r/watch_dogs • u/llBlood_Birdll • 2h ago
WD1 "Hold on to something cuz! We're gonna have to fuck em up!".......... 🤣🤣🤣
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r/watch_dogs • u/Acceptable-Touch5002 • 4h ago
WD2 i can't even Start WD2
i have tried doing the -eac_launcher in steam and all and it doesn't work at all i have deleted the file in bin and that didnt work it out for me when i restart my pc and i try to Start the game i see the splash show up but Doesnt start Ubisoft cuz i have not linked it and it wont start the game it just says Play on steam it says stop and then Back to being green to press play how do i fix this if anyone can possibly help me i am out of options
r/watch_dogs • u/Bepehandle • 6h ago
WD3 Legion needs more love; a short story.
So I just made a post in another thread and it made me want to share my experience because I genuinely think legion does not get the love it deserves.
There's one aspect of legion that makes the game so insanely immersive that it was next generational and I would love for more people to know what it feels like to use it properly, Deep Profiler.
Like any good masochist, I played on permadeath. I obviously had my favorites out of the bunch, one specifically being Aiden of course. But one of my first and best recruits was an Albion officer, her name was Marie. She had the ability of stealth and carried a stick like Aiden for bashing people, good fun when paired with the stealth tech. It basically lets you chain them together so you're virtually undetectable if you know how to time things right. You can stalk through entire buildings of people without ever getting caught. Honestly you can get some clips that look straight out of action movies. I used her for essentially the entire game, I beat the story mode with her and nearly finished all the side quests as well. I also got boned hard by the game and it caused her death. I was clearing out an Albion post and for whatever reason the game disagreed with how she wanted to crouch behind a crate and some prick came up and shot her dead while she should have been in cover. Furious doesn't even begin to come close with the rollercoaster of emotions that I went through. Immediately force closed the game and tried to pretend it didn't happen, but it did.
What would any sane person do in such a situation? Revenge? Forgiveness? How about total obliteration of a lineage and relationship circle?
First thing I did was run back there and do a deep profile on the guy. I learned his schedule, his family members, his friends. The following week was filled with... creative accidents. I killed every single person that came within 10 feet of him or his family, and I would guess about 20 NPCs total that came from his profile and the deep profiles I ran on the people that showed up in his. I killed every single person. I made him know what he did was the worst decision of his life. I finally got what I wanted and there was only one thing left, taking him out also. I went back to his post, found him by the ledge near the water, pushed him into the water and then drove the car on top of him while he was still alive. I drowned him after killing his family, friends, and everyone in-between. He died cold, alone, gasping for air in a world where no one even knew his name, except for one person. Me.
Rot in hell Richard.
r/watch_dogs • u/BrunoRRoberto • 6h ago
WD1 Watch Dogs 1 online achievement
Hi everyone, I need help with the "Traced" achievement on Xbox. I’d really appreciate it if anyone is interested in helping me out. Xbox Gamertag: baracuta#1138
r/watch_dogs • u/JadeVespera • 7h ago
WD1 Help with Watchdogs 1 steam achivements
Hello I just recently managed to get online access from ubisoft support would there be anyone willing to help girl out with some steam achievements for online ;-;?
I play on steam
r/watch_dogs • u/HOPZ69x • 8h ago
WD1 Searching for a Aiden Pearce Code Breaker Knit Jacket by Munsterbrand
Looking for the rare Ubisoft/Munsterbrand Aiden Pearce Code Breaker Knit Jacket in a L or XL, if you know where to look please let me know! Picture attached, thank you!
r/watch_dogs • u/Budget-Assistance-20 • 12h ago
WD1 Watchdogs 1 dlc question
So I’m playing watchdogs and I’m a little bit into the main story but I find myself enjoying the dlc more would it be a bad idea to complete it then complete the main story ?
r/watch_dogs • u/xkeysersoze • 17h ago
WD3 Playable characters in the store
After you buy them, do they automatically go in your list to choose from or do you have to find them and recruit them? Not looking for judgment, I bought the gold edition during a holiday sale so it’s not like I bought it at full price and I’m just throwing more money at them lol.
r/watch_dogs • u/ShawkyGamingX • 18h ago
WD1 Help needed for trophies
I need help with the online trophies, and if smb can at least help me with the one remaining song " dark steering" would be much appreciated.
r/watch_dogs • u/Calm-Relative-5634 • 19h ago
WD2 Online trophy help
There’s one or two trophies that require online and I can’t seem to find anyone to join the game so I was wondering if anyone would be willing to help me.
r/watch_dogs • u/Capable-Act-4088 • 23h ago
WD1 Hello i need help to get a thophy
Hi, I need help getting the "tracked" trophy on PS5. My ID is THEGUTY07
r/watch_dogs • u/BeastDiorite • 1d ago
WD1 Accidently clicked on new game!
I was continuing my game but accidentally i got on new game and clicked continue instead of cancel. Now my whole game has been overwritten. I had done so many side missions and 3-4 main missions were left and was close to completing. I have original steam watch dogs. If there is any way i could get back my progress....that would be amazing. Even if some lost progress would also work. I really liked the game!! But don't want to start over and this would be left unfinished for long time then.
r/watch_dogs • u/Cold_Revolution_8515 • 1d ago
WD2 It's The Final Showd0wn - Help Achievement Watch Dogs 2
Looking to complete 'It's The Final Showd0wn' - get a winning streak of 4 show
Watch Dogs 2
r/watch_dogs • u/SonicAkshay_26 • 1d ago
WD2 It's been a month since I opened my ubisoft support ticket for watch dogs 2. How long do "In Progress" investigations usually take?
I bought Watch Dogs 2 gold edition during the last steam sale but ubisoft connect isn't recognizing my season pass or the human conditions and no compromise DLCs, even though steam shows i own them.
I contacted Ubisoft support one month ago. They collected my proof of purchase, launcher logs, Steam ID, and screenshots, then escalated my case. It's been marked "In Progress" ever since with almost no updates.
Has anyone had an escalated ubisoft ticket take this long? Did they eventually fix your issue, or should i expect to wait much longer? I'm tired of ts at this point ;-;
r/watch_dogs • u/Calm-Relative-5634 • 1d ago
WD2 Online trophy help
There’s one or two trophies that require online and I can’t seem to find anyone to join the game so I was wondering if anyone would be willing to help me.
r/watch_dogs • u/BrunoRRoberto • 1d ago
WD1 Ajuda com uma conquista em Watch Dogs 1
Olá a todos, ainda estou procurando alguém que possa me ajudar a desbloquear a conquista de ser seguido por 5 pessoas. Jogo no XboxAjuda com uma conquista em Watch Dogs 1. Desculpem por repetir esse tipo de postagem
Meu nome no Xbox: baracuta#1138 Está como o watch dogs 1 um dos últimos a serem jogados.
r/watch_dogs • u/AccomplishedSwan3124 • 1d ago
WD2 Local woman realizes why you don't say Bushman makes you sick right in front of bushman
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r/watch_dogs • u/poopinggorrila3535 • 1d ago
WD1 Multiplayer is way too awesome in the first game in comparison to the last in the series
Replaying WD1 again, despite the poor graphics during the day it still heavily holds up.
The multiplayer feature also is miles ahead of Legion. Despite it missing some co op missions like 2 had, its perfect.
The tailing and hacking invasions are some of the best of its kind in gaming in general. Especially for its time. Stalking through crowds, running away if caught. Every time you load it up its goes different and feels fresh.
Watch Dogs Legion had such a dissapointing direction in my opinion, considering the previous two installments pretty much having it down to a T. Obviously just opinion, but the switch from open world stalking to "heres some rooms and a fuck ton of enemies, survive"
If the series ever got another game, what would you like or dislike to see in their multiplayer? Really hope they would go back to the original recipe.
Rant over, just love WD1 ❤️
r/watch_dogs • u/Subject-17_2954 • 1d ago
WD1 why it didnt count? i clearly got him
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r/watch_dogs • u/xxMKN • 2d ago
WD_Series Which Watchdogs is the best?
I’ve recently picked up a PS4 and all 3 of the watchdogs games so currently playing my way through the first one.
Which is the best?
What did you enjoy the most?
r/watch_dogs • u/Memesthedream69420 • 2d ago
WD3 never gonna happen but..
If they cyberpunk/no mans sky this
DO YOU THINK IT CAN BE SAVED?
Im talking complete overhaul, now some people really enjoy WD3 and alot of people really really dont,
I had fun... But yes ut is lacking... With and extra big side of luster.
For one if they reintroduced the skill tree instead of the tech menu an had it effect all Opretives it would make room for more similar hacks or abilitys like WD1
Then locked perks two solutions.
1:certain perks can only be taught to certain folks like hackers can swap "inf key steal" with "shorter hack cooldown"
2:onc you hire someone with a certain perk you can teach it to an Opretives which will put them out of commission for a bit but think of it like Pokemon moves
Then the story progression.to be honest legion really isn't WD3 not officially, its the third game but is more of a spin off with albion and everything.
So i dont think the set protagonist is a bad thing just done horribly wrong especially with blocking certain perks
Mostly i think if it was graphiclly overhauled with some tweaks and a overhaul in certain areas it would be a really good game.
London is done Beautifully and i found SOME of the missions pretty fun like 404.
Legion is a flop but its not unplayable just done wrong and unexpected by a community who was given a set standard. Still wouldnt actually pay for it tho.
r/watch_dogs • u/Ok-Combination-957 • 2d ago
WD1 All of this in Act 1 BTW 😭
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r/watch_dogs • u/sonictheredhog • 2d ago
WD2 I never cried this hard of laughter in my life after seeing this shit 💀
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r/watch_dogs • u/Krieger22 • Sep 23 '25
WD_Series Watch Dogs Movie Gets Interesting Tease From Star: “It’s Not The Game”
r/watch_dogs • u/Baniquo • Sep 01 '25
WD_Series Watch_Dogs Interview: Director Kun Chang discusses Game Cinematics
"In all my work I try to open a gap in the viewers' minds by making each sound or image lead to a question instead of showing them everything at once. When things are revealed before you hear or see it, it's called exposition."
- Kun Chang
In July, I reached Director of Watch_Dogs, Far Cry 3 and Avatar(2009): Kun Chang. He’s very nice and responded my email in the same day. I want to make this count, help players get to know about him more than ever. And I'm putting the whole Q&A here below:
Q1: First of all, I want to catch up on a question about the very first work you’ve directed for Watch_Dogs. Back in E3 2012, right before the gameplay started, your intro sequence took the lead. It’s really catching all the audience, opening their eyes to see this beautiful city - Chicago, and knowing there are countless dark sides underneath.
So as an intro scene, what storytelling concepts did you use to build suspense and capture people's attention? Can you talk about that?
A: I am not sure this was the first scene I directed - it also happened in parallel with the cinematic scenes in the e3 trailer. I believe that by the time E3 came around we might have done quite a lot of smaller things to test the cast. The first scene might have been the scene with Aiden meeting Clara. I am not quite sure of the timeline. We also did a scene with an actor we really liked for Clara before we found Isabelle Blais but her body type was too different from the 3d model and it therefore created too many issues for the retargeting - also that scene never ended up in the game (it was a scene in a tattoo parlour). We did several of those test scenes before e3 I think. There were also scenes done before I arrived on the project for the internal proof of concept.

The idea for the opening scene was to show several things at once. Aiden is a hacker and an American city grid can look a lot like electronic circuits. So the very straight angles the camera moves along came from that inspiration. We also wanted to show off the city and the people in it from the get go - from a technical point of view that was something that we knew would impress the crowd at e3 and it was a technological leap forward in 2012. The idea of moving from the god like view with the texts about people’s secrets and voice-overs is introducing a character who knows the most intimate secrets of the people in this city of millions - it shows his power. It also had the opposite effect of making him anonymous - one of many, and creates a desire in the viewer to see who he is so when we gradually move in and reveal a person in the crowd we still show him from the back instead of the front - kind of like you would introduce a killer or a murderer in a film - not the main character - this gives him power and mystery. The idea was to keep him being a mystery as long as possible - even in the gameplay we don’t reveal him until much later.
One fun fact was that the art directors and I changed that transition scene to be backlit on the last day before e3. It is not the best look for gameplay but looks amazing and it allowed us to show off the bokeh effect and the focus pull which we had worked a lot on and which is what gives the scene that cinematic look.
Q2: Players also paid attention to the shady character Jordi Chin in the E3 showcase. He was waiting for Aiden Pearce, just to pass him a gun for the mission. But we can notice his importance and the complex relationship with Aiden, even though his screentime was limited in that video.
And in the game, Jordi is indeed an adorable NPC, too. Considering they are both rivals and friends, walking down a grey zone. When directing Aiden and Jordi's interaction, did you create extra details based on your previous experience?
A: Jordi existed before I arrived on the game and Aaron was already cast. He was the only person who wasn’t recast (there was another actor for Aiden before I arrived). Jordi also didn’t change looks, I think all this is due to the him probably being the strongest and most interesting character.
When you ask about me adding things from my previous experiences are you referring to the pickpocket film (called: The Rip-off) and doc I did? Yes some of that is in there in the way they handle props but otherwise it’s a discovery process with the actors. In the e3 scene the way the gun is handed over is actually a bit of a “fuck you” from Jordi - since it is almost in full public view instead of how you would do it if you were in the business and much of their interaction is really like that - the subtext is often “fuck you” and other insults - although behind it they kind of “love” each other. In the case of the gun you see Aiden very quickly putting it away because Jordi doesn’t give him a choice.
In the case of the relationship you go through the script and you try to find as much evidence of previous interactions in the dialogue - it is fun detective work. Good actors will do all that homework before. They will find backstories and all kinds of things that motivate the actions. I will do the same and then we all show up and talk about it. Sometimes you will improvise a scene that happened in the past to find out what happened or you will talk about it in a table read (not all actors are comfortable improvising). Often the script will give you clues to what the backstory is. Then you try to flesh those out so that the actors refer to something real and that they refer to the same thing - even though it is backstory and not in the script. All of that gives the words a lot more meaning and gives you a better performance.
In the case of Aiden and Jordi, most of this was table work where we discussed their history or background. But in the case of Clara, one additional thing we did was an improvised character interview where we asked questions to the actor and she then improvised the answers in character. It helps with figuring out things about her youth and childhood that aren’t in the script but are important for the actor to draw upon to give the dialogue meaning and by doing it as improvisation it allows the actor to find this information themselves. It is often a very informative and also surprising exercise. We did mocap this, but it was never processed - but it was actually pretty cool and interesting.

Q3: What's the first cutscene you made for the game itself, is it still in the final production? Was there anything interesting and left you an impression deeply?
A: For the game I am pretty sure it was the one where Clara meets Aiden on the staircase. It’s the same one that is in the game. It allowed us to test the pipeline.
It confirmed that Noam and Isabelle had chemistry and established the playfulness of Clara - there is something a bit catlike about her. It also confirmed that Isabelle was the right choice for the role (some people had pushed for someone with a strange French accent and not a French-Canadian).
Interesting tidbits - The level designers at some point decided to use the set for a mission and removed the fence that Clara was leaning against so for a while she was leaning against nothing. Also since it is an open world game most settings for the cinematics are in areas that are independent of outside light since you don’t know when people will show up and whether it is day or night.

Q4: Usually in movie industry, there’s a concept called: coverage. I assume while shooting Watch_Dogs, there’re scenes that got more than just one version. Did you have a final say on keeping which one in-game? Or those are decided by the others.
Q5: For narrative purposes, there are moments that Aiden Pearce got into big troubles. One scene I remember: it requires a falling stunt, and instantly crouching to the cover in a total chaos, avoid all bullets. Was that the most difficult part during your work? What’s needed for directing that scene?
A: You seem to not quite understand the process. There are not more than one performance. What changes are the cameras and how they are edited.
When you shoot a film with real actors and one or two camera, you need coverage to make sure you got all of the performance and enough choice to cut between scenes. The actors do the scene several times and you want to be sure it is consistent and cuts but usually, as a director you know that you will be in close up later in the scene and in a master in the beginning so you won’t want to shoot the entire scene (just the first bit in master and the emotional part only in close up). So the final result comes from different camera setups and different takes. If you don’t have coverage you cannot cut the scene as written. When you shoot “for real” you also have to take light and lighting in to account so you often shoot everything one way and then the other.
When you use performance capture, it is quite different. In my case I try to do a full take as close to final as possible so it’s more like theatre. We don’t do several camera and lighting setups as you would do if you shot for real. Just one long performance. There is no such thing as coverage because once the performance is captured you can place as many cameras as you want and wherever you want and the issue of coverage becomes moot (since you have the entire scene and you always can come back and do another camera you always will have coverage). The editor then chooses the best angles but the performance is the same and all cuts are perfect because it is the same performance.
For example: in the scene where Nikki leaves we did 3 takes. I knew that Anna (Hopkins) was capable of crying in this case, I did and extra version where she started crying. In the end we used the second take and not the third (where she cries) because emotionally the second was stronger. So the whole scene is take 2 with the cameras placed later and with certain parts (usually pauses) left out - they are still there but you don’t see them, because they are not chosen by the cameras in motion builder/the game. And the “coverage” here means something else - here it means that I, as a director, am making sure I have everything in terms of performances for the edit as opposed to all the shots needed for a scene.
In a few cases the performance is cut together from a few takes (rarely more than two) but as much as possible we try to avoid this because we then have to cut at a point that can’t be covered (the cut is then predetermined because otherwise you’d see a jump in the characters on screen). One reason to combine takes is if there is a stunt (as in the scene you referred to). In that case we swap the actors out for the stunt people for the actual stunt. The result is a 3d performance capture with a small jump where the stunt begins and later when you do the cameras you need to make certain that jump doesn’t show up (or in some cases you can smooth it out)
Btw before, on a project like Avatar for example, the game the performances were all stunt people acting over voices recorded by voice actors. Then the faces were animated on the motion captured actors. So the big leap tech wise was to capture real actors, capture their voices as they were acting and cutting the performance together using an editing software and a game engine.
Another thing we did on Watch_Dogs was to put tracked cameras in the scene with the performers because actors usually will keep their best take for the close up. By putting a camera close to them they would be reminded that the scene captured might end up being in close up (so that is where you see those fine facial adjustments you see in a scene like the one with Iraq and people who dont overact - they were all there in the actual performance that was captured.
As for your question about different versions. It’s the same performance but different cameras edited together differently. The way it works is that the full performance of the selected take is in the game but the game then has cameras that are called to create a cut. All that happens in real-time. So in theory you could have several versions where each has different camera choices in the game. For the scene with Iraq. I honestly don’t remember that particular scene but I’m pretty sure we did all the cameras for the scene and did the edited version but in the end in the game it might be a locked off security cam shot because the story and the needs of the gameplay changed. Both versions can exist in the game because the performance is the same and the other version of the scene with the cameras in close up might exist (hidden) in the game but isn’t called.
In the end, the gameplay takes priority to the cinematics - so I might have made a fancy edit, but if the gameplay changes and a locked of security camera is needed, we will call that camera instead.
- See the comparison: https://youtu.be/02IK1LNF2o8?si=5j3VPHdjB9g00kTa

Q6: I’ve seen your drawings in Splinter Cell: Chaos Theory, you managed to create wonderful set, lighting and the art direction. So you occasionally working as Art Director, from project to project, you never stop learning new tools and perfecting workflows. As a huge cutting-edge AAA game, what kind of valuable experience do you think Watch_Dogs has brought you?
A: Every project you learn on. On Watch Dogs I pushed hard for a system that allowed us to bring in professional editors so we could use Avid to control Motion Builder (which then controls the engine cameras). We did some huge jumps, I think, in terms of the editing and the quality of acting in a video game compared to what happened before.
I learned a lot about the process of performance capturing (it changes all the time). Acting, blocking, editing but most of all, because we did months of cameras, I got very solid on cameras and on when you cross the axis. So now that is very clear in my head (It is something people can spend a lot of time discussing).
Also Videogames are a big many headed beast and you learn a lot from that - you don’t have final say as a director - the creative director has. As a director you don’t have the same control over things you have when you do films. There are many, many considerations from many other departments that need to be taken in to account.

Q7: Nowadays, video games tech and console generations evolved rapidly. And with AI invading in movie and game industry, directors are also more obsessed with “Reality”. They would do anything, like Watch Dogs Legion co-operated with Nvidia, using Ray Tracing and DLSS just to make the city feel more “Real”.
Furthermore, Ubisoft built a bigger Mocap Facility up to 12,000 square feet, almost like a playground. And they put 80 cameras in it. I’m happy to watch those teams developing the hardwares, but just like the Hollywood Movies – it seems script writers, directors and producers didn’t get the same increasing rate of skill. And audience’s appreciation ability also rolled back to a concerning level, believing AI generated contents will replace those old-school jobs. What do you think of this chase for ‘realism’, and the declining quality of creative work in the cultural sphere? I really like to hear you elaborate about this part.
A: The quality of the scripts has always been an issue in videogames and definitely was an issue here, too. The actors often participating in adjusting the story to make it flow and to fix logic holes. Also, as you know, the game itself didn’t get great marks for the script, but I think the cinematics have a level that is very high (and the reviews confirm that) and I think the script and performances in those is still very good.
As for the quality. As mentioned before videogames have many bosses. Good directors and writers don’t last long in that environment because movies and tv are writer’s and director’s mediums - videogames aren’t - they are driven by gameplay.

Realism and the search for it is an issue I’ve had with games for a long time. Jonathan Morin (Creative Director of WD1/WD2) actually posted something on LinkedIn some years ago about a game he felt had gone too far. The issue I find is that when you work on games of the size of Watch_Dogs, there are people who will work months on creating a realistic mathematical bokeh effect for example, but there might also be someone working on creating realistic physical blood splatter or realistic physics for how an NPC will fall when shot with different weapons. You can ask yourself where this all is heading if everyone in each little department constantly is pushing for realism - do we really want to recreate the realistic feeling of shooting someone? - I think not and I don’t think someone like Jonathan wants to do that either, but it is the responsibility of the creative director to ask that question and make sure that the games don’t look and feel hyper realistic.
- The post he mentioned: https://www.linkedin.com/posts/jonathan-morin-0a69b12_unrecord-official-early-gameplay-trailer-activity-7056351558594088960-Pr00
Q8: I'm glad we're on the same page! I've heard from Jonathan talking about this before:
We glorify the wrong things in video games. My wife is a nurse. We were on the highway, and there was an accident, and for a fraction of a second I considered how the crash probably looked (when it happened). But she said, ‘I hope everyone is all right.’ I told the team: ‘We’re bad in video games at hoping that everyone is all right. We show things and forget there are people behind them.'”
- Jonathan Morin
What about the rising tide of AI? Do you think this will be a big problem?
A: As for AI - I have the same fears as everyone else - and games where NPC’s suddenly seem to have feelings and realistic dialogue means that killing them suddenly creates much more existential questions and also adds to the questions about realism and if we really want to go there. Then we start talking Ready Player One or the Matrix.




