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    Sunday, September 15, 2019

    Assassin's Creed The hardest thing to climb in any AC game

    Assassin's Creed The hardest thing to climb in any AC game


    The hardest thing to climb in any AC game

    Posted: 14 Sep 2019 05:43 PM PDT

    Ladders. Every normally climbable object. We go from "let me clamber up this skyscraper in .04s but let me take 25 days to climb the same distance on a ladder as to not endanger my safety."

    submitted by /u/Ukucrazy
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    That does it. Ac Black Flag is my favorite game of the franchise.

    Posted: 14 Sep 2019 03:57 AM PDT

    Ac Black flag is proof that ubusoft can make open world game with Classic Assassin-Stralth mechanichs and parkour with good story..

    submitted by /u/JumpyJacketFullyMet
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    I made a watercolour of Edward Kenway from Black Flag!

    Posted: 14 Sep 2019 06:53 AM PDT

    I just finished ac black flag and that ending fucked me up

    Posted: 14 Sep 2019 10:19 AM PDT

    Specifically the part where he sees all his fallen friends drinking and being happy together. Hit me right in the feels

    submitted by /u/james_kelliher
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    Just started AC: Origins after a long absence

    Posted: 14 Sep 2019 03:26 PM PDT

    And I'm loving it! AC2 was the first game I ever followed the development of, and I played the subsequent games Day 1 of release until around Unity. Decided to give Origins a go after hearing about the museum mode, and I'm entranced. Very different from the days of Ezio, but I'm embracing the changes. Looking forward to leaving Siwa & experiencing the adventure beyond!

    submitted by /u/PrimusCaesar
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    AC Series Playthrough Update

    Posted: 14 Sep 2019 09:52 PM PDT

    A while ago I announced that I am doing a playthrough of every AC game and their DLCs. Here is my first progress report:

    Just finished AC1. I got 419 out of the 420 flags. The last one is either glitched or I missed it both times I ran through Jerusalem and I just gave up. That is the only thing I'm missing so my save is at 99.999% sync.

    Next stop AC2. My goal is to get through this game without buying any new armor. All my money will go towards upgrading Monterigionni and getting weapons if I have a decent amount of funds at the time. Once I unlock the Armor of Altair, I will use all the money I've earned from the city to buy all the weapons and armor that I missed out on.

    See you next time.

    submitted by /u/EightBiscuit01
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    Boy, the modern storyline is just so, so bad.

    Posted: 14 Sep 2019 08:48 PM PDT

    I'm really taken aback how we went from the unique experience that was Desmond Miles in the first game to this absolute piece of moss that is Layla Hassan. The voice acting is just fucking awful. This is the person who, in middle-school, would do over-the-top pronunciations in accents not even correct to the language. Everything surrounding Layla and the later Isu storyline, literally everything since AC3, has been garbage. They spew exposition at you while the characters don't seem to understand their own situation.

    Layla is boring yet has some sort of past and tries to make these over-the-top references to things that might be interesting. Even if you read the comics or whatever Layla is still boring and has a flat personality. There is no character development for her and we get shallow attempts at jokes between the characters that make them seem like aliens trying to pose as humans.

    Then there are things that just don't make sense. Kassandra gives some vague warning about needing chaos and order to move together and that one cannot progress alone without terrible consequences. This is followed by a terrible quote of "Promise me you'll destroy them. When you've finished, destroy them all!"

    I'm just at a loss as to how they can salvage what was once the MAIN story of this series.

    submitted by /u/mountandbae
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    Assassin’s creed 3. Longing for more....

    Posted: 14 Sep 2019 06:38 PM PDT

    I recently started playing Assassins Creed 3 remastered. All of the fond memories I had from the original are still there. The setting and story grips me more so than any other. And to me Connor is my favorite assassin. His story of loss and finding his place in a rapidly changing America are very touching as a player, and a person. But I guess I've become spoiled with some of the newer games. I only wish we had the scope and scale of odyssey. Imagine an American frontier with the freedom of the last 2 installments of the franchise. AC3 really laid the groundwork for what the franchise is now, but it was limited by the tech at the time. The parkour is one of the high points of the franchise. Running through the trees is one of the coolest ways to get around. Unity is the only game to top it's free running because of the complexity. What I would give to you run along the trees with unity's mechanics and odyssey's scale and freedom.

    submitted by /u/LogansRoadhouse98
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    Tell me more about the isu

    Posted: 14 Sep 2019 10:05 PM PDT

    I recently came across the weird thing in ac origins in khufu tomb and did some research about it, Turns out the assassins creed lore is much more interesting than i thought! Wikipedia gave me a nice bit of information but i wanna know more about it, like how did they disappeared and when? How are the assassins related to the isu? Is there any ac game where we actually interact with one of them?

    submitted by /u/dhruvbzw
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    That does it. I'm officially tired of these favorite posts

    Posted: 14 Sep 2019 07:54 AM PDT

    I mean really guys the same topic for three posts come on really. Anyways that's all I just wanted to say

    submitted by /u/deathreaper_samu
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    Assassin's Creed: Stealth Design in Open World Games

    Posted: 14 Sep 2019 04:55 AM PDT

    Assassin's Creed: Stealth Design in Open World Games

    So I wanted to talk a bit about the stealth gameplay of the series, and why the last two games have failed to deliver upon it properly (the problem goes beyond OHKs, so don't get fired up yet). I'll start with level design and then move on to the mechanics and social stealth.

    STEALTH ENCOUNTERS

    Any part of the game which allows (or forces) you to finish an objective using stealth, can be termed as a stealth encounter (similar to how we have combat encounters - or boss fights). Setting up stealth encounters is hard, and involves factoring in level design, traversal routes, and integrating mechanics into the environment. I'm going to be classifying these into two different types of encounters - Outpost and Limited Approach (based on this article)

    OUTPOSTS

    In outpost encounters, the player starts outside the base/fort/outpost and can choose from a variety of different infiltration routes. For the sake of clarity, I'll say that outposts aren't interior locations but have more of an open design so the player can already spot enemies patrolling from a distance. This also means that the player can run away from the outpost whenever they want. The forts, and military camps from Origins and Odyssey fall into this category. The main problem here, is their relatively loose level design. You will never find a single outpost encounter in any stealth game, these are the hallmark of open world games which come with the "play however you want" tag attached to them. You can drop in from literally any possible angle, and the developers have no control over how you traverse through an outpost

    LIMITED APPROACH

    In limited approach encounters, the player starts inside enemy territory and has to navigate through the level to get to their objective. I consider building interiors to fall under this encounter type as the level design is much more detailed and restrictive, once inside you can't easily escape which means the levels tend to feel a bit claustrophobic. Examples would be, Unity & Syndicate's assassination missions, and pretty much every stealth game out there. Dishonored, Metal Gear Solid (discounting Phantom Pain), Splinter Cell, or Arkham Asylum and there's a reason for it. It's easier for developers to create a set of pathways and situations which the player can then manipulate to create a path of their own. I'll use A Bad Penny from Syndicate to illustrate my point.

    Syndicate: A Bad Penny

    The mission takes place in the Bank of England, and you need to get to the bank vaults to assassinate Twopenny. There are multiple entry points, four on the roof will lead you into the main hall, the bank manager's office, the clerk room, and the atrium. The ceiling bars in the main hall serve as a vantage point, while the other areas have appropriately placed changing rooms and desks to take cover. To gain access to the vaults you can either kidnap the bank manager, or search for a secret entrance which is an empty elevator shaft on the second floor of the bank's records room (near the atrium) and goes through the sewers. Once inside the vaults, you can either kill Twopenny with a projectile or make it the opposite end of the vault filled with Templars and Blighters to hide behind one of the paintings to perform the unique kill.

    This is in stark contrast to say, your first assassination mission in Origins (The False Oracle) where Bayek infiltrates the Temple of Amun to assassinate Medunamun, or the Ibis. Origins lets you climb almost any surface, and once inside you can either hide in bushes or climb up to the temple's roof. Wait for about three minutes and you'll be able to air assassinate the Ibis and would've successfully avoided every single guard.

    This is bad design for a couple of reasons. Stealth games are puzzle games at heart, puzzles which have multiple different solutions. When you see enemy territory from a distance, it would appear nigh impossible to infiltrate. But then you start seeing something, maybe a vent, a sewer entrance, elevator shafts, probably a ladder and suddenly things start to click. Some of these options might lead to dead ends, and you will get stuck because it's a puzzle after all, and it's smarter than you. Good stealth games, first and foremost make interesting traversal paths for the player, your arsenal comes second. Every level feels like a tactical spatial puzzle where your priority is to choose the best path to your objective.

    Origins' (& Odyssey) navigation on the other hand, has no limits which means the player can go anywhere in any direction and it's practically impossible for developers to create any pathways in a level. In Dishonored every level is carefully crafted to allow for the use of Blink, a spell which allows Corvo to rapidly traverse distances in an instant, but blink has distance limits. You can't blink to places the developers didn't want you to be in, so while it's possible to find some clever routes to bypass guard patrols you can't entirely avoid them. Syndicate & Unity largely fix this problem by having all of their assassination missions indoors, in more confined space.

    The limitless navigation in turn, hampers level design. Almost all of Origins and Odyssey's stealth encounters are outposts. Aside from the occasional scaffolds, ziplines, lifts, tree branches, and ropes found in the larger forts, traversal is quite barebones. It doesn't help either that almost all the forts have the same basic structure.

    [SPOILERS] Here's a compilation of 12 forts from the wiki.

    Environment + Mechanics

    All of this means that the environment isn't tailored properly to integrate the game's mechanics into it. For good stealth gameplay, developers need to make sure that the level design allows for proper use of the player's tools and abilities. A neat example would be the forts found in the Frontier in Assassin's Creed 3. They are filled with stalking zones, and trees which allow you to use the rope dart quiet freely. Instead of using the whistle which might attract more than one unwanted guard, pulling your target towards a bush to assassinate him is sometimes the better option. Or Dishonored, where each level offers very good verticality to allow for the use of Blink, and swarms of rats whom you can possess; the Arkham games, where each stealth level has a couple of gargoyles to make use of Batman's inverted takedowns; Shadow of Mordor where all outposts have morgai fly nests which you can shoot to scare away common uruks; and every level in Mark of the Ninja gives you plenty of grapple points.

    STEALTH MECHANICS

    One of the most important goals of stealth design is to make waiting engaging. Stealth gameplay is quite different from combat where the game throws you headfirst into all the action. Hiding in bushes and waiting for a guard to leave his position is boring. Good stealth games will never actually make you wait, instead they'll introduce a myriad of possibilities for you to exploit which means you'll be planning and observing the whole time. This is where your arsenal comes in. With just smoke bombs, berserk darts, phantom blades, poison & cherry bombs and utilizing the verticality available to open up possibilities for ledge and air assassinations, you can come up with pretty creative solutions to problems.

    In Origins, you can unlock sleep darts, berserk darts, flesh decay, smoke screen, poison darts and firebombs. Allowing the player to equip just one of these is a major deal breaker and limits creativity. Flesh decay and smoke screen are always available, but the latter only works after a melee attack or dodge which means its sole purpose is to get out of combat, something which stealthy players would like to avoid in the first place. Odyssey proceeds to aggravate this by not having tools at all in the game and what is left (smoke screen) is again attached to the ability menu. If you have a look at Odyssey's assassin abilities tree, you'll find that a good chunk of the abilities only work during combat (Venomous Attacks, Poison Mastery, Hero Strike, Vanish) which is quite ironic but nevermind, the next set of abilities are gimmicks at best (Shadow of Nyx, Call to Arms, Death Veil) while the rest have numbers attached to them => ​

    SKILL DESCRIPTION
    Shadow Assassin Assassination and Knock Out damage are increased by 20%. Automatically loot the enemy after an Assassination.
    Rush Assassination Launch the Spear of Leonidas at a distant enemy to deal 100% Assassin damage up close. Can be chained 1 time.
    Critical Assassination Launch a stealth attack with deadly precision, dealing 200% Assassin damage. Must be in range and out of conflict to perform it.
    Poison Mastery Your knowledge of venoms is undeniable. Poison buildup is increased by 25%. Requires Venomous Attacks (rank 1).
    Hero Strike Single strike attack unleashing the full power of the Spear of Leonidas. Inflicts 60% Assassin damage. Can be used in active conflict.

    This alone should be enough proof to support the arguments on the sub claiming stealth is treated as just another warrior stats in Odyssey, and honestly this shouldn't even be considered stealth. Nevermind the lack of OHKs without a proper build that already requires you to have played the games for mind numbingly high hours so you can reach an optimum level. No stealth game does this to their players, not even open world games which come with barebones playstyles. Lethal and non-lethal takedowns aren't overpowered stealth mechanics which should be earned by spending hours on end in the gear menu, they're rewarded to the player for picking up environmental cues, manipulating enemy AI and exploiting gameplay opportunities to reach their objective. There simply isn't anything in Odyssey and even Origins to support stealth beyond "sneaking around stealthily until someone spots you and magically alerts the whole fort about your location, then just go in guns blazing".

    SOCIAL STEALTH

    In 2007, we were promised the series would revolve around social stealth. 12 years and 11 installments later, the implementation of that mechanic has been unsatisfactory to mediocre at best while the last two games proceeded to remove it altogether. Even in the first few games which make a big deal out of social stealth with the introduction of scholars and the courtesans guild, blending among crowds isn't really all that different from say, hiding in a bush in Black Flag.

    This is quite disappointing because the one area where open worlds have a major advantage over traditional stealth games is social stealth. This is quite different from traditional line of sight based stealth, as it relies on crowd behaviors and the player's adherence to socially acceptable norms. Which is why, to make proper use of it the game needs to introduce ways you can disrupt the system so that a part of the crowd starts to behave in socially unacceptable ways, drawing attention away from you. AC2 first did this with the ability to throw coins, but we can take it a step further by introducing mechanics to trigger fights between NPCs (AC3 had a similar mechanic to start riots). Unity & Syndicate introduced some randomly generated events to disrupt crowd behavior, but I would like to see the events having more of an actual effect than just checklists for unlocking new gear.

    Next thing, crowd blending shouldn't be automatic, the way it was in AC2 and the games thereafter. A return to AC1's manual blending where the player has to keep inputting some commands to make sure their assassin is adhering to crowd behavior makes hiding in plain sight more than just pressing a single button, you have to pay attention to the crowd now.

    Finally, I would like the system (crowds) to transmit information across it. Currently in the games (AC1-ACS), an act like murder will scare away all NPCs in your direct vicinity but others who did not directly witness the murder would go about their business as if nothing happened. This needs to change, multiple scared NPCs should be able to cause mass hysteria which puts all the guards in the area under high alert. A single NPC who witnessed a murder, should be able to run away and alert nearby guards.

    Then there's the persona system, which is a popular request on this sub. Seeing that Liberation already had one, I don't understand why the games haven't implemented one already. Watching a heavily armored Ezio swiftly blend with crowds in Brotherhood isn't believable and looks comical at best.

    IMPROVING THE CURRENT STEALTH DESIGN

    I'm of the opinion that the series never had extraordinary stealth gameplay to begin with, but Origins and especially Odyssey have taken things to an all time low and that has a lot to do with their flawed movement mechanics, vast open world design, and Ubisoft's obsession of catering to every barebones playstyle available. Stealth is quite a niche genre, and there hasn't been much of a demand for traditional stealth games as of late because watered down stealth mechanics are added to every single "play your own way" open world games now. That's really the main issue here, as it's quite easy to make a half baked stealth game and a half baked action game instead of a dedicated stealth or action game. So, how can we fix things from here on? Ideally, I would say the games need to go back to smaller and denser maps like Unity, but Yves Guillemot's recent comments are a hard no on this matter. The other options include going back to limited approach encounters with more controlled level design. There's nothing inherently wrong with outposts, after all you have to fill that map with something, but they shouldn't be the only type of stealth encounters your players come across.

    1. SYSTEMIC ELEMENTS

    Next, give your players their arsenal back instead of having to rely on mashing rush assassinate and hero strike in a fort. Syndicate was, if I recall correctly the first game in the franchise to have some traces of systemic elements. Those who are unaware, systemic games are coded in a way where all their individual systems can interact with and influence each other. This leads to something called emergent gameplay, which means that certain gameplay elements are not intended by the game designers but arise due to the systems interacting with each other. Shooting an incendiary bolt at a guard means certain death in Dishonored, the designers made it to work that way but they did not think of the possibility of shooting a bolt up in the air and then attaching a spring razor to it by stopping time to blow up a nearby whaler. Discounting all the various systems interacting here, everything I just described is possible because of this one simple rule - spring razors can be attached to any surface, even living objects.

    In Syndicate, you can use throwing knives to distract guards as they react to the sound of them hitting a surface. A single hallucinogenic dart's effect can be transmitted to more than one guard by shooting it at a fire. Origins takes this a bit further by letting you ignite areas with oil jars, or starting a plague with the flesh decay skill, and pitting predators against soldiers (which supposedly has been a mechanic in Far Cry for years?). These are all welcome additions but also the very basic requirement for systemic gameplay. There's nothing revolutionary here, not to mention the level design isn't good enough to make systemic elements worthwhile either. That said, I do want them to improve upon the current systems based gameplay, and the first step to doing that would be reintroducing tools and leaving the players to figure out opportunities in a level. Syndicate has the best assassination missions in the series, but the huge, colorful icons pointing at the opportunities significantly downplay problem solving. Trust players to be able to figure out things for themselves, and stop treating them as five year olds who need to be directed towards the objective every three seconds with giant glowing arrows.

    2. ENEMY AI

    I think one of the recurring demands in stealth games is the implementation of AI which is not braindead, and that's easier said than done. Not because of technological capabilities but because the moment enemy AI starts behaving in a dangerous and realistic fashion, the game stops being fun. The only thing this leads to is restarting the missions over and over. This obviously doesn't mean we can't have something better than the current AI in Assassin's Creed games, which deserves to be put in a separate tier of stupid because of how bad it is. I'm going to make a single demand for this, and that is - increasing the penalty for detection. The thing with stealth segments is, that you'll always get a portion of the players who will straight away want to start shooting at things instead of being stealthy, and that's fine. Combat should be hard but not nigh impossible. Currently we have three different states of alertness in AC games - calm, suspicious, and alert. If a player constantly messes up and gets spotted, it shouldn't be game over and hiding must be an option, but this should also put the enemy AI on high alert. All guards in the area should actively start looking for the player, and they must check everywhere so the player doesn't get to hide in a haystack for five minutes and call it a day. Earlier I mentioned stealth games make waiting engaging, this is exactly what we're doing here as well. Hiding in a haystack for five minutes and waiting for all the question marks over enemy heads to disappear is boring, use this opportunity to create a feeling of tension for the player. Mark of the Ninja does this very well with the enemy AI constantly looking over their shoulders in case you managed to set off alarms. As for players who like to kill everyone they meet on a mission, enemy AI should pose a bit of a threat during combat and should make use of more environmental traps. The general idea is, if you want to fight your way through, the game will give you tougher enemies to fight through.

    CONCLUSION

    I doubt we'll see Assassin's Creed return to its stealth oriented gameplay anytime soon and even if we did, the mechanics and level design still need some pretty big changes. There's this certain dichotomy in stealth gameplay - "you're a god while you're hidden but vulnerable out in the open". For me, Assassin's Creed 1 is the only game in the franchise which evokes some of this feeling. I hope we can see a return to this someday.

    NOTE: The classification of stealth encounters I used for this post was based on this Gamasutra article - Anatomy of a Stealth Encounter which I highly recommend checking out. Travis divides encounters based on the emotions they generate - (Outposts, Limited Approach, Hunted, Hide or Die). I wanted to focus on just the level design so I left out the last two. (The penalty for detection is kind of a derivative of the Hunted encounter)

    If you want to know a bit more about systemic games, I'll leave links to these two videos by Mark Brown -

    The Comeback of the Immersive Sim | Game Maker's Toolkit

    The Rise of the Systemic Game | Game Maker's Toolkit

    Also, I ended up doing posts for all of AC's gameplay pillars. I'll link the ones for combat and traversal here.

    Assassin's Creed: Designing an Ideal Combat System

    Verticality & Traversal in Assassin's Creed

    submitted by /u/Darth_Samuel
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    The Beloved Grey Beyond - An Assassin’s Creed Fan Tribute to Juno (Featuring Nadia Verrucci) [SPOILERS]

    Posted: 14 Sep 2019 09:48 AM PDT

    Following her untimely demise, I got to thinking. What would Juno say if she had one last chance to do so? Thus I wrote her a final speech. And Nadia Verrucci herself was kind enough to lend her beautiful voice to the words. Enjoy.

    https://www.youtube.com/watch?v=CZ8uxVKn2XI

    submitted by /u/Sorrosyss
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    That does it. AC Altair Chronicles is my favourite game of this franchise.

    Posted: 14 Sep 2019 06:16 AM PDT

    I'm sorry. I just saw two almost identical posts like this about AC3 and Black Flag and my inner shitposter couldn't help himself

    submitted by /u/Avaenem
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    In ac brotherhood are shop quests required for 100 percent? I accidentally should a shrunken head since I didn’t know that there where shop quests I’m almost done with the game and I’d really hate if they where required

    Posted: 14 Sep 2019 05:52 PM PDT

    Uplay Statistics not updating anymore

    Posted: 14 Sep 2019 11:01 PM PDT

    I am trying to reach the 100% main progression on Assassin's Creed Odyssey but my uPlay statistics stop updating anymore? Does anyone else have the same problem, if so has it been fixed before? Uplay shows that I have played 50 hours but the game saves shows that I have played 62 hours of the game. D:

    submitted by /u/TryingHardNow
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    Black Flag — Something I realized about Edward

    Posted: 13 Sep 2019 11:40 AM PDT

    He's not a good person. Likable, sure, but he's not a good person. He's arrogant, selfish, and greedy. He won't lift a finger to help anyone unless there's a material benefit to him.

    When Mary introduces him to the Assassins, he's rude and dismissive, and he mocks their core tenet. After he learns that he really screwed up selling that map to Governor Torres, he helps the Assassins whose lives he put in danger purely because he thinks he'll get something out of it.

    Despite all of that, he does care deeply about his friends, even if he never shows it. Adewale, Blackbeard, and Mary all meant the world to him.

    I'm currently playing through Black Flag for the second time and blown away realizing there's so much more to Edward than "pirate." He's selfish, yes, but he's also loyal and I think, in his heart, he wants to do what's right and make the world better for the people he cares about.

    submitted by /u/mylegismissing
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    How do the different protagonists climb? Like does Edward climb like a sailor for example compared to I don’t know.. Conner..

    Posted: 14 Sep 2019 08:01 AM PDT

    Or is the climbing all the same just updated from game to game

    submitted by /u/Aizo-the-Salamander
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    AC4 platinum help. (PS4)

    Posted: 14 Sep 2019 12:34 PM PDT

    All I have trouble with are the online trophies. Is there a discord dedicated to this?

    submitted by /u/Hoonta-Of-Hoontas
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    (SPOILERS) I have a question regarding The Conqueor trophy

    Posted: 14 Sep 2019 05:37 PM PDT

    I went around liberating all the areas before heading to Persephone. I then checked the trophies and looked into this one and immediately felt regret. I went around and not recruiting any humans from the three areas and took out most of them from the map. Am I screwed out of this trophy?

    submitted by /u/Falophle88
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    Next AC games release discussion

    Posted: 14 Sep 2019 08:37 AM PDT

    Disclaimer: these are just the ideas and possibilities based on exactly what happened during gaming generation transition in 2013-14

    In 2013, when current gen consoles were released, AC 4 black flag was the first game to be cross gen title and in 2014, Unity was released just exclusively for current gen (next gen consoles in that time) along with story filling Rogue in the same time

    Skipping this year, again 2020 is going to be like 2013 when next gen consoles (ps5 and Xbox Scarlett) is releasing, sometime in the fall 2020 Next AC is due to release around the same time probably based on Vikings era and will follow the same RPG path Ac 2020 is like AC4 black flag and next year is going to be like cross gen

    2021 maybe the year of two titles As from one of the sources, as Black flag/Origins game director says that they can make another Edward/Bayek sequel in the future As Bayek sequel is more possible with unfinished business in Origins, they can make Rome game releasing as current gen in 2021 following Bayek and Aya adventures which serves like Rogue filling the gap and finishing the ancient trilogy

    In that year, next gen completely hits the gaming market, but still had the standing forces of current gen will remain for some time, but developers priority will be more on next gen In that time, another AC game will release in fall 2021 for exclusively next gen without a year break and may features completely different setting like feudal Japan or any other Asian setting, which is untouched in main titles and also specualated one 2021 is going to be more like 2014 having the first exclusively next gen AC title This is like changing from colonial setting of black flag into European setting of Unity from past scenario

    submitted by /u/Abr1236
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    I'm having trouble going back to play Origins after playing Odyssey.

    Posted: 14 Sep 2019 03:17 PM PDT

    I've put in over 200 hours on Odyssey and although I love it, I'm craving the story from Bayek. The gameplay just doesn't feel as fluid, the combat feels stilted and I'm left a little downhearted.

    submitted by /u/Purplejet19
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    Sacred Oracle armour in Odyssey?

    Posted: 14 Sep 2019 02:57 PM PDT

    So, I got the armor set because I really liked it, Sue me. But now I'm curious about the tattoos that appear on it! It's very clearly Greek writing, but my translation skills are very poor as a first semester Greek student. Does anybody know if it's been brought up before?

    submitted by /u/almostanya
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