Watch_Dogs: A Retrospective
I’ve bagged on Ubisoft’s inability to deal with the politics
within its own games for, well, some time now. Swinging casually from utter
ignorance to dangerous complicity, Ubisoft’s unique brand of open world adventures
sell well but ultimately try to stay far away from making any point that might
drive customers away.
Apart from one of their newest and smallest franchises. So let’s
talk about Watch_Dogs.
Watch_Dogs was a
wonderfully unique pitch back when it was first revealed in 2012; the
incredible graphics, contextual heads up display, and the gameplay were like
nothing gamers had seen before. Drawing influence from the emergent online hacker
culture, DarkWeb sleaziness, and the way that people’s metadata was being
collected and traded, Watch_Dogs promised
to be a truly unique experience about a 21st Century vigilante.
Players step into the shoes and “iconic” hat of Aiden
Pearce, a criminal hacker whose involvement in a hotel robbery not only gets
his niece killed, but also leads him down a rabbit hole of local government
conspiracies and taking down Chicago’s central operating system, or ctOS.
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Ubisoft, 2014 |
The idea behind many of the mechanics of the game was to get
players to ”question
technology and their relationship to it” in the words of one of the devs. For
instance, in open world games like Grand Theft
Auto the player earns money through completely missions and robbing NPCs in
the street. In Watch_Dogs, however,
the primary means of acquiring cash is by draining NPCs bank accounts via their
mobile banking. The player will also utilise home security systems to spy on
the occupants, and can hijack the ctOS for their benefit, for instance
triggering bollards to rise up from the pavement in the event of a high speed
chase.
Whilst a unique way to convey just how much of our world is
vulnerable to the right kind of software manipulation, Ubisoft, in their Ubisoft
way, seeks only to provide the player with a means to an end, rather than
actually make some of these things feel wrong, at least not in a direct sense.
The skill tree can be expanded so that people with large bank accounts are
automatically flagged for theft, and the idea of spying on someone from their
laptop’s webcam whilst they’re masturbating is played for jokes, rather than looking
for a commentary on whether our own homes are private anymore.
One thing that is upfront in its unnerving display of
metadata is that you can access every NPC’s ctOS file through your phone’s “profiler”,
which includes their name and a summary of their digital footprint. Some will
be as innocuous as “Star Trek fan” or “Degree in Agriculture”, along with their
job description. But some also flag up much darker aspects of people’s lives,
such as “victim of child abuse”, “trolls online political threads” or even a
blood donor who is HIV positive. This does serve to demonstrate just how much
anyone – be they a hacker, a corporation, or even your own government – can know
about you just from a quick summation of your digital life.
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Ubisoft, 2016 |
Watch_Dogs lost
its way, however. It became bogged down with an unlikable, dour cliché of a protagonist.
Its gameplay was a poor emulation of far better titles like GTA. Whilst the player is able to act as
a vigilante and prevent crime with their mastery of cyberspace, the crux of the
story is that of Pearce’s revenge against those who killed his niece. Which is
a shame, because Ubisoft went in wanting the character to be complex, and
stating that "It's important as creative people to observe the world
around you and to make a statement in your work about what it means to you.”
But there are so few statements made in the first game, it took an entire
sequel to rectify that.
Set in San Francisco, with a good dollop of Silicon Valley
greed and domestic surveillance, Watch_Dogs
2 brings the focus back to the idea of smart cities and their pitfalls,
namely the Dedsec cell intent on bringing down the ctOS 2.0 running in their
city. Only one man stands in their way, Dušan Nemec, the Steve Jobs/Mark
Zuckerberg hybrid who runs the whole operation.
Almost immediately, the game has far more to say about the
nature of metadata and its dangers. Insurance companies can track their customer’s
card transactions, so too many trips to the donut shop in one week will up
their premiums. Internet search histories and proximity to crime hotspots marks
you out as being a high risk individual by the police. The player even goes
after a security company called Haum, who is illicitly gathering data on their
customers and then selling it to the highest bidder.
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Ubisoft, 2016 |
It appears that Watch_Dogs
2 doesn’t just take a stand against the collection of metadata, but doesn’t
pull many punches against the culture within the tech industry. Marcus, the
protagonist, and Horatio (another Dedsec member) both experience and push back
against the racism – hateful, patronising, or otherwise – at the Nudle (Google
stand-in) campus. “The amount of times I’ve been told I’m ‘Well spoken’…”
Horatio laments, along with commenting that there are only 4 black people who
work at Nudle. This is actually a real problem with the tech industry in
reality, with
Google only having 5% of its total US staff surveyed as black or Hispanic. There
is even a brief nod to racial profiling by law enforcement, with Marcus
entering an area of Oakland which has been flagged as having a high risk of
crime and the police are told to “shoot on sight”: his being a black 20 year
old male puts him in very real danger.
Dedsec this time around is more closely modelled on the
Anonymous collective. It’s a decentralised community with a tendency to troll
their victims whilst exposing their nefarious dealings. Dedsec reveal to the
world a New Dawn (the Scientology stand-in) re-education camp for troublesome members
of the church, along with their various other scams to con members out of
spending more, all based on Anonymous’ targeting of Scientology in the early
2000s. There is also the targeting of security firms that dare the group to
hack into them, dealing with rival hacking collectives as well as rogue
elements within Dedsec itself – such as swatting a Dedsec member who has been
caught swatting online gamers himself.
There’s a real emphasis on Dedsec being a social justice
movement in the game too. The group seek to draw the public’s attention to
their manipulation by tech companies and how little the word privacy means in
the 21st Century. The humorous, retro horror/sci-fi inspired graphic
art, promotional videos, and merchandise available in the game mirrors yet
another element drawn from Anonymous – or rather, the sect of Anonymous that
became tied to the Occupy movement that merchandised many iconic emblems of the
collective. Because it’s a loose collective, these stores aren’t official, but
they are there to provide people with a link to a movement that they can
identify with, from the masks
to t-shirts and stickers,
and have made the collective into a “political gateway for geeks”.
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Ubisoft, 2016 |
In conclusion, Watch_Dogs
2 is the closest Ubisoft has come to taking a deliberate political stance
in much of its library. The franchise had a rocky start narratively, with an
unlikable protagonist and a story mostly designed to compete with Grand Theft Auto. If you compare this
sudden jump in boldness to the accidental fascism of The Division and the tone deaf interpretation of the United States’relationship with Latin and South America in Ghost Recon: Wildlands, or even to the increasingly absurd
ramblings about autocracy and freedom in the Assassin’s Creed series, one is simply left asking: why? Why is it
that this franchise is allowed to be about something?
The cynic in me believes this is simply down to the scale of
Ubisoft’s other franchises compared to Watch_Dogs.
With only two entries, both of which were received with mixed reviews, perhaps
there is less pressure from the top to make the game homogenous, bland, and
open to interpretation. Granting the artists more freedom to create a solid
narrative, and then to reinforce that narrative with fourth wall breaking
propaganda, has lifted the series from being another grey-brown shooter with a
bleak story, to a vibrant open world with a message.
Ubisoft, more of this sort of thing.
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