After nearly two years of waiting, the day has finally come — today, May 27th, Watch_Dogs hits PS4 and PS3! We’re ecstatic to finally release what we believe is an outstanding and innovative game. Watch_Dogs is in your hands now, and we really hope you enjoy it as much as we do.
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To celebrate our launch and give fans a final look at the game, we’re pleased to announce that Watch_Dogs will be holding a Twitch livestream on today at 10:00 AM Pacific. The stream will be held live from the Ubisoft Montreal studio where Watch_Dogs was made and will feature our Creative Director, Lead Game Designer, and Community Developer.
Hello again! We’re getting closer to Watch_Dogs‘ May 27th launch for PS4 and PS3, and everyone on the Ubisoft team is unbelievably excited. In less than three weeks you’ll finally be able to explore and hack the open world of Chicago, go head to head with your friends in a highly immersive multiplayer mode, and so much more! We think once you finally get to play Watch_Dogs, everything will be worth the wait.
We’re back online. Today, Watch_Dogs resumed communications with an all-new story trailer featuring our protagonist, Aiden Pearce, and our launch date! Over the last few months, our development team has been working non-stop to fully realize their ambition and polish the Watch_Dogs experience to live up to gamers’ high expectations.
Even though the game was announced in June, our Development team at Studio SF in Ubisoft’s San Francisco office has been hard at work on Rocksmith 2014 Edition for two years. The process was long, but ultimately worth it as the team took a hard look at the original Rocksmith and decidedly improved on every existing feature while dreaming up innovative new ones. In the words of Paul Cross, our Creative Director, “We set out immediately to do something different.”
When the Ubisoft team at Studio San Francisco set out to completely revamp Rocksmith, that was our goal – to make Rocksmith the unquestionable fastest and best way to learn to play guitar or bass. It was, with no exaggeration, a massive undertaking that took years to complete despite the product’s core engine already existing from the original iteration.
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