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Assassin's Creed: Unity


Chadruharazzeb
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Wat, the combat is AC has never been remotely challenging or complex. It peaked (piqued?) with Brotherhood, which had quite a variety of weapons and moves that you never had to use because you could just counter then chain-kill everybody.

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Wat, the combat is AC has never been remotely challenging or complex. It peaked (piqued?) with Brotherhood, which had quite a variety of weapons and moves that you never had to use because you could just counter then chain-kill everybody.

Yeah, the arena with uncle mario was the most difficult combat part because you *had* to use specific moves to move on, rest of the game, not so much.

I did have trouble with the fight club unarmed combat bit too.

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They just need to make it so that there are tactical reasons for using all the available moves. In AC4, even in the unarmed combat, after dodging, you could punch, push the guy over, or insta-knockout. It's not exactly a hard choice. They need to add something like from the Batman games where using the insta-kill/knockout takes time, so you can only use it when you have space.

But yeah the whole combat system needs a revamp, since it's keeping lots of vestigial things in from previous versions. Again, in AC4, after you've dodged, you could use a 'tool', like the gun. When all that did was shoot the guy exactly the same as if you'd shot him outside of that dodging mechanic. Same with the blow dart. There was no reason to have that in the game at all, but they just couldn't be bothered to remove that control system.

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I may as well get it really

attachicon.gifIMG_0011.jpg

I've had it preordered at amazon since it was announced.

as if by magic:

Hello,

Please be advised that we have a revised delivery date for the items you ordered on April 04 2014 (Order #000-0000000-0000000).

"Assassin's Creed Unity (PS4)"

Estimated arrival date: October 28 2014

:omg:

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Here's some great sounding info - it's literally from Ubisoft though:

http://blog.ubi.com/assassins-creed-unity-9-things-need-know/

To explain AMM, Amancio lays out a typical scenario from previous games. Let’s say you’re tailing a Templar target; if you get spotted, the mission might be over. That’s no longer the case. “We’ve opted for a different philosophy where we won’t tell you Tail this guy,” Amancio says. “We’ll just maybe tell you Figure out where he’s going.” That means you can tail him if you like – and if you get spotted, the tail could turn into a chase. If you lose him altogether, your goal switches to locating your target. If a riot happens to break out and your target is killed, then you can loot his body to, say, find a letter that tells you where he’s going. “So it’s really up to the player to figure out how he’s going to do this,” Amancio says.

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I thought this had a really good E3 showing. Honestly I'm not too fussed about the co-op aspect, but their tweaking of core aspects is really encouraging.

A dedicated stealth mode makes a lot of sense for the series as previously you'd just be forced into more awkward executions of the same idea, whether that be leapfrogging between conspicuous patches of foliage or bumbling back and forth near corners to try and keep out of line of sight.

Making descent a part of the traversal system is also a welcome change. Climbing up stuff was always trivial — which I'd ultimately like to see changed — but getting down again could often be awkward or otherwise inelegant, unless you had a pile of hay to jump into which was always a means to an end rather than an interesting mechanic.

The icon overlay toggle is also a smart addition. I totally share the suspicion of Ubisoft's checklist approach to open world games, but at least not needing to constantly pop back and forth between the map screen, which always took longer to load than you'd like, will make for a less staccato experience.

Also, the game looks gorgeous.

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They're certainly talking a good game in that blog, in particular that adaptive mission thing. Let's hope it's not just marketing bluster.

Although some will say the new elements move Ubi even closer to having the same game over and over again with a different skin, I look forward to the series inheriting the best elements from their other franchises - slick cover/hiding system, skill trees and the like.

Something I wonder if they'll ever tackle is the lack of challenge. It seems to be one of the defining principles of the series. Though they do say the combat will be "harder" this time round.

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  • 1 month later...
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Those complaining about AC being stale really need to check out Unity, it's doing a lot of new stuff beyond just co-op.

We've heard that for the last three games but ultimately they've got worse since Brotherhood. I hope you're right but what makes you sure Unity will be different?

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We've heard that for the last three games but ultimately they've got worse since Brotherhood. I hope you're right but what makes you sure Unity will be different?

There's a thread on GAF that has a good summary of all the features.

http://www.neogaf.com/forum/showthread.php?t=866531

Well, it all sounds good on paper at least. Here's hoping they'll deliver. I'm not expecting a masterpiece of mechanics, but it does sound like the first truly fun AC since Brotherhood. For me at least, I know many folks really liked Black Flag.

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We've heard that for the last three games but ultimately they've got worse since Brotherhood. I hope you're right but what makes you sure Unity will be different?

Have you heard that for the last three games? They tried to push it in III, but the others were pretty clearly "what you've come to expect, with knobs on". Check out this video:

In this they're showing off massive crowds, open-ended quests, extensive interiors and a revamped stealth system. Those are all pretty big deals. I'm not a soothsayer, I have no idea if this game will be good or not. I'm just saying that from the looks of it, they are fixing a lot of the long-held complaints people have had against the series.

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Have you heard that for the last three games? They tried to push it in III, but the others were pretty clearly "what you've come to expect, with knobs on". Check out this video:

In this they're showing off massive crowds, open-ended quests, extensive interiors and a revamped stealth system. Those are all pretty big deals. I'm not a soothsayer, I have no idea if this game will be good or not. I'm just saying that from the looks of it, they are fixing a lot of the long-held complaints people have had against the series.

Those are only big deal if they get the AI, the mission design and the combat system right. And they have failed to do so repeatedly, Black Flag being the latest example.

Some day they will get it, sure, but why spend money on proper development sooner rather than later, since people are buying the games no matter the quality? We gamers are a sad bunch.

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By far the most interesting new feature of Unity will be this 'adaptive mission mechanic' to try and address the infuriating 'mission failed' screens you get when, for example, you get busted when tailing someone. So if you lose your target or they flee, the mission changes and you have to track him down via some as-yet unspecified new mechanic.

Watch Dogs did it on some missions. For example, you'd be escorting a gang-banger out of a hostile area by skipping between cameras and telling him when to make a dash and where to hide. Of course, repeating that section every time your charge got gunned down would have been shit, so instead if he dies you have to go in as Aiden and retrieve his phone (much more fun).

The issue there is that being a worse player means you get to see more game.

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By far the most interesting new feature of Unity will be this 'adaptive mission mechanic' to try and address the infuriating 'mission failed' screens you get when, for example, you get busted when tailing someone. So if you lose your target or they flee, the mission changes and you have to track him down via some as-yet unspecified new mechanic.

Watch Dogs did it on some missions. For example, you'd be escorting a gang-banger out of a hostile area by skipping between cameras and telling him when to make a dash and where to hide. Of course, repeating that section every time your charge got gunned down would have been shit, so instead if he dies you have to go in as Aiden and retrieve his phone (much more fun).

The issue there is that being a worse player means you get to see more game.

This has some potential, indeed, but in essence it is very much like the AI development of Splinter Cell, where getting noticed meant guards having alarmed states instead of failing a mission.

Ubisoft will just tie some mechanics together to give the illusions of dynamic design, which of course doesn't mean anything. This is just another mission tied to the mission list. Changing on the fly will be more immersive, true, bit it won't alter the actual quality of the mission design.

What would be impressive is the mission design really being a bit dynamic, meaning that a player failing some missions would cause the game shifting a bit based on the player's failure. A dynamic mission design should aim to accept the player's failure into the system, instead of just giving him more possibilities to succeed. There is nothing actually new into having more than one way to tackle a mission.

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This has some potential, indeed, but in essence it is very much like the AI development of Splinter Cell, where getting noticed meant guards having alarmed states instead of failing a mission.

Ubisoft will just tie some mechanics together to give the illusions of dynamic design, which of course doesn't mean anything. This is just another mission tied to the mission list. Changing on the fly will be more immersive, true, bit it won't alter the actual quality of the mission design.

What would be impressive is the mission design really being a bit dynamic, meaning that a player failing some missions would cause the game shifting a bit based on the player's failure. A dynamic mission design should aim to accept the player's failure into the system, instead of just giving him more possibilities to succeed. There is nothing actually new into having more than one way to tackle a mission.

Yes it'll definitely be a case of tying gameplay mechanics together to allow the player some flexibility, but that's not an "illusion" of dynamic design. How much was Splinter Cell improved when they did away with insta-fail on getting spotted, instead allowing the player to carry on by evading or confronting? It's massively freeing. To carry that over into an open-world setting would be a big advance.

I agree that it would be good if failure was allowed and the story could continue regardless, but that sounds much tougher to achieve and possibly more annoying for the player, who will wonder what they're missing. I'd definitely like to see them attempt that but the AC games are too story-focused. Maybe in side missions.

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Have you heard that for the last three games? They tried to push it in III, but the others were pretty clearly "what you've come to expect, with knobs on". Check out this video:

In this they're showing off massive crowds, open-ended quests, extensive interiors and a revamped stealth system. Those are all pretty big deals. I'm not a soothsayer, I have no idea if this game will be good or not. I'm just saying that from the looks of it, they are fixing a lot of the long-held complaints people have had against the series.

This is Ubisoft we're talking about. The same Ubisoft that showed us an excellent looking Watch_Dogs. There's no way I'd believe anything they say about Unity until I get to experience it myself.

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