It might seem like a "duh" headline or comment, but in the world of Triple-A development, this sort of transparency is very rare.
"The game wasn’t finished. We thought we could [release], we were working really hard and pushing and doing a lot of hours, then at some point we had to make bad decisions," reveals Watch_Dogs lead game designer Danny Belanger. "If [we] wanted to ship this thing we had to kind of cut corners, not finish something properly. And I mean there’s a lot of expectation. We didn’t want to ship something that wasn’t finished."
If you've read our
recent hands-on preview, you'll know that the delays look to have been worth it. The full interview with Danny also covers off more on multiplayer and the connected world as well as the team aiming for a 50/50 split between the campaign and side-missions.
Click here for our full
Watch_Dogs interview with Danny Belanger.
Posted 04:31pm 24/4/14
Posted 05:00pm 24/4/14
I never have time to walk and checkout every little detail, I play the story and side missions if they are rewarding enough, if they are stupid like finding pigeons just to get an achievement and don't add any actual benefit I normally just complete story.
Posted 06:09pm 24/4/14
This.
Posted 07:15am 25/4/14
Posted 09:04am 25/4/14
Posted 06:42pm 28/4/14