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Switching over to enforcingthecode for good, a final goodbye

Good evening followers of ELECTROSPORTS, as you might have noticed I have not used this blog too much recently. That is because I am using the new site to update lately. So if you want to continue to receive material it is over on that site from here on out. I will have my E3 preview and coverage on there along with my Watch_Dogs review, and Stanley Cup Finals preview and recap. So head on over there for all the latest news, and remember to follow for all of the recent updates from me and staff.

Thanks for the good times here, and I hope to build many more on the new site.



Watch_Dogs Previews around the Web


I came across a few previews for Watch_Dogs yesterday after the latest trailer was launched, and the May 27th release date was announced, and overall my excitement for the game is renewed because the previews came back positively. Unfortunately being a small blog I am not afforded the same opportunity to play the game or any other games for that matter before its release so I along with others obviously have to read previews from other outlets that have been given the chance to play these games.

So as I was reading them, I tried to get a gauge on the game and like I mentioned above they all came back positive, so there is nothing I am concerned about because there was nothing to report judging from what I read in terms of glitches or hiccups except for this one little piece which can be read below from the Polygon preview:

I hacked the front gates open, and then turned on the sound device. A guard walked over to figure out what it was, and I set off the explosion, blowing him off his feet and killing him.

A bug prevented the other guards from noticing the explosion outside, so I was able to slip in and hide behind a wall. Using the cameras in the compound, I scouted the area, tagging all of the bad guys. I skipped my view from the cameras mounted high above the courtyard to ones mounted on the vest of a guard, using his patrol to help locate the computer.

Certainly this would be a cause for concern typically if you read the entire preview and spotted where it said that, but with a little less than three months before the game ships, I think that the bug will be fixed before the release.

Once you read the preview pieces below if you haven’t come across them already I think you will share in my excitement for the game. Of course over the next couple of months I hope we got more information and videos to tide us over to the release of Watch_Dogs.

Below are links of previews done around the web, I sorted them by personal favorite previews, that way if you are on a time crunch you can try to read the best of the previews now, and possibly the rest later.

This is a hilarious preview, at least I thought it was funny, it was witty and sarcastic all in one. It was easily my favorite preview.

Another well done preview, and this also has a video that has interviews with the development team which also revealed why the game was delayed.

This is a nice 3 page/section preview done by Game Informer, it is broken down into sections such as information on the game, hands on impressions, and so on.

Marty Silva of IGN reports his impressions of Watch_Dogs, another worthwhile preview.

Watch Dogs Trailer and Release Date Set


Today Ubisoft revealed the release dates for all versions of Watch_Dogs except for the WiiU version and that date is May 27, 2014.The WiiU version will come out on a later date.

Accompanying that news was a new Watch_Dogs in a trailer that tells more about the story of Watch_Dogs where it is learned that he is seeking revenge for his daughters death. The trailer doesn’t say how the 6 year old was killed but there is no doubt that the game will offer a lot of details into that as we progress, and since it has been learned that this was a family ordeal I would not be surprised if his wife was also murdered as well, granted there is no evidence to support this as there is with the daughters tombstone, but I don’t recall seeing Aiden Pearce’s wife anywhere in screens or videos leading up to this. So it would make sense to assume that the wife was also a victim of the hit on Aiden Pearce.

You can watch the trailer below for the roughly two and a half minute story trailer.

Overall I was underwhelmed by it, I was hoping for more. I mean it is nice to have an idea of what the game centers around now, but overall it still looks a lot like the same game. Perhaps the IGN coverage on the game later today will bring more info as to what really is happening in the game.

Overall though, it is nice to see the game back on the radar, but is it too late? I will do a piece on that and release it soon.

Watch_Dogs Delayed



Today Ubisoft dropped a bomb shell announcing that Watch_Dogs had been delayed until Spring of 2014. The news came with the accompanying blog post which has been pasted below.

Our ambition from the start with Watch Dogs has been to deliver something that embodies what we wanted to see in the next-generation of gaming. It is with this in mind that we’ve made the tough decision to delay the release until spring 2014.

We know a lot of you are probably wondering: Why now? We struggled with whether we would delay the game. But from the beginning, we have adopted the attitude that we will not compromise on quality. As we got closer to release, as all the pieces of the puzzle were falling into place in our last push before completion, it became clear to us that we needed to take the extra time to polish and fine tune each detail so we can deliver a truly memorable and exceptional experience.

We would like to take this opportunity to thank all of you. We thoroughly enjoy and appreciate the way you respond on the web, at events, press conferences and other opportunities we have to interact. Your passion keeps us motivated.

We can’t wait to see you in Chicago next spring. We are confident you’ll love this game as much as we love working on it.

Obviously this will be disappointing to anyone like me who was looking forward to getting is as a release date game for their next generation console. However at the same time there is still Battlefield 4 which looks amazing. So it is not a huge deal in the long run, it just limits the usability of the next generation consoles since not everyone will be spending huge money on games outside of maybe one or two at launch.

Watch_Dogs News Sep 12, 2013

Yesterday Ubisoft release episode 3 of their podcast series.

However if you rely on me only for Watch_Dogs news than you’ll be like me and missed podcast number 2.

So I’ll post them both here since I owe it to you guys.

Podcast 2: talks to the team behind the story

Podcast 3: discusses animations

You can also find these on iTunes if you prefer Apples product.

Furthermore Ubisoft shared today that NASCAR driver Brad Keselowski will be a none playable character in the game. He will be one of many people roaming the streets of this fictional city of Chicago.


New Watch_Dogs trailer, 15 minutes of gameplay

Warning: Explicit Language and violence

New Infographic from Watch Dogs facebook page


COLOGNE, GERMANY – August 20, 2013 – Today at the Sony Computer Entertainment press conference at Gamescom, Ubisoft® announced that its film and television division, Ubisoft Motion Pictures, is collaborating with Sony Pictures Entertainment and New Regency on development of a feature film based on Watch Dogs™, Ubisoft’s highly anticipated open-world action-adventure video game. Ubisoft and Sony also showed a first look at the exclusive Watch Dogs gameplay that will be available for PlayStation®4 computer entertainment system this holiday.

“Since both Sony and Ubisoft have movie and video game branches, this deal creates exceptional opportunities for us to merge the realms of the story-based cinematic experience with the interaction of the video game,” said Jean-Julien Baronnet, chief executive officer, Ubisoft Motion Pictures. “In addition, Sony Pictures and New Regency have deep production expertise and are letting us maintain a strong creative voice in the film’s development. Together, we’re confident we can deliver a movie that builds upon the excitement that the game is already generating.”

Commenting on the announcement, Hannah Minghella, president of production for Columbia Pictures, said, “The themes and open gameplay of ‘Watch Dogs’ lends itself perfectly to the big screen. The game has intense action and adventure, but the story focuses on information and the control of information, which we think will lead to an exciting thriller.  It has tremendous potential as a motion picture and we’re thrilled to have the opportunity to work closely with Ubisoft’s internal creative team on the development of the project.”

Watch Dogs centers on Aiden Pearce, a brilliant hacker bent on revenge and inflicting his own brand of justice after a violent family tragedy.  Using all of his skills, Pearce hacks into Chicago’s Central Operating System (ctOS), which controls the city’s infrastructure, including security cameras, traffic lights, and public transportation, as well as databases containing key information on the city’s residents.  In the game, Pearce turns the entire city of Chicago into his ultimate weapon. The game received many awards at E3 2012, including Best of Show from GamingExcellence and three awards (Biggest Surprise, Best New Franchise and Best PC Game) from IGN.  The game also won GameSpot’s People’s Choice Most Exciting Game of E3 2013.

The project will be overseen at Ubisoft by Ubisoft Motion Pictures. At Columbia, Minghella and Sam Dickerman will oversee development while Alexandra Milchan and Andrew Calof will work on the forthcoming film for New Regency.

About Ubisoft Motion Pictures:
Ubisoft Motion Pictures was created in January 2011 to expand the audience of Ubisoft’s successful video game brands by bringing them to film, television and Web series. In addition to the Tom Clancy’s Ghost Recon film, the studio is also partnering with New Regency on the upcoming films based on the Assassin’s Creed and Tom Clancy’s Splinter Cell franchises, and is in production on the Rabbids TV series, a collection of 78 seven-minute CGI episodes based on the insane stars of the video game franchise of the same name, in partnership with France Televisions and Nickelodeon.

About Ubisoft:
Ubisoft is a leading producer, publisher and distributor of interactive entertainment products worldwide and has grown considerably through a strong and diversified line-up of products and partnerships. Ubisoft has offices in 29 countries and has sales in more than 55 countries around the globe. It is committed to delivering high-quality, cutting-edge video game titles to consumers. For the 2012-13 fiscal year Ubisoft generated sales of €1,256 million. To learn more, please visit:

About Sony Pictures Entertainment
Sony Pictures Entertainment (SPE) is a subsidiary of Sony Entertainment Inc., a subsidiary of Tokyo-based Sony Corporation. SPE’s global operations encompass motion picture production, acquisition and distribution; television production, acquisition and distribution; television networks; digital content creation and distribution; operation of studio facilities; and development of new entertainment products, services and technologies. For additional information, go to

About New Regency
Founded in 1991 by renowned producer Arnon Milchan, New Regency Productions is actively engaged in entertaining the world via the production and distribution of motion pictures, television and sports through strategic alliances with media companies. Distributing its films through Twentieth Century Fox, Regency has produced many high-profile films over the years, including: Fight Club, Heat, JFK, Alvin and the Chipmunks, LA Confidential, Mr. and Mrs. Smith, Under Siege, Free Willy, A Time To Kill, Devil’s Advocate, Tin Cup, City of Angels, The Negotiator, Entrapment, Don’t Say a Word, Unfaithful, Man on Fire, Jumper, Love & Other Drugs and The Internship. Upcoming films include, 12 Years A Slave and Runner, Runner with Fox and Noah with Paramount.  The distribution partnership with Fox extends to all media worldwide except international pay and free television. Regency self-distributes international television rights to multiple licensees. For more information, log onto


I am all for a Watch_Dogs film, however I hope the film is taken from aspects of the game and not the other way around. The whole history of games following in the footsteps of movies has bombed numerous times in the past, but I would welcome a flip of the script.

Xbox Wire Posts Q and A for Watch_Dogs

In “WATCH_DOGS,” you are Aiden Pearce, a former thug that’s able to hack into anything and turn Chicago into your ultimate weapon. Check out the Xbox Wire interview below with developer Ubisoft Montreal’s Senior Producer Dominic Guay, Creative Director Jonathan Morin, and Lead Story Designer Kevin Shortt, and stay tuned for more news and insights from other renown developers of the hottest and most anticipated games coming to Xbox.What are you most excited about for developing on new generation hardware?

Dominic Guay, Senior Producer: From the start, our mindset has always been to innovate. When you have the privilege to build a new IP, you need to push the envelope, to create a game experience that will surprise players. A new platform means we have even more options to innovate and to magnify our vision for the game. Being there at the beginning of a new generation, with a new IP, is a very exciting thing.

How will a new generation of hardware impact/change/revolutionize the future of your title/gaming

Jonathan Morin, Creative Director: I think people are already changing the way they play games. They are interconnected, they play something and they talk to a friend at the same time who might not even be using the same machine. That is what we want to tap into. We want to make sure players can play our game in different ways. We want them to consider the fact that other people are playing “WATCH_DOGS” elsewhere, in different modes, some in single player and some in multiplayer. 

Thanks to this new generation of hardware, for the very first time, I think players will feel that playing “WATCH_DOGS” is a lot like living in our day to day lives, with our phones, with our multiple friends everywhere in the world. We really want to make sure that for the very first time, players will be able to blur the line between any kind of modes a game can offer and create one single experience where connectivity is omnipresent.

The original demo showed a sprawling city with tons of interactive NPCs, how has the new generation affected the versatility with the environment?

Jonathan Morin, Creative Director: 
We really want to give “WATCH_DOGS” a serious tone; human dramas are a big deal for us. Video games tend to go very light on that type of subject, so we want to go deep. So if you cause a traffic light accident, we want to ask ourselves what is going to happen to the guy behind the driving wheel. We want to reach that level of detail.

Thanks to the next gen, we can push the limits; we can make the player believe that when he does something, there are causes and consequences. I think that for the first time, players will not only be in a city, they will feel that people live in that city. After all, every city is defined by its inhabitants. This is one of the things that new technology gives us: the ability to go even further. For the very first time, NPCs around you are no longer robots that follow a sidewalk. They are real human beings with their own lives.

Use of the cell phone by the main character in the demo seemed to be a core piece of gameplay, what are some of the uses that may surprise players? 

Kevin Shortt, Lead Story Designer: For “WATCH_DOGS,” we needed to pull off a credible, open-world Chicago. We’ve given players the ability to hack into any phone, any camera…any laptop. If they could do that, we needed to ensure there was a story on the other end as a reward. We worked very hard to ensure players will feel they are navigating a busy city of almost three million people who have a lot of stories to tell and all living their own lives; lives that can be explored at any point through the entire game.

Many of these stories will expose players to new opportunities that they can pursue on their own time. Real life has layers and depth, odd stories that intersect our lives. Stories that don’t always make sense… but can make us smile or cringe.

The ability to enter other players worlds and hack them is really neat, are there any in-game benefits to connecting online and allowing other players to hack your world?

Jonathan Morin, Creative Director: In “WATCH_DOGS,” there is what we call “notoriety”. Part of it works like any notoriety you could think of in an online game but there is a special aspect to it that is quite unique to “WATCH_DOGS.” Part of it works more like a virus.  When you hack another player, you are installing a worm in his system and then you leverage part of his strength for yourself and he knows about it. So from that point, if this person grows in power, you do as well. Think about it for a second: if you work hard for your notoriety and you know that out there one guy is more powerful than you because he leverages some of what you worked so hard to get, how hard will you want to retaliate to break that link? In a way, when you hack a player, you don’t remove anything from him aside from his pride. He doesn’t lose anything, but he knows you are more powerful because of his effort.

So in a way, your hacking network the virus structure creates is similar to the notoriety you are used to on social networks, which again is a nice and elegant way to remember what “WATCH_DOGS” is all about: hyper connectivity.

Are there limits to the number of players that can hack into your world at any given time?

Jonathan Morin, Creative Director: How the Seamless Multiplayer works is that when your console is connected online, you are automatically in a “session”.  There could be millions of these occurring at once. What we are able to do is to dynamically merge and unmerge those sessions seamlessly. Players can free roam normally, going about their game and at some point they can either accept a contract or provoke a monitoring scan so that the next thing they know, their objective seamlessly involves another player.

Once the situation is resolved, we are then able to unmerge both players, and they’re able to go about their game to pursue their objectives as they were. The beauty behind this is that we can control the pacing at which this occurs and we can give you tools to also control its flow. It is such a natural online extension of what “WATCH_DOGS” is all about in the end. If we say that everything is connected, we have to consider that everyone is connected too…


IGN has more on Watch Dogs has posted an interview about the hacking in Watch Dogs, it goes into a little more detail on how it works, and really is a short but good read.

New Watch Dogs Trailer is up

New Watch_Dogs Video to drop tomorrow

According to a post on Facebook, there will be a new Watch_Dogs video posted about the hacking in the game. It was accompanied by this picture



It will drop at 12 PM Eastern Time and 9 AM Pacific Time

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