I certainly don't think they shake things up. 😅They can be the best looking things in AC game ever but i couldn't play the game anymore.
Because it keeps the IP relevant while the next gen only game is cooking. Sorta like how we got the AC movie/Ezio collection in 2016 while Origins was cooking. It's been three years since the last mainline release and AC fans are starving.I don't think you are the only one. Their sales figures and engagement numbers suggest that a large portion of people liked the game but online discourse is based around fringe opinions. What's strange is why Ubi will release an old school AC game game as a budget title as a follow up?
While you're very much right, I also think no one at Ubisoft remembers what a "Prince of Persia" is.Haven't played any AC games since they automated the parkour. I do understand that for a series as long-running as this one, major changes are necessary from time to time to keep audience interest (unless you're making FIFA or NBA I guess). And many long-running series' have changed significantly over time - Zelda, Mario, Final Fantasy etc.
But mechanically, the core idea of AC was an open-world Prince of Persia. Movement was a huge part of the gameplay. Now it feels like a generic RPG in terms of gameplay.
This is the slowest navigation in any AC game and I really need a list of the apparent cavalcade of games that play like this if this is the metric for generic. Especially RPGs.Haven't played any AC games since they automated the parkour. I do understand that for a series as long-running as this one, major changes are necessary from time to time to keep audience interest (unless you're making FIFA or NBA I guess). And many long-running series' have changed significantly over time - Zelda, Mario, Final Fantasy etc.
But mechanically, the core idea of AC was an open-world Prince of Persia. Movement was a huge part of the gameplay. Now it feels like a generic RPG in terms of gameplay.
IT HURTS.While you're very much right, I also think no one at Ubisoft remembers what a "Prince of Persia" is.
How slow or fast it looks is irrelevant to the point I'm making. I remember playing AC 2 and feeling clumsy as heck with the parkour system. But once I mastered it, I actually felt like an assassin in Italy, and my brain was engaged as I moved through the city. The city felt like a gigantic movement puzzle I was constantly solving. This feeling seems utterly lost in the newer games. The removal of mechanical complexity with the increased focus on large open areas means that parkour is no longer a gameplay element. And that's a shame. It's weird comparing AC to Zelda or Horizon cause those were never parkour games. They weren't conceptualized as a spiritual successor to Prince of Persia, a 2D and later 3D platforming game. The current games feel generic to me in their removal of engaging parkour mechanics. AC Valhalla is a lot more like the Witcher than it is like AC2 or Unity.This is the slowest navigation in any AC game and I really need a list of the apparent cavalcade of games that play like this if this is the metric for generic. Especially RPGs.
I only say this because almost literally every other game I play where I can't go over an obstacle that theoretically should be climbable i'm reminded of how AC still has my fav navigation in any open world game. The closest is Zelda and that has really simple animations by comparison. Followed by Ghost of Tsushima, which is very floaty because the climbing is an iteration of Infamous. If anything I genuinely do wish wish more games played like AC. I got so blueballed by Horizon FW's marketing that admitted that the first game had trash overly automated climbing and that the second would be way better. And yet FW still feels so very limiting and also inconsistent when it comes to what's flagged as climbable.
And oh so grey.I don't wanna offend any english people but England at that time is super fucking boring. Like you go to "Lunden" was it, and it's a fucking village. Which makes sense. But still. Boring.
You are describing what happens when you have to actively fight against obtuse controls and bugged navigation. It wasn't a movement puzzle there were clearly laid out paths and the navigation when it worked as intended was smooth and easy. Ezio missing a jump and dying was the vast majority of the time, not the fault of the player. It literally used to be one of the biggest complaints about the series. "Wow when this works it's fantastic but when it doesn't do what I want it to it sucks."How slow or fast it looks is irrelevant to the point I'm making. I remember playing AC 2 and feeling clumsy as heck with the parkour system. But once I mastered it, I actually felt like an assassin in Italy, and my brain was engaged as I moved through the city. The city felt like a gigantic movement puzzle I was constantly solving. This feeling seems utterly lost in the newer games. The removal of mechanical complexity with the increased focus on large open areas means that parkour is no longer a gameplay element. And that's a shame.
It's objectively not. Because a five foot will kill you in the witcher and you have to walk around the hill instead of climbing it. The whole point of AC is that parkour is NOT meant to be a challenge. It's supposed to feel natural. Like you're effortlessly traversing in the same way the character would instead of constantly being challenged like you would be in PoP or Mirror's Edge. Navigation isn't a puzzle, it's a tool that gives you an edge.They weren't conceptualized as a spiritual successor to Prince of Persia, a 2D and later 3D platforming game. The current games feel generic to me in their removal of engaging parkour mechanics. AC Valhalla is a lot more like the Witcher than it is like AC2 or Unity.
Horizon straight up has multiple parkour set pieces, and BOTW embraced player freedom and part of that is the universal climbing system that AC currently has, only one with a stamina bar. Even with stamina in mind though it creates a layer of interaction with the player that you just don't see very often in games. It becomes second nature enough that most players don't even realize how smooth the navigation is until they play a game that's far more limiting.t's weird comparing AC to Zelda or Horizon cause those were never parkour games.
I fundamentally disagree that navigation in AC is meant to be automatic and require zero player engagement. Again, if that is your conception of AC, you must be having a great time, good for you.You are describing what happens when you have to actively fight against obtuse controls and bugged navigation. It wasn't a movement puzzle there were clearly laid out paths and the navigation when it worked as intended was smooth and easy. Ezio missing a jump and dying was the vast majority of the time, not the fault of the player. It literally used to be one of the biggest complaints about the series. "Wow when this works it's fantastic but when it doesn't do what I want it to it sucks."
It's akin to saying that entering windows in AC Unity was an engaging challenge that was lost when AC Syndicate rightfully created a contextual button press for that action that works 100% of the time.
It's objectively not. Because a five foot will kill you in the witcher and you have to walk around the hill instead of climbing it. The whole point of AC is that parkour is NOT meant to be a challenge. It's supposed to feel natural. Like you're effortlessly traversing in the same way the character would instead of constantly being challenged like you would be in PoP or Mirror's Edge. Navigation isn't a puzzle, it's a tool that gives you an edge.
A tool that isn't fighting against you because the tech behind it, not YOU as the player, made a mistake.
Horizon straight up has multiple parkour set pieces, and BOTW embraced player freedom and part of that is the universal climbing system that AC currently has, only one with a stamina bar. Even with stamina in mind though it creates a layer of interaction with the player that you just don't see very often in games. It becomes second nature enough that most players don't even realize how smooth the navigation is until they play a game that's far more limiting.
"Gotta go talk to this npc, oh damn he's up there. Light work no reaction."
Boom easy nav. If I could literally just climb the walls of the hideout in FFXVI to talk to npcs or climb in SFVI they'd be better games. 😩
I might be the only one who thinks Valhalla is the best of the three.
I fundamentally disagree that navigation in AC is meant to be automatic and require zero player engagement. Again, if that is your conception of AC, you must be having a great time, good for you.
But as a person who enjoyed engaging with movement systems all the way from AC 2 to AC Unity, I'm deeply disappointed by the direction the series has taken. What felt clunky and a chore to you felt compelling and thrilling to me. It isn't simply a matter of things being buggy (which they can be) but entire mechanics were removed over the years. This thread points out some of that-
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I think of movement in the old AC games like combat in a game like Sifu. If you don't enjoy it, of course you'll bounce off the game. But its richness and complexity allows you such granular control over your movement, mastering it brings immense joy and immersion.
I have, hundreds of hours but I am tired of it. I want something new
I miss Assassins Creed man
Again, the player literally fighting the controls was never what the devs intended. Nor does the game genuinely ever challenge the player when it comes to navigation, which is how we arrived at a situation where it took a decade for players to figure out "Wait, AC1 has a hidden and extremely contextual vault mechanic?" Which is a neat idea to master once you figure out the small list of triggers to make it work consistently but clearly a tech holdover that never got fleshed out before getting outright removed when they made AC2.I fundamentally disagree that navigation in AC is meant to be automatic and require zero player engagement. Again, if that is your conception of AC, you must be having a great time, good for you.
But as a person who enjoyed engaging with movement systems all the way from AC 2 to AC Unity, I'm deeply disappointed by the direction the series has taken. What felt clunky and a chore to you felt compelling and thrilling to me. It isn't simply a matter of things being buggy (which they can be) but entire mechanics were removed over the years. This thread points out some of that-
That would be a genuine insult to how much genuine intentional depth and player challenge exists in Sifu.I think of movement in the old AC games like combat in a game like Sifu.
You do know a new one is out very soon that looks like classic Assassin's Creed, yeah?
You do know a new one is out very soon that looks like classic Assassin's Creed, yeah?
Unity is the best Assassins Creed game since 2.
It's such a shame that it was memed due to bugs because it's amongst the best the series has ever been.
All the subsequent games are such a huge step down IMO. It's not even the same series any more.
Tell me you haven't read my post without telling you haven't read my post
Egypt is kino 🤌ACV was great. The regional stories felt distinct and unique. I didn't like the areas as much as Odyssey or Origins, but that complaint could go any direction depending on what interests you historically/location.
The OP states that they can see the Valhalla DNA in mirage which is hindering their excitement. A mindset I personally find odd given that every game that's considered the best in the series is built off of what came before. Origins was the first time a major tech/structure overhaul went very smoothly.I did read it though. You said Valhalla is missing the Assassin's Creed DNA and lament the end of the old style and Mirage looks like it's made specifically for the old school fans?
Again, the player literally fighting the controls was never what the devs intended. Nor does the game genuinely ever challenge the player when it comes to navigation, which is how we arrived at a situation where it took a decade for players to figure out "Wait, AC1 has a hidden and extremely contextual vault mechanic?" Which is a neat idea to master once you figure out the small list of triggers to make it work consistently but clearly a tech holdover that never got fleshed out before getting outright removed when they made AC2.
Note, as the series evolved and started streamlining mechanics that only an extreme niche of hardcore superfans knew about in the first place the general reception was "Wow this feels a lot smoother than the other games." Not because navigation in the other games were more challenging, but because the main goal was making the system actually work as intended. It comes off as some major revisionist history regarding how players, especially the average player and not someone who reads the AC reddit, felt about the parkour. Like take for instance the niche obsession with wall ejects, and how, you are at most saving a single second of game time in a game that is not at all pressuring you to make the right call when it comes to "Should I wall eject here."
Which is how we arrived at the part where the only people who complain about navigation in the last three AC games, are the small but LOUD peeps who figured out years after release that there are hidden triggers for vaulting in AC1 and confuse that with intentional depth/challenge.
"Oh this trigger is kinda tricky to pull off and looks kinda glitchy. This is inherently newfound depth that makes the gameplay deeper."
Meanwhile using stuff like vaults literally slows you down in the chase situations made without it mind...such depth. 😩
I can't repeat it enough, the point of navigation in AC is that it's MEANT to be effortless to navigate. Not "This string of buildings is inherently a challenge." They even made set pieces where literally attempting to do any of the fancy tech AC redditors talk about would result in failure.
View: https://www.youtube.com/watch?v=Y2DLT5TVUc4
View: https://www.youtube.com/watch?v=yuYzAR18Ooc
"Damn these annoying ass controls and the tech behind the game are actively working against my best interests." was a flaw they've been working on for 16 years. And they've arrived at a sweet spot where they killed the "AC had bad controls" discourse. That took ten years. It took ten years for that discourse to genuinely die out. Around as much time as it took for Halo devs to eliminate the "Halo should never have sprint" discourse.
That would be a genuine insult to how much genuine intentional depth and player challenge exists in Sifu.
I doubt when the creator thought of the player completing "amazing acrobatic feats" inspired by the best of PoP, he meant for the player to keep a button pressed and watch the character automatically traverse through an environment. The games that made AC a worldwide phenomenon were those that placed a significant emphasis on movement mechanics. I feel like I'm living in some alternate universe here.But the company had other plans for its newfound star Desilets. He was given free reign to start work on the next-gen successor to Prince, a title that would eventually release on the Xbox 360 and PS3.
Desilets was a fan of history and started researching the Middle East to try and find something he could use on the next-gen Prince of Persia. That's when he found the Hashshashin, an order of assassins from the 12th century that would publicly execute their targets in over-the-top fashion in order to get their enemies to fall in line. Desilets essentially took the best of Prince of Persia and mixed in some of the stealth aspects from Splinter Cell to envision a new kind of game where the player would complete amazing acrobatic feats in an open-world environment while jumping in and out of the shadows.
I'm fully aware that AC was derived from prince of Persia. That's common knowledge. Now, when they started to deviate from PoP and embraced the idea of a new IP the idea of curated levels fell by the wayside in exchange for an open world. Jade Raymond literally said when AC1 was first presented that player freedom was the goal, which was the exact opposite of PoP where every level had curated challenges with specific solutions. Thus, it would've been a bad idea, if the game was constantly challenging the player. You're a master assassin, 3D navigation is not a challenge, it's second nature. Parkour is light work for the average player and any semblance of depth is the result of intrinsic motivation that most of the time doesn't provide major benefits. A good comparison would be the way the world of Mirror's Edge Catalyst is designed. And how it gets really repetitive to tackle the exact same navigation challenges over and over again when you're in between missions.I think we're talking past each other at this point. I did not talk in any of my posts about what other players might or might not enjoy. I was talking about what I enjoyed and was lost.
As for whether the traversal was MEANT to have complexity and require effort, AC literally originated from Prince of Persia (Link)-
I doubt when the creator thought of the player completing "amazing acrobatic feats" inspired by the best of PoP, he meant for the player to keep a button pressed and watch the character automatically traverse through an environment. The games that made AC a worldwide phenomenon were those that placed a significant emphasis on movement mechanics. I feel like I'm living in some alternate universe here.
Let's just agree to disagree. I have better stuff to do with my time.