Watch Dogs: 10 Reasons It Sucks

6. Cover Mechanics Are Stickier Than Glue

Playing Watch_Dogs as a stealth game is a lot of fun. Taking cover behind a bus stop, hacking into a camera via your phone, setting off a series of explosions to distract guards, sauntering into a server room, and then hacking a mainframe is thrilling, and it's when Watch_Dogs feels the most comfortable in its own skin. Unless you're trying to exit cover. Exiting cover in Watch_Dogs requires either hitting backward on the left analog stick or hitting B (or circle on a PS4) button on the controller. You'll typically exit cover if you want to retreat to a different vantage point, make a run for a door, or in many cases, stand straight up in the middle of a room full of enemies and immediately be detected, shot, and killed. See, Watch_Dogs doesn't have a crouch button. Due to this when you exit cover, unless you're in a 'restricted area' you'll stand straight up like an ostrich taking their head out of the sand. How profoundly this annoyance effects your enjoyment of Watch_Dogs is directly proportional to your patience, free time, and supply of anti-depressants. If you're the forgiving type, restarting a mission after getting shot is another opportunity to approach the scenario in a creative way. If you're a normal human being and have a job, kids, house, bills, and chores to do, it's so frustrating you'll scream. Or take the disk out of the system and snap it, all the while cursing the name Bedbug and the stealth-focused mission surrounding him. Either way, it sucks this particular mechanic is so tacky because it's something Ubisoft has struggled with constantly in their Assassin's Creed franchises, where your 'stealth' pose is dictated by your location in the game, versus your wants and needs as a player, and that never feels right.
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Paul is a writer, video producer, gamer, lover, and tie-fighter. E-mail him at MeekinOnMovies@gmail.com.