<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>PlayStation.Blog &#187; Watch_Dogs</title>
	<atom:link href="http://blog.us.playstation.com/tag/watch_dogs/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.us.playstation.com</link>
	<description>The official PlayStation Blog for news and video updates on PS3, PS4, PSN, PS Vita, PSP</description>
	<lastBuildDate>Fri, 24 May 2013 18:06:35 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.5.1</generator>
		<item>
		<title>Watch_Dogs: Behind the Scenes with PS4&#8242;s Rule-Breaking Action Epic</title>
		<link>http://blog.us.playstation.com/2013/05/16/watch_dogs-behind-the-scenes-with-ps4s-rule-breaking-action-epic/</link>
		<comments>http://blog.us.playstation.com/2013/05/16/watch_dogs-behind-the-scenes-with-ps4s-rule-breaking-action-epic/#comments</comments>
		<pubDate>Thu, 16 May 2013 15:01:55 +0000</pubDate>
		<dc:creator>Fred Dutton</dc:creator>
				<category><![CDATA[PS3]]></category>
		<category><![CDATA[PS4]]></category>
		<post_tag><![CDATA[playstation games]]></post_tag>
		<post_tag><![CDATA[ubisoft]]></post_tag>
		<post_tag><![CDATA[Watch_Dogs]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=106366</guid>
		<description><![CDATA[As detailed in <a href="http://blog.us.playstation.com/2013/05/10/watch-dogs-7-things-you-need-to-know/" target="_blank">our coverage last week</a>, the game’s core conceit – that its central hero, hacker Aiden Pearce’s primary weapon is not a gun, but an entire city – is one of the boldest, most ambitious ideas to come along in some time. To find out more about the game’s attempts to re-write the action rulebook, PlayStation.Blog sat down with the game’s creative director Jonathan Morin.]]></description>
				<content:encoded><![CDATA[<p>As with any jump from one console generation to the next, <a href="https://us.playstation.com/ps4/" target="_blank">PlayStation 4</a> owners will expect to see hardware that sits at the very cutting edge of innovation, offering unparalleled processing power and an arsenal of exciting new features.</p>
<p>However, the onus on game developers to bring bold new gameplay innovation to the table is every bit as integral to that generational leap, and it’s a responsibility that the whipsmart team behind Ubisoft’s future-tech open world action title <a href="http://blog.us.playstation.com/tag/watch_dogs/" target="_blank">Watch_Dogs</a> are really tearing into.</p>
<p>As detailed in <a href="http://blog.us.playstation.com/2013/05/10/watch-dogs-7-things-you-need-to-know/" target="_blank">our coverage last week</a>, the game’s core conceit – that its central hero, hacker Aiden Pearce’s primary weapon is not a gun, but an entire city – is one of the boldest, most ambitious ideas to come along in some time. To find out more about the game’s attempts to re-write the action rulebook, PlayStation.Blog sat down with the game’s creative director Jonathan Morin.</p>
<p><img src="http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2013/05/60fps.gif" alt="Watch_Dogs gif" width="640" height="251" class="alignnone size-full wp-image-106367" /></p>
<div style=background-color:#eaf2fb;width:540px;padding:15px;margin:auto;margin-top:15px;><strong>PlayStation.Blog: What was the first seed of an idea that later grew into Watch_Dogs?</strong></p>
<p><strong>Jonathan Morin:</strong> It started as a conversation. Four years ago we were talking about humans exchanging their lives and their details through their phones, and about how that could change our everyday lives.</p>
<p>When you make a new game where the mandate is broad and you have the right to create something new, you want to make sure that the people around you are all working on a subject they’re passionate about &#8211; something they really want to explore. So listening to those conversations helped come up with ideas. Like, “we all want to dig into these issues, so let’s try it out.” As the conversation grew, we started to add crazy ideas, like the profiler, and when you start prototyping those things, that’s when it explodes.</p>
<p><strong>PSB: You started development four years ago. To many people, that might seem like a very long time to devote to one game…</strong></p>
<p><strong>JM:</strong> Well, there’s always a conception phase where there’s not a lot of people involved. We were only 10 for a long time, then we were 20 or 30. You need a certain kind of people – people who like to dig into subjects and research, try elements out and be comfortable with failure. Those were the kind of people we had.</p>
<p>It was a long process to define what was going to be special about the game. It was pretty early on when we ended up talking about controlling an entire city. The traffic light hack was one of the first prototypes we did. That really generated an emotion. “Woah, what? Can I do it on the other one too?”</p>
<p>That’s the kind of thing where you say to yourself “the promise of doing this is insane.” But you need to make it real and build a system around it that works. So those four years became a big challenge for some very smart people.</p></div>
<p><a href="http://www.flickr.com/photos/playstationblog/8723727099/" title="Watch_Dogs by PlayStation.Blog, on Flickr"><img src="http://farm8.staticflickr.com/7313/8723727099_2518081e58_z.jpg" width="640" height="360" alt="Watch_Dogs"></a></p>
<div style=background-color:#eaf2fb;width:540px;padding:15px;margin:auto;margin-top:15px;><strong>PSB: The core idea of having a whole city as your weapon is hugely ambitious – were you ever forced to make compromises to make the concept work in practice?</strong></p>
<p><strong>JM:</strong> Not really. There’s no real compromise there. It’s a very broad subject and had a tendency to create an infinite number of ideas when you brainstorm it. There’s a moment when you have to say “let’s stop here, let’s not go there”.</p>
<p>I don’t see that as a compromise, I see that as a necessity. If you want to make a game that has quality and in which everything reacts with each other in an elegant way, the only way to pull it off is to understand the barriers.</p>
<p>Constraint can be seen as a negative from the outside, but when you’re on the inside, having clear constraints helps people produce ideas faster. The constraints are re-assuring. This is where we stop. Then the rest is like, if there’s a subject that is bigger than just one game and there are a lot of ideas, and it’s successful, well… that’s not a problem, it’s a good thing.</p>
<p><strong>PSB: And what about Aidan Pierce? How did his character take shape?</strong></p>
<p><strong>JM:</strong> One of the big things about Aidan Pierce is that he’s very street smart. We had a lot of conversations about that. It sounds straightforward, but very early on we looked at a game like Assassin’s Creed and how characters are and how they move. One of the things we felt was missing in every game was contextualisation. All those guys feel like robots. They move in the same way regardless of the situation.</p>
<p>Can we change that? Someone who is smart and is supposed not to attract attention to himself is going to walk in a certain way, and is going to be aware of his surroundings. So we put a lot of effort into that contextualisation. And that influenced everything, especially his look.</p>
<p>Like his mask. If there’s press and media in the game universe, he needs to react to it. Contextually he’s going to put his mask on when he starts doing bad things so that he’s not noticed.</p>
<p>The hat? He doesn’t want to be seen, so he can pull the brim down – like all those actors in Hollywood trying to avoid the paparazzi. They always have caps on. It’s cool, it’s different. The hoodie has been done to death.</p>
<p>The coat – same thing. It hides a lot of his body and he can hide things underneath. It’s also a cool way to interact with the wind physics and create nice continuity of movement. It creates a second wave of movement. It feels a lot more realistic for the player.</p>
<p>It sounds very easy and smart but it took years to have these ideas. Iteration upon iteration.</p></div>
<p><a href="http://www.flickr.com/photos/playstationblog/8724846084/" title="Watch_Dogs by PlayStation.Blog, on Flickr"><img src="http://farm8.staticflickr.com/7356/8724846084_7caaf785c7_z.jpg" width="640" height="360" alt="Watch_Dogs"></a></p>
<div style=background-color:#eaf2fb;width:540px;padding:15px;margin:auto;margin-top:15px;><strong>PSB: Can you talk a little about the ‘PS4 difference’? How does next-gen enhance your game?</strong></p>
<p><strong>JM:</strong> The experience is the same. We’re not removing anything from the core experience on either platform. We’re not eager to create a game for a machine. We’re making a game because we think it’s cool. When you create an idea you shouldn’t base that idea only on what’s possible or impossible to do on a machine. If you do I don’t think you’re doing the right thing.</p>
<p>When PS4 showed up, there was definitely a portion of the game we could push forward – the wind simulation, the water, the realisation of certain AI behaviours. So those elements are magnified versions of the core experience in the next gen.</p>
<p><strong>PSB: What aspect of PS4 has surprised or excited you most?</strong></p>
<p><strong>JM:</strong> One thing I like about the PS4 is its philosophy, which from a creative perspective is an important thing. I think the next generation of games will be more than ever at the service of the player. Players are now the ones who drive what next gen should be. They’re connected all the time. The way they live their lives are different. So we need to pay attention to how society changes to give them a form of entertainment that is a natural extrapolation of that. I think that Sony understands that.</p>
<p><strong>PSB: I know you’re leaving your big multiplayer reveal for another day, but can you talk in general terms about how you’re approaching that part of the experience?</strong></p>
<p><strong>JM:</strong> You can play single player or multiplayer in the game. You’re always in your own session. If you’re playing alone, you’re playing alone. So it means there are millions of people alone in their own sessions. We’ve simply added the ability to merge those sessions together at the pacing of our choice.</p>
<p>You can be free-roaming and naturally getting into some kind of activity that makes you intertwine with another player. You interact with them, then you’re done and it goes away. It’s not like you have someone in your game the whole time who can mess with your game, but it’s definitely the beginning of a solution to tackle those taboos.</p>
<p>Players often worry that another player is going to come into their game and break their experience. That’s an old school statement. We need to fix that, and it’s a design problem, not a technical problem &#8211; how do you bring two players together and let them interact in a way that’s pleasing?</p>
<p>One thing I can say is that when we watch people play together in Watch_Dogs, most of the time they don’t even realise that it was another player. There are no signs. There is a great thing there that someone can be in the experience and naturally enter a situation. They become part of the story. “That was another player? No way! That’s awesome!” They didn’t notice. That’s spectacular!</p>
<p>As a developer, I can immediately tell when it’s another player in a game – jeez, that guy doesn’t walk like an AI, that’s a player. But in Watch_Dogs, players won’t notice that immediately. It’s a new form of emotion and it fits perfectly in the Watch_Dogs universe where everybody watches everyone else.</p></div>
]]></content:encoded>
			<wfw:commentRss>http://blog.us.playstation.com/2013/05/16/watch_dogs-behind-the-scenes-with-ps4s-rule-breaking-action-epic/feed/</wfw:commentRss>
		<slash:comments>21</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2013/05/dogs.jpg</thumbnail_url>
<rating>4.38</rating><author_title>SCEE Blog Manager</author_title>
<comment_count>21</comment_count>
<comment_replies_count>0</comment_replies_count>	</item>
		<item>
		<title>PlayStation Blogcast 073: Who Watches the Watch_Dogs?</title>
		<link>http://blog.us.playstation.com/2013/05/10/playstation-blogcast-073-who-watches-the-watch_dogs/</link>
		<comments>http://blog.us.playstation.com/2013/05/10/playstation-blogcast-073-who-watches-the-watch_dogs/#comments</comments>
		<pubDate>Fri, 10 May 2013 19:14:39 +0000</pubDate>
		<dc:creator>Sid Shuman</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<post_tag><![CDATA[playstation blogcast]]></post_tag>
		<post_tag><![CDATA[Watch_Dogs]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=105848</guid>
		<description><![CDATA[<strong>Subscription Links:</strong>
<ul><li>Subscribe via <a href="http://itunes.apple.com/us/podcast/official-playstation-blogcast/id483223024?mt=2" target="_blank">iTunes here</a>
</li>
<li>Subscribe via <a href="http://feeds.feedburner.com/TheOfficialPlaystationBlogcast" target="_blank">RSS here</a></li>
<li>Download the MP3 <a href="http://traffic.libsyn.com/playstation/73_Episode_073__Who_Watches_the_Watch_Dogs_.mp3">here</a> on PS3, PS Vita or PC (Right-Click->Save As)</li></ul>]]></description>
				<content:encoded><![CDATA[<div style=background-color:#eaf2fb;width:540px;padding:15px;margin:auto;margin-top:15px;><strong>Subscription Links:</strong></p>
<ul>
<li>Subscribe via <a href="http://itunes.apple.com/us/podcast/official-playstation-blogcast/id483223024?mt=2" target="_blank">iTunes here</a>
</li>
<li>Subscribe via <a href="http://feeds.feedburner.com/TheOfficialPlaystationBlogcast" target="_blank">RSS here</a></li>
<li>Download the MP3 <a href="http://traffic.libsyn.com/playstation/73_Episode_073__Who_Watches_the_Watch_Dogs_.mp3">here</a> on PS3, PS Vita or PC (Right-Click->Save As)</li>
</ul>
</div>
<p class="center"><iframe style="border: none" src="http://html5-player.libsyn.com/embed/episode/id/2317153/height/250/width/500/theme/legacy/direction/no/autoplay/no/autonext/no/thumbnail/yes/preload/no/no_addthis/no/" height="250" width="500" scrolling="no"></iframe></p>
<p>Today&#8217;s show is a little late &#8212; but for good reason! Today we infiltrate the mind of Watch_Dogs Senior Producer Dominic Guay for an update on the PS3 and PS4 powerhouse. Then the gang learns about the wonders of pickle rolls (bon appetit!) and we discuss our all-time favorite films. Then we expose next week&#8217;s new PSN and retail game releases for May 14th, share new Listener Letters, and play a particularly enlightening voicemail. </p>
<div style=background-color:#eaf2fb;width:540px;padding:15px;padding-top:1px;margin:auto;margin-top:15px;>
<h4>Stuff We Talked About</h4>
<ul>
<li><a href="http://blog.us.playstation.com/tag/watch_dogs/" target="_blank">Watch_Dogs</a></li>
<li><a href="http://www.rottentomatoes.com/m/iron_man_3/" target="_blank">Iron Man 3</a></li>
<li>How to pronounce <a href="http://blog.us.playstation.com/2013/03/15/acclaimed-indie-adventure-machinarium-coming-to-ps-vita-march-26th/" target="_blank">strange</a> <a href="http://blog.us.playstation.com/2013/05/07/rymdkapsel-minimalist-space-strategy-and-you/" target="_blank">game</a> <a href="http://us.playstation.com/psvita/games-and-media/psv-blazblue-continuum-shift-extend.html" target="_blank">names</a></li>
<li>Movies Sid and Justin haven&#8217;t seen, but probably should</li>
<li><a href="http://blog.us.playstation.com/2013/05/07/hohokum-coming-to-ps4-ps3-ps-vita-in-2014/" target="_blank">Hohokum</a>, <a href="http://blog.us.playstation.com/2013/05/07/doki-doki-universe-coming-to-ps4-ps3-and-ps-vita/" target="_blank">Doki-Doki Universe</a> and <a href="http://blog.us.playstation.com/2013/05/07/counterspy-sneaking-to-ps3-ps-vita/" target="_blank">CounterSpy</a></li>
<li>Pickle Rolls</li>
</ul>
</div>
<p><strong>Send us questions and tips: <a href="mailto:blogcast@playstation.sony.com">blogcast@playstation.sony.com</a></strong></p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/8725893369/" title="Sid Shuman by PlayStation.Blog, on Flickr"><img src="http://farm8.staticflickr.com/7386/8725893369_3b63844ae5.jpg" width="140" height="140" alt="Sid Shuman"></a><a href="http://www.flickr.com/photos/playstationblog/8725881793/" title="Nick Suttner by PlayStation.Blog, on Flickr"><img src="http://farm8.staticflickr.com/7393/8725881793_cd938be0a2.jpg" width="140" height="140" alt="Nick Suttner"></a><a href="http://blog.us.playstation.com/author/jmassongill/" title="Official PlayStation.Blogcast: Justin Massongill"><img src="http://farm9.staticflickr.com/8180/8006885739_4c73ab1d22_m.jpg" width="140" height="140" alt="Official PlayStation.Blogcast: Justin Massongill"></a><a href="http://www.flickr.com/photos/playstationblog/8727012798/" title="Dominic Guay by PlayStation.Blog, on Flickr"><img src="http://farm8.staticflickr.com/7452/8727012798_c5b5045c22.jpg" width="140" height="140" alt="Dominic Guay"></a></p>
<h4>The Cast</h4>
<ul>
<li><a href="http://blog.us.playstation.com/author/sshuman/">Sid Shuman</a> &#8211; PlayStation Social Media Manager</li>
<li><a href="http://blog.us.playstation.com/author/nsuttner/">Nick Suttner</a> &#8211; PlayStation Account Support Manager</li>
<li><a href="http://blog.us.playstation.com/author/jmassongill/">Justin Massongill</a> &#8211; PlayStation Social Media Specialist</li>
<li>Dominic Guay &#8211; Watch_Dogs Senior Producer</li>
</ul>
<p><em>[Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]</em></p>
<ul>
<li>Thanks to <a href="http://www.coryschmitz.com">Cory Schmitz</a> for our beautiful logo and <a href="http://dormilon-music.com/">Dormilón</a> for our rad theme song and show music.</li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://blog.us.playstation.com/2013/05/10/playstation-blogcast-073-who-watches-the-watch_dogs/feed/</wfw:commentRss>
		<slash:comments>37</slash:comments>
<enclosure url="http://traffic.libsyn.com/playstation/73_Episode_073__Who_Watches_the_Watch_Dogs_.mp3" length="0" type="audio/mpeg" />
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2011/12/NEW_LOGO_2_lead.jpg</thumbnail_url>
<rating>3.91</rating><author_title>Social Media Manager</author_title>
<comment_count>37</comment_count>
<comment_replies_count>8</comment_replies_count>	</item>
		<item>
		<title>Watch_Dogs: 7 Things You Need to Know</title>
		<link>http://blog.us.playstation.com/2013/05/10/watch-dogs-7-things-you-need-to-know/</link>
		<comments>http://blog.us.playstation.com/2013/05/10/watch-dogs-7-things-you-need-to-know/#comments</comments>
		<pubDate>Fri, 10 May 2013 13:00:03 +0000</pubDate>
		<dc:creator>Sid Shuman</dc:creator>
				<category><![CDATA[PS3]]></category>
		<category><![CDATA[PS4]]></category>
		<post_tag><![CDATA[playstation games]]></post_tag>
		<post_tag><![CDATA[ubisoft]]></post_tag>
		<post_tag><![CDATA[Watch_Dogs]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=105917</guid>
		<description><![CDATA[<a href="http://blog.us.playstation.com/tag/watch_dogs/" target="_blank">Watch_Dogs</a>’s dark vision of technological totalitarianism is heading to <a href="http://blog.us.playstation.com/category/ps3/" target="_blank">PS3</a> and <a href="https://us.playstation.com/ps4/" target="_blank">PS4</a>, and we were lucky enough to see the first live gameplay demo in San Francisco earlier this week (played on a <a href="http://blog.us.playstation.com/tag/dualshock-4/" target="_blank">DualShock 4</a>, no less!). We’ve carefully studied the footage, asked pressing questions, and present you with this breakdown.]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/playstationblog/8723727727/" title="Watch_Dogs by PlayStation.Blog, on Flickr"><img src="http://farm8.staticflickr.com/7347/8723727727_23a9bb4e3f_z.jpg" width="640" height="360" alt="Watch_Dogs"></a></p>
<p><a href="http://blog.us.playstation.com/tag/watch_dogs/" target="_blank">Watch_Dogs</a>’s dark vision of technological totalitarianism is heading to <a href="http://blog.us.playstation.com/category/ps3/" target="_blank">PS3</a> and <a href="https://us.playstation.com/ps4/" target="_blank">PS4</a>, and we were lucky enough to see the first live gameplay demo in San Francisco earlier this week (played on a <a href="http://blog.us.playstation.com/tag/dualshock-4/" target="_blank">DualShock 4</a>, no less!). We’ve carefully studied the footage, asked pressing questions, and present you with this breakdown. Read on, then submit your questions in the comments below!</p>
<div style=background-color:#d8e6f5;width:540px;padding:15px;margin:auto;margin-top:15px;><strong>1. Aiden Pierce isn’t your typical videogame protagonist.</strong> “Aiden is a man with a dark past who has made questionable choices,” Lead Story Designer Kevin Shortt explained in our first live gameplay demo. Growing up in Chicago, Aiden used his technical prowess to infiltrate bank accounts and access surveillance systems, becoming something of a vigilante. Naturally, these pursuits earned him some powerful enemies on both sides of the law. As you play Watch_Dogs, you won’t be choosing between stark extremes on some binary morality scale, but defining where Aiden resides on much murkier spectrum of acceptability.</div>
<div style=background-color:#eaf2fb;width:540px;padding:15px;margin:auto;margin-top:15px;><strong>2. Chicago isn’t your typical videogame city.</strong> We’ve all played open-world action games where cities feel more like a collection of giant painted boxes than a living, breathing urban community. Watch_Dogs’s densely detailed Chicago feel less like a pretty façade and more like a densely populated city. Alleys are riddled with rotting cardboard boxes and detritus and parking garages are honeycombed with gloomy staircases &#8212; hack the right device and you may even find yourself peering into the living room of a Chicago citizen. </div>
<p><a href="http://www.flickr.com/photos/playstationblog/8723729267/" title="Watch_Dogs by PlayStation.Blog, on Flickr"><img src="http://farm8.staticflickr.com/7432/8723729267_59ba38f1f8_z.jpg" width="640" height="360" alt="Watch_Dogs"></a></p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/8723726829/" title="Watch_Dogs by PlayStation.Blog, on Flickr"><img src="http://farm8.staticflickr.com/7363/8723726829_f999363846.jpg" width="312" height="176" alt="Watch_Dogs"></a><a href="http://www.flickr.com/photos/playstationblog/8723727099/" title="Watch_Dogs by PlayStation.Blog, on Flickr"><img src="http://farm8.staticflickr.com/7313/8723727099_2518081e58.jpg" width="312" height="176" alt="Watch_Dogs"></a></p>
<div style=background-color:#d8e6f5;width:540px;padding:15px;margin:auto;margin-top:15px;><strong>3. You can hack almost anything.</strong> Thanks to Chicago&#8217;s Central Operating System (ctOS), the city&#8217;s expansive (and invasive) technology is constantly at your fingertips. Take control of a nearby security camera to map out the positions of guards in a well-fortified area, raise a garage door or forklift to confuse and distract your would-be enemies, or &#8212; if you&#8217;re in particularly dire straits &#8212; tamper with the traffic grid and cause a multi-car pileup. These aren’t scripted scenarios, but dynamic and occasionally unpredictable events that can change the course of an escape in a nanosecond.</div>
<div style=background-color:#eaf2fb;width:540px;padding:15px;margin:auto;margin-top:15px;><strong>4. Stealth and no-holds-barred combat are viable options.</strong> Aiden is no sedentary computer geek &#8212; he’s quite capable of dispatching his enemies using lethal and nonlethal force. The stealthier player will value misdirection and surveillance, using remote cameras to tag and monitor enemy positions while skirting past trouble. Brute-force players will have a wide range of armaments to choose from, but you’ll want to keep civilian casualties in check lest your reputation suffer.</div>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/8723728767/" title="Watch_Dogs by PlayStation.Blog, on Flickr"><img src="http://farm8.staticflickr.com/7299/8723728767_948017983e_n.jpg" width="312" height="176" alt="Watch_Dogs"></a><a href="http://www.flickr.com/photos/playstationblog/8724846084/" title="Watch_Dogs by PlayStation.Blog, on Flickr"><img src="http://farm8.staticflickr.com/7356/8724846084_7caaf785c7_n.jpg" width="312" height="176" alt="Watch_Dogs"></a></p>
<div style=background-color:#d8e6f5;width:540px;padding:15px;margin:auto;margin-top:15px;><strong>5. Multiplayer and single-player will overlap.</strong> Watch_Dogs will feature a full-blown multiplayer mode set in the mean streets of Chicago, though final details are still under lock and key. More intriguing is that multiplayer and single-player will “seamlessly” overlap, an effort by Ubisoft to demolish the wall that has divided single-player gaming and multiplayer for decades. This interconnectivity will extend to a companion experience on mobile devices, though details remain scarce.</div>
<div style=background-color:#eaf2fb;width:540px;padding:15px;margin:auto;margin-top:15px;><strong>6. Voyeurism is more fun than it sounds.</strong> Connecting to &#8220;FREE PUBLIC WI-FI&#8221; is risky business in the real world, so you can imagine what&#8217;s in store for anyone foolish enough to hop on an unsecured network in Aiden Pearce’s city. Aiden can activate Wi-Fi hotspots around the city, then hack into any device that connects to it granting him access to, among other things, a webcam on an unsuspecting citizens&#8217; computer. This enables you to score valuable data, but also peer into the strange domestic lives of Chicago’s apartment dwellers.</div>
<div style=background-color:#d8e6f5;width:540px;padding:15px;margin:auto;margin-top:15px;><strong>7. The side quests are novel and varied.</strong> Once you hack into a district of Chicago’s ctOS, you’ll find yourself swimming in an ocean of data including the city’s crime prediction algorithms. If you want to go full-on Batman, you can use the crime prediction data to track down potential “victims” from the passers-by on the street, then intervene before their lives are cut short by a hail of bullets or a baseball bat to the head. Other side missions are less grim; one of our favorite was NVZN, an augmented-reality arcade game that tasks you with blasting marauding aliens with ray guns.</div>
]]></content:encoded>
			<wfw:commentRss>http://blog.us.playstation.com/2013/05/10/watch-dogs-7-things-you-need-to-know/feed/</wfw:commentRss>
		<slash:comments>40</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2013/05/Watch-Dogs.jpg</thumbnail_url>
<rating>4.5</rating><author_title>Social Media Manager</author_title>
<comment_count>40</comment_count>
<comment_replies_count>7</comment_replies_count>	</item>
		<item>
		<title>Watch_Dogs on PS4: Conversations with Creators</title>
		<link>http://blog.us.playstation.com/2013/05/03/watch_dogs-ps4-development-details/</link>
		<comments>http://blog.us.playstation.com/2013/05/03/watch_dogs-ps4-development-details/#comments</comments>
		<pubDate>Fri, 03 May 2013 14:02:18 +0000</pubDate>
		<dc:creator>Nik Schmidt</dc:creator>
				<category><![CDATA[PS4]]></category>
		<post_tag><![CDATA[conversations with creators]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>
		<post_tag><![CDATA[ps4]]></post_tag>
		<post_tag><![CDATA[ubisoft]]></post_tag>
		<post_tag><![CDATA[Watch_Dogs]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=105324</guid>
		<description><![CDATA[Today we're pleased to debut a <a href="http://blog.us.playstation.com/tag/watch_dogs/">Watch_Dogs</a> developer diary as part of PlayStation's "Conversations With Creators," an ongoing series that focuses on <a href="http://blog.us.playstation.com/category/ps4/">PS4</a> game development with some of the most accomplished game studios in the world. 
]]></description>
				<content:encoded><![CDATA[<div class="jwplayer">
				<input type="hidden" name="video_id" value="XYbCvcpiExI"/>
				<input type="hidden" name="post_link" value="http://blog.us.playstation.com/2013/05/03/watch_dogs-ps4-development-details/"/>
				<input type="hidden" name="age_gate" value="1"/>
				<input type="hidden" name="width" value="640"/>
				<input type="hidden" name="height" value="387"/>
			</div>
<p>Today we&#8217;re pleased to debut a <a href="http://blog.us.playstation.com/tag/watch_dogs/">Watch_Dogs</a> developer diary as part of PlayStation&#8217;s &#8220;Conversations With Creators,&#8221; an ongoing series that focuses on <a href="http://blog.us.playstation.com/category/ps4/">PS4</a> game development with some of the most accomplished game studios in the world. </p>
<p>In this video, you get to meet two of the driving forces in the Watch_Dogs dev team: Dominic, our senior producer and Jonathan, the creative director. Together, they discuss the vision of Watch_Dogs and ultimately, some of the development details for the PlayStation platforms.</p>
<p>By working in close collaboration with PlayStation, the team is working to harness the full power of the PS4. This gives them the opportunity to create a truly no-compromises experience with high-resolution environment textures and advanced special effects. The game experience, much like the city you’ll get to play in, will be rich, deep, and detailed.</p>
<p>As Jonathan and Dominic explain in the video, connectivity is at the heart of the Watch_Dogs experience. We already know Aiden is connected to his own environment, but we also want to give the players new and different ways to connect with each other, and working with PlayStation makes this possible.</p>
<p>In the end, we want to let you experience what it truly feels like to be in a hyper-connected world, whether it be in single player, multiplayer, at home, or even on the go.</p>
<p>Remember, you can always visit the <a href="https://www.facebook.com/pages/Watch-Dogs/283814255058906">Watch_Dogs Facebook page</a> and <a href="https://twitter.com/watchdogsgame">Twitter</a> account for great content and conversation. You can also <a href="http://watchdogs.ubi.com/watchdogs/en-us/purchase/">pre-order</a> your copy on the <a href="http://watchdogs.ubi.com/watchdogs/en-us/home/index.aspx">official website</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.us.playstation.com/2013/05/03/watch_dogs-ps4-development-details/feed/</wfw:commentRss>
		<slash:comments>50</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2013/05/LEAD_WD.jpg</thumbnail_url>
<rating>4.51</rating><author_title>Community Developer, Ubisoft</author_title>
<comment_count>50</comment_count>
<comment_replies_count>0</comment_replies_count>	</item>
		<item>
		<title>Watch_Dogs on PS3 November 19, Out of Control Trailer</title>
		<link>http://blog.us.playstation.com/2013/04/29/watch-dogs-on-ps3-november-19-out-of-control-trailer/</link>
		<comments>http://blog.us.playstation.com/2013/04/29/watch-dogs-on-ps3-november-19-out-of-control-trailer/#comments</comments>
		<pubDate>Mon, 29 Apr 2013 16:17:58 +0000</pubDate>
		<dc:creator>Nik Schmidt</dc:creator>
				<category><![CDATA[PS3]]></category>
		<post_tag><![CDATA[playstation games]]></post_tag>
		<post_tag><![CDATA[ubisoft]]></post_tag>
		<post_tag><![CDATA[Watch_Dogs]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=105042</guid>
		<description><![CDATA[Nik here, it’s nice to get another opportunity to chat with you guys. Today we’re digging a bit deeper into the human puzzle that is Aiden Pearce by launching our World Premiere Gameplay Trailer. Here you’ll get to know Aiden a bit better, and most importantly, you’ll discover what drives him to do the things he does.]]></description>
				<content:encoded><![CDATA[<div class="jwplayer">
				<input type="hidden" name="video_id" value="dxtAqpYPZCM"/>
				<input type="hidden" name="post_link" value="http://blog.us.playstation.com/2013/04/29/watch-dogs-on-ps3-november-19-out-of-control-trailer/"/>
				<input type="hidden" name="age_gate" value="1"/>
				<input type="hidden" name="width" value="640"/>
				<input type="hidden" name="height" value="387"/>
			</div>
<p>Nik here, it’s nice to get another opportunity to chat with you guys. Today we’re digging a bit deeper into the human puzzle that is Aiden Pearce by launching our World Premiere Gameplay Trailer. Here you’ll get to know Aiden a bit better, and most importantly, you’ll discover what drives him to do the things he does. You’ll get a good picture of how he uses the city of Chicago against those who crossed him&#8230; and you’ll see how far he will go to make them pay.</p>
<p>We’re also happy to announce that <a href="http://blog.us.playstation.com/tag/watch_dogs/" target="_blank">Watch_Dogs</a> now has an official launch date &#8212; the game will be available on <a href="http://blog.us.playstation.com/category/ps3/" target="_blank">PS3</a> starting November 19th. (We&#8217;ll be back to talk about the <a href="http://blog.us.playstation.com/category/ps4/" target="_blank">PS4</a> version and its release timing at a later date.) In addition, those of you who pre-order at GameStop will also get an exclusive Watch_Dogs poster, designed by the legendary comic book artist Alex Ross. The poster’s design is the inspiration behind the game’s box art and captures the essence of our hero, Aiden Pearce.</p>
<p>That’s the last of our announcements for now, but you can look forward to even more exciting info soon. Until then, you might want to watch the new trailer one more time… there are a lot of intricacies you may have missed. And for those of you who just can’t wait for more Watch Dogs content, we also have a brand-new set of wallpapers for you to use on your PS3 and PS Vita!</p>
<p><a href="http://www.flickr.com/photos/playstationblog/sets/72157633367051041/with/8693218811/" title="Watch_Dogs Wallpaper"><img src="http://farm9.staticflickr.com/8404/8693218811_aa8baf6e67_z.jpg" width="640" height="363" alt="Watch_Dogs Wallpaper"></a></p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/8693218811/in/photostream" target="_blank">960&#215;544 (PS Vita)</a>   |   <a href="http://www.flickr.com/photos/playstationblog/8693218813/in/photostream" target="_blank">1,280&#215;720</a>   |   <a href="http://www.flickr.com/photos/playstationblog/8694337186/in/photostream" target="_blank">1,920&#215;1,080</a></p>
<p>For more details on Watch_Dogs, check the game’s<a href="http://www.facebook.com/watchdogsgame " target="_blank"> Facebook page</a> and <a href="http://www.twitter.com/watchdogsgame" target="_blank">Twitter account</a>. You can also pre-order your copy on <a href="http://www.watchdogsgame.com" target="_blank">the official website</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.us.playstation.com/2013/04/29/watch-dogs-on-ps3-november-19-out-of-control-trailer/feed/</wfw:commentRss>
		<slash:comments>47</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2013/04/watchdogs.jpg</thumbnail_url>
<rating>4.37</rating><author_title>Community Developer, Ubisoft</author_title>
<comment_count>47</comment_count>
<comment_replies_count>1</comment_replies_count>	</item>
		<item>
		<title>Watch_Dogs Coming to PS3 and PS4</title>
		<link>http://blog.us.playstation.com/2013/02/20/watch-dogs-coming-to-playstation-3-and-playstation-4/</link>
		<comments>http://blog.us.playstation.com/2013/02/20/watch-dogs-coming-to-playstation-3-and-playstation-4/#comments</comments>
		<pubDate>Thu, 21 Feb 2013 00:55:47 +0000</pubDate>
		<dc:creator>Nik Schmidt</dc:creator>
				<category><![CDATA[PS4]]></category>
		<post_tag><![CDATA[PlayStation 4]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>
		<post_tag><![CDATA[PlayStation Meeting 2013]]></post_tag>
		<post_tag><![CDATA[ps4]]></post_tag>
		<post_tag><![CDATA[ubisoft]]></post_tag>
		<post_tag><![CDATA[Watch_Dogs]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=100099</guid>
		<description><![CDATA[Watch_Dogs is back. In reality it never really went away, but it has been a while since E3 2012. A lot of development has been done on our side. We know you have many questions. Believe this: we’ll do our best in the upcoming months to answer all of them… well, most of them.

For now, though, the whole development team is very proud to show you this new gameplay demo where you’ll get to see yet another facet of Watch_Dogs in action. In it, you can see that Watch_Dogs will be a game of opportunities and choices; of connections and consequences.

As we continue our march towards launch you’ll get to know Aiden Pearce, our mysterious protagonist. Learn what drives him and what makes him tick.]]></description>
				<content:encoded><![CDATA[<div class="jwplayer">
				<input type="hidden" name="video_id" value="6LZM3_wp2ps"/>
				<input type="hidden" name="post_link" value="http://blog.us.playstation.com/2013/02/20/watch-dogs-coming-to-playstation-3-and-playstation-4/"/>
				<input type="hidden" name="age_gate" value="1"/>
				<input type="hidden" name="width" value="640"/>
				<input type="hidden" name="height" value="387"/>
			</div>
<p>Watch_Dogs is back. In reality it never really went away, but it has been a while since <a href="http://blog.us.playstation.com/tag/e312/">E3 2012</a>. A lot of development has been done on our side. We know you have many questions. Believe this: we’ll do our best in the upcoming months to answer all of them… well, most of them.</p>
<p>For now, though, the whole development team is very proud to show you this new gameplay demo where you’ll get to see yet another facet of Watch_Dogs in action. In it, you can see that Watch_Dogs will be a game of opportunities and choices; of connections and consequences.</p>
<p><a href="http://www.flickr.com/photos/playstationblog/8492673383/" title="Watch_Dogs by PlayStation.Blog, on Flickr"><img src="http://farm9.staticflickr.com/8380/8492673383_e9792150ea_z.jpg" width="640" height="167" alt="Watch_Dogs"></a></p>
<p>As we continue our march towards launch you’ll get to know Aiden Pearce, our mysterious protagonist. Learn what drives him and what makes him tick. You’ll get to experience and understand the concept of a hyper-connected, smart city. You’ll realize what it is like to have complete control over a major city right at your fingertips and the chaos it can create. </p>
<p>Watch_Dogs will be available on <a href="https://us.playstation.com/ps4/?CMP=soc_us__cp_ps4_reveal" target="_blank">PlayStation 4</a> at launch, as well as the <a href="http://blog.us.playstation.com/tag/ps3">PlayStation 3</a> computer entertainment system. Keep checking back with us by visiting <a href="http://www.watchdogsgame.com/">the official website</a>, <a href="http://www.facebook.com/watchdogsgame">Facebook page</a> and <a href="http://www.twitter.com/watchdogsgame">Twitter account</a>.</p>
<div style="width:510px;margin:auto;margin-top:20px;margin-bottom:15px;padding-bottom:15px;background-color:#d8e6f5;border:5px solid #3e6fa3;">
<div style="text-align: center; font-size: 18px; padding:25px; padding-bottom:15px;"><strong>All the news from PlayStation Meeting 2013</strong></div>
<div style="text-align: center;">
<p><a href="http://blog.us.playstation.com/2013/02/20/playstation-meeting-2013-the-future-of-gaming-is-here-with-playstation-4">PlayStation Meeting 2013: The Future of Gaming is Here with PlayStation 4</a></p>
<p><a href="http://blog.us.playstation.com/2013/02/20/dualshock-4-revealed-pushing-the-boundaries-of-play">DUALSHOCK 4 Revealed: Pushing the Boundaries of Play</a></p>
<p><a href="http://blog.us.playstation.com/2013/02/20/playstation-4-developers-the-shape-of-things-to-come">PlayStation 4 Developers: The Shape of Things to Come</a></p>
<p><a href="http://blog.us.playstation.com/2013/02/20/killzone-shadow-fall-announced-for-playstation-4">Killzone: Shadow Fall Announced for PlayStation 4</a></p>
<p><a href="http://blog.us.playstation.com/2013/02/20/infamous-second-son-announced-for-playstation-4">inFAMOUS: Second Son Announced for PlayStation 4</a></p>
<p><a href="http://blog.us.playstation.com/2013/02/20/racing-evolves-on-playstation-4-with-driveclub">Racing evolves on PlayStation 4 with Driveclub</a></p>
<p><a href="http://blog.us.playstation.com/2013/02/20/watch-dogs-coming-to-playstation-3-and-playstation-4">Watch_Dogs Coming to PlayStation 3 and PlayStation 4</a></p>
<p><a href="http://blog.us.playstation.com/2013/02/20/destiny-coming-to-ps3-and-ps4-ps-exclusive-content">Destiny Coming to PS3 and PS4, PS-Exclusive Content</a></p>
<p><a href="http://blog.us.playstation.com/2013/02/20/knack-a-brand-new-platformer-for-the-playstation-4">Knack – A Brand New Platformer for the PlayStation 4</a></p>
<p><a href="http://blog.us.playstation.com/2013/02/20/the-witness-an-open-world-puzzle-game-on-playstation-4">The Witness: An Open-World Puzzle Game on PlayStation 4</a></p>
</div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://blog.us.playstation.com/2013/02/20/watch-dogs-coming-to-playstation-3-and-playstation-4/feed/</wfw:commentRss>
		<slash:comments>48</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2013/02/8492673303_405c8eb0b9_o.jpg</thumbnail_url>
<rating>4.69</rating><author_title>Community Developer, Ubisoft</author_title>
<comment_count>48</comment_count>
<comment_replies_count>0</comment_replies_count>	</item>
	</channel>
</rss>