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Assassins' Creed

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Did you see this?

 

Go back into the machine and highlight the final boss fight. Read the attachment. It wraps up Altair's story

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Did you see this?

 

Go back into the machine and highlight the final boss fight. Read the attachment. It wraps up Altair's story

 

Ok, I will do that when I get home. Thanks.

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I tried to give this game a chance, but after a week, I'm bored, REALLY, bored of it. No variation to the game what so ever, and for a game 5YEARS in development, they could have spent some of that time adding more lines of 'random' dialog to people. You save the Citizen and they give the same 3 lines over and over again - considering you need to save at least 60 of the fuckers, it gets boring fast.

 

The guys an Assassin, he can fling himself across town like he was Spiderman on Crack, yet, if he gets near Water he drowns like the Wicked Witch of the West - what a joke.

 

Also, the lack of any real exciting BGM or soundtrack really drags the game down.

 

Overall, very disappointed with this game.

 

4 years actually, and a good portion on that was developing the Scimitar engine.

 

Ubi Montreal have a problem getting things "right" on the first go.

 

You aren't seriously used to the "can't swim until the sequel!" cliche? Even this new hardware gen cannot escape it!

 

Anya: that's not really a "spoiler," but wow--that's a weird way to do it.

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I just got to Jerusalem. Overall I like the game though it does get repetitive at times. My main complaint is with the bad clipping on some of the kills. For instance, the very first guy that was assassinated at the beginning of the game: I did the stealth kill on him, but as he was falling over, both of his legs below the knees "sank" into the floor below. Theres no excuse for shit like this to still be happening in games. I do like some of the combos you get. My favorite I've seen is a counter where Altiar hits the enemy in the knees with the edge of his sword, then stabs them in the back when they double over.

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I read earlier in this thead about lockups. The game froze up on me twice befoe I beat it and both times were after I was beyond 50% through the game.

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Finished the game, plus got a hefty load of the achievements (like 28 out of 44). The last areas of the game are, despite the horrible things I'd heard, darn fun, even if it is just hacking through lots of enemies and a somewhat-out-of-place boss fight.

 

I didn't play the game constantly, though, so the repetition of the missions were broken up by lots of other games I played in the meantime.

 

Anyone else notice the achievements were sometimes kind of funky? As in, it seems you didn't meet all the requirements but got it anyway? I got the full synchronization achievement before I had a completely full bar, the "Keeper of the Creed" achievement supposedly requires you to do all the investigations, but I don't think I did them all on my first "real" mission and I totally skipped a lot of the informer missions (I did flag fetching and a lot of the assassinations but skipped basically all the timed assassinations where there were like 5 targets spread around) because they were too much of a pain in the ass. Yet, I got it anyway. Hm.

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Question, can you still do the optional objectives, even after you've completed the story part for an area?

 

Just got it, and for the first mission, I just had to complete 2 investigations. It says I can now go to the bureau, or keep doing missions. Basically, which one, will make the game longer? I don't want to go straight to the bureau, and then not be able to do the missions anymore. So should I do those now, because they won't be available later, or are they always there?

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Just finished Assassin's Creed. Man, was that not worth going back for. Maybe when they fix the controls and camera it'll be a respectable series, but that was just b-a-d BAD. Story was good until the end, and then they seemed to realize that they'd booked themselves into a corner, threw some hidden writing on the walls and called it an ending.

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Just finished Assassin's Creed. Man, was that not worth going back for. Maybe when they fix the controls and camera it'll be a respectable series, but that was just b-a-d BAD. Story was good until the end, and then they seemed to realize that they'd booked themselves into a corner, threw some hidden writing on the walls and called it an ending.

 

I'd rather have a new Prince of Persia.

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Maybe when they fix the controls and camera (Assassin's Creed)'ll be a respectable series, but that was just b-a-d BAD.

 

Those aren't the problems, actually. It's more the repetitious game design that's the problem; the missions that never change much and aren't any fun anyway. I can't imagine what you found problematic about the controls except combat (the rest is easy). Combat isn't the games' focus (and that part is supposed to be hard anyway), and aggressive approaches to combat simply don't work well--it's supposed to be that way. If you think it's a "bad" game than you must live in quite the happy little fantasy land of little else but super A+ games.

Combat was the big control problem, but I really hated traveling around too, as well as the sensitivity of the guards. There were times where I'd stand knee-deep in guard corpses, head bowed in prayer, and have guards just stand there going "Who did this???" and not notice me, and yet there were equally as many times when I was a few blocks away from my murder scene, just walking down the street and suddenly I had six guards hacking at my shins.

 

Lepers constantly shoving you was a boneheaded decision; I gave up on Informer missions halfway through because it seemed I would get close to my target, and have a leper shove me either into the target (ending the mission) or into a guard (raising the alarm and ending the mission) and now I have to kill everyone/escape, hide, wait for alarm to die, head back to mission start and listen to his schpiel about how he twisted his ankle and now, even though he was a dick to me before, I need to kill five guards for him to give me the information. Pickpocket missions were smart enough to not make me listen to the conversation every time, why didn't Informer missions learn from that?

 

More on combat: I died more times during the final mission than I did the entire game going up to it. Seems like everyone went from incompetent swordsmen to the six-bar-damage-combo-of-doom output machines. I took 2 bars of damage from Interrogation victims who were PUNCHING me, yet took one bar of damage from a sword slash to the rib cage. Also, later Interrogation victims take FOREVER to get to a dark enough back alley to pummel them without being jumped by thugs/guards yourself, and if you get too close they turn around and talk to you and just stand there for a while until you back off.

 

Camera issues: They weren't numerous, but when your swordfighting is almost exclusively timing-based you can't afford to have the camera six inches from Altair's scalp when he's backed against a wall and there are a dozen guards swinging at you. This only really flared up during the final chase, but god was it annoying.

 

Traveling: Too slow. Anything moving faster than a dead horse raises suspicion if you're within a time zone of a dead body. It occurs to me that this slow walking and ease of raising suspicion is intentionally there to make you more apt to take advantage of their "Free run" feature (either by having to go by rooftop to avoid suspicion, or to haul ass away from the town guards when you walk by them too fast). I know the stuff you can do in the game is fun, and I actually wanted to do it to see how it all turned out, but damn if wasn't boring and frustrating as hell to watch my guy s-l-o-w-l-y moving across the town, and double that frustration when picking up the pace turns you into Public Enemy #1 with half the guards chasing you and the other half setting up along your path to knock you down or chop you with their sword when you go by.

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Maybe when they fix the controls and camera (Assassin's Creed)'ll be a respectable series, but that was just b-a-d BAD.

 

Those aren't the problems, actually. It's more the repetitious game design that's the problem; the missions that never change much and aren't any fun anyway. I can't imagine what you found problematic about the controls except combat (the rest is easy). Combat isn't the games' focus (and that part is supposed to be hard anyway), and aggressive approaches to combat simply don't work well--it's supposed to be that way. If you think it's a "bad" game than you must live in quite the happy little fantasy land of little else but super A+ games.

Combat was the big control problem, but I really hated traveling around too, as well as the sensitivity of the guards. There were times where I'd stand knee-deep in guard corpses, head bowed in prayer, and have guards just stand there going "Who did this???" and not notice me, and yet there were equally as many times when I was a few blocks away from my murder scene, just walking down the street and suddenly I had six guards hacking at my shins.

 

Lepers constantly shoving you was a boneheaded decision; I gave up on Informer missions halfway through because it seemed I would get close to my target, and have a leper shove me either into the target (ending the mission) or into a guard (raising the alarm and ending the mission) and now I have to kill everyone/escape, hide, wait for alarm to die, head back to mission start and listen to his schpiel about how he twisted his ankle and now, even though he was a dick to me before, I need to kill five guards for him to give me the information. Pickpocket missions were smart enough to not make me listen to the conversation every time, why didn't Informer missions learn from that?

 

More on combat: I died more times during the final mission than I did the entire game going up to it. Seems like everyone went from incompetent swordsmen to the six-bar-damage-combo-of-doom output machines. I took 2 bars of damage from Interrogation victims who were PUNCHING me, yet took one bar of damage from a sword slash to the rib cage. Also, later Interrogation victims take FOREVER to get to a dark enough back alley to pummel them without being jumped by thugs/guards yourself, and if you get too close they turn around and talk to you and just stand there for a while until you back off.

 

Camera issues: They weren't numerous, but when your swordfighting is almost exclusively timing-based you can't afford to have the camera six inches from Altair's scalp when he's backed against a wall and there are a dozen guards swinging at you. This only really flared up during the final chase, but god was it annoying.

 

Traveling: Too slow. Anything moving faster than a dead horse raises suspicion if you're within a time zone of a dead body. It occurs to me that this slow walking and ease of raising suspicion is intentionally there to make you more apt to take advantage of their "Free run" feature (either by having to go by rooftop to avoid suspicion, or to haul ass away from the town guards when you walk by them too fast). I know the stuff you can do in the game is fun, and I actually wanted to do it to see how it all turned out, but damn if wasn't boring and frustrating as hell to watch my guy s-l-o-w-l-y moving across the town, and double that frustration when picking up the pace turns you into Public Enemy #1 with half the guards chasing you and the other half setting up along your path to knock you down or chop you with their sword when you go by.

 

Are you Zero Punctuation? It looks like his review typed out.

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I'd rather have a new Prince of Persia.

 

We are getting that, actually. :)

 

 

Really? Hell yeah that sounds awesome! What system? I assume 360 and PS3.

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For as much as I looked forward to and really wanted to play this game, I too have become bored with it after no more than a week's worth of playtime. Repetitive beyond belief.

 

(And thanks, I was just trying to remember Zero Punctuation.)

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