Original Post
I know I enjoyed Assassin's Creed, but what do you think Ubisoft Montreal could've done to make it better?
Quote:
Original post by Iron Chef Carnage
Quote:
Original post by Iron Chef Carnage
I liked the future/past thing, too. Justifies weird gameplay elements like death and teleportation and time dilation, and it gives the sequels a lot of freedom.
Quote:
Original post by Iron Chef Carnage
S
3. Variety of tasks. Make missions more interesting, and make them more the core of the game. As it stands, they're minigames, which gives the game a directionless feel. Let me have a few missions active, like in WoW or Diablo, so I can go for targets of opportunity while I wander, and not just hop from arena to arena, completing challenges.
Quote:
Original post by Iron Chef Carnage
I hate having to watch the pre-mission interview and then run down the mountain and then get a horse and then ride to the next goddamn county every time I want to play the game.
Quote:I didn't gather flags or hunt templars either, but I don't think that the inclusion of content that I didn't pursue is a mark against the game. Unless you're of the mentality that 100% completion is the only way to play (and you don't seem to be), why would boring optional sidequests bother you? I didn't hunt down the crap in GTA either, even though that unlocks content.
Original post by Rasm
1) Collections of everything.
Quote:Agreed, the travelling was a pain. I like that they linked the cities together, and if you're just looking for a large-scale fight, the Kingdom map is chock full of targets and fun things to climb on, but I pretty much viewed that as a timesink most of the time. I can see why they would require you to ride a horse to each city once, to introduce the map structure, before letting you port, I guess, but like you said, the horseback portions lacked depth and polish, and the meaningless combat (unless you're collecting flags, templars or achievements) didn't make it worth my while. Hopefully, future installments will either expand that or remove it.
2) Traveling through the kingdom
Quote:Seriously? I thought it was a lot of fun. A little easy, perhaps, but non-assassination combat was never really meant to be a do-or-die game element. If it was hard to win fights or get away, then I'd have thrown my controller every time I got spotted. As it was, combat was more of a minigame, and a fun one at that. By the end, you're using dodges and beat attacks and throws to manage large groups of enemies, make a hole in the crowd and escape. Then you run down a side street, leap over a fountain, dive through a market stall, scale a building, throw a sentry into the river, sprint along a rooftop and dive into a haywagon. Fun, exciting, and stylish. I loved it.
3) Unbalanced Combat
Quote:This goes back to my opinion of the fighting. If the guards checked every park bench and haystack and rooftop garden for you, then re-engaged again and again until they were all dead, then the game would totally suck. I don't want to be chopping my way through the whole city, and I don't want to have to dress in grubby rags and restrict myself to the hidden blade to get the job done. The AI is just about right for making it a puzzle game instead of a fighting game. I wish they were a little smarter and a little less athletic when it came to actually evading them, since it would be more satisfying to get up on a rooftop and have them curse you from the ground than to get up there and see them swinging across some beams and leaping from rooftop to rooftop to intercept you. Also, the common complaint about them enforcing the equestrian speed limit is a valid one. If I've got to go three miles on this horse, I'd better be able to gallop without those jerks setting up roadblocks. But that's more a beef with the horse than with the AI.
4) Unbelievable AI
Quote:
Original post by stonemetal
In the game you aren't "controlling someone" you are reliving their memory.
Quote:
Original post by Iron Chef Carnage
What's the matter with that? I had a guy who hated, hated, hated the imaginary fight in Hero.
Quote:
Original post by Iron Chef Carnage
I don't see what the problem is. I had no trouble with the scifi mumbo jumbo. New technology discovers that key memories can leave discernable traces on the genetic legacy inherited by descendants. There was a guy a long time ago who did and knew things that were known only to him, so the only way to unearth those secrets was to kidnap someone from his direct bloodline and extract the genetic memories. First, you get the basic low-res gist of what's happening from a scan, then you plug him into a simulator and put his current mind, crafted by the DNA passed down from Altair, into the approximate situations as they're known. If you're able to synchronize the simulation and the situations Altair was in closely enough, then memories will be triggered and rise to the surface like farts in the bath. You record these nuggets, use them to improve the simulation, and then set up the next one. The course of the extraction conveniently meshes with the usual story arc, building and climaxing, and it works well with the video game paradigm of increasingly complex levels.
This topic has been locked by a moderator. New replies are not allowed.
With your permission, GameDev.net uses analytics cookies to understand how people use the platform. You can accept analytics or continue with necessary cookies only. Learn more