similar to Defalt's, which leads Kenney to realize the true reason for Defalt's vendetta against him: his brother was among the blackout victims. This enrages Kenney, as he had no intention for anyone to die during the blackout and he has been living with remorse ever since. After fending off Fixers sent by Defalt to kill them, Kenney and Frewer infiltrate his hideout, but are eventually separated and Kenney becomes trapped in a room where he is forced to confront Defalt and the families of the other blackout victims. Defalt holds a vote to decide Kenney's fate and the majority choose for him to die, causing the room he is in to be filled with gas. Kenney begins to asphyxiate, but manages to hack the building's ventilation system through Frewer's phone, rerouting the gas to Defalt's room and seemingly killing him. Kenney is rescued by Frewer and decides to stay in Chicago to fight Blume with his help, hoping to recruit Aiden into their team as well. Development Beginning in 2009 with ten people and expanding to over a thousand, Watch Dogs was developed over five years (from prototype to finished game) on a budget of about $68million. Before its announcement in 2012, the game had the working title of Nexus. The initial sales pitch was the notion that one could control an entire city with the push of a button. Watch Dogs runs on the game engine Disrupt, which developer Ubisoft Montreal created for it (although it was originally intended for another game in the Driver franchise). According to producer Dominic Guay, Disrupt has three pillars: simulation of the environment and its contents, how the environment can be affected, and the connectivity of a seamless online experience. Director Jonathan Morin said that the PlayStation 4 technology allowed for better wind and water simulations and artificial intelligence. Regional colloquialisms specific to Chicago were added to give the game authenticity. The developer traveled to the city several times for field research, photos, recording audio, meeting people, and interviewing the Chicago Police Department to gain insight. Landmarks were designed to only resemble their real-life counterparts, because their artistic rights would have tripled the budget. Fictionalizing Chicago allowed them to fit several district themes on one map. The city was chosen as the setting for its contradictory nature, with great wealth and abject poverty. Morin said that after it was chosen, Chicago became