Assassin's Creed [Day 25/72] Assassin's Creed: Brotherhood - Sequence 08 & 09 - 'The Fall of The Borgia' |
- [Day 25/72] Assassin's Creed: Brotherhood - Sequence 08 & 09 - 'The Fall of The Borgia'
- [SPOILERS] How to do world design right: Origins vs Odyssey
- Black Flag - Havana Contracts No HUD Stealth Kills
- I just remembered the Assassins Creed film exists and I just spat out my tea.
- I need help in Unity
- How will the assassins creed new combat system handle guns?
- AC Origins: Who's Horse is this?
- Best AC game for doing parkour around a large city?
- AC2 is almost 10
- Why don’t Assassin’s and Templars communicate?
- AC Odyssey: Boarding a ship without initiating boarding
- Jupiter in a scandinavian game (fanfic).
- Odyssey Blind King quest help?
- Are the AC'S series leading to a OA plot?
- Impressions about the AC series from a newcomer
- What does the red floating fabric mean? And why did my screen unfocus/ act up when i saw it? (AC: Origins)
- Shay and The Coyote Man/ Rogue's contradicting existence.
- Possible Plans/Dreams for Assassin's Creed: Legion (AC game in Ancient Rome)
- What game made you really feel like an assassin and why?
- This is what public think about AC . It is sad that AC gets lot of shit after story got ruined and 2014 buggy disaster.
- Can I get banned for installing mods into Assassins Creed Origins?
- What is your favorite AC "system"?
[Day 25/72] Assassin's Creed: Brotherhood - Sequence 08 & 09 - 'The Fall of The Borgia' Posted: 03 Nov 2019 06:00 AM PST AC Marathon 2019 - Day 25Assassin's Creed: Brotherhood - Sequence 08 & 09 - 'The Fall of The Borgia'Welcome back, Assassins! Today we're racing to get our hands on the Apple of Eden as Cesare proceeds to lose influence in Roma. Then we finish off Ezio's hunt for Cesare Borgia and see what happens when Desmond grabs The Apple of Eden. Today's Target: Cesare BorgiaDAILY OVERVIEW1 - Requiem DISCUSSIONShare your feelings about today's sequence in the comments below. What did you think? Talk about what you liked, what you disliked, and your general thoughts. Feel free to engage with others and ask questions of your own! Being active in discussions will make you eligible for an official Marathon giveaway. More info in the 'Giveaway' section below. LIVE STREAMS AND VIDEOSFeatured Video: Borgia Welcoming PartyHere's the list of streamers that will be broadcasting today's sequence. All times in EST. 10:00 AM - /u/Saixak on YouTube - Live right now RECORDED PLAYTHROUGHSHere are the playthroughs that Marathon streamers have pre-recorded and uploaded: No HUD Playthrough by /u/MegaBoschi - 1:53:57 WALLPAPERSMake sure to download the official Marathon wallpapers for Assassin's Creed: Brotherhood! Desktop 1920x1080 || Desktop 1920x1200 || Mobile FAN CREATIONSHere is today's Fan Art of the Day for Assassin's Creed: Brotherhood. SCHEDULE
GIVEAWAYThis year we are giving away a set of prizes. These include a copy of the new Essential Guide, a digital copy of Assassin's Creed Odyssey Gold for the platform of your choice and an Art Commission done by NightFell. TOMORROWAssassin's Creed: Brotherhood is almost behind us! Tomorrow, on the 26th day of the Assassin's Creed Marathon, we will relive one of Ezio's adventures that actually happened before he killed Cesare, in the Restored Sequence - The Da Vinci Disappearance. Follow us on Twitter || Follow us on Instagram || Marathon Megathread & FAQ[link] [comments] | ||
[SPOILERS] How to do world design right: Origins vs Odyssey Posted: 03 Nov 2019 04:29 PM PST While most Assassin's Creed titles are fairly open in world structure, prior to 2017 the games were generally considered to be an action-adventure sandbox. Game design terminology has always been a bit fast and loose, but this meant that there was a linear narrative that was the key focus with gameplay making the player engage in action and adventure through a world or sandbox that continually got bigger as the title progressed. GTA is another good example of this. While most cities were generally pretty great looking and fun to play in, most of the older games had a harder time selling the believability of the world structure in more open areas, such as AC1 showing the holy lands to be primarily made up of convenient ravines, or Rogue showing that the Hudson River Valley is actually made up of a bunch of islands. AC3's frontier was also very bad in terms of geography. Along came Assassin's Creed Origins, now touting that they'd be remaking an entire country, in what appears to now be a mainstay for at least a few games. Despite a few issues, Origins did a wonderful job of creating a believable world of Ptolemaic Egypt. I was thus very excited for the world of Odyssey, even if I disagreed with some gameplay decisions, only to be profoundly disappointed by it. As a result, I really wanted to discuss what Origins got so right, versus what Odyssey got wrong from a level designer's perspective. Origins' map for reference: https://www.game-debate.com/blog/images/_id1503497034_343178.jpg Odyssey's map for reference: https://guides.gamepressure.com/static/mapy/en/gfx/map_2268.jpg I want to start by just discussing a few things that really irked me about the design and layout of both worlds in context to gameplay and the world-building. Origins only had a few points that really bothered me. The first was the lack of an east bank of the Nile. It was there but immediately turned to desert, rather than the lush paradise on the west bank, which for the most part is inaccurate. It seems a strange place to cut off the map, and based on the E3 demo, it seems was originally part of the game but was cut. The second thing that irked me was the location of Herakleion, which in-game is closer to the important port city of Damietta (then called Tamiathis), and historical Herakleion was located where Kanopos is in-game, which was really closer to where the chariot stadium was. It was never a major issue and fairly standard due to the way the maps are condensed, but always seemed strange, along with the fact that Pelusium, which was the gate to Egypt from the East was not in the game. The part that really bugged me about this was that Pompey actually landed at Pelusium, not some random island in the middle of the Nile Delta. The final issue with Origins overall design is the lack of accessibility when horseback riding to Herakleion. Every other major city can be easily accessed on horseback, even in the Faiyum Oasis, yet Herakleion cannot. I do have some gripes with the town layouts, but I'll be discussing that later. Odyssey, like so many things, takes issues from Origins and makes them worse. Let's start off with the absence of Thessaly and Epirus. The very easternmost portion of Thessaly is there for sure because we obviously need Thermopylae. But Mount Olympus? The Plains of Thessaly? The cliffs of Meteora? Nope. None of it. You can see it all too on the map screen. It's right there, just not in the game. Mt Olympus is probably the biggest natural landmark in Greece, and yet it wasn't available in-game. It honestly baffled me. My second big complaint is the complete lack of Anatolia in-game. The Greek World was known as Hellas, and unlike today, didn't stop at the island chains but went onto the coasts of modern-day Turkey, where Herodotus (a significant character in the story) was born, where tons of fighting happened, where 2/4 of the Great Wonders of the Ancient World in Hellas existed. Following this, is that despite a notable absence of many real landmarks, the game portrays not one, but many fictional giant statues larger than mountains rising up into the sky of a naked Zeus or similar gods because for some reason being able to climb mythical Zeus stone dick is more important than immersion. How can one truly immerse themselves in a historical greek world when there's another stone Zeus dick to climb every 5 minutes? And if it's not giant fake statues of a god, it's massive snake bones weaving their way through the world. My final issue is that the locations of the Greek islands are nearly unrecognizable. The Greek Islands are separated into 6 fairly distinct island groups for the large islands. This separation is neither respected geographically nor politically in-game, grouping islands willy nilly, not based on historical authenticity, but making sure islands are a good distance apart to keep the "rule of 40" as accurate for Odyssey as possible. This nicely segues into the next topic of the points of interest (PoI for short). This is a link to Assassin's Creed Origins Interactive map showing every PoI, and this is Assassin's Creed Odyssey map. If I counted correctly, Origins has 366 PoI (the 19 Ptolemy Statues not included, as they aren't for the achievement), plus 5 real cities, 26 villages, 58 viewpoints, 2 arenas, a bureau, and the hippodrome for a total of 478 locations. Odyssey has (if I counted correctly) 617 PoI plus an arena, 62 historical locations, 73 ship docks, 37 cities, 48 villages, and 117 viewpoints for a total of 954 locations. The number of objectives to complete alone is just under twice the amount in Odyssey, plus almost 3x the number of cities and viewpoints. Just for a quick comparison in map size and quantity of content:
Now I want you to stop for a moment and look at those two interactive maps and think for a moment about what you're seeing. Let's first discuss variety, because that's far less nuanced. Assassin's Creed Origins has 13 types of PoI; being treasures, papyrus, tombs, ancient mechanisms, animal lairs, stone circles, hermit locations, Ptolemy statues, enemy outpost rank 1, enemy fort rank 2, enemy fortress rank 3, war elephants, and viewpoints. If we condense this down to different types of experiences, we get 10 unique types of experiences that are used 443 times throughout the game. Odyssey has 15 with animal dens, bandit camps, forts, caves, dwellings, fortress, leader house, military camp, port, ruin, tomb, mysterious site, quarry camp, temple, underwater, and viewpoints. Animal dens are unique for sure, as are viewpoints. Bandit camps and military camps are more or less the same objectives, kill enemy A, loot B. But if we look at the other PoI, we see forts, caves, dwellings, fortresses, leader houses, ports, ruins, temples, and underwater locations (often forcing you to kill sharks and loot chests) all also share the same basic set of 2-3 objectives, all revolving around killing a high ranking enemy, looting, and burning supplies to different extents. So, in reality, we have enemy outposts, tombs, mysterious sites, animal dens, and viewpoints. That's 5 unique PoI that's now being used 734 times. For reference, Origins averages with each PoI being used about 44 times. It doesn't work quite that cleanly, but it's not a bad average. Odyssey averages with each PoI type being used 146 times. With all games, there's bound to be assets reused to help save costs, but when we only see those same assets used 44 times, it's harder to notice when compared to 146 times. Origins also has the decency, that while reusing assets, often changes up layouts so that every location feels unique even though it's not. Odyssey does no such favor. I cannot tell the difference between any tomb, or most camps. Many camps in Odyssey are copy and pasted directly, rock for rock, which becomes extremely apparent after scouting the same layout 150 times. Odyssey, like Origins, only has a small number of very high tier fortresses, but where Origins made sure to make every location feel unique and be a challenge, Odyssey's largest forts often just feel like a larger version of any other objective, rather than being a unique new challenge. We can really see here that quantity was put above anything else. Quantity does NOT equal quality. Moving on from just pure numbers, it's time to learn a little something about world design! Many designers look at a little idea nicknamed the "rule of 40" or sometimes "rule of 45". The idea is that every 40-45 seconds your player should come across a new location or activity to do to keep them engaged. If they don't have something new shining in their faces, they'll get bored and stop playing. The player psychology behind this isn't completely wrong (and is also a major factor in the creation of the leveling system), but it also isn't accurate either. Breath of the Wild, for instance, often had players going upwards of 60 seconds without enemy encounters or finding a new shrine. Red Dead Redemption 2 would be even longer at nearly 2 minutes on average. Origins does follow this rule a lot in the more densely populated areas, but it's also not afraid to have clusters of PoI and have areas without any at all. Riding on your horse through the desert can take 10-20 minutes and you can never come within 500m of a PoI for most of that time. If you grab a felucca you can sail down the Nile for a nice 10-minute cruise, and while you will pass by a few triremes, you can get through the entire river never being engaged, just exploring and taking in the scenery. Areas in Origins where there is nothing but just atmosphere are some of the best in the game too. The harsh dust storms, the vivid mirages, high mountains of the black desert, and beautiful sand sculptures in the white desert. In art, negative space is the space or area around and between the core subject of the piece. The PoI are the core subject. That's what you are always meant to be traveling to, and in origins, the world isn't afraid to let you travel sometimes. Enjoy the ride and watch the scenery. And if you go off that beaten track, your exploration is rewarded with the beauty of the world. Odyssey is very afraid to give that negative space though. Every 40 seconds there will be something new. A new PoI, a ship engaging you, a sudden lion yeeting you off your horse. Exploration is not rewarded in Odyssey either. All the best loot is in chests at the locations that appear on your map. All the beauty in the world is on the roads or in the cities you're visiting. There's no need to explore because the only thing worth your time is going to be at the "?" you see dotted about. Even if Odyssey used negative space to try to world-build like Origins, it would fail from the massive inconsistencies with the aforementioned giant Zeus schlongs. Odyssey instead tries to overwhelm you with content, hoping that in your confused screaming you are tricked into thinking you're having a good time due to the addictive and psychologically manipulative leveling system. Besides the unique gameplay AC offers, it often attracts players for the historical tourism that's not offered elsewhere. What other series lets you run across the rooftops of Jerusalem, Rome, Paris, New York, or Alexandria? See the new monuments each location offers is a highlight for many players, including myself. Origins did a phenomenal job with this, creating the massive pyramids as they would have been seen 2000 years ago, along with the stunning Pharos. These two landmarks were 2 of the 7 wonders of the ancient world, with 4 more in Hellas, and the final being the hanging gardens of Babylon. The world of ancient Egypt looked and felt like what you'd expect from Ancient Egypt from the monuments, the architecture, the world, the visual effects of heat rising from the sands, the massive Nile, etc. It is immersive. Odyssey truly fails here, never once focusing on immersion of recreating Hellas. In terms of monuments, we have one of the four ancient wonders, the statue of Zeus at Olympia. In-game, the temple feels small and claustrophobic. The statue is maybe 30 feet tall, under half the height of the often fabled 65 feet. Even the smallest number I've seen is 39 feet, and the statue in-game feels considerably smaller. The aforementioned giant Zeus mountain statues also didn't help this, having many statues that dwarf the supposed wonder. But what of the other 3 Wonders in Hellas? The Temple of Artemis at Ephesus and Mausoleum of Halicarnassus? Not in-game. Rhodes and its Colossus? Not in-game. While Rhodes is more understandable because the statue hadn't been built yet, this never stopped Ubi in the past from creating buildings and monuments that were anachronistic. Where Origins used negative space to create beautiful environments and allowed the heat to play fun visual tricks, Odyssey uses nothing. What you see is what you get. What we see is strikingly boring in Odyssey, too. The architecture is the same in every town and city. It can be hard at times to tell the difference between Athens, Sparta, Corinth, Megara, etc. The environment is the same on the mainland. Hills, mountains, trees. Some trees have autumn colors, and a few other trees have some pink flowers. But the 4 seasons depicted in Odyssey are used across many regions, making them all blend together. Origins, on the other hand, makes an effort to make every region feel unique, and like it has a purpose. Each desert type is mildly different, every Nome has a major landmark to make it stand out, unique from the others. The culture and architecture change around from location to location, subtly signaling who's really in control. Every town and city in Origins was designed to be unique, and it did work to varying degrees. If you look at the maps, observe how each nome and location has unique geographical features that will make it easy to stand out and know where you are in the world based on it. But if you're in the middle of Peloponnese in Odyssey, are you really going to know where you are based on a few trees and hills? The mechanical usage is unfortunately limited by both games worlds though. Both titles removed social stealth and severely neutered parkour with limited horizontal mobility and lack of environmental factors like carts and crates allowing quick vertical movement. Beyond this, where previous games like AC3 had a large focus on tree parkour to navigate, Origins obviously cannot due to the environment. Odyssey meanwhile decides that despite the massive forests, basic climbing on mountains matters more than the core mechanic of parkour and freerunning through the trees that'd open new movement pathways and stealth opportunities. Stealth and combat are similar (with some obvious differences). Combat will be discussed in a future post, but stealth was noticeably impacted more in Odyssey where the player lost complete ability to physically hide in anything besides tall bushes. Both games did include naval and horses to an extent though, and with the new world layout became the most important ways to travel. In Origins, you can set your horse on autopilot and literally get to any city other than Herakleion. Overall, while I dislike the mechanic, it was implemented very well. You can also use a felucca, and rowing one can get you to most cities in the game, with exception to a handful of towns. Fast Travel can be done to any viewpoint or city. Odyssey, however, restricts this to be just viewpoints. While your horse can ride anywhere again, the splitting of the map by the natural waterways and terrain of Greece has often gets stuck in a loop around the Peloponnese, get stuck in the northern Greek Mainland, or cannot leave an island. The ship meanwhile can go anywhere in the Aegean and Ionian but can only take you to a handful of the major cities instead of most like in Origins. While Greece was limited by the geography, the world is not adapted in any meaningful way to better fit gameplay, meaning there ends up being a massive disconnect for travel and exploration, often having to travel thousands of kilometers, wait at a location for your ship to arrive, sail another few thousand kilometers, arrive on land, and then get back on a horse to ride several hundred meters inland to reach an objective. Odyssey's insane size and disconnected traveling systems end up encouraging fast travel as well. How Ragnarok Can Fix These Issues: To begin, I expect the rumored Ragnarok to take place in Britain and the Southern half of Scandinavia (not north of Trondheim). With that, I'd expect each region and kingdom to be unique in architecture and environment to varying degrees. Wessex would be marked by the high cliffs in the south and architecture influence from the French. Mercia would be traditional England with rolling hills, forests, and an emphasis on smaller Anglo-Saxon villages. Wales would be similar to Mercia in a more mountainous area. Danelaw would be largely hills and swamps. Scotland having a gallic influence while being mountainous in the North. Norway is the most mountainous region, creating large Fjords and holding the highest point and using housing that can sit on a mountainside. Sweden would use sturdy small homes that can sit on massive rolling hillsides and in ring forts. Denmark would focus on longhouses and in an overall flat terrain. Ideally, while we would have horses, the Viking longship can be our main mode of transportation. The size and mobility allowed it to move through rivers, and England has rivers from the ocean to most major cities, whereas Scandinavia positioned its cities on Fjords and waterways along the coasts, meaning we should be able to visit most major cities using a single transportation method. Lacking landmarks like the pharos, rather than making up statues, I'd hope Ragnarok creates memorable locations by using natural terrain like the white cliffs of Dover and the massive fjords of Norway. Rather than making a large number of PoI, allow us to use our time on the ship for exploration mostly, and create areas lacking any PoI. If anything, I think cities should be created at a larger scale than the rest of the world so that most gameplay can center around the waterways and cities. Verticality and Horizontal mobility were both available at this point due to the 2-3 story buildings common in large cities like York due to jettying that became more common during this period. Adding in elements such as crates, ropes, archways, covered walkways, and bars that can be swung on above the streets can revitalize the parkour, along with making the forests usable for parkour again. [link] [comments] | ||
Black Flag - Havana Contracts No HUD Stealth Kills Posted: 03 Nov 2019 08:45 AM PST
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I just remembered the Assassins Creed film exists and I just spat out my tea. Posted: 03 Nov 2019 02:37 PM PST I was so hyped for it and everyone was saying it was going to be the first 'good' videogame film and then it came out and I was just like ¯_(ツ)_/¯ It's alright I guess. I just stumbled across the score on my Spotify and I nearly choked on my tea as I remembered it actually exists. I feel like we need another shot. Like maybe pick a more interesting time period. It could have been good but it just wasn't quite there. Anyone else have any idea for what would make a good film? [link] [comments] | ||
Posted: 03 Nov 2019 10:01 PM PST I got the dead kings DLC and I entered the map but I can't go back to the normal map, I want to complete the normal game before I do this😞 How do I exit and go back to 1791 Paris? [link] [comments] | ||
How will the assassins creed new combat system handle guns? Posted: 03 Nov 2019 07:46 PM PST I like the new assassins creed combat system but I has a lot of questions to answer when or if Ubisoft makes a game set in an earlier time period. Guns being one of them, older assassins creed games handled guns fairly well but with the more dynamic RPG combat system it could be a nightmare making them work right. But they can't just shut off an entire era of history because combat would be hard to design, theirs still so many eras and places like southern America during the times of the outlaw or the Mexican revolution. [link] [comments] | ||
AC Origins: Who's Horse is this? Posted: 03 Nov 2019 01:48 PM PST I was wandering around the Sinai mountains and i see this horse left alone, i've past it a couple of times until i finally decided to ride it and damm he is fast. Is is connected to some hidden quest or something? because i beat all the side quests and nothing about this mount. Or is it just for show? Probably some dead Roman solider's mount. Took this pic to show what i am talking about. [link] [comments] | ||
Best AC game for doing parkour around a large city? Posted: 03 Nov 2019 11:11 PM PST I'm new to the series and I've just started playing odyssey, I love it but I feel that the parkour around the cities is quite boring so I'd love to know about what games prioritize this element more. [link] [comments] | ||
Posted: 03 Nov 2019 04:03 PM PST Just got randomly recommended the track Ezio's family from the AC2 OST. Hit me right in the feels knowing that it's been almost 10 years since I heard that theme. Gonna have to buy the ezio collection. [link] [comments] | ||
Why don’t Assassin’s and Templars communicate? Posted: 03 Nov 2019 05:50 AM PST I mean, how hard is it to write a letter to clear up any misunderstandings? They're both trying to help humanity. [link] [comments] | ||
AC Odyssey: Boarding a ship without initiating boarding Posted: 03 Nov 2019 09:55 AM PST I had an interesting experience the other day when in a naval battle. Having just disabled a ship, I initiated boarding on it. However, another enemy ship decided that it wanted to be burger patty and neatly slipped between us, getting stuck. Being an opportunist, I immediately decided to board that one first, jumping aboard and killing everyone aboard. I was able to loot all their chests afterwards, but when I leapt to the ship that I had actually boarded, that ship just sorta sunk without any fanfare. Another time this happened was when a cultist ship was just floating there, waiting for me to finish boarding another ship. So I swam over a few hundred meters and killed everyone on board. Anyone else have any similar experiences or insights on how the game treats things like this? [link] [comments] | ||
Jupiter in a scandinavian game (fanfic). Posted: 03 Nov 2019 02:30 PM PST Imagine:
-"ah, Gungnir, my dear spear..." And Layla be like "dude, this is the Spear of Leonidas..." And Odin be like "I gave my finest spear to my son Herakles, and he passed it to his children and they to their children.... Until it got to you" (Leonidas was held as a descendant of Herakles). [link] [comments] | ||
Odyssey Blind King quest help? Posted: 03 Nov 2019 08:27 PM PST I can't progress in the blind king quest. I've seen all the locations before actually talking to the old beggar and I was only able to tell him that I've seen one location. Going back and re-synchronizing with just one didn't fix it. Any advice? [link] [comments] | ||
Are the AC'S series leading to a OA plot? Posted: 03 Nov 2019 11:00 PM PST I'm going back into the world of AC as a whole. And before I delve deeper, is the assasins Creed serie bringing us somewhere? I mean in Assasins Creed 3 there was an outside Animus story which I thought was really great. But is it still the case with Blackflag and forward? If there's still a plot going on, which one do you think are relevant? And if there's some that doesn't have a OA story could you point it out and tell me why? Thanks ! I don't really mind spoilers. But please try to be considerate thank you for your input [link] [comments] | ||
Impressions about the AC series from a newcomer Posted: 03 Nov 2019 09:39 PM PST So I'm relatively new to the AC franchise. My very first experience was Syndicate which I played for 15 minutes before it would freeze, rental from the library. The first one I completed was Odyssey, then Syndicate, than AC3 and now working on Black Flag. I've tried 10 minutes of Unity and said fuck it. I have not played any of the others. It seems most people started with the earlier entries in the series where as I went the other way and started with Odyssey. As such I have some impressions and thoughts about the series. Eavesdropping and tailing missions. Stop it, just fucking stop it. Nobody likes these, nobody cares. Odyssey didn't make it do it so discovering this in the other ones I have experienced was very aggravating. Crafting. I actually rather enjoyed that aspect and sending convoys out in AC3 to gain money was nice so I didn't have to obsessively loot everyone. Also the whole building up of your homestead/base. Also a fan. I thought those scripted animations where X would run through a house or window etc and would show them leaping over/under things to make their way though was a nice touch. Combat animations. I LOVED the way Connor would murder all the things. BF has far far far less variety. Odyssey had none. Hell just copy the animations from AC3 into the next game as far as I'm concerned. Blowgun. Loving it. Berserk darts are fun Like the looting of warehouses in BF FUCK WATERSPOUTS I don't give a shit about modern day I don't. Basically dickish advanced human wants to return from the cloud and be a dick to us. Sun angry. Don't care. STOP MAKING ME HACK SHIT AND MEET WITH COURIERS [link] [comments] | ||
Posted: 03 Nov 2019 10:02 AM PST I've recently started playing it finally, and after killing a few bandits I was riding towards the pyramids to turn in a mission for some geography notes. While I was riding my horse towards the pyrmids my camera suddenly shifted to the left and followed this floating piece of red fabric, the screen unfocused/acted up when I looked at it. When it stopped I decided to follow it and it did it again. I followed the fabric until it disappeared which was about 100m from where I saw it. I was just wondering if this was an Easter egg or a random encounter or maybe just coincidence. Also there was a sandstorm coming in right then as well, if that has anything to do with it and it was in the middle of the day. [link] [comments] | ||
Shay and The Coyote Man/ Rogue's contradicting existence. Posted: 03 Nov 2019 02:30 PM PST So it occured to me again there is another new contradicting that questions the construction and story of Rogue, hell even its existence within the AC lore. Both Shay Cormac, the Assassin turned Templar during 18th century America and The Coyote Man, another Templar operative during the same century are known to be famous Assassin Hunters during the time. The thing is, both of their achievements seem to contradict each other as both Abstergo credit them to be great hunters, even though Shay's actions is the most impactful ones. Let's start off with the quick overview of the multiplayer characters first. Everyone knows that the multiplayer characters of AC games are part of the real lore and storyline. Ezio had fought and assassinated the Templar agents in both Brotherhood and Revelations. Edward had his share of battles against the Templar agents in Black Flag just as well. AC3 is unique in not including the multiplayer characters into the main game storyline (a golden opportunity missed to be honest in my opinion) but nonetheless still canon to the lore. Now with the place of the multiplayer characters explained, lets give a quick rundown of the Coyote Man, taken from his profile from AC3 itself: This anti-social warrior was both feared and respected in his land. Though he may not have been interested in social interaction, he would fight tooth and nail to defend { {his village} }> Templar Interests. He was considered the best Assassin hunter on the American eastern coast, and it is even said he once killed a { {bear} }> Mentor with his bare hands. (Won deadliest Templar Guerilla Award five times in a row! _-_-_) The thing is Abstergo heralded him as the best Assassin hunter of his time on the American east coast, even though it was Shay Cormac who exterminated the Colonial Assassins. The Coyote Man had been established way before Shay and Rogue's story so than what does that mean for the story? The out-of-universe explanation, however, would most likely be that the plot of Assassin's Creed: Rogue and Shay Cormac had not been conceived yet at the time that the Coyote Man's profile was written. Even with that explanation, its all still part of the canon now so it doesn't really cut it. Can they possibly exist at the same time? Who is the real best Assassin Hunter? Who made the greater impact? [link] [comments] | ||
Possible Plans/Dreams for Assassin's Creed: Legion (AC game in Ancient Rome) Posted: 03 Nov 2019 06:36 AM PST I would love to play an AC game set in the Roman era, around 50BC-150AD. Legion would be an AC half-RPG like Origins, and in modern-day the Layla Hassan storyline would be over and somebody else would take over the reins on the Animus. The map would be huge, spanning from Londinium (Great Britain) down to Carthage in North Africa, Rome and Byzantium. You would be playing as an assassin with the blade but with Eagle vision. The game would be like Origins, and focus more on historical context, storyline and the open world. You would still have colour-coded armour and weapons like in Odyssey and Origins, and you would have an ability tree similar to Odyssey where you can't pick everything. Combat would be like Odyssey. But you would still be able to assassinate anyone up to 5 levels above you to kill them instantly (damn you Odyssey). This has nothing to do with Ragnarok or whatever - it's just some of my ideas of what would be in an Assassin's Creed game set in the Roman era should it be made. [link] [comments] | ||
What game made you really feel like an assassin and why? Posted: 03 Nov 2019 08:20 AM PST Basically what the title says what game made you really have the feeling of being an assassin. [link] [comments] | ||
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Can I get banned for installing mods into Assassins Creed Origins? Posted: 03 Nov 2019 09:56 AM PST | ||
What is your favorite AC "system"? Posted: 03 Nov 2019 05:29 AM PST As the title says, your favorite system? Examples like: Convoy Tower Defense Mercenary Cult Warehouse Looting Assassin Recruitment (ACB) Assassin Recruitment (AC3) Conquest Homestead Naval Combat (BF) Naval Combat (Rogue) Store/Home upgrades Any others you van think of 😊 [link] [comments] |
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