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[Melas] - Chapter 69: Enemies

Synopsis:
A young woman finds herself dead and is given the chance to reincarnate in another world with cheat-like magic powers. She accepts, only to find that the world treats magic users the same way ours did— by hunting them down and killing them for heresy.
My name is MELAS?! As in Salem backwards? Oh my God, and my mother is a Witch. I am SO going to be burned at the stake!
[Previous Chapter] | [Chapter 1] | [Cover Art] | [RoyalRoad Index and Synopsis] | [Patreon] |[Discord] | Tags: Isekai/Reincarnation, Action, Adventure, Fantasy, Weak-To-Strong Protagonist, Female Protagonist
“There they are,” I whispered, pointing a finger in the direction of the shadows lurking in the dark.
Kai sidled up next to me; we crouched next to the railings together, as the man squinted. “So it seems.”
“What do we do?” I asked, turning to him.
“You,” he said, turning to face me, “will go back and get the others. I will keep track of them— ensure that they do not go somewhere else.”
I knew he was wary of me— he probably thought if he left me here, there was a chance I might betray them and warn the Dark Crusaders of their ambush. I could understand his reasoning, even though I knew it was not true at all. Simply choosing to nod, I followed his orders and returned back down the hallway we came from.
It took me ten minutes to get back to the meeting point: no one else was there, of course. It hadn’t even been 30 minutes since we separated. I waited for a bit, a hand on my dagger as I kept my guard up.
Eventually, Jack and Braz returned, followed by Elda and Vinnie. We exchanged little words— I simply told them what they needed to know, asking them to follow me, and they did.
I brought them to Kai, who had gone back to the hallway out of sight from the Goblins and Humans. He nodded at my prompt arrival, then pointed a thumb at the large room beyond us.
“They entered a doorway across from us,” he said. “I’m not sure what it’s for, but it almost appears to be a storage room. If I had to guess though, it leads to where they produce and keep their enuim.”
“Good.” Jack folded his arms. “That means we can take care of two things at once. Take them out, and destroy their supply of the enuim.”
Everyone nodded in response, and I did too. However, I felt an urge to add in to what he said. “And we only kill them if necessary, right? Try to apprehend them if we can.”
Kai narrowed his eyes as he looked over at me. He frowned, but simply answered, “As unlikely as it is, that is the best possible outcome for us, yes. However, if it comes down to it, we have to kill all the Dark Crusaders. Perhaps then they’d decide against supporting the Elise.”
I was about to let the issue drop and agree with him, but he stopped me, cocking a brow.
“What’s wrong, Melas? Do you have a problem with this plan?” he asked, not bothering to mask his distrust of me.
I studied his expression for a moment, before shrugging helplessly. “Other than not wanting to make enemies of a continent-wide organization of spellcasters and get them coming after us? Not really.”
I had already done that to myself by killing Victor, but Ginah’s Crew had never clashed with them before; it was in their best interest to do as little damage to their men or never be discovered for their actions tonight so as to remain under the Dark Crusaders’ radar.
Kai exchanged a look with the other two pirates with him, before turning back to me. “Well, as long as it’s just that, then I believe we can proceed.” He then stalked off, heading down a set of stairs going to the room with the pot stills lined up in rows.
“I never said anything otherwise,” I muttered under my breath as I followed after him.
We proceeded through the darkness in silence, slowly making our approach to the room where the meeting was taking place. A dim light leaked through the crack under the closed door, and Kai stopped us from approaching it. He gestured for us to hug the wall, and we did so without a word.
The wall of the room was thick; it was made out of solid bricks, allowing little sound to escape from the other side. But the door, however, was not as effective at sound dampening. I inched slightly closer to the door, earning a glare from Kai, but I ignored him.
I could be stealthy— I knew how to be stealthy. That was how I survived so far. So I took another step.
My ears perked up as I managed to make out a few of the muffled words they were saying, and I stopped.
“...it will work,” a Human man’s voice said.
There was a brief pause, before a reply came. I recognized the accent and intonation to belong to that of a Goblin. “And that’s despite your failures? Or did you not think we’d have heard of what happened with those ships.”
The Humans gave a babble of excuses— none of which I could hear since they barely mumbled it out. The Goblin snapped back.
“Betrayed. That’s what happened. And do you know why that happens? Because you were too weak. You weren’t strong enough. No— Bahr isn’t strong enough. He decided to pursue his own goals, and now he’s asking us to help him? Ridiculous.”
“But Disciple—” someone started, but was immediately cut off.
“What was that?” a voice— a different one, not a Goblin or Human— hissed.
My eyes snapped over in the direction of Braz, whom I saw was trying to walk up to me, reaching over to tap my shoulder. He was right behind me, and while I did not hear anything, someone in the room did.
Braz froze as I tensed. I lowered a hand down, clutching my dagger tightly. The discussion in the room had fully halted, while Jack, Braz, Kai, Vinnie, and Elda prepared themselves. My heart began to race as a slow and steady footstep approached the door. The wooden door creaked open and a man’s face peaked out.
“Who’s there—”
And a beam of energy went through his skull. Kai lowered his rifle, signalling at us to move. Jack drew his two short swords as Braz grabbed for his cutlass. Vinnie readied his pistol and Elda held out multiple throwing daggers in both her hands.
I glanced rapidly between the door and my allies, biting my tongue down. I sighed. This isn’t going to go well no matter what happens, isn’t it?
Before anyone else could move, I leapt across the door, sticking a hand out. The yellow spell circle finished forming, and the Force Bindings shot out. It came at a Goblin and two other figures, but the Goblin rolled out of the way. The two figures weren’t so lucky.
They shouted as the snare wrapped around them, keeping them in place while the Goblin dashed forward raising a hand. I grinned for just a moment, until I saw the spell finish forming in the Goblin’s hand. My eyes widened as I recognized the red magic circle.
A Fireball flew in my direction and I leapt to the side, ducking behind the wall. The wall exploded as I barely formed a Force Barrier in time, knocking me back as my magical shield slowly fell apart around me. I got up in a daze, as I stumbled behind a pot still to hide behind.
I placed a hand on its copper surface, stabilizing myself for just a moment. The loud ringing in my ears slowly went away and was replaced by the sound of fighting. Once I got my bearings, I stuck my head out to survey the battlefield.
It was no longer dark as light shone out of the mana lamps in the storage room, while small pockets of flame on the wall and the floor slowly snuffed out with nothing burnable to consume. I saw Jack locked in combat with two Goblins and a Human man. The Goblins used simple spells— nothing as powerful as the first one I saw, but it was still dangerous. The Human was dispatched off quickly by Jack.
I turned to Braz, Elda, and Vinnie who were surrounding the Goblin Dark Acolyte that attacked me. He was casting multiple spells at once, keeping them back as they kept him in range. Braz tried stepping in for a thrust of his cutlass, but was thrown back by a blue splash of energy— a Force Wave.
I grimaced, choosing not to help them as I hurriedly looked around the room. Where’s Kai? He was clearly a support fighter— but he was nowhere to be seen. I spun around, scanning the area for him, before I saw a flash of bright light followed by a bang.
Kai was backing up as a group of Humans, a Goblin, and another Humanoid figure as they encroached on him. He lowered his rifle, having killed another Goblin, before the first Human reached him. I reacted instantly.
Magic Missiles shot out of both of my hands. I did not stop with just two, and sent four. Then six. I sent a dozen total, and they exploded around Kai.
Three of the Humans and the last Goblin managed to get out of the way, but the rest were incapacitated or killed by the barrage of blasts. I stopped the attacks for a moment, preparing a Frost Javelin. The air turned white as the icy projectile slowly took shape, but before I could do anything with it, I saw the air ripple ahead of me.
A Wind Blade shot out at me as the Humanoid ran in my direction. I froze for a moment as the man barked out an order.
“I’ll deal with the spellcaster— take care of the man!” he growled.
There was a Dog Beastkin spellcaster? I stared in shock for a moment, before I erected an earthen wall in front of me. Concrete split open and mixed together with stone and dirt as it shot out of the ground, protecting me from the Wind Blade.
I raised both my hands, spell circles already forming on it as more of the floor broke apart to create two Stone Spears by my side. I could not see where the man went, but I knew roughly where he was. So that was where I launched the Stone Spears at.
I heard a loud crack as the first one smashed into the back wall. The second went flying right behind it, but there was no sound. Or rather, there was only the sound of bits of rocks crumbling and falling onto the floor. I felt my control over the spell dissipate, and frowned. Dispel Magic?
I was not prepared for that, so I barely put up any resistance. However, I was not going to make the same mistake again.
I dashed out of my cover, one hand held forward as a Force Barrier formed and another pre-casting the three balls of purple energy I was used to having on me. The Dog Beastkin pointed, casting another Dispel Magic. I immediately let go of my Force Barrier, leaving only the Explosive Orbs around me.
They blinked out of existence instantly. Of course they would. That was the weakness of pre-casting. And yet, I planned for that.
As he dispelled my Explosive Orbs, I pushed off my back feet, charging him and aimed a finger at the ground on his feet. A column of the floor rapidly rose up, crashing into the ceiling. The Dog Beastkin was lifted into the air for a moment, but dove off the Stone Pillar just in time to save himself.
He landed lithely on both feet just in time to duck from the Wind Blade. Finally reaching him, I held my dagger high before bringing it down to his face with all my strength. He tried to parry it with his claws, but yelped as it came into contact with my enchanted blade.
The Dog Beastkin stepped back, his finger bleeding on one hand, as he brought his other up. The air rippled once again, but instead of a thin line of wind coming at me, I saw a flicker as the air compressed into a bullet and shot out at me.
I stepped to the left, barely craning my neck out of the way as it whizzed by me. It grazed my mask, leaving a scratch on its surface as it continued its course. I nearly died!
I snapped my head back in the direction of the Dog Beastkin and stared at him in anger as he fired more Compressed Air Bullets at me; I raised both my arms to the side, pivoting out of the way— this time, prepared for the fast moving projectiles. Then, the Dog Beastkin paused as he realized what I was casting.
I held two Fireballs, one one each hand, as I stood before him.
“Dispel—” he started, but was too slow.
I threw the first one at him, followed immediately by the second. He tried to dodge, but I didn’t even need to hit him. The first Fireball exploded near him, the impact burning his right side and causing him to stagger. And he couldn’t even move before the second one engulfed him in an explosion.
I waited just to confirm that he was dead. Once I saw his burnt and blackened corpse, I turned my attention to Kai—
And he was standing over the dead bodies of the Goblins and Humans. I turned to Jack, and saw he was aiding Braz and Elda… Vinnie was dead.
The Dark Acolyte Goblin had killed Vinnie, and incapacitated Elda. He held a whip made of flames, lashing it out at Jack and Braz. Braz was struck across the chest, falling down. It was just Jack now. The rugged man tried to close the distance, spinning with his dual blades.
The Goblin parried the first swing with his own shortsword, and sidestepped the second. He let his whip disappear, and sent a Flame Wall at Jack’s back. Jack barely dodged the attack, spinning around just to see the Goblin lowering a blade at him—
The blade shattered. Shot mid strike by Kai. The Goblin snarled, kicking Jack away from him as he turned to the new attacker. But Kai was not alone.
My Frost Javelin was already soaring at the Dark Acolyte Goblin. He backed up, moving out of the way, but I only adjusted its course. I felt him contest my control over the spell, and yet it was a fool’s errand. He failed, and it came close to impaling him.
He stopped just before a wall, before leaping out of the way at the last second. I clicked my tongue, more annoyed than anything that I let that happen.
Kai fired another shot, interrupting the Goblin just before he could cast another spell. I raised my finger into the shape of a gun, and closing one eye, I trailed the Goblin as he continued dodging the suppressing fire.
He jumped, rolled, and got back up and I pushed at the air right behind him. A green magic circle appeared, slowly expanding from the size of the palm of my hand to the size of my head. It took the Goblin a moment from noticing it.
It was too late. There was no way he could dodge this attack. He was—
Fire flared at the Dark Acolyte Goblin’s feet, and he kicked himself up into the air. He flew 20 feet high without any difficulty.
The air around my spell circle burst out, sending blades of wind out in all directions. But it was pointless. The Goblin was sailing close to the ceiling, far from my new spell. And then there was a bang and he went falling.
Kai had shot him mid air. It only struck him in the shoulder, yet that was enough. That was the power of his special mana rifle.
The Goblin was tumbling back down, blood already spurting out of his wound. Just as he was about to crash into the ground, I sent a snare at him, wrapping it around him and softening his fall.
The Force Bindings crackled as it came into contact with the ground, but it absorbed the impact. He struggled on the floor, cursing, but he couldn’t dispel it. I did not allow him.
I started in the Goblin’s direction, reaching for my belt. I uncorked a healing potion as I reached him. I was about to pour it but was cut off by Kai.
“What are you doing?” he asked me, frowning.
“Keeping him alive,” I said, gesturing at the Goblin. “He’s a Dark Acolyte. If we kill him, the Dark Crusaders will not be happy.”
“We’ve already killed the rest. Keeping him alive is a risk. He killed Vinnie— and he could’ve killed Braz and Elda too.”
I glanced over the two other pirates. Jack was dragging himself over to them, pulling out his own healing potion. I turned back to Kai.
“I know.” I shook my head. “But that doesn’t matter. If—”
“Keep me alive?” the Goblin spoke over me. He glared up at me. “You’ve killed my apprentice. You killed Li Min. We’ll never forgive you for this!”
I stared back down at the Goblin— at his large yellow eyes. He was bleeding out. It was slow, not a danger to his life right now, but I probably should administer a healing potion to him soon if I wanted to keep him alive.
Kai spoke up as I debated on whether to let him live or kill him. “He’s a liability, Melas. If we keep him alive and he escapes, the Dark Crusaders will know more than they would if we just kill him and leave now.”
“But—” I was about to argue, but was stopped as the Goblin’s eyes snapped towards me.
“Melas?” he said, disbelieving at first. Then his tone shifted to that of anger, holding no hidden fury in his voice. “You’re the F—”
The Goblin stopped talking. He collapsed to the ground, grasping weakly at his throat before he fell dead. I lowered my hand, as the spell circle for Wind Blade dissipated.
Kai cocked a brow. “What was that about? You sure made your decision quick.”
I sighed. “You made a really convincing argument,” I said. “Anyway, let’s help the others and find this enuim.”


Once Jack, Braz, and Elda recovered, we took a moment to pay our respects to the dead Vinnie. Well, Jack and I just stood there awkwardly as Kai, Braz, and Elda did. The two of us barely knew the man, and had nothing to add to the scene.
After that, Braz suggested we brought the body back with us, which prompted a discussion whether that was a good idea. I had already paid my respects, so I walked away from the conversation, choosing to enter the now blown-open storage room.
I stepped over the dead bodies of a few Goblins, and paused for a moment.
They were all dead. The Dark Crusaders were dead, and so were the members of the Elise. I stared down at the corpses of the Goblins hesitatingly. I thought I would have seen the face of Karna or Ihsan overlaid on top of them, but I did not.
And I felt the same thing about the Dog Beastkin. I did not one think of Shang or the other Beastkin slaves when I fought him. They were just… people.
People who were trying to kill me, just as I was trying to kill them. It was a terrible situation I found myself in, but I could not just allow them to do what they were doing. Or perhaps I could.
However, would I want to live knowing I allowed such atrocities to happen when I could prevent it? And it was not like I had nothing to gain from doing this— I was getting myself a free boat ride straight to the Taw Kingdom. I was in no rush, and I saved my money this way. It was for the best… if I thought lives were worth less than gold.
Shaking my head, I stepped away from the bodies. My biggest concern right now should not be the morality of my actions, but it should be whether or not the Dark Crusaders would somehow know that I did this. I knew not of one, but there probably was a spell that could link this all back to me. And if they did...
I felt my lips drawing into a thin line. Suffice to say, they probably want me as dead as the Church does now.
I glanced around the room, letting those feelings of dread sink to the back of my mind. I searched around behind broken crates and barrels for a minute, before I found what I was looking for.
“Guys,” I called out once they had finished their discussion. “There’s a trapdoor here.”
They came quickly towards me, with Braz carrying the dead Vinnie around his shoulders. “This the entrance to their enuim production lab?” he asked.
“I don’t know. Maybe?” I shrugged.
“Only one way to find out,” Kai said, pulling the door open.
He was the first one to enter, followed by myself and the others. We walked down a short stairway, before finding ourselves in a large room
It was a laboratory; there were beakers, vials, test tubes— all full of liquid— spread throughout the room. It was even more massive and colorful than the Alchemist shop I broke into back in the Free Lands. I had never seen anything like it in my life.
Kai ignored all the vibrant substances, and approached a stack of wooden crates in the corner of the room. He used his rifle to open the lip, revealing hundreds of gray packets tied together by a stringle. He untied it, and spoke to us.
“This is it.”
“So, this is the enuim,” I said, looking down at the blue-white power. It was not like the small dust-like particles that I had expected it to be when I first learned it was a powdered drug. They were large clumps of powder, that didn’t break into smaller parts even when I poked at it. “How do people even use these things?” I asked curiously. “Do you eat them or something?”
“You don’t consume them in this state,” Kai explained. “You mix it with a liquid— any liquid, but preferably water— and you boil it. Then you inhale it.”
“And it was prescribed as a medicine for the Noxeus?”
“Yes,” he said, turning away from the drugs in disgust. “They told them it would cure the body from the inside, starting from the lungs. And people believed it because it muted your pain receptors— it’d make you think you were feeling better. I don’t understand why anyone would bring it over to this continent, let alone our country. It’s just so…”
“Terrible?” I suggested.
He snorted. “That’s one word for it.
Shrugging, I looked back at the boxes of enuim, lining the sides of the room. “Well, that’s not going to be a problem anymore since”— I pointed a finger, and a sphere of flames slowly came into existence— “we’re destroying it all.”
And the Fireball exploded.


It took us almost two hours before we returned to the docks. Lisa was there waiting for us, and ran
“What happened? Did you guys manage to do it?” she asked, showing genuine worry in her voice as she inspected Jack. “You’re hurt! You were—”
“I’m fine,” he said, then gestured behind him. “And we succeeded. Just look.”
The young woman raised an eyebrow. “I don’t see anything.” She narrowed her eyes, looking in the direction we came from.
I piped up from the side. “That’s because it’s dark and cloudy. You can’t see the smoke billowing up in the distance.”
“But shouldn’t there at least be a fire?” She gave me a confused look.
“No,” I said, shaking my head. “We only destroyed the enuim. Nothing else. We want to leave the Elise a message.”
“And the message is clear,” Kai added, stepping onto the boat. “They’re not getting any more allies, and they aren't going to be ruining peoples’ lives anymore.”
“What does that mean?” Lisa asked, frowning.
“It means exactly that— we’ll be doing a lot more of these raids in the next few weeks.”
[Next Chapter]
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Final thoughts on Watch Dogs: Legion (SPOILERS)

Like many of you, I've spent the past few weeks playing a ton of Watch Dogs: Legion (my final playtime clocked in at around 63 hours), and also like many of you, I have a lot of thoughts about the game. Going to share mine here, but would love to hear yours as well.
If you prefer watching to reading, this video dives into the game in closer detail with gameplay footage examples.
Here are some of my thoughts (Spoiler Warning):
• The tutorial does a great job walking you through a lot of the core gameplay mechanics and gives you a nice opportunity to mess around with your controls and graphic settings. It's a really well-designed tutorial. Not to mention the phenomenal benchmark on the menu screen which I hope becomes a common practice in all triple-A games moving forward (recently bought AC Valhalla and it's in there, too, so it looks like Ubisoft is all-in with that feature, which is terrific).
I read in an interview with one of the lead developers where he said that they had specific intent to give the players a slew of non-lethal options, and I really do appreciate that. Because in a game where the idea is to essentially fight for the people, it would feel really weird to be gunning around the streets of London with an AK and a grenade launcher (though you can totally do that if that's how you want to play). I mean, I understand the lines are a little blurred when you have your spiderbot climbing up someone's leg, up their torso, then swaddling their face with all 8 of its metal legs and shocking every nerve in their body, but hey, the game says its non-lethal so at least I can sustain my disbelief for that reason. The only issue is that the non-lethal guns in the tech tree all feel WAY too weak. In fact, I was worried whenever I was about to do a main-story mission that the game was going to throw too many enemies at me to be able to handle effectively with the electric weapons, so I steered toward using characters with real guns only so I had some sort of self-defense, which I think hinders the game's design because that cuts out a large chunk of potential characters.
• The fact you cannot walk and listen to audio logs or podcasts is not only terrible for the player but a terrible disservice to the creative team who put a lot of work and effort into that material. I wanted to listen to them but could not justify sitting on the menu screen for minutes upon minutes on end -- even in real life I'm doing something while I listen to podcasts. The material I did listen to, though, was pretty well done. It's a real shame there wasn't better implementation for audio logs.
• I strongly believe how much you liked the people on your team heavily influenced how much you like the game overall. I made it a point to not recruit anybody I did not like and to even remove people who I didn't want on my team anymore, which included Mark, the guy I started with. The cast of characters I put together were people I cared about. People I would hate to see die. Playing on iron man mode, there was no more emotional moment in the game for me, including at the end of the game with Bagley, than when my recruit, Edmond, died in a super unexpected, unanticipated fashion. I played almost exclusively as Edmund the first 10 hours of the game since I got bonus ETO for every person he recruited, and I went HARD with recruiting at the start. So when he died in that super anti-cinematic, super unexpected, super sudden way… and I realized he was just gone -- the guy who I pretty much considered to be the main protagonist of my game… I don't know there's something about the fact that nobody knew the connection I had to that character more than me. Not the game, not the developers, not anyone. He was just some random NPC I grew to feel connected with and like that he was gone. That's a type of moment is unique to Watch Dogs: Legion and the way it's designed (though I have heard strategy games, like XCOM, have a lot of similarities in this regard).
• One big knock against the "play-as-anyone-you-meet" system in Watch Dogs Legion is that as your team grows, you realize that all the ops are pretty interchangeable. There are the few ops that standout like the spy, the drone expert, the beekeeper, the protest rallier… but they're too few and still too homogenous for my liking. In the midst of all of that you're going to have ops that feel pretty samey. Maybe one has shorter hack cooldowns. Maybe one has a car. Maybe one has a g36 or a really good shock rifle like the MPX. But there's still not enough differentiation at that point, especially considering how much voice acting gets reused in the game. The background bios are cool but almost assuredly procedurally generated, so there's no personal touch to those either. I just wish they had more distinct ops like the beekeeper or the anarchist. More distinct ops with standout unique abilities would've given each op on your team a more dissimilar, specific personality, even with everything else staying the way it is. Also would've added more gameplay variety, though I am pretty happy with the gameplay in its current state.
• The fact you can recruit anyone and everyone in the world is a neat thing to say in a marketing ad, but when you actually play the game and realize at what cost that scale comes with -- that being the loss of sense of touch to the characters you play as apart from your own "head cannon" you create for the character, like I had with Edmond, and not to mention the procedurally generated missions the game decides to put you through because the game wants you to do some sort of work to earn the reward of getting that member to join your team… then that's when you might start to skip the conversations, fast travel to the other side of the map where the character's recruitment mission is, and not feel any sense of impact or meaning behind the actions you're performing to help the potential recruit out. And that sucks. But the first 10 to 15 hours where each of those recruitment missions feel unique and tailored before you really realize what's going on under the hood -- those 10 to 15 hours are incredible. And to be fair, this game doesn't serve itself to be played for 60-plus hours. You can, and I did, but the best experience for this game to me without a doubt is a 15 to 35-hour experience. In that time span you get out just when you start to see the make-up fade but while the make-ups on, I think Watch Dogs: Legion is a great experience.
• Watch Dogs: Legion is one of the best looking games I have ever played. Is this in large part because of its technical capabilities compared to other games and because it's the first game I've played since I upgraded my PC? Yes. But nevertheless, playing this game with raytracing on is just eye candy. I'm not an expert on all the GPU technicalities, but if Watch Dogs: Legion is any indication of the next generation of gaming, I think this next generation of games are going to be a significant step visually. I never knew how much reflections mattered until I played this game. Thankfully, it's pretty rainy in London so the puddles were plenty, and boy did those puddles do a good job showing off just how much the new GPUs are capable of. I know better-looking puddles is a meme, and I was in the same camp… until I actually played a game with great looking puddles lol. I also remember flying a cargo drone around one of the big towers in the game, just completely in awe. If you get a new card or one of the new consoles and you want to see what your hardware is capable of -- Watch Dogs: Legion will not disappoint you. I used to think high framerate trumped all, and I still think that's the case in competitive multiplayer games, but for immersive single-player experiences, I'm not so sure anymore. Was it unpleasant to have the frames drop when turning on a busy street intersection? Yes, it was. But holy sh*t those reflections though.
• Aside from the graphics, the art and style of how Ubisoft designed near-future London is very impressive. My jaw dropped the first time I walked through Piccadilly Circus. And I was in awe when I came upon Chinatown and saw that AR dragon. The ferris wheel… Big Ben, the bridges, the river views. I loved flying above the city on top of a cargo drone, gawking at how beautiful nighttime London was. I loved walking down random London streets watching the cars zip to and from, and watching the parcel drones above my head fly towards their destinations to deliver the packages they were holding. Playing with a soccer ball at the local park while the radio played next to me -- all while I enjoyed the beautiful outdoors of the city. Of course, not everything is bright in jovial since London is in a surveillance state, so you see the protest rallies and the overly aggressive officers and the homeless people. It's an interesting clash of tones. But rarely is real-life either always happy or always depressing -- though I guess that depends on your own personal views of life. To me, both exist in the real world, and both can exist in the game -- so from that aspect I'm not shooting down the clashing tones the game has incorporated in it. Apparently, people from London have said that the game does a great job representing London and its boroughs, and that doesn't surprise me. Say what you will about Ubisoft, but they do a phenomenal job recreating real-life places with their own fictitious twists for you to immerse yourself in. I loved setting my car to auto-drive and watching the city breathe.
• Let's talk about the gameplay. So let me start off by saying that I think Ubisoft gets some unfair slack. Generally, I think the minute-to-minute action in Ubisoft games is at the very least enjoyable. The issue is that the mission design and other design elements take that enjoyable gameplay loop and copy-paste it over and over with little divergent characteristics from one gameplay sequence to another. I had an absolute blast with the main gameplay loop in Watch Dogs: Legion. It may not come off in its presentation but, depending on how you play the game, Watch Dogs: Legion's gameplay is an outstanding stealth game. It really rewards your creativity and intelligence as a player. Before infiltrating an area, you're often given an objective and it's up to you to piece together how you're going to accomplish it. This isn't anything new in Ubisoft games. In Assassin's Creed, it's the objective of assassinating a target. In Far Cry, it's killing all the enemies in an outpost. And in Watch Dogs: Legion, it's hacking some piece of software, destroying a vehicle, downloading some secure data, etc. But playing Watch Dogs: Legion made me realize why I enjoy Ubisoft games so much, despite the obvious repetition. It's because it rewards you for your ingenuity. It gives you an objective and constraints and says "figure it out." Watch Dogs: Legion in particular, however, fosters emergent gameplay better than the other two, where each element of the gameplay is relatively simple on its own, but can come together in really cool, complex ways that you yourself are head engineering as the hacker. I don't want to oversell it -- you do press Q and the enemy immediately looks at their phone for 10 seconds, but let me walk you through some of what I'm talking about.
The way you are hopping through the different cameras to survey the area… then hacking a shock drone to get within download range of the key you might need later. Then using that shock drone to zap one of the red control panels to unlock a door. Then using the AR cloak to get by a really busy part of the restricted area. Setting traps and blowing gas tanks to not only take out an enemy, but draw attention away from where you're heading. Coming up behind an enemy and choking them to sleep, drop-kicking them and even Stone Cold Stunning them. Or even just going the traditional route of putting a silencer on your pistol and taking enemies out silentily, one by one, then cloaking their body afterwards. Each time there's a mission to accomplish and you have to piece together a permutation of events using the weapons and electronics at your disposable to get the job done (and in a non-lethal way, if you're playing like that). I'll say it again because it's probably the main reason I enjoyed Watch Dogs: Legion as much as I did: I love how much Watch Dogs: Legion rewards you as the player for your creativity and your intelligence. Is the open mission design structure present in Watch Dogs: Legion anything new or anything we haven't seen before in other games? Absolutely not. In fact, it's probably a core design philosophy in Ubisoft games. But I don't think it works as good in those Ubisoft games as it works here in Watch Dogs: Legion. The way its executed in this near future setting where intelligence and information are crucial in your attack as you hop onto the cams and hack into the drones to scout ahead, planning your next move in real time. It's pretty tactical and can get very tense and exciting, especially if you're playing as a character you like and permadeath is on. One slip up and it's over. In a lot of ways and particularly in that respect, Watch Dogs: Legion reminds me most of Ubisoft's multiplayer shooter, Rainbow: Six Siege -- which is kind of weird to say.
The issue is that the gameplay doesn't hold up that ingenuity once you hit around the 20 hour mark. You start going to the same areas and seeing the same paths to completion. The challenge is lost and the novelty is worn. And that sucks. That's why when I recommend this game to other people I'm going to tell them -- hey, Watch Dogs: Legion is a really fun game but don't overstay your welcome with it. Because the game gets less and less pretty the longer you play it… but boy are those first 15 hours beautiful.
• The borough missions are a nice change of pace. It's a pretty gamey system -- accomplish three tasks in a borough and then you unlock a final mission that, once you beat, liberates that mission's respective sector of the map -- but the fact it's a gamey system is okay with me. I like the variety that the different borough missions bring. From scaling Big Ben with a spiderbot, to racing through the streets with a car in Tower Hamlets and with a high-speed modified drone in Islington & Hackney, to navigating a parcel drone through a 3D maze in Southwark. But fuck that mission where you have to defend the Millennium Wheel with that CT drone, oh my gosh.
• Melee combat was simple-but-crisp. The punching sound effect had a nice pop, and the slow-motion dodges added a cool cinematic effect. It's not Batman, but that's okay. Melee combat is the core of that game and it's a complementary gameplay system here. The fighting arena missions where the hand-to-hand combat is the central focus are a bit too long and not all that fun… but damn did they do a good job with the presentation in those missions. The gunplay isn't DOOM or Battlefield, but Watch Dogs: Legion also isn't a first-person shooter and I think gunplay is a lot harder to accomplish in a third-person shooter. So for a third-person shooter, I found the gunplay serviceable, except for the horrendous bullet damage dropoff on some guns and the bit-too-weak electric guns. I found all six of the gadgets to be very enjoyable to use. The electro-fist is frickin sick, the missile drone is badass, especially if you're playing as a drone expert and time the cooldowns in tandem with your drone dive bomb. And the electro-shock trap is a good general grenade option. You get to choose what I consider one of the two strongest gadgets from the outset in either the spiderbot or the AR cloak.
• With everything else there is to unlock in the tech store I'm sure a lot of players were content with using only the spiderbot or the AR cloak and ignoring the rest of the gadgets, which is another game design flaw. I didn't have too much of a problem with the weapons, the upgrades, and the hack unlocks in the tech store, but I also wasn't particularly excited to go out and grind for tech points. If I really enjoy the core gameplay in a game -- and I really enjoyed the core gameplay in Watch Dogs: Legion -- then usually I'll enjoy putting the time in to grind for unlockables. I spent an hour here or there riding a cargo drone around town and picking up tech points just to take a break from the action, but I truly had no desire to grind for any of those tech abilities. Sure the tech abilities helped but it's not like I needed any of them to progress through the game or had a burning desire to unlock any of them. They made the game easier, in some cases a lot easier -- which is arguably a good thing to a lot of players -- but for a system that's supposed to be the main source of the player's grind, I did not find the system captivating and I would have been all for grinding for those tech points if I found the unlocks to be more exciting. In Far Cry 2, a game designed by the same exact lead game designer as Watch Dogs: Legion, Clint Hocking, I grinded for those gems because I wanted the badass one-hit-kill sniper or the silenced MP5 or the stealth suit. Here, the grind is running around the city spamming your hack button to profile each individual and see if they have any abilities worth recruiting over. And that's not fun at all.
• Not only does the story have serious flaws, but so does the storytelling. Pressing Q and watching an AR reconstruction as Bagley and my character babble on for two minutes does not connect with me in any way. It's boring. It's void of life. The DedSec agent you track down, Angel -- you never see him apart from the AR reconstruction where he might as well be a Superhot NPC at that point. The only time you see him is when he's dead. Sure it sucks this former DedSec op is dead, but I don't know him and I don't have any connection to him, so that's going to limit how much I care. Why not have done something with Dalton -- a character you play as at the very start and have some connection with instead of killing him off and focusing on some random DedSec op named Angel? What a lost opportunity.
• I have to mention the final borough mission for Nine Elms where you go explore a dark, underground Power Plant. Personally, I loved how dark and atmospheric that mission was, and I will not forget that sick feeling I had when I walked into the hidden prison and found humans being caged in pitch black by Albion. It was easily one of the most stunning moments in all of the game and definitely a very emotional one. Fantastic stuff. But you can't interact with them. You can't talk to them. They might as well be chickens in a chicken coop. All you can do is kill the Albion security guard watching over them and then hack into his computer. Then fireworks start flying above the city and people are jumping and celebrating? Then you magically spawn outside again. What the fuck? Where are the people I just saved? Let me talk with one of them. Let them tell me "Thank you for saving my life" and let me say to them "Don't worry about it DedSec's job. Helping the people of London." But no. Instead, I teleport to the quest giver, and we both trade smiles and laughs. If that doesn't highlight the tonality issue in this game, then I don't know what will.
• From the get-go, Skye Larsen fascinated me. A being only present through a hologram, creator of my friend AI in the game, Bagley, and CEO of a neural mapping tech company with the potential to change the world -- seemingly for the better.
You hack into her house and meet her house AI, then power on the elevator that takes you to the basement which for some reason turns out to be The Hunter's Dream from Bloodborne but many, many years later? I just went with it. Proceeded into the house. And the events in the house were pretty much the only times I was fully engaged with the AR reconstruction and highly anticipating what was going to happen next in the mission. Both Skye and Sinead, her mother, were voiced incredibly well and the fact you're in their house, or what appears to be their house, standing between the same four walls those two were standing in… watching the AR reconstruction play out what had happened on her mother's deathbed as the sheets of blood still lay there wrinkled on the floor and while Skye's workbenches are still there set up adjacent to the bedstead. Realizing that spiderbots and descendants of Skye's dog… Then you enter her secret lab in the basement where you find that amazing table with the holographic map of London on it. Next to that, you see chambers holding people in them and you're left to guess what sick, twisted acts she's been up to. Then finally, you end Sinead's misery. It's a very well done segment of the game and I felt a tremendous amount of emotion playing through it. Some of Ubisoft's best storytelling to date.
Unfortunately, a lot of this quest is ruined for me because of its ending. Whether you kill Skye or not, the same thing happens. Nowt shows up at the safe house and proceeds to give you access to 404 side missions, even if you don't side with her. And either way Skye eventually dies, either by you killing her or Broca Tech shutting down her AI. So why is this decision in the game!? To make it feel like we, the player's, action's matter -- even though in reality they don't? I'm tempted to call it deceptive. Are you guys cool with this? This is something I'm really curious about your guys' take on.
I also think there's too little gray area in that decision to make it a tough choice. Which is fine -- there doesn't need to be gray area. It could be a Mass Effect thing where you're playing as a good guy or bad guy… except for the fact that no matter how you want to play, DedSec will always be referred to as the good guys in the game and so playing as the bad guy creates narrative dissonance. Does anyone really think siding with Skye is a reasonably humane choice? Sure, the technology could be used for the good of humanity, but with Skye as the CEO, it's obvious from going through her house that that's not the case and humanity is almost assuredly better off without Project Daybreak if Skye's history is any indication of the future. The decision to kill or side with Skye is just a weird inclusion by Ubisoft, to me.
• Let's discuss the epilogue with Bagley and Bradley. It was so messed up to see what Skye did to her own brother. It obviously made me hate Skye Larsen even more. It was awful what she did to her mom and her dog, but I knew who the third person was. He wasn't just another house member of Skye used to push the narrative forward. He was a friend I made over the course of the last 60-plus hours.
It did feel a bit rushed. It was a quick 3 or 4 minutes in and out of the hospital, and then things go back to normal. But it was the epilogue so I can't fault it for that too much. The photograph mission leading up to it wasn't bad, per se, but I think it should've given more of a hint for each picture. Part of me respects Ubisoft for not putting in objective markers and forcing you to really know the landscape of the world for the bonus material, but not all of the pictures were pictures of noticeable landmarks like the ferris wheel, and that made it really difficult.
So yes, the epilogue was good. And yes, it made me hate Skye Larsen even more. But let me propose something to you. Imagine if the Bagley epilogue quest, or some similar variation of it, was placed after you went through Skye Larsen's house but before you go off to kill her. Imagine how much more connected you would have felt with Bagley through the rest of that game. Imagine how much more you would have despised Skye Larsen and how much more satisfying it would have been to kill her. Your emotional amplitude would have been even higher than it already was from seeing her mom and dog turn into AI. Killing Skye is already a great moment, but if you had seen what she did to your AI friend before you went off to kill her, then killing Skye would have been incredibly emotional, incredibly affecting, and incredibly climactic. And instead of feeling much closer to Bagley right before you're about to say goodbye to the game, you feel closer to him all throughout the rest of the game and right up until the end. Which brings me to the ending. Now continuing on with that hypothetical scenario I've laid out (first Skye's house, then epilogue mission (or a variation), then kill Skye), imagine if when you pull the plug on Bagley at the end… he actually stayed dead and didn't come back to life 30 seconds later. How much better would the story have become just from those changes? Killing Bagley at the end of the game was heartbreaking. Like I said earlier, he was my favorite NPC in the game. If I would have played the epilogue prior to killing him, I'm guessing I would have borderline cried. That would have made the scene even more impactful than it already was. But the reason I really, really dislike the ending of the game is not because of anything it does in the ending -- it's because of what it does after what it does in the ending. Any emotion of sadness and loss I felt when I pressed E and finally said goodbye to Bagley completely disappeared when he popped back up on the safehouse screen moments later. It felt cheap. Extremely cheap. Let the character die. Let the game end. Put that epilogue earlier in the story. But no. This is purely reckless speculation and I hope… dear God I hope I'm being overly cynical here, but I feel like that's not possible because Ubisoft wants you to still be in the world after you finish the game to do the missions you missed so you can still have the opportunity to put money into the game's store, because your chances of putting money into the game's store if the game were to end after you pulled the plug on Bagley and returned to the title screen are close to zero. Is that why Bagley had to stay alive? I don't know. Either way, to me the ending of the game is tragic, but not in the way it was supposed to be tragic. It sucks. I feel robbed of my emotion.
• Nigel Cass falls into the issue I see way too often with antagonists in works of fiction, and something we see earlier with Mary Kelley -- he's too evil. To the point of absurdity. And he didn't have to be portrayed that way. His backstory is that his father was killed by gang members which put him on the path of revenge by taking the law into his own hands. An interesting backstory that unfortunately does not get developed at all and it could've really helped his characterization if it was delved into more. As it stands, he just comes off as another one-dimensional Saturday morning cartoon villain, which is a shame because, again, he had the potential to be a really interesting antagonist like Skye. At least his boss fight was somewhat enjoyable. Though, the game does rely on the network bypass puzzles a few times too many for my liking, along with the AR reconstructions and area defense missions. Also, I was hoping Nigel was a bit more of a juggernaut. You take him down in one clip.
• And finally, let's talk about Zero Day and Sabine Brandt. So Zero Day starts off the game with a big bang. Literally. But then pretty much goes without mention until the end of the game. They're brought up in the game every now and again, but I think I forgot about them for most of the playthrough until the very end when the big reveal happens. It's a reveal that I probably should have seen coming but didn't. You never see Sabine in person until after the reveal. She was the only one who stayed alive after the Zero Day attack. There are hints here and there in the main story. And she doesn't even show up at the team party… that's when it was clear.
Sabine's premise for why she's doing what she's doing does, at the very least, stop and make you think for a moment. Society is completely messed up right now because of harsh surveillance by Albion through the government, homelessness is widespread, and technology has become tyrannical. She wants to restart society from the ground up. Yes, she has to commit mass murder but to her the ends justify the means. And who are you to judge her for killing when you yourself have killed plenty in your playthrough? I really liked Sabine's ending. I just wish they had more Zero Day appearances throughout the game. Let me hear more of Zero Day talking about their philosophy of rebuilding London from the ground up and less of them talking with Mary Kelley about purchasing explosives just to move the story forward. Keep me interested in Zero Day instead of having me forget about them until the end. Keep me curious.
So those are my thoughts! Overall, I had a good time with the game. However, it definitely had some issues that I felt needed airing. And just to be clear, I did not try to slight the game just for the sake of criticizing it. These are my honest thoughts after reflecting on the time I spent with the game. Please do share your own thoughts!
Edit: grammar & typos
submitted by sharingmyxp to WatchDogs_Legion

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