Assassin's Creed Love doing this in ACBH , jump from a horse to a beam, front back flip then jump from a beam to a horse |
- Love doing this in ACBH , jump from a horse to a beam, front back flip then jump from a beam to a horse
- Achievement for Malaka! It burns!!
- Another painting I made inspired by Origins: "Under the Temple's Shadow"
- Completed Syndicate a few days ago; these are my thoughts
- Why is AI in Odyssey so bad? Shared some of my experiences.
- What do people think of the optional objectives of earlier games?
- did Connor or Eseosa know their grandfathers knew each other when they first met in 1804?
- What are you looking forward to mostly with AC:VALHALLA and why?
- Do not take any damage is easily the worst secondary/100% sync requirement of them all.
- I’m still playing AC odyssey but in my opinion i think it would’ve been a much better game if they just followed AC origins gameplay
- "Morti di Vivo !", Pixel art fanart
- My Predictions for Parkour in AC Valhalla
- Continuing my AC Journey Part 6: Thoughts on 100%ing Liberation, ACC: India, and ACC: Russia
- How do you think Raids and Assaults will work in Valhalla?
- Warrior Assassins and sneaky Assassins
- Why couldn't they JUST continue Bayek's story?
- What would you like to see if Ubisoft remakes Assassin’s Creed 1?
- The Origin of the Leap of Faith
- Assassin's fans, out of all the weapons/gear in the AC franchise what is your favourite and you would like to see again if it was removed?
- Kassandra FanArt (AC Odyssey).
- Would a return to altair work?
- Stream of Consciousness on Achievements - Congratulation and Ventilation
Posted: 04 Jul 2020 07:59 AM PDT
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Achievement for Malaka! It burns!! Posted: 04 Jul 2020 02:15 PM PDT Jut coming up to 120hrs in Odyssey, and one stat I wish I knew was 'how many times have I set myself on fire' 🤷♂️😂 [link] [comments] | ||
Another painting I made inspired by Origins: "Under the Temple's Shadow" Posted: 04 Jul 2020 12:56 AM PDT
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Completed Syndicate a few days ago; these are my thoughts Posted: 04 Jul 2020 01:33 PM PDT I wrote a couple of weeks ago about my early impressions on Syndicate here: https://reddit.com/r/assassinscreed/comments/hdrsz8/twenty_hours_into_syndicate_and_this_is_my/ I completed the main story a few days ago. I have not completed the DLCs - I've done about 30 minutes of the Jack the Ripper DLC, and I've done a couple of the character quests (Victoria and Karl Marx), plus one of the Dreadful crimes - but in no way am I "complete". The Ubisoft Club app says I am 81% synchronised. Here are my thoughts: I enjoyed the combat more and more the longer I played. It is simple enough: left click to strike, E to dodge and SPACE to break enemy defence, and I guess you could say that in a 1-on-1, it lacks complexity. But in a melee surrounded by multiple enemies it became very satisfying to master the timing and strike-strike-dodge-strike-dodge-break-strike-dodge and so to gradually whittle down the strength of multiple enemies. I really think it's one of the most enjoyable parts of the game. The inputs of the player are combined with the caracter animations in a smooth way to deliver satisfying gang brawls. I've come to Syndicate from Odyssey then Origins, so I am not familiar with the stealth mechanics of the early games - but I take on board the advice of the commenters on my previous post and will play the earlier games soon. In Odyssey and Origins, I always played a mixture of assassin, warrior and hunter. I never really understood the criticism of Odyssey that you can't play as an assassin - both Origins and Odyssey of you the choice to do so. There isn't the social stealth of the early games, but there are plenty of approaches to locations and quests that can be completed stealthily, and I generally used the assassin/stealth approach probably 30-40% of the time - it is very satisfying. Stealth in Syndicate is of course very different, and it isn't required, but certain sequences require stealth for full completion, so stealth is clearly encouraged. My stats show 1300 assassinations against 2900 kills, probably not too different to my experience of Odyssey. However, I really under-used smoke bombs during the first half of my play through. Once I'd figured out that they were really helpful, I started liberal use of smoke bombs in most locations followed by a lot more assassinations. I enjoyed the stealth a LOT, and as I mentioned above, the longer I played the more I used stealthy approaches to quests. Smoke bombs and throwing knives are just cool. I didn't really use the voltaic bombs - they seemed a bit pointless to me. The game was quite easy to complete, and I found it a little un-satisfying towards the end. I don't want to sound big-headed - I am not a good gamer, or an experienced gamer by any means. But there were points during Origins and Odyssey where I was really felt the challenge of particular quests, or boss fights which took a great deal of thought and time, or multiple attempts. Syndicate never really offered quite the same challenge. Now, this might be a side-effect of my early approach to the game which was caused by my lack of experience with the structure of the earlier AC games. For the first 10-15 hours of play time, I was uncovering the map and doing the various location objectives, not realising that the main story quests were all launched from the train. I suspect I was over-levelled by the time I figured out how to progress through the story. For an existing player coming from the earlier games I would guess this map/sequence structure was obvious, so potentially the game would have offered more challenge - gradually gaining ability points as you worked through the story. However, by the penultimate sequence I had already unlocked all character abilities and gang upgrades. I am certain that because of my back-to-front way of playing (assuming story quests would pop on the map as they do in the newer games), I was probably over-levelled. Once I'd figured out the structure of the sequences and how the additional objectives need to be completed in order to hit 100% synchronisation, I really enjoyed the individual quests and am still replaying those where I missed some of the secondary objectives. Much more thought and care is required to complete these. Sure you can just yolo into a factory or a barge, but it is more satisfying to stop, think and then act. Carriages - so much fun. Nothing else to say really - they were just great. The final act was a lot of fun, and really well done. I enjoyed the switching between characters, switching between their concurrent stories in Buckingham palace. The part of the game that challenged me most was starting that sequence as Evie in the restrictive dress. I really had to think and act carefully to complete that part of the sequence, and I would have liked more sequences like this. I liked both characters. Jacob is a cool guy, with a nice laid-back drawl to his voice. Evie carries herself with such confidence she looks like she could dominate any situation. Also - really fantastic outfits and she just really fits with the elegant weapon that is the cane-sword. I know both characters can wield all three weapons, but I just felt that the cane-sword was her weapon. It gives her some distance to the target, a wider range of options to parry, and because the weapon is hidden within the cane, it's exactly what a stealth master would choose. The kukhri suits Jacob's more crunchy close-range combat. I mostly played as Evie except when required to play as Jacob. I don't think the characters had the same depth as the protagonists in the more recent games. I also think It's probably unfair to make this kind of comparison. Later games have much longer stories, giving the performers more dialog and screen time in cut scenes to add depth to their characters. I think the open world map and the wide range of quests (and in Odyssey, the dialog and narrative choices) builds a deeper connection with the characters. From a creative point-of-view, it might have been interesting to have the player pick a protagonist at the start of the game and play through all 9 sequences as that character - sometimes the lead in the sequence, sometimes observing the "main" character for the sequence - picking up the pieces or dealing with the consequences. You would effectively then have 2 games in one - ultimately the story is the same, but you have different objectives and a different path through the story. I could of course see why that wouldn't work, but it's interesting to think about. The overall story was…fine. It lacked the epic scale of Origins and Odyssey. Both of the newer games ultimately have simple stories which makes it easy for the player to connect with them: Odyssey is a personal discovery and family reunion story, Origins is a revenge story, with a side order of failed love. Syndicate is a much more simple: good guys gotta kill the bad guys, and that is fine, and maybe that is a side-effect of the production line of annual releases in the franchise during this time period - there just wasn't time for the creative teams to create more complex stories. And, to try and give a balanced opinion, if you are releasing a game annually, perhaps players prefer a shorter, simpler game that they can complete in 20-30 hours instead of the 60-odd hours for Origins and 100+ hours in Odyssey. I think I can summarise my issues with the story with three points: Story gripe 1: There is supposed to be a conflict between the twins on their different approaches and priorities, but it never really builds to a crescendo, and the conflict never really matters. Reflecting on the age of the game, I wonder if the writers' freedom was limited by the technical capabilities of the game engine. Branching dialog and branching outcomes and quests only arrived two games later - with Odyssey, so it is definitely possible that the technology did not permit the creative freedom the writers would have liked. I'd have preferred the twins to have a proper falling out - a proper blazing row - at the end of say…sequence 3 or 4. The twin you are playing as storms off. To drive the point home to the player, perhaps after that point for the next 2-3 sequences, your character can no longer board the train. I know this would break the "Assassination wall" in the train, so it isn't a perfect idea, but it might have made clear how much the twins didn't agree with each other's approach. Then perhaps in the penultimate sequence, the twins would realise their parallel paths are in fact converging on a single goal, and would reconcile, ready for the denouement. Story gripe 2: Crawford Starrick didn't really seem much like a bad guy, so I never felt the same level of motivation to kill him as I did with Medunamun, or Chrysis (just to pick one each from Origins and Odyssey). I mean I guess he's bad because he * sits in a big office * Ostentatiously sips tea from fine china * speaks with excellent diction * Wears slightly evil-looking clothes But I wanted more. Perhaps it is too obvious, but I wanted to see him revelling his control over London, encouraging more child labour, insisting on keeping the poor in poverty. I wanted to really feel that his guy really has to die. The piece of Eden storyline again just didn't grab me. I know that's because I am playing the games in the wrong order, and that these are important, but again I didn't feel the existential threat that would have motivated me. Story gripe 3: The final gripe I have might be not be strictly story-related: The actions the player undertakes on the map (clearing boroughs and winning clan wars) don't seem to have any effect on Starrick and the Templars. We needed an occasional line from Starrick or his minions like "the damn Fryes have beaten back the Blighters in Whitechapel. They are coming for us" or "we've lost control of another borough!" To sum up: despite the negative points I've described above, I enjoyed this game a lot. Clearly it's a very different game to Origins and Odyssey, but I enjoyed the differences. It was a nice change to have a simpler, tighter, linear story (despite the story issues I pointed out above). I liked the combat and quests. The world is really beautiful and there are many funny lines from the NPCs ("she's a bit old for hide n seek ain't she?"). The best compliment I can pay it is: once I had completed the final main sequence I felt sad. Sad because I did enjoyed my time in this beautiful recreation of 19th century London, and sad because I enjoyed my time playing as the Frye twins. Edited for clarity. [link] [comments] | ||
Why is AI in Odyssey so bad? Shared some of my experiences. Posted: 04 Jul 2020 07:50 PM PDT Oh boy where do i begin? Just picked up AC Odyssey and decided to finish it. As a huge fan of open-world and RPG games and AC franchise, in general, I feel the urge to share this little "rant" with you. The Ai in this game is just so immersion killing and dumb. Almost everything you do, you are reminded of how stupid ai is programmed in this game. For example when you go to kill the wolf of sparta quest you are welcomed by his "son, general" whatever and are ready to do your first conquest. As i was running to do my conquest I get explained how everything works, how I can help one nation to win battles or territory in that area etc. Ok, that looked amazing I was amazed thinking how I can wage wars , help decide countries and everything. Ok now i am at the camp all i need to do is talk to the commander and begin my conquest. As i was getting to him by accident i hit my attack button and attack one of the random soldiers there (my allies btw that i am about to fight with in a war battle). They all start attacking me with commander standing still there watching. At first i was like "omg i fucked up now i have to restart quest right?" oh boy, was i wrong. Decided to defend myself and kill everyone because why not, i thought i can restart anytime and just replay quest. After i literally slaughtered everyone in the camp in front of the eyes of their very commander/general i just approached to him and was able to start quest like nothing happened. Just like that few seconds later i fought next to my comrades, soldiers that i just killed in cold blood a few seconds before. This is just one in the sea of stupid things like this. What else i noticed is how winning battles, killing leaders, etc doesn't really affect the war AT ALL. It is just game mechanic you have to farm gear, gold, and XP and that is it. Another thing, I went to Athens and met Perikles. As i was there again few random Athenians attacked me for no reason in front of president/king/leaders very eyes. I slaughtered like 10 of his soldiers and maybe a few mercenaries/civilians. The guy didn't even flinch, he just went on with dialogue like nothing happened. Then after that, there was a quest where i have to get a guy from prison. I have an option to pay guard or to attack him. I choose to attack and kill him. In the meantime like 20 other guards/soldiers appear alongside civilians and mercs. I murder them all and proceed to go inside the "prison". I meet the guy there and as soon as we finish talking there is a cutscene with one guard getting inside (passing like 40 dead bodies outside) telling me: "you think you can kill one of us and no one will notice?" along the lines. My immersion is getting murdered on every single corner in this game but i will try to finish it. [link] [comments] | ||
What do people think of the optional objectives of earlier games? Posted: 04 Jul 2020 03:06 PM PDT So apparently people really hated the optional objectives of earlier games, I actually really loved them and playing ac unity again now after origins and really hope they make a return. My reasons being: 1 (Story): It not only fits perfectly with the lore; but enhances it so much. The idea you have to do what they did because that's the whole point of the animus and genetic memory to me is exactly the sort of deep dive into assassins creed unique lore I'm looking for. 2 (gameplay): I love that it adds extra depth to a mission. We all know these games are made so you can take any mission how you like: I.e. stealthy or balls out warrior combat. But I love that the objectives directs you toward one option (the true way the story happened) and feel like your accomplishing it. It feels way more satisfying and tbh when you get to a certain skill you can take on any mission just killing everybody in open combat, but this challengers you further to think outside the box to accomplish the objectives. In origins I would sometimes try stealth but once it breaks into chaos then you just revert to fighting everybody, whereas I love in unity if I break stealth or miss a certain objective that's it, I've missed it and I need to do it well and perfected to get it right. 3 (optional): If you really want you CAN ignore it and do what you want? What are people's thoughts / those that hate it, why? [link] [comments] | ||
did Connor or Eseosa know their grandfathers knew each other when they first met in 1804? Posted: 04 Jul 2020 05:53 PM PDT did Connor or Eseosa know their grandfathers knew each other when they first met in 1804? it doesn't seem like they knew, at least with Eseosa it doesn't, but Connor may have knew, but who knows. [link] [comments] | ||
What are you looking forward to mostly with AC:VALHALLA and why? Posted: 04 Jul 2020 07:58 PM PDT I'm mostly looking forward to the brutal combat with dismemberment.. Call me a sick f**k but I'm ready to lop off some arms and legs in the most brutal combat ever... I am also looking forward (fingers crossed we have) single weapon combat. Does anyone know if we will have the option to use one weapon at a time rather then dual wielding? [link] [comments] | ||
Do not take any damage is easily the worst secondary/100% sync requirement of them all. Posted: 04 Jul 2020 08:53 AM PDT I'm curently trying to get 100% in AC Brotherhood and do not take any damage is by far my least favourite secondary requirement. Especially in Leonardo's tank mission it's super annoying because one single hit means that you need to do the whole thing again. It would be far more doable if one were to be set back to the start of the tank mission. To add insult to injury there's a far better alternativ right at the start of the game: don't let your health fall under so and so many squares. Parkour segments with a timelimit have the same problem to some degree but at least they don't change so if you know what to do and where to go it's rather doable. But guards are far less predictable. I can only hope that this requirement is less and less used in later games. [link] [comments] | ||
Posted: 04 Jul 2020 01:48 PM PDT I mean fighting with Bayek was different and more powerful, harder buy more fun. You have several bows, I used to aim for the head to get a headshot kill, you can use shields. It's just something about odyssey seems lacking, what do you think? [link] [comments] | ||
"Morti di Vivo !", Pixel art fanart Posted: 04 Jul 2020 06:01 AM PDT
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My Predictions for Parkour in AC Valhalla Posted: 04 Jul 2020 07:15 PM PDT Title says it all. Let's just get into it. 1. Basic engine/controls will be identical to Origins/Odyssey This is pretty self-explanatory. I see this game being to ACO/Od what Revelations was to 2/Brotherhood. Some new features, some new animations, but still the same basic engine. 2. Fall damage will return The word they keep using to describe the game is "grounded". I would imagine this means that leaping off of a mountaintop will most likely result in death if the game is attempting to maintain any semblance of realism. 3. Vaulting animations will get a rebuff No other way to say it, the vaulting animations in Odyssey ranged from tolerable to horrendous. New ones are necessary. 4. The rope dart will have a parkour use The promotional material has shown that Eivor has some kind of rope dart on their belt. I wouldn't be surprised if we see this used like the rope swinging mechanic was in Uncharted 4. 5. Increased number of interesting parkour environments Ashraf actually mentioned this when he was talking about parkour in a WaPo interview. He said that the approach to parkour (as well as stealth and combat) was making locations that really cater to that playstyle. This will likely mean that we see a lot more parkour objects in the world, such as beams, poles to swing on, hooks to swing around corners, etc. 6. Treerunning will return This, more than any other point I've mentioned here, will determine how enjoyable the moment-to-moment parkour gameplay is in Valhalla. With the massive, largely natural map of AC Valhalla, the amount of rooftop parkour Eivor will be able to do will be heavily limited. The way to compensate for this will be to add a large amount of parkour paths in the trees. This will make traversal much more interesting than just running in a straight line to your next objective. I have no doubts that treerunning will have a triumphant return, as quite literally every game since AC3 (save Odyssey) has featured treerunning to some degree (yes, even Origins, more so than its two predecessors, I might add) and the large amount of uncivilized space will serve this game mechanic quite well. That's all I got! I'd love to hear any thoughts you guys have on this. [link] [comments] | ||
Continuing my AC Journey Part 6: Thoughts on 100%ing Liberation, ACC: India, and ACC: Russia Posted: 04 Jul 2020 03:11 PM PDT Hello all! This is going to be part of a series chronicling my first time playing the Assassin's Creed games during 2020 and, hopefully, beyond! Here's links to the previous parts: Part 3: https://www.reddit.com/r/assassinscreed/comments/gvwd3v/continuing_my_ac_journey_part_3_thoughts_on/ Part 4: https://www.reddit.com/r/assassinscreed/comments/gz0k5u/continuing_my_ac_journey_part_4_thoughts_on/ Part 5: https://www.reddit.com/r/assassinscreed/comments/heqbur/continuing_my_ac_journey_part_5_thoughts_on/ To begin, Liberation was a nice change of pace from the often-grueling AC3. At a breezy 16 hours to get 100% sync and gather all of the collectibles, it was nice to take on a smaller scale game that played similarly to the main series. One of the main features of this game, the Persona system, was very unique. I liked that the each of the three Personas had strengths and weaknesses, and it really gave Liberation its own feel. I also really enjoyed New Orleans, as it was substantially different from Boston and New York in AC3, which was surprising as I thought the devs definitely would have reused assets here. The Bayou was also an interesting change of pace, making great use of tree parkour to navigate. The biggest problem with both NO and the Bayou were how small they were, but considering this was, originally, a handheld game, I'm willing to forgive that. Chichén Itzá was a bit disappointing, due to its increadibly tiny map, but it did scratch an itch to parkour up it that I had since playing the AC3 mission there. Speaking of, the strongest aspect of the game had to be the parkour. I don't know why, but this game felt like it had the smoothest parkour of the entire series thus far, and that's an astonishing feat for a handheld side game. I hope future entries have parkour as smooth as Liberation's parkour was. As for other aspects of the game, the story was a bit on the weak side. It often felt disjointed, as if the writers had trouble handling the time skips naturally, although I did enjoy the theme of liberating slaves. The reveal of the Company Man also could have been handled better, as it was only barely seeded in Jeanne's journals prior to the reveal. Fortunately, Aveline was a great protagonist, and I'm a bit bummed there isn't much more to her story. She was confident, had a sense of humor (Oh, the puns in this game!), and had a strong sense of purpose. She reminded me Ezio, in a way. The side characters were interesting as well, from earnest Gerald to bitter Agaté to conniving Madeline, everyone seemed to add to the story. I also enjoyed Jeanne, and it was cathartic for Aveline to first meet and then reconcile with her. Unfortunately, there were two major issues with the game. The first was the overwhelming amount of collectibles in this game. Now, on one hand, the collectibles helped pad out a rather small, short game, which I appreciated. But, having 8 different types of collectibles, with no in-game maps of their locations, felt like a major step back from how collectibles were handled in every game post-AC1. The other major issue was, of course, Optional Objectives. While I was happy to see the Optional Objectives pared down to one per mission, several of them continued to be punishing, especially any mission that required taking no damage. One mission, in particular, has you face five enemies at once while taking no damage, two of which will punch you if they are parried or countered. The mission required the Captain to be disarmed and quickly killed, but it was incredibly unintuitive. I really hope these types of Optional Objectives are toned down or eliminated in future games, as they are far more frustrating than fun. Overall, though, I enjoyed Liberation. It doesn't quite live up to its main series brethren, mostly due to its length and the size of its maps, but it was, easily, my favorite side game. Which brings me to the final two Chronicles games. India was first up, and I really enjoyed this game. The color pallete was bright and eye-catching, unlike the more muted and dreary China, and, while I'd say it was slightly more difficult than China overall, it felt like a natural progression. Another reason I enjoyed India so much was that there were far more Timed levels in this game than in China or Russia, and I found myself enjoying those levels more than the trial-and-error Scored levels. The story was still rather basic, although I liked that it continued on with the Precursor box, and I thought it was a nice touch to pair it with the Koo-i-noor. The love story between Arbaaz and Pyara was decent, and I liked that Hamid wasn't the wise Mentor archetype, although I felt Sleeman was a rather forgettable villain. India was definitely my favorite out of the three Chronicles games, and my second favorite side game, after Liberation. Finally, there was Russia. Much like AC3, I had a love/hate relationship with this game. On one hand, I absolutely loved the very stylized art direction of this game, and I'd put it slightly ahead of India's. I also thought this game, easily, had the best story of the three Chronicles games. Nikolai and Anastasia's relationship felt natural, and I was invested in their escape together. Nikolai, especially, was very relatable, and was my favorite protagonist of Chronicles. I also thought it was a nice touch tying this to China through Shao Jun's "possession" of Anastasia as an early example of the Bleeding Effect. The secret MD cutscene was also intriguing, and I'm curious to see how it pays off (I know that story is continued in the comics). However, what really brought down my opinion of this game was its difficulty. Where India felt like a natural progression from China's difficulty, Russia's jump in difficulty was like hitting a brick wall. This game was a brutal slog that never let up, culminating with, easily, the most painful Timed mission in the Chronicles series. Overall, I'd rank Russia between China and India. A creative art style, strong characters, and a good story just couldn't make up for how infuriating much of the gameplay turned out to be. Eventually, I'll return to the Chronicles games to complete them on Plus, Plus Hard, and the Challenge Rooms, but, overall, I thought they were occasionally fun, but often frustrating, experiences. I wouldn't mind seeing future Chronicles games (I'd love to see Altaïr's Chronicles remade this way), but I just hope that the difficulty is reigned in a bit if we ever get a Chronicles 2. With these three games completed, it's time for me to refocus on the main series. Black Flag is up next! [link] [comments] | ||
How do you think Raids and Assaults will work in Valhalla? Posted: 04 Jul 2020 06:57 PM PDT So raids and assaults will basically be improved conquest battles (raids are smaller than assaults). Do you think they'll have multiple objectives? Eg. kill soldiers, kill commander. Maybe we'll be able to do a stealthier approach and sneak our way in while the soldiers fight. Thoughts? [link] [comments] | ||
Warrior Assassins and sneaky Assassins Posted: 04 Jul 2020 11:54 AM PDT So, ever since watching the Vallhala reveal, I have been seeing a ton of comments saying that there is no sneaky assassin stuff. Here is my take on this. As we know, Eivor is not an Assassin at the start of the game, but he will become one. So, he was raised as a warrior, to fight face to face. And after he becomes an Assassin, he will learn the tenets and all that Brotherhood stuff. So, he will get missions to assassinate Templars and such. And he will probably be told to do it quietly according to the tenets. But, he will still fight as a warrior if we will get those big battles from Odyssey. So, I think that the Assassin Brotherhood is divided between those that work quietly and those that are on the battlefield, leading armies and such. Examples would be Bartolomeo and Mario Auditore. Altough they know parkour, they are always seen with a sword in hand and fighting head to head. Then there are those like La Volpe that have a gift for sneaking. Then there are those that I consider the Elite of the Brotherhood. Ezio, Altair, Connor, Bayek and the rest of the protagonists. They go through more training. If the Brotherhood is an army, these guys are the special forces. Best of the best. How Ezio can go through a base undetected and then slaughter an entire regiment in open combat. I know this is gaming meta, but still, if they wanted them to be only sneaky, why not make combat almost impossible if you're outnumbered? What is your opinion? [link] [comments] | ||
Why couldn't they JUST continue Bayek's story? Posted: 04 Jul 2020 11:06 AM PDT This is my first time on the sub, and I understand that plenty of people have probably already voiced their opinions on this, but nonetheless I have to say it: why THE HELL didn't Ubisoft continue Bayek's story? For me, he is easily the second best character in the entire series behind Ezio; the man had and has huge potential as a character. I, along with many others, already love Bayek after the one game we got with him – imagine if we got two, or AT LEAST one more! He could easily be a competition for Ezio then, because if we had gotten more games with him we could have gotten more invested into the character, which is one big reason why people love Ezio in the first place. Now I have my own theory as to why they didn't do another Bayek game: by the time Origins came out, Odyssey was already deep into development – so obviously cancelling it was out of the question – and they figured that, well, the only logical place to take Bayek after Egypt would be something like Roman Italy, and they figured that there isn't that much of a cultural difference between Ancient Rome and Ancient Greece, I suppose they feared that people wouldn't see much of a difference and say that its the same game, and so they just went with Odyssey and left Rome behind. Obviously this, if true, would be because Ubisoft seems far more focused on the setting and blowing us out of the water with each one, rather than on character development and such. I loved 431 BC Greece and I'll love the Viking Age, sure, but I would have rather had one or two more games with Bayek to really get us invested into his character. And btw, we already had 2 games in Italy and people loved both, so Ubisoft's argument – if I correctly said it – makes no sense. Also, just think of the possibilities of Rome as a setting! Not long after Origins ended, the whole Augustus-Disolves-The-Republic thing happened, and I could easily see that as being a great setting for an AC. [link] [comments] | ||
What would you like to see if Ubisoft remakes Assassin’s Creed 1? Posted: 04 Jul 2020 06:47 AM PDT So if Ubisoft decides to make a remake of Assassin's Creed 1, what engine or gameplay would you like? Would you want the gameplay and engine from Last Gen Games like AC2-Revelations or AC 3-Rogue or Next Gen Games like AC Unity/Syndicate or AC Origins/Odyssey? Or would you prefer just a remaster with a bit improvements? I personally would like the engine and gameplay from Assassin's Creed Unity, because the gameplay was a bit more challenging and more stealthy than other ACs and Unity is an Action Game with a bit RPG elements. [link] [comments] | ||
The Origin of the Leap of Faith Posted: 04 Jul 2020 07:41 AM PDT I don't know if this has been said, but the leap of faith, itself, predates the assassin's by a fair amount of time. The first instance of the leap was actually performed, by accident, in Farcry Primal, during the line of quests involving Urki (I believe that's the name). You find him on top of a high cliff face, and he, in Urki fashion, falls off the cliff face, and into a pile of leaves, or something. As it's becoming more and more apparent that at least three Ubisoft franchises exist in the same universe (Assassin's Creed, Farcry, and Watch Dogs) it would be believable that the leap of faith has been around since long before the common era. It was most likely emulated by the protagonist after the events of Farcry Primal, and taught to subsequent beast masters. If I remember correctly, the beast master actually had the ability to see through the eyes of his eagle companion, so one would assume that the beast masters are the precursors to the assassins. It could be feasible that Darius acquired the leap of faith through an unbroken line of people who can trace their linage back to the first beast masters. Or maybe I'm just doing the writer's work for them, Anyway, just thought I'd throw that out there. [link] [comments] | ||
Posted: 04 Jul 2020 08:32 PM PDT To me personally, I loved the rope darts from AC 3, Blackflag, and Rogue. There nothing more fun to me than hanging someome from a tree with one. I know this is probably hard to say for the more modern ones cause of the amount of gear available in them but I'm still curious what everyone liked best. And I would love to see the rope darts make an appearance again. [link] [comments] | ||
Kassandra FanArt (AC Odyssey). Posted: 03 Jul 2020 11:39 PM PDT
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Would a return to altair work? Posted: 04 Jul 2020 07:51 PM PDT I know it takes place in Jerusalem, ive played ot before but not for a long time. I dont know how it ends, if altair is still alive at the end of ac 1, does he have any unfinished buisness? I think a game set in isreal, jordan and syria would be cool [link] [comments] | ||
Stream of Consciousness on Achievements - Congratulation and Ventilation Posted: 04 Jul 2020 02:56 PM PDT I hope this is allowed to be posted, I'm using it to console myself about my console gaming, and control myself and my creed of self-blaming. It's long. You needn't read it if none decree it. So, I started playing through the AC games around December, and as of now, I'm on Unity. I have never been a completionist when it comes to games - I mean, I absolutely would be, but I'm mildly dyspraxic, and the lack of coordination means I'm not good enough at games to beat the harder parts. Or so I thought. Because I beat AC1 and 2, 100%. And I was ecstatic. (That's static, with a little excitement to get it going.) So I tried to do the same with Brotherhood. And succeeded. And I thought, why stop there? Ten-year-old me is doing cartwheels around my head, he's so proud. He'd do parkour if he could. So I went on. And beat every game as I went, 100%. I read online that the task becomes easier and easier as the games go on, and I loved that. One problem. I did read that AC4 and Unity have multiplayer achievements, and I resigned myself to not getting 100% with them, because of few players plus no subscription plus talking to strangers if I want to circumvent that. Too much stress, for too little fun. Two games, at 90-something%, I can handle that. Enter the villain of the piece, Today. I found out that this weekend, multiplayer is free. And I jumped at the chance, and now, after a magnificent morning, I have the Unity achievements. I should have fully completed Unity within a week. I'm very grateful to the complete strangers who helped with that despite the lack of voice chat - thanks especially the fully levelled-up player who insisted on charging in waving his sword like a loon, allowing me to jump out of a haystack in the middle of a swarm of guards hunting for us both and revive him when it all went to pot. I felt like a legendary medic of unparalleled stealth. And, to the guy who I presume connected with me telepathically, so we could move in symmetry and get two or three sync kills in a row; we may never be cooler than in that moment, in our entire lives. Ish. Which leads to the brick wall. I went back to AC4. I got one out of four multiplayer achievements, that only took a few minutes. But generally, the rest require getting to level 55 in multiplayer. And what's worst is, I could do it. Technically speaking. I could sit there, for 8-12 hours, and grind my way to that achievement. But it wouldn't be fun, or challenging. Unlike everything else in these games, unlike the contented exploring (thanks a million to the devs, I love wandering these places) or the adrenaline-pumping full syncs, this task would truly be soul-destroying. And come the end of it, with little time left of free multiplayer, I'd have to go online, and find people to help me get the last two, and I may or may not succeed, and it's all for a little platinum symbol of no worth other than finishing some upstart little percentage bar. (And somehow, I accidentally got Blackbeard's Wrath without meaning to, so I'd have a platinum, but the meter would never really be complete.) It would all be to stave off the silly suspicion that I wasted hours and hours of my life on it all. I didn't waste it, though. I had lots of fun, and I can't wait to play to Valhalla and beyond, especially when it gets less taxing. (And hey, I might get Ireland in that game, finally!) I'm just posting here, in the hope that my obsessive side will take one Isu-forsaken moment to come down off his damned mountain of decaying, pixellated cadavers, smell the freedom, listen to my voice of reason and leave the last of the dragon's hoard to whatever self-serving, insidious lizard up there would have this nightmare drag on. There are still a few feet of France I haven't seen yet anyway. If you've read this far, here, have a trophy, for not dying of atrophy. If you think it's worth anything, that is. Adieu, to you and you and you. I'm off to rob some Parisians blind. [link] [comments] |
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