Watch Dogs 2 Offers a Much More Vivid Open World; Parkour Won’t Be a Climbing System Like in Assassin’s Creed

Sep 23, 2016 at 03:00pm EDT

Watch Dogs 2 received a brand new gameplay trailer that you can see below, with Ubisoft detailing ten ways in which the game is bigger, better and bolder than the original one.

Additionally, Creative Director Jonathan Morin talked about Watch Dogs 2 in an interview with We Write Things. While Ubisoft is still using the Disrupt engine seen in the first game, it has been significantly upgraded to offer a much more vivid open world, according to him.

The technical team worked really hard to render objects further away to properly deliver the amazing views and vistas of the Bay Area. Lighting, fog and overall global effects have also been improved while AI capabilities had to be revisited in order to support the new level of controls the player will have with Watch Dogs 2 hacking mechanics. Improvements to the engine have allowed us to deliver a much more vivid open world.

He also rebuked the notion that parkour in Watch Dogs 2 has been take wholesale from the Assassin's Creed games.

The parkour is an extension of the previous game navigation system. It is not a mean to climb anywhere in the world but more a natural movement style for our younger and more agile hacker Marcus.

We wanted to make sure that his ‘anything is possible’ attitude would come through in his animation and we felt this fluid movement feel would be more suitable for him. But the parkour is a natural evolution of the previous game and not a climbing system like the one you find in the Assassin’s Creed series.

Watch Dogs 2 is set in San Francisco and features a new protagonist, a young hacker that teams up with DedSec to take on Blume and ctOS. The game will be available for PC, PlayStation 4 and Xbox One on November 15th worldwide.

About the author: With over two decades of experience in gaming journalism, Alessio Palumbo has led the gaming vertical at Wccftech since August 2015. He started working at a young age for Italian websites like Everyeye.it, Gamestar.it, Nextgame.it, and Multiplayer.it before kickstarting the indie English-language publication Worlds Factory as its founder and Editor in Chief. In the last decade, he has coordinated the overall output of Wccftech's gaming section, managed PR relations, assigned reviews, produced daily news coverage, edited gaming content as needed, and delivered game reviews. Arguably, his trademark content is the long series of exclusive developer interviews that have been cited by Wikipedia and by the biggest news media and gaming publications. His passion for technology also makes him knowledgeable when it comes to gaming hardware and tech. His favorite genres include RPGs, MMORPGs, and action/adventure games.

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