Watch Dogs' story stopped making any sense whatsoever to me the moment Aiden caused a massive car pileup in the E3 2012 trailer just so he had cover to kill people in order to catch one guy. Being a Chicagoan, I was simply excited to cause trouble in areas I constantly walk by and live amongst, and just set my expectations there and left them there.
With that said, I was pleasantly surprised by how much fun it was to play Watch Dogs as a game where you DON'T kill A through Y just to get to Z. It's a much harder game that way, but so satisfying. The story made as little sense as I expected, but I had a truly great time trying to subvert Aiden's hypocritical mission the entire way. I also was taken by surprise by a weird effect of me being acutely conscious of not killing innocent bystanders because I viewed them as virtual extensions of my real neighbors from my real neighborhood. Didn't always succeed, but I had a terrific time trying. After probably 30-40 hours of play, I have yet to cause GTA-scale mischief outside of the Digital Trip minigames, because I just can't bring myself to be that rotten in this environment. (I'm saving it all up for GTA 5.)
Good writeup, Patrick. I would love reading more gameplay postmortems like this. I guess that's what the podcasts accomplish, but still an excellent concept for an article.
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