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So you know, you’ll notice people carry themselves differently if they’re athletic or older or younger. Animation wise, we have different animation archetypes. And then we even have voice modulation technology that’s so advanced that sometimes you can have the same voice actor on two different sides of the same conversation and you don’t know because it’s changed so much. We recorded the script tons of times with different actors and different personas, not just different voices of the same lines. How does the animation work? How does the voice acting work? We invented technologies that use advanced voice modulation. It is a phenomenal amount of hard work that went into this innovation because it makes you question everything.
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What happened after that idea was floated? I imagine everyone thought that’s an amazing idea, and then realised it’s going to be a lot of work. You can spin that forward into our vision of let’s just speak to the things you want to speak to and create our fictional future.Īnd then you can play as any character in this version of London. But when you pick places that sort of have a cultural consciousness about how it is, then you know how it is in today’s world. It’s not necessarily our prediction of like, this is how it’s going to go. It’s definitely a piece of speculative fiction. But then we get to be selective about what technologies we want to put it into there. So with the things like the landmarks and stuff, it’s very easy to make it recognisable. I mean by setting the game near future, day after tomorrow, we give ourselves the leeway to pick and choose where we want to keep or change. We want it to be an interesting place for a possible future London. But when you’re looking into the future, a bleak interpretation, how are you developing that world but making sure it’s clearly fictional? There’s probably a line you don’t want to cross. Those recognisable icons really stand out and show this is a fairly accurate London. You’ve got the landmarks, and so that’s always a big part of the brand, like the aspiration of going somewhere, but sort of putting our twist on it. S o basically, it just kind of spoke thematically to what we wanted to do with the game, and it seemed like a really natural fit. Obviously with Brexit, it’s a moment of political conflict right now. You look at London being one of the most surveilled cities in the world. And when we look at you know, the near future setting, we wanted to create and push technology forward.
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The Watch Dogs series has always tried to set things in iconic locations. And so it’s really a case-by-case basis of how the world reacts to you and also what the gameplay implications of that are.Ī lot of these characters you’ve shown, like Helen and Ian, seem distinctly British. So, we have all different types of variety you can find from people in the world. Or we have people who are ill and might actually die randomly and suddenly. We have people who do more damage when they’ve been drinking. O ften times you’ll see the people with limited mobility like Helen who have a greater gameplay impact because it’s a little bit more of a choice on the player’s part. So, our traits can have pluses and minuses and trade offs and stuff like that. Kent Hudson, Game Design Director on Watch Dogs Legion: The entire mobility thing goes into our gameplay trait system. Is mobility the main difference between these archetypes or can we expect other things, like an innocent old lady being less suspicious? She moves a lot slower than other characters, that’s part of her archetype.
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Stevivor: You don’t have a protagonist, but Helen has kind of assumed that role during E3 and is a character everyone seems excited about.
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We also had a chat with Game Design Director Kent Hudson and naturally asked him about playing as Helen, the elderly former assassin who has become the star of the show. During E3 2019, we went hands-on with Watch Dogs Legion and experienced its unique ‘play as anyway’ approach to characterisation.