Halcyon. Posted December 31, 2015 Share Posted December 31, 2015 I remember quite clearly feeling bare and slightly disappointed that I had after I finished the first Assassin's Creed. A painstakingly hard to contest was present throughout the décor, the animation illustrating the climbing capabilities of Altair and, not least, the level design that ensures a continuous and fluid parkour pretty. But repetitive side missions, exacerbated by the general lack of additional activities and rigidity drivers seriously undermine motivation in a world of open-world. Then came AC2 and two "expansion" s who described his wanderings Ezio in the Renaissance, more bushy and customizable Reaching under the carpet some of the shortcomings which had cut me momentum in the past. The appearance of economic management, the manager RPG they bring the assassins whom he could train numerous side missions in several categories and customize the protagonist permissive generated a kind of addiction and the achievements of the hamster fever in me. On the other hand, these things amounted key for the third game in the series. With the changing landscape and time, Ubisoft took the opportunity to tell us another story, a Native American protagonist and individual personalities who play supporting roles. As regards the American Revolution, not wrong if you think about George Washington, Charles Lee, John Pitcairn, Thomas Jefferson and others of the same caliber, and the stake in AC III is the very independence of the United States and the destiny of a tribe of the Mohawk nation. The story is slow, but quite extensively, pointing a conspiratorial scenario quite direct and transparent, if not capture the complexity impressed by the strong convictions of each Templar about to give up the ghost. Successively control two heroes - the first four principal segments of the wire is controlled character Haytham Kenway, a gentleman who, while biding time with opera and defusing killings of rebel vessels directed at the new continent, is extremely articulate and well-meaning. After a surprising and refreshing twist, we are thrown into memoirs son Haytham a Mohawk woman, which for convenience we (and most of the characters in the game) we will tell Connor. Story structure, which resembles a journey of only performing a series of targets for assassination, gives his AC3 an aura much more immersive, I believe, than did the previous games in the franchise, by the fact that they are included in the chain of missions the defining moments in the life of the hero and, in parallel, the genesis of the American people. Meanwhile, Connor is an individual more stoic and restrained, and when it manages to speak polysyllabic describes a very one-dimensional perspective on good, evil and its role in all this. And character is a kind of hodgepodge mystagogue between Mister Miyagi and Danny Glover, named Achilles Davenport, a pretty nice hybrid between a joker and wisdom moşuleţ unlikely. Overall, Assassin's Creed III is a kind of San Andreas series, partly because a significant portion of the picture is represented by rural and it's more interactive rich in secondary activities. You can hunt there a crafting system and, depending on what weapon you use to destroy your prey, you are rewarded with varying degrees of quality fur. True, the battles with dangerous animals are punctuated by quick-time events that become automated routine very quickly. Speaking of automated routines, movement has been simplified. Parkour is much easier to achieve, animations appear more "connected" and that you can run through the forest trees makes browsing more spectacular. Even trees that serve as points of synchronization (instead of towers in cities) have a route that you must climb and basically it comes down to focus in the right direction during climbs or breaking, while animations are succeeding without the need complicated key combinations, just right-click banal and occasionally jumping Space key. Of course, the ideal would be to play for a controller (navigation and camera orientation are optimized for analog control), but fortunately, no mouse and keyboard control with unsatisfactory. Chart speaking, Victorian architectural details and elements that give life to urban areas, are sublime. If it's winter, come out smoke rings chimneys and timid yellow lights will give life in general hibernation. In turn, the crowds are more random and true - even if patterns are repeated often enough, you will find posts that would be entirely different. AnvilNext Engine demonstrates the dynamic quite a lot of conventions that define the series, which is apparent not only from the open-world qualities, and the main story missions, such as the Battle of Bunker Hill. The surfaces are quite painterly sometimes and there is a vague similarity in the color palette with Red Dead Redemption. Charging times are decent and, technically, the only problem I encountered were occasional bugs collision, which I think we can forgive the context of the most striking of time spent running on roofs or vegetation game will not be interrupted by such accidents. Like any AAA title, Assassin's Creed III is packed with cutscene sites. Dramatic, many of them very relevant and enjoyable, but at some point it becomes quite tedious and dull to you interrupt bubble interactivity because of any dialogue stilted not push very much the story forward, but it also relates the knot in conspiracy . Do not misunderstand me, the actors are wonderful, very expressive models, but it's ultimately an action game, and it's quite annoying to slam shut and good minute break after fulfilling a goal or two. That even in the trying perfect timing (ie complete and the secondary) because often secondary objectives are the most effective way to solve the task anyway (see the assassination of Pitcairn) or can be achieved without too much effort additional. When you are not busy with the primary mission, can undertake various economic activities (to help artisans then enjoying the fruits of their labor), hunting or military, freeing the territories occupied by the British. Various missions, mostly consisting in saving all kinds prisoners or aid to "resistance" issue a certain percentage of the sector in which it is conducted. There are, of course, the towers with which explore the map and get access to side missions. In addition, there have been transposed and assassins who can be called to help. In addition minigames relaxing (and bet) dies, Fanorana (sort of dame native of Madagascar) and Bowls. Interesting here is that at a high level AI plays extremely well and deserves faced. But the icing on the cake are sea battles. Once you're settled in your possession, as all the mohawk put on great deeds, you have access to a ship called the Aquila. Navigating the sea is pretty simple (and speed are two weather phenomena that can be countered by a certain configuration of sails) and its nature makes it fun arcade often than traditional missions, like eavesdropping or luptă- by x enemies already outdated system counter / disarm. It is true that the objectives are about the same, but a duel between ships in the middle of a storm can be very atmospheric and memorable. Combat's did, in terms of engineering, many steps forward. Aesthetically, it's another story. Even if the mechanic is as simple and easy movements of counter blows and combos succeed quite spectacular and I found myself experimenting with various weapons just to see the animation. Because the law said, the game can be completed without any upgrade. The main story avoids personal development of the protagonist in quite a few respects, something that seems to me a design choice smart enough, by the fact that some will only see the story and will not be attached to the attachment open-world, and while this element stands by varying missions and quite bushy tree of objects, decorations and aesthetic equipment they offer. At the same time, I had a feeling that I felt when I saw Matrix Reloaded. The tendency to shine as loud and incorporate as much "meta" in the recipe, story-frame (I mean sequences with Desmond or philosophical discussion convoluted that they bear Neo various characters more talkative) becomes overloaded with meaning occult. Maybe people more inclined towards such narrative syntax than I do not share my view, but I think Desmond parties are the least pleasant of AC III. Especially gameplay elements of these sequences still fail to go beyond a certain routes scroll parkour, conversations with secondary characters or puzzles linear navigation. I confess that I liked much more than virtual reality and there always seemed to me that is the heart of the game. Several dozen hours Animus pursuing various objectives that alter an open world and explore sounds not bad, especially when you can concatenate complete their portion of the game without losing too much time making backtracking. In this respect we have mandatory system of quick travel along a pipe through which we call a horse as if it were a smartphone app taxi. Link to comment Share on other sites More sharing options...
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