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It’s a really nice piece of hardware.” Your DUALSHOCK 4 smartphoneĪs well as making you feel like a high tech genius, Watch_Dogs does something else rather clever – it turns the DUALSHOCK 4 wireless controller into an extension of Aiden Pearce’s city-shaking smartphone. From my point of view it’s a bit like working with an unlimited budget because we can’t fill the memory budget on PS4.
WATCH DOG WITH A BLOG PS4
From an animation point of view we’re always running out of memory, especially when you start developing towards the end of a console generation, so PS4 allowed things like reduced animation compression and more variety in civilians. “PS4 has really given us the platform to build a new type of game,” smiles Animation Director Colin Graham. “The water effects, the amount of people in the city, the quality of the lighting… it all brings us a step forward.” “The powerful technology helped us create a better simulation,” says Danny. The graphical grunt afforded by PS4’s muscular hardware shouldn’t be underestimated – especially when creating an open world game the size of Watch_Dogs. We were a really great match.” “PS4 gave us a chance to dream.” So Sony understood what we were doing with the game. “It was uncanny to see that Watch_Dogs was so close to what Sony wanted to do with the console. “Creating the game on PS4 was fascinating,” agrees Creative Director Jonathan Morin. “Seamless multiplayer within the single player of Watch_Dogs was highly valued between the companies,” explains Lead Game Designer Danny Belanger. Mainly, an easy to understand, personal, immediate and integrated multiplayer. The design pillars that shaped PlayStation 4 (full marks if you can remember all five: Simple, Immediate, Social, Integrated and Personalised) just happened to be aligned with some of the core concepts of Watch_Dogs.
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Our recent trip to Ubisoft‘s massive Montreal studio yielded more than just a playtest and some rather surprising titbits - it also revealed that the open world action game and PlayStation 4 are far closer than you realise… “Creating the game on PS4 was fascinating”