The movement and parkour actually feels quite good. Combat is... wonky but not bad.
I think the parkour is pretty poor in terms of skill required.
I remember in the old games where there was some skill element or at the very least movement required to parkour to the right place.
In Origins he's almost completely on autopilot.
I agree. It's completely autopilot no skill required at all. It's a shame really, since I really enjoyed the different puzzles you had to solve using parkour.
I remember in the old games where there was some skill element or at the very least movement required to parkour to the right place.
Really?
I recently played Unity and Syndicate a little to test the engine, and all that was required to parkour was holding shift and running forward? Maybe space from time to time to go up. And this is what I remember from AC1 and AC2 as well, which are the only ones I have finished.
I distinctly remember when AC1 was released, part of the "charm" was how smooth the animations were, but at the expense of skills necessary. The step before that was the Sands Prince of Persia trilogy, which was somewhere in the middle, and was perfect for me in a skill/smoothness regard.
I recently played Unity and Syndicate a little to test the engine, and all that was required to parkour was holding shift and running forward? Maybe space from time to time to go up. And this is what I remember from AC1 and AC2 as well, which are the only ones I have finished.
The good AC games are AC2, Brotherhood and Revelations
Black Flag was great but for its own reasons.
While there was guided parkour, you didn't make unrealistic jumps or maneuvers to get to where you are pointing your screen.
If you did climb a tower, there were specific spots on the tower you had to climb, it took effort.
Since Unity its been getting easier and easier but Origins seems the worst.
You shift directions dramatically to keep him moving, he makes completely unrealistic jumps while climbing to grab on to the next part, and towers have all these holes/spots on them that look ridiculous as its clear they put 100 of them on there so you can parkour up to the top in 5 seconds.
In AC2 it sometimes did look out of place to have climbing spots/holes, but there weren't many of them and it took time to figure out.
I think AC2 had the most challenge, and sometimes you just dropped backwards and died. I don't know, it felt better and was more fun. From AC2 onwards it became more and more streamlined.
Could it be that the mechanic was fresh back then and has grown tired now, while our age has grown and suddenly we want more from our games?
Considering I distinctly remember needing to stop and press left and right while climbing, and in origins you just hold down one button for automatic mode, I don't think so.
Much as was mentioned AC Origins has dozens of little cracks and what not Bayek grabs onto, hell knows how many thousands of these that must be in the game world though they'd likely be part of the assets directly to simplify things.
Climbing was upgraded in Assassin's Creed 3 and onwards too with more and more "hotspots" plus the actors were more mobile and the parkour animations got more fanciful and of course stuff such as a bit extra jump or reach height compared to what you would expect whereas in Asassin's Creed 2 you had to learn abilities or get specific upgrades to reach higher areas and the architecture had far less of these spots, landmarks and major locations in particular often only had one or two paths up to the very top and then some fumbling getting ON TOP of the [censored] iconic object and not have Altair or Ezio double-bird the player camera and leap opposite direction to their death and it's back to wherever it'll respawn you at.
(Instead of climbing the object or jumping upwards.)
Animations in the first game were made to be a more more realistic overall such as combat being mostly dodges or blocks until the enemy health was depleted which would have a kill animation though in the sequels this was streamlined to where you bash the enemy over and over instead of working through his defenses or getting an opening so it's more visible that you're actually wearing them down and not just having to rely on constant counter attacks but due to how overpowered they were it was still a very quick way to defeat most encounters.
And despite some smaller puzzles and tomb platforming Origins doesn't have the older games trials and timed paths to get through some areas, I enjoyed the nod towards Prince of Persia from Ubisoft (After PoP 3D at least.) but not everyone liked these segments and fumbling with the camera could make it harder than intended for some of these jumps or precision platforming whereas Bayed is far more automated and just scales almost anything with little effort.
finished the main campaign and what a shit story wtf, who was the lead writer, a feminist? such a wasted oportunity for what supposed this game to be...the origin of its lore
story started ok but then it got very streched like a tv episodes plot over the entire season, fuck that cleopatra, i thought the romans would have a bigger part in the story with rome to be a big part of the game but guess not
seriously ubisoft needs to hire better writers, they copied witcher 3 to the core but forget about the story
map wise i think its the same as witcher 3 but where witcher 3 story only is like about 50-60 hours , ac origins is like less than 15h, so you can see how streched the story is.
they should develop the story first then make the game and not the other way around, they made a world so big that they didnt had the story for it so they made many side quests
still thanx to the amazing world it didnt get boring, have a few side quests left then ill play the hidden ones, i hope it has a proper ending for bayeks story
Could it be that the mechanic was fresh back then and has grown tired now, while our age has grown and suddenly we want more from our games?
Considering I distinctly remember needing to stop and press left and right while climbing, and in origins you just hold down one button for automatic mode, I don't think so.
I can't remember a single AC game where you did that, it was always just either a toggle or press and hold a button for the avatar to start climbing (while of course steering him forward).
The movement and parkour actually feels quite good. Combat is... wonky but not bad.
I think the parkour is pretty poor in terms of skill required.
I remember in the old games where there was some skill element or at the very least movement required to parkour to the right place.
In Origins he's almost completely on autopilot.
It's autopoilot but every AC's parkour is like that. Even the older ones, just to varying degrees. In origins he responds to your directional movement well and doesn't have you second guessing where he will jump. Feels like they finally polished it enough.
Could it be that the mechanic was fresh back then and has grown tired now, while our age has grown and suddenly we want more from our games?
Considering I distinctly remember needing to stop and press left and right while climbing, and in origins you just hold down one button for automatic mode, I don't think so.
that's bullshit, in none of the games it was "harder" I do believe you think it was that way because it was "clunky af"
I remember that in at least one of the older AC games you couldn't climb straight up, you had to press the correct direction, where a point to grab onto was. But you couldn't fall unless you jumped to the wrong direction so it was easy.
I can't remember a single AC game where you did that, it was always just either a toggle or press and hold a button for the avatar to start climbing (while of course steering him forward).
harry_theone wrote:
that's bullshit, in none of the games it was "harder" I do believe you think it was that way because it was "clunky af"
The path of climbable geometry was more linear but none of that takes any skill. In fact to me it was always just tedious and boring after the novelty wore off. It all just boiled down to pressing left/right/up to find the next random brick while holding the parkour button.
Hardly an interesting or engaging system.
The path of climbable geometry was more linear but none of that takes any skill. In fact to me it was always just tedious and boring after the novelty wore off. It all just boiled down to pressing left/right/up to find the next random brick while holding the parkour button.
Hardly an interesting or engaging system.
Depends what you define as skill.
You had to look for areas that you could use to climb up a building, for example you have to the back or side.
You had to make the right decisions when climbing to get to the top.
The fact that you prefer the magic climbing just proves that you don't want any challenge.
What kind of interesting or engaging system were you looking for when doing parkour?
Lets be realistic here, AC2 had a lot of skill involved.
AC: Origins has no skill at all because its more like an MMO.
See an enemy at or below your level? Instant kill.
See an enemy above your level? artificially hard or impossible to kill, come back in a few levels and he will be easy.
So really the only thing that exists in Origins is a story and grinding.
I don't define holding 1 button to climb anything with no chance of death or falling as skilful. Or challenging. Or anything beyond tedium. Which is why I prefer origins with its faster, more varied and less janky parkour.
Games like mirrors edge or prince of persia have engaging parkour. Part but not all of that is the risk of death and having to use timing/precision/multiple buttons in sequence (ie. skill) to overcome their challenges.
"Lets be realistic here, AC2 had a lot of skill involved."
Ok
Great, more stupid analogies we didn't need, based on fucking nothing. Hope you are trolling, one can't be that dense.
bart5986 wrote:
You need to reinstall AC2 because you are wrong.
Great argumentation, "you are wrong, here are some random videos to prove my point". That's the most weak reply I have ever seen. But okay, you are very wrong, I'm very sorry buddy. But like I just said, clunky mechanics =/ skill This is just a super retarded argumentation based on a "feeling", and you may see that as a revelation, but that doesn't make it a factual argument, not at all.
Apparently we played a different game series because I don't recall any AC having any sort of challenge with it's climbing or parkour Hint: AC1 climbing = AC2 climbing
And actually I probably spent more time with AC than you ever did
edit: Oh right, I forgot bart is the leader of the Star Citizen defence force ... says it all really
Pretty sure climbing was harder to do fast in the earlier games, because you were more limited on your path and I think it was harder to tell what was a viable path. Nowadays it works about as well as walking/running in other games, more intuitive and quicker in the characters reaction
I do not remember much skill involved though, other than perhaps learning the weird rules. You still have to search for a proper path in some instances even in origin. I prefer the current solution.
Not sure how that video above can be used in defense of either position.
I was surprised how easy the climbing was here. it's not a gameplay element, it's just traversal, no different at all from walking or jumping over an obstacle, there's nothing to it. It's also never used to stop you from exploring, instead they use some ugly cyber-wall that takes you out of the experience.. quite terrible design choice imo, i'd much prefer if it was just impossible to climb at these spots.
The design is perhaps a bit odd since height is extremely fearsome (to me and many others at least) and can be a very interesting gameplay element in itself. It would also add some slight planning for the player - how to get to a certain place (e.g a settlement where you can't climb 100% of the surfaces), but nope..
I wonder if that's the right choice really, i mean i understand they want the game to be "casual", but there a limit to this too, when it becomes bland to everyone. The next step would perhaps be something that makes it impossible to die during combat. But it would be wrong, it's not something that adds to the gameplay, to the feeling of accomplishment. Same with the climbing here, they went full retard with it.
Patch 1.3.0 will be deployed on all platforms tomorrow, February 20th.
Patch Size
Steam: 2.6 GB
Patch Highlights
The âDiscovery Tour by Assassinâs Creed: Ancient Egyptâ game mode added. Explore Ancient Egypt from a fascinating historical perspective with a new mode that lets visitorsâ free roam the map to learn about Egyptâs history and daily life in guided tours.
New Game+ game mode added. Start a new game while keeping their weapons, outfits, and abilities. You will be able to access New Game + after you have completed the last main quest of the game.
The Hidden Ones
Fixed an issue where the completion of the Sinai region would not reach 100% in the Atlas
Main Game
Quest
Fixed various issues with Quest Objectives that could disappear when traveling outside of Egypt
Fixed an issue with the spawning of Hotephresâ boat in the quest âThe Crocodileâs Scalesâ
Fixed an issue preventing the playable character to go back into the vault if he died after completing the quest âThe Final Weighingâ
Activities
Increased the distance the player needs to be from some Rebel Camps before Assist Rebel event are respawned
Fixed an issue with Hippodrome adversaries stopping at the end of a race
Fixed various issues with Daily Quests and Reda that could not be available at times
Fixed an issue with the camera having no collision with the Boss of the Trials of the God
Fixed an issue preventing targets of âAvenge a Friendâ quests from being damaged
Fixed the Trial of the God Community Challenge that could give all the items of the Anubis Gold Set after banking the reward
Fixed the synchronization of the Classic Challenges with the Ubisoft Club servers following a network failure
Fixed various papyruses locations that did not show the interact action
Gameplay
Improved the ragdoll visual
Added a warning message when going out of bound with Senu
Fixed an issue that caused the mount not being summoned when whistled
Fixed a bow usage animation issue while in stealth
Fixed various issues where the playable character could remain stuck
Fixed an issue where various characterâs hands would end up crooked after exiting to the Quest menu
Fixed an issue where NPC could stand still after being killed with an air assassination
Fixed an issue that could prevent the interaction with the mount merchant in the Refugee Haven to work
Fixed an issue that could make cart fly in the air following a collision
User Interface
Fixed an issue with the Animus Pulse effect disappearing on certain camera angles in Photo Mode
World
Fixed various issues where the playable character could go through collisions
Fixed various issues with the spawning of NPCs
Fixed floating boats
Graphics & Audio
Fixed various mismatches between subtitle and audio
System
Fixed an infinite loadtraveling after fast travelling a long distance via the eagle
Improved overall stability of the game application
PC
Added some tooltips and other minor improvements to the Performance Analyzer menu
Fixed an issue with the playable character that could not walk through a narrow pass
Fixed the display of GPU temperature and usage metrics
Fixed various issues with the key mapping with the Hippodrome
Fixed various issues with the World Map on multi-monitors setups
Fixed several stuttering issues
Fixed multiple issues with the localized voiceover in the quests âIncoming Threatâ and âA Gift from the Godsâ
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There's an extra bit WAY out in the most remote desert area (This is also where Ubi decided to place on of the god challenges, yay.) but besides that these places are kinda empty.
There might be a war elephant in the white desert somewhere and the black desert has a meditation point. (Also a achievement right there for the highest place in the game, sadly they mean that physically and not the guru's secret stash of herbal "medicine" heh. )
I don't think there's much else there, no main quest importance to these zones at all either and I don't think there's many if any side quests for these remote areas. I explored most of that final desert area looking for oddities from the overhead map but I found nothing else, still haven't been everywhere in the black desert and the white desert though so I could have overlooked something.
Last edited by JBeckman on Tue, 20th Feb 2018 15:07; edited 2 times in total
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