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Watch Dogs confirmed for release on May 27

watch dogs vigilante takedown screenshot

Check out our full written Watch Dogs review.

Ubisoft’s Watch Dogs, the open world, near-future adventure in which you hack (computers) and shoot (people) all over Chicago, is set to arrive on May 27, 2014. The news is confirmed by a newly released story trailer that, at long last, offers a sense of exactly why protagonist Aiden Pearce is messing with the Windy City. Take note before you watch the trailer (below) that it’s also really violent. The May 27 release refers to the PC, PlayStation 3, PlayStation 4, Xbox 360, and Xbox One versions of the game; no word yet on when the Wii U release will be arriving.

News of the May 27 release first surfaced as a rumor triggered by a now-deleted tweet from U.K. retailer GAME (spotted by VideoGamer.com). The errant tweet was later reinforced by an allegedly leaked story trailer at Xbox.com. Ubisoft refused to comment on the apparent leak, but there’s no dispute about when Watch Dogs is coming, now that the same trailer is posted on Ubi’s official YouTube channel. The game was originally supposed to be released in late-2013 alongside the PlayStation 4/Xbox One launches, but the launch of the new franchise was delayed due to a stated need for more development time.

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Adam Rosenberg
Former Digital Trends Contributor
Previously, Adam worked in the games press as a freelance writer and critic for a range of outlets, including Digital Trends…
Gotham Knights’ great story suffers from this video game writing trend
All four Gotham Knights characters stand in front of Nightwing;'s logo.

Gotham Knights has a "we" problem.
WB Games Montreal's latest follows four of Batman's former sidekicks as they defend Gotham City and try to solve a case the caped crusader never could after Batman is killed. It's a bold narrative hook, and by far the best part of this newly released superhero game. Unfortunately, Gotham Knights' writing has one flaw that's become more prevalent in games as of late. Some game scripts, especially in multiplayer games or titles with more than one playable character, can feel impersonal, or even clinical, because they can't attribute any actions to a single character.
Gotham Knights is simply the latest game to encounter this issue. What should be a personal tale about four heroes coming into their own sometimes feels like it's following one conglomerate meant to replace Batman. The scripts of Watch Dogs Legion and multiplayer games like Destiny 2 and Marvel's Avengers also suffer from this issue, as they require story moments to be as general and widely applicable to all players as possible. That approach has created a challenge for modern video games, which struggle to balance mass experience with narrative ambition.
There is no I in team
"There is no I in team" is an old cliché, but it's something that the video game industry might want to give thought to. With an increased emphasis on both multiplayer and storytelling across the industry, more and more video game scripts find themselves having to account for multiple players doing the same things as different characters. Gotham Knights is an especially clear example of that. Players can tackle its missions as Nightwing, Red Hood, Batgirl, or Robin -- four entirely different characters with distinct personalities. As a result, the script must find a way to bridge those differences and find a way to treat every experience across all of the story's events equally.

Gotham Knights does try to account for that, as cutscenes and the dialogue in cutscenes change depending on which hero you're playing. But that only works on a moment-to-moment level; on a grander scale, everything happens to everyone. When a hero out on patrol calls others after a mission, they'll typically speak as a collective group of individuals rather than a single character. And when referencing past events, the heroes will use pronouns like "we" or "us" rather than naming the specific character who thwarted a supervillain's plan or resolved a crime.
This issue reared its head for me at one point in Gotham Knights when a character gets kidnapped by the Court of Owls. In my case, it happened to Robin, and the following segment in the Court of Owls' Labyrinth was one of the most emotional levels of the game. That's why I was thoroughly disappointed when the Bat Family spoke as if everyone got kidnapped in any conversations that brought the event up afterward, using pronouns like "we" or "us." It made a personal moment feel clinical as this vaguer dialogue exposed how the game was solving for any possible experience, solo or multiplayer, in a machine-like manner rather than a narratively satisfying one. I began to feel like it didn't matter what happened to specific characters because it would have happened to any character I chose, regardless.
That choice solves one problem but creates another by making some of Gotham Knights' more intimate moments feel notably less personal -- and that's not a problem that's unique to the Bat Family. Watch Dogs Legion allows players to recruit and control any old character off the street and turn them into a member of the hacking collective DeadSec. Due to that gameplay hook, the group itself was treated like the main character in and of itself, as the game references the actions of the group rather than those of individual characters. That setup will also be familiar to players of live service games with ongoing narratives like Destiny 2 and Marvel's Avengers, as the writing treats each individual character as a member of a larger idea in service of a shared narrative. It feels like the plot is simply happening to the player, not that they are actively influencing and affecting it. 
We, the players
Writing games this way is the clearest way to ensure that all players get the same experience, but more personalization can go a long way. I'm a fan of Gotham Knights' story, but I wish I could have seen stronger character arcs from chapter to chapter, as opposed to a few lines of special dialogue within specific scenes. Watch Dogs Legion's gameplay innovations would've been even more impressive had the game's script built upon those foundations. Destiny 2's lore would be even better if more players left a lasting impact on it. 

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Ubisoft and more offer ways to play purchased Google Stadia games elsewhere
The protagonist of Assassin's Creed: Valhalla shouting in battle and wielding two axes.

Google recently announced that it plans to shutter its cloud gaming service Stadia in early 2023, leaving players who used it as one of their primary platforms in an awkward situation. Google already promised to refund people for their Google Stadia hardware and software purchases, but people are still losing access to games they enjoyed and save files they possibly dumped hours into. Thankfully, some developers are working on ways to help Stadia players.
The most notable studio to help Stadia players is Ubisoft, which was Google's earliest partner for the technology via an Assassin's Creed Odyssey demo. "While Stadia will shut down on January 18, 2023, we're happy to share that we're working to bring the games you own on Stadia to PC through Ubisoft Connect," Ubisoft tweeted. "We'll have more to share regarding specific details, as well as the impact for Ubisoft+ subscribers, at a later date." Thankfully, the Stadia versions of Assassin’s Creed Valhalla, Far Cry 6, Immortals Fenyx Rising, Tom Clancy’s The Division 2, and Watch Dogs: Legion support cross-progression, so players won't lose their save files. 
https://twitter.com/UbisoftSupport/status/1575922767593078793
Ubisoft isn't the only developer to help. Developer Muse Games is giving Embr Steam codes to those who played its comedic co-op firefighting game on Stadia if they email the developer with screenshots of Embr in their Stadia library. Meanwhile, IO Interactive confirmed that it is "looking into ways for you to continue your Hitman experience on other platforms," as the World of Assassination trilogy was available on Google Stadia. 
There's still the matter of the five Google Stadia exclusives: Gylt, Hello Engineer, Outcasters, Pac-Man Mega Tunnel Battle, and PixelJunk Raiders. So far, only one of those games seems like it will be saved. PixelJunk Raiders developer Q-Games said in a blog post that "we hope to find a way to continue to share the vibrant worlds of Planet Tantal in the future, and we’re open to discussing opportunities to find the right publishing partner to make it happen.. Tequila Works, tinyBuild, Splash Damage, and Bandai Namco Entertainment did not respond to requests for comment from Digital Trends.
While the shutdown of Google Stadia is disappointing for players like myself who enjoy cloud gaming, at least players will be get refunds, and in some cases get the game for a new platform.

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The long-delayed Skull and Bones loses its 2022 release date
Skull and Bones

Ubisoft has announced that it has delayed its upcoming pirate adventure game, Skull and Bones (again), to March 9, 2023. It was originally slated to launch on November 8 this year.

"Ahoy there, privateers. Our team is hard at work polishing and balancing the experience ahead of the worldwide launch. As a result, we’ve made the tough decision to move our release date to March 9, 2023," Ubisoft says in a statement. "We’re very eager for you all to get your hands on Skull and Bones and dive in headfirst to the dangerous and exciting world of building your own pirate empire. To give you the best possible experience we’ve decided to take a little more time to make sure we can deliver exactly that."

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