WATCH_DOGS is a 2014 video game. Usually I list the year to give context to what games were contemporary and sometimes to point out how certain things made sense at the time even if they haven’t aged well. For example, Assassin’s Creed: Syndicate’s aping of the style of BBC’s Sherlock made a lot of sense in 2015.
But for WATCH_DOGS, “2014” is the sub-genre and premise. Not that it strictly takes place in 2014 (although I’m pretty sure it’s supposed to be set, like most media with a modern setting, more or less in its year of release), but that it is so heavily informed by the culture and anxieties of that year to the point where it becomes a useful view of what the world was like (or at least, what contemporary mainstream culture thought it was like) in the Obama era. All the Obama era concerns about the surveillance state and electronic warfare had reached their most advanced forms, and yet remained totally detached from the alt-right Nazi militias and peer-to-peer cyber and propaganda warfare that have become the dominant conversation. These days, concerns about the surveillance state are a side note to discussions of the FBI tracking down January 6th insurrectionists and what 2022 sanctions limiting the activity of Russian psyops did to the audience of this or that online community or the comments section for whatever political news site or YouTube channel. In WATCH_DOGS, it’s firmly the other way around, with the vaguely right-wing militia being bit players included, as far as I can tell, mostly just to give rural the small town section of the map some criminal baddies for protagonist Aiden Pearce to mow down.
DEDSEC, the off-brand Anonymous that the game presents mostly heroically (Aiden doesn’t want to help them at the end, but it’s not really clear why), doesn’t have any QAnon imitators or splinter factions. Corporations and government act as a unified whole, “the Man,” rather than being deadlocked by bitter partisan political warfare, but the police are still considered good guys despite being government enforcers. Aiden Pearce uses binaural beats for “digital trips” which, modulo some exaggeration for gameplay, evoke the idea that such beats’ effects on the psyche could possibly replicate or even approach the effects of psychedelic substances, a common myth from the era which has quietly fallen by the wayside as more and more people have tried it and had no effect, making it clear that the exceptions are some combination of placebo and attention-seekers fabricating counterculture tech so that they can claim to be on the bleeding edge. Good background music does help with focus, but that genre is dominated not by any alleged binaural beat, but by lo-fi hip-hop beats to relax/study to.
The game’s morality is also 1) focused on with a reputation mechanic that rewards you for completing missions that help the city or rescuing civilians from firefights and penalizes you for killing civilians and police, and 2) an absolute mess. Firstly, the game takes place in Chicago, yet it still posits killing the cops as a bad thing. All cops were not broadly considered bastards back in 2014, but the fucking Chicago police have always had a reputation as authoritarian stormtroopers, plus, vigilante justice is nearly impossible to justify if the police are doing their jobs. The protagonist’s hacker powers come from slicing into a city-wide network that the police already have access to, so if the police aren’t either totally incompetent or totally corrupt (or both), what can Aiden possibly do that the ten thousand strong Chicago Police Department can’t?
And a lot of mechanics that clearly put the public in danger have no impact on reputation at all. You can hack stoplights to cause a car crash at an intersection right after you pass through, for example, thus catching pursuers in the wreck while you speed away. Apparently the injury and potential death of the civilians caught in the crash aren’t important. You can also wander around town hacking random people’s phones to siphon funds out of their bank accounts with no impact on reputation.
The reputation system is, of course, reputation, not something that claims to be judging your actions objectively, so maybe the idea is that your theft and causing wrecks can’t be traced back to you and thus doesn’t affect the public’s opinion. If that’s the case, though, you’d expect the narrative to notice that, high reputaiton or low, the protagonist is an unrepentant villain who freely harms innocent people in pursuit of his goals with, at best, a Homelander-like willingness to save people whenever it benefits his public image, or that they’d be more willing to use police as footsoldiers of resident evil corporation Blume.
The game’s themes in general are a dog’s breakfast. It’s doing that corporate storytelling thing where it brings up something (at the time) topical and controversial, but then refuses to say anything about it. Aiden Pearce uses the city-wide ctOS surveillance system to track down criminals and evade police, but the game never takes any position on whether this is a good thing, or if it’s a bad thing, or if it’s bad that ctOS exists but Aiden is making the best of it by using it for justice, or if it’s good that ctOS exists but criminal hackers and corporate corruption are perverting its potential. The game runs in the room, shouts “city-wide surveillance network!” and runs away. You can decide to use or not use ctOS in various ways, but the game doesn’t notice if you do. The first and only time your choices impact the story or game world is in a mid-credits scene where you can decide to kill the hitman who killed Aiden’s niece (accidentally, while trying to kill Aiden) or not, so the story neither makes its own point about its own themes nor does it give you any meaningful way to provide your own answer.
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