My First Assassination - Hands on with Assassin's Creed: Unity

My First Assassination - Hands on with Assassin's Creed: Unity

Never played an Assassin's Creed game? AC: Unity may actually be a good place to start.

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Here's hoping they explain things better than the last five games. There are a lot of things covered in the tutorial of the very first game, but then never again even though the mechanics still exist so many games later.

Like the difference between knives and swords, or what fast walk is supposed to accomplish, or the difference between ladders and freerunning. Any player who jumps in after the first game doesn't really have a clear idea of what those things DO.

Jayngfet:
Like the difference between knives and swords, or what fast walk is supposed to accomplish, or the difference between ladders and freerunning. Any player who jumps in after the first game doesn't really have a clear idea of what those things DO.

...are any of those things that require explanation? Not only do swords and knives have different weapon stats to show the difference, basic common sense provides as much as we need; shorter and lighter weapons are faster but less damaging, for instance, when swung.

As for ladders and freerunning, common sense comes to our aid again. Something designed for climbing is likely going to better for the task than something which is not, like a random bit of wall. As with the above, this is born out very simply through gameplay, and players will learn it the first time they run towards a wall. Same with fast walking and attracting less attention than high profile sprinting.

If this is the kind of thing players need a tutorial for, what's next? How to turn the console on?

I hope this emphasis on "speed and trickery" is actually a thing. One of the things that bothers me about AC is how as they went on it became less about assassinating people and more about killing everything in sight. The combat in the first game is still my favourite.

SonicWaffle:

Jayngfet:
Like the difference between knives and swords, or what fast walk is supposed to accomplish, or the difference between ladders and freerunning. Any player who jumps in after the first game doesn't really have a clear idea of what those things DO.

...are any of those things that require explanation? Not only do swords and knives have different weapon stats to show the difference, basic common sense provides as much as we need; shorter and lighter weapons are faster but less damaging, for instance, when swung.

As for ladders and freerunning, common sense comes to our aid again. Something designed for climbing is likely going to better for the task than something which is not, like a random bit of wall. As with the above, this is born out very simply through gameplay, and players will learn it the first time they run towards a wall. Same with fast walking and attracting less attention than high profile sprinting.

If this is the kind of thing players need a tutorial for, what's next? How to turn the console on?

In AC2-Brotherhood-Revelations weapon stats were relative. Both knives and swords went all the way up to five and didn't make much of a distinction. Even if you figure that out, you still have no idea the context in which you're supposed to swap weapons. This got really bad in 3 since you got a light weapon to begin with but not necessarily a heavy one, and you had no idea what the item did that the game was asking money for.

As for ladders and freerunning, the advantages and disadvantages still aren't clear. In the first game it was obvious since half the missions failed you automatically if you attracted attention, but now the penalties are softer and ladders rarer so it's almost vestigial. It's the same thing with fast walking, since that and nudging used to be ultra important not to attract attention since hitting the button at the wrong moment or failing to could attract attention and fail the mission in an instant, but now the conditions for failure are again blunted and the related NPC type went from common to extremely rare.

Finding out the controls exist is one thing, but finding out what they were FOR is another. It's not debilitating, since I beat 2 before 1, but playing through one gave me an "Ooooooooh, NOW I get it!" moment every ten seconds, since the mechanics I've mentioned were emphasized differently and much more important.

Changing the mechanics and not telling the player is kind of a dick move. I mean how many times did you use say, the throwing knife, in Black Flag? How many of you were even aware that weapon was in the game?

This article reads like a plea for help. Specifically 'Help! I don't like this game, but they paid for me to parrot the preview talking points from the conventions and hype engine!'

Seriously, we've been promised richer combat and a greater emphasis on stealth with every single new iteration of AC. They finally added more stealth in AC4, and everyone hated it.

Before anyone decides to label me a hater, it's more familiarity-breeds-caution. I own each AC game (except for any on the IPad or the DS), and I remember what the hype engine was like before 3 was released. ACU has the same stink.

I play video games to feel empowered. When the previews are busy telling me how cool it is to be a talentless choad in the new game that can't get anything done unless he's wearing the right knee-high boots, and that other players will be able to screw me out of game progress by being tools, I find myself having difficulty looking forward to the game.

 

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