jonathan Morin's Twitter account where the game's PS4 controller layout was revealed – Morin showed both on foot and vehicle controls.
I got controls questions: We support sticks inverted, bumpers/triggers inverted and both as well. And controls are: pic.twitter.com/GqCrHXxI56
— Jonathan Morin (@Design_Cave) April 24, 2014
As silen0cre points out, Ubisoft have interestingly made it possible to reload your gun using the L3 button which stands out from most shooters which normally use the square button for that function. It's also noted that the R2 button is used for both shooting and sprinting.
It seems that you won't be able to shoot while driving.
Ubisoft has condensed Chicago to make it feel like a dense city with a lot going on, this means that Watch_Dogs won't have the biggest open world in gaming but should feel more alive. The missions and side quests you can do will take you to every part of the map.
Safe houses have also been confirmed and you can use them to teleport – possibly to other safe houses – and to sleep which resets your reputation. You'll also be able to change the time of day at a safe house, and this is useful as certain hacks are more effective at particular times of the day or night.
Aiden's smart phone in the game features apps which let you set up play lists, a cars-on-demand app, sightseeing app which guides you around replicas of Chicago's actual attractions, and virtual reality games. The games include some sort of alien shooter, and might also feature chess and a coin collector mini-game.
Shooting civilians or running them over in vehicles will hurt your reputation and the media will portray Aiden poorly as a result which will lead to civilians dynamically reacting to your presence. For example, they might call the police if they see you.
The Wanted System is different from Grand Theft Auto, in that NPCs and the media will remember what you've done long after the crime has been committed and the police will be much tougher at higher levels. However, regardless of how you choose to approach the game, your reputation will not affect the story.
There will also be Digital Trips in the game, which open up an alternative Chicago offering a sort of short term high and the trips can be bought from street dealers. One Digital Trip, for example, sees you control a spider tank which can be levelled up but no matter how much chaos you cause during a trip, your reputation won't be affected.
Regarding the game's multiplayer, it has been confirmed that you will be able to completely turn off interaction with other players if you so choose but Ubisoft doesn't recommend doing so as it will take away from the Watch_Dogs experience. The multiplayer is seemless and while players can drop into you game, it has been designed to fit around your playstyle.
If you frequently hack other players you're more like to be hacked yourself. Presumably, this means that players who don't often hack players won't be hacked themselves that much.
Online gameplay will have its own Notoriety system which allows players to unlock extra skills but your level of Notoriety is dynamic, and can rise or fall meaning you can lose the skills you've built up. There'll be six different multiplayer options which are hide and seek and tailing – its important to note that when you enter someone else's game, you'll have the skin of an NPC and the same is true of another player in your game – other MP modes are decryption, multiplayer races, freeroam, and the final mode sees players using the Watch_Dogs companion app controlling hacks and the police within the game.
Watch_Dogs is set for release on May 27th for PC, PS3, PS4, Xbox 360, and Xbox One. The Wii U version will launch at a later date.