In depth: How the developers of the Driver series are turning their hand to Watch Dogs 2

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Despite receiving a fair amount of positive reviews upon its release, the original Watch Dogs does not have the greatest legacy.

More often than not the hacking boiled down to a simple case of waiting for the correct button prompt to appear on-screen, and the whole game controlled like a GTA clone from the early PS2 era.

“Missions that forced me to chase down enemy vehicles demanded more precision and timing than the game’s cars felt capable of” said Arthur Gies in his review for Polygon. Gamespot called them “bouncy” and GamesRadar called them “heavy” and remarked that, aside from bikes and high-end sports cars, “most rides feel the same.”

With Watch Dogs 2 Ubisoft Montreal is looking to solve this vehicle criticism by enlisting the help of Reflections, a Ubisoft studio based near Newcastle in the UK.

This is the studio that nailed the feeling of open-world driving in the Driver series while other studios were still struggling to get their cars to handle right.

Watch Dogs 2

A unique challenge

The difficulty with getting open-world driving to feel right is that there’s so much variety to it.

Whereas the driving in a Need for Speed game only needs to feel at home at high speeds, an open-world game will see you driving at low speeds just as often as often, and the vehicle’s handling needs to feel at home with both.

Reflection’s secret sauce is its internal V-Edit tool, which it has been building upon since the Driver days.

The reason for the un-sexy name is that V-Edit (or vehicle edit) is a tool for internal use only. This isn’t a piece of middleware like SpeedTree which is licensed out to any developer willing to front the cost, instead it’s a tool designed for and by the developers at Reflections (although the team was quick to assure me that the tool is available to any other Ubisoft studios that require it).

A wild land of vehicles

To show off how the tool works, the team booted up Ghost Recon: Wildlands, another title that Reflections is lending its vehicle developing expertise, but one whose greater variety of on- and off-road military vehicles shows off the real range that the V-edit tool is capable of.

First up on our tour of the vehicles of Wildlands was a fairly standard military buggy. We were given a controller and asked to have a drive.

It was good, the suspension had to work a little due to the bumpy ground of the field we were positioned in, but it was fine. You know, like a buggy.

Then Ben Merrick, Reflection’s ‘Vehicle Realization Expert’ started messing around with V-edit and all hell broke loose.

Ghost Recon Wildlands
The team are also working on the upcoming Ghost Recon: Wildlands

First he raised the suspension on the rear of the buggy, which shifted its weight appropriately, and then he raised it on the front, and the handling became significantly bouncier.

Then he started playing with the vehicle’s ‘grippiness’ settings. Left at its default the buggy would slip and slide around a field just as you’d expect it to, but pretty soon we were spinning donuts all over the shop, pausing only when Merrick warned us with increasing despondency to please not crash into the other vehicles that had been spawned for us to test.

That’s not to say that the vehicles felt realistic before Merrick started messing with them. As Merrick explains, “You’re not driving a car like you’re driving a car, you’re not driving a plane like you’re driving a plane, you’re doing it all through your pad… we want the player to have that kind of visceral love of mucking around in cars.

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