

Not everything works every time, either, so there’s enough uncertainty to force you to strategise where you can, and go with the flow where you can’t. Each building comes with its own unique strengths and weaknesses. Turning junction boxes into tasers, evoking faux gang wars, or making up false SFPD APBs - it’s all available to you. Which is fair enough, really what’s the point of rectifying a false criminal record if you’re mowing down people to do so? While Holloway can put down combatants permanently, most of your tools and gadgets are built to stun enemies, not murder them. You can jump in all guns blazing, non-lethally incapacitating enemies with your stun gun, or creep around the peripheral alternating between aggression and stealth to take down an entire compound without ever setting foot inside. How you tackle these missions is Watch Dogs 2’s unique identifier, its fingerprint. However, once you’ve built up your toolkit, even the most densely populated enclosures can be brought down without breaking a sweat. Failure is unforgiving - there are rarely checkpoints mid-mission, so one balls up is enough to prompt an agonising restart, even if you’re fleeing at the end. Usually you’ll breach compounds or buildings, hack computers and, usually, there are bad guys to take out (should you wish to) along the way. Story missions are chiefly cut from the same mould.
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The cookie-cutter guards are as disposable and unmemorable as you might expect, while your brief stint as a Nudle (read: Google) bus driver brings you into contact with a wave of nauseating yoga-pant-wearing millennials debating diet tips and slagging off sushi bars, prompting Marcus to complain about their “pretentiousness” under his breath.


That said, it’s not without it’s tropes, as one glance at the turtleneck-wearing, man-bun-toting Nemec, CEO of Dedsec nemesis Blume, will attest.
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What’s more, as there are no narrative drivers for these characters, they are diverse for no reason other than to paint an authentic picture of SF’s real-life community. Not only does it feature a black lead, supporting characters too bring diversity, featuring trans and autistic characters that seemingly buck stereotypes. Talking of which: Watch Dog 2’s cast has been meaningfully and carefully selected.

Though sometimes a little cheesy, these interactions deepen Holloway’s relatability and help us understand his motivations, particularly if you frequently check-in with your hacktivist colleagues between missions. Sprinkled throughout this - and chiefly delivered via snippets between Holloway and fellow Dedsec-er Wrench - is a smattering of pop culture dorkiness, including a reference to the untimely demise of Crocodile Hunter Steve Erwin (and a resulting mistrust of all stingrays). You’ll see glimpses of Scientology in a mission that takes on polished religious cult New Dawn, and recognise consumer concerns with online tech giant Nudle (yep, Google) and !NVITE (a less obvious alt-moniker for Facebook until you rock up to the headquarters and see the giant thumbs-up icon outside). It’s not shy to take satirical shots, either. Each time you complete a story mission, the fruits of your labour - or the havoc you unleash - is neatly summarised in a pop-up news bulletin, bringing a grave and often timely reminder that all actions have consequences. Outraged by the misuse of customer data and privacy breaches, small vigilante hacker group, Dedsec (and yes, that should sound ring a bell if you played the original game), seeks to take back 'what’s ours' by infiltrating dot com conglomerates to reclaim data and/or reappropriate it for their own means.
