Assassin's Creed Review?

CptStern

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...no jump button?

Ironically, though, the game?s friendly controls are also its biggest shortcoming; killing your target normally instigates a chase sequence where you freerun across the rooftops and make fearsome leaps of faith to dodge your pursuers. But as there?s no jump button and your hero will perform most acrobatic moves automatically - Legend Of Zelda-style - the controls strip the game of the visceral thrill of making moves at precisely the right moment like you did in the developer?s earlier Prince Of Persia: The Sands Of Time, making AC?s most exciting moments feel flat and as if they?re being played by someone else.

the review was retracted and this was left in it's place:

"Please note that the early review of Assassin's Creed that appeared here was published in error. The review contained misleading information about the game's control system which should be disregarded. Please wait for the final, full review, which will be published online on November 16th.

make of it what you will

http://ve3d.ign.com/articles/news/35107/Assassins-Creed-Review
 
Ouch. For a game that relies so heavily on acrobatics, that would be a puzzling design choice if true...
 
Im not going to think about this. I just hope the chase scenes are amazing and the story. If everything else is meh, i dont care. Im so hyped for this if they **** it up im going to be furious.
 
Wow... if that's the case I don't want to play this game :(

Despite anticipating it so much. I don't want to just move the analog stick...
 
Aye. I've never been a fan of auto jumping. Even in OoT - it makes platforming elements that much less dynamic. Developer's talk about simplifying controls as the holy grail of game design, but surely this is a step too far? Really, how much fun will it be hoping along beams if all you're doing is pushing forward on an analogue stick?
 
It cant be true, STOP! I dont want to read anymore...
 
From wikipedia.

The control scheme in Assassin's Creed will be significantly different from that of the typical game. Rather than explicitly specifying what actions Alta?r will take, the player presses buttons corresponding to his various body parts and the game attempts to figure out what action should be taken. For example, running toward a wall and pressing the "legs" button will cause Alta?r to jump over a wall, while pressing the "arms without weapons" button will cause him to vault it. Virtually all movement through the environment can be done with just the left thumbstick alone, including walking, running, climbing, jumping, and swinging from poles. The only movement exception appears to be sprinting and starting a wall climb, which requires one to be sprinting first. Also, at the E3 2007 playable demo, pressing the R1 button will switch Altair from free-running mode to fighting mode However, when moving through crowds at a run you will stumble over anyone you run into, so you can also shove people aside as you run past to move faster and avoid tripping. It has not been revealed what the control scheme will be for PC users.
 
Aye. I've never been a fan of auto jumping. Even in OoT - it makes platforming elements that much less dynamic. Developer's talk about simplifying controls as the holy grail of game design, but surely this is a step too far? Really, how much fun will it be hoping along beams if all you're doing is pushing forward on an analogue stick?

I think to developers simplfying game controls is just double speak for "we want to attract casual gamers cuz hardcore gamers are only a drop in the bucket"

I want more complicated not less ..especially in a game that is entirely about the physical abilities of an assasin ..i'd much rather have direct control of my character rather than relying on the game to decide what I should be doing

very disappointing but I guess I'd have to try it before making a fnal judement ..but there wont be a demo so ...
 
I think to developers simplfying game controls is just double speak for "we want to attract casual gamers cuz hardcore gamers are only a drop in the bucket"

I want more complicated not less ..especially in a game that is entirely about the physical abilities of an assasin ..i'd much rather have direct control of my character rather than relying on the game to decide what I should be doing

very disappointing but I guess I'd have to try it before making a fnal judement ..but there wont be a demo so ...

I feel the same way.

One day I want to see, or create a game that the instruction manual basically reads:

"The controls are intuitive and complex, but if you're not a dumb-ass, we're sure you can figure them out."

Of course that would be silly, but I'm tired of controls that can be displayed entirely on one small computer book page.
 
You just need the right balance. Intuitive and simplified is good as long as it doesn't make the game less involved. Overly complex and a shed load of buttons required is never good.
 
I don't want to hear anymore!!! Please have mercy!!!!! ;( ;( ;(
 
I hope it's true now just to see you implode with fury XD

'WTF'!!11 ... *BANG*

LOL! :cheese:

The control scheme in Assassin's Creed will be significantly different from that of the typical game. Rather than explicitly specifying what actions Alta?r will take, the player presses buttons corresponding to his various body parts and the game attempts to figure out what action should be taken. For example, running toward a wall and pressing the "legs" button will cause Alta?r to jump over a wall, while pressing the "arms without weapons" button will cause him to vault it. Virtually all movement through the environment can be done with just the left thumbstick alone, including walking, running, climbing, jumping, and swinging from poles. The only movement exception appears to be sprinting and starting a wall climb, which requires one to be sprinting first. Also, at the E3 2007 playable demo, pressing the R1 button will switch Altair from free-running mode to fighting mode However, when moving through crowds at a run you will stumble over anyone you run into, so you can also shove people aside as you run past to move faster and avoid tripping. It has not been revealed what the control scheme will be for PC users.

That doesnt sound bad. Sounds interesting but i have to feel it to judge.
 
You just need the right balance. Intuitive and simplified is good as long as it doesn't make the game less involved. Overly complex and a shed load of buttons required is never good.

true but I want to feel like I'm controlling the character I'm playing

example:

back stabbing in RTCW and Splinter cell ..splinter cell you stand behind an evil doer mash a button and watch a neck slicing animation ..in rtcw you had to sneak up behind someone and then physically stab him which depending on whether he has seen you isnt alway effective ..anyways two vastly different games more dissimiliar than similiar ..context sensitive control schemes can work if done right but that remains to be seen
 
Oh look more assumptions and false interpretations by some random people on the net, yay for conspiracy and rumours...

Sheesh, just wait for a review or the game itself.
 
Im not going to think about this. I just hope the chase scenes are amazing and the story. If everything else is meh, i dont care. Im so hyped for this if they **** it up im going to be furious.
I'm afraid the story will suck, I'm really sad that they decided to implement sci-fi elements into the story, it would have been nice with a completely 'historical' story game for once.:)
 
ya but they're thinking franchise like Splinter cell or Madden ..history and gaming doesnt exactly go hand in hand ..btw I too would prefer a historical setting
 
back stabbing in RTCW and Splinter cell ..splinter cell you stand behind an evil doer mash a button and watch a neck slicing animation ..in rtcw you had to sneak up behind someone and then physically stab him which depending on whether he has seen you isnt alway effective ..anyways two vastly different games more dissimiliar than similiar ..context sensitive control schemes can work if done right but that remains to be seen

You know i'll agree to anything you say if you mention RTCW :thumbs:

I loved that little, girly, stiletto knife. The weedy sound it made as you jabbed it between someone's shoulder blades. It was such an undignified and unfitting way to kill such burly soldiers that it made the act all the more gloriously satisfying.

Swoosh
 
Controls need to be easy enough to perform basic functions and actions necessary to play the game, but have a depth that allows players to use more advanced skill to perform more advaned techniques. I'm not taking R1, L2, A,B,A "combos" which are retarded, but something more like a well timed run jump, latch, swing, grab, drop, assassinate.
 
You know i'll agree to anything you say if you mention RTCW :thumbs:

yes that's why I often use it ;)

I loved that little, girly, stiletto knife. The weedy sound it made as you jabbed it between someone's shoulder blades. It was such an undignified and unfitting way to kill such burly soldiers that it made the act all the more gloriously satisfying.

Swoosh

loved stabbing snipers while they're preoccupied with looking down the scope ..they never saw it coming
 
Hahaha! Retracted. Too funny. Anything to do with all of the negative feedback? I wonder...

That said, jumping is overrated. I didn't miss it in Heavenly Sword and I will likely not miss it here. I frankly just want to push my way through the crowds and kill innocents and such. The rest of the missions and submissions sound awesome too as well as all of the exploration. I will not miss a simple mechanic like jumping, especially if the climbing/acrobatic system is well-implemented. Can't wait for this one!
 
I love jumping in games ..in fps I often jump on my opponent while shooting them; I treat my gun as it's a sword/knife at times ..must be the wussy canadian in me :E
 
well thats just stupid. The least they could do is make it available in the options.

Autojump - yes/no
 
You don't hit a jump button 5 times to cross 5 wooden beams (that are fairly close to each other) over the street. You hold the 'free-running' button to sorta walk across them instead of falling to the street. But if you want to leap across a large space then while holding the 'free-running' button you hit Feet button. It will jump if you are near the edge or dodge if you are in a fight. Context sensitive controls. :p
 
I'm afraid the story will suck, I'm really sad that they decided to implement sci-fi elements into the story, it would have been nice with a completely 'historical' story game for once.:)

Thats what makes this game interesting to me. I dont know what sci-fi elements it has and i dont want them spoiled. All i know from the trailers and ingame clips is that there is something inside there about the future.
 
You don't hit a jump button 5 times to cross 5 wooden beams (that are fairly close to each other) over the street. You hold the 'free-running' button to sorta walk across them instead of falling to the street. But if you want to leap across a large space then while holding the 'free-running' button you hit Feet button. It will jump if you are near the edge or dodge if you are in a fight. Context sensitive controls. :p
That sounds pretty intuitive to me.
 
in fps I often jump on my opponent while shooting them
Hahaha! Well, you are just SOL mister. Still, it looks like you can leap off of huge buidlings and still time your assassination strike pretty darn well in midair, so you are likely in for a treat (I hope).

And yes, the context-sensitive controls sound awesome, esp. what Asus said. :thumbs:
 
It would be nice the more awesome moves/assassinations involved some tricky parts. I'm not asking for your actions to be as broken down as something like Skate, but something similar would be nice. It should be at least a little difficult to run up a wall, flip off something and land with your knife in someone's neck, and it should be possible to **** it up and land on a table flat on your back :)
 
It would be nice the more awesome moves/assassinations involved some tricky parts. I'm not asking for your actions to be as broken down as something like Skate, but something similar would be nice. It should be at least a little difficult to run up a wall, flip off something and land with your knife in someone's neck, and it should be possible to **** it up and land on a table flat on your back :)

Ha, that would actually be so awesome. Or jump from a ledge and accidentally pwn some poor citizen who happened to walk in front of your target...
 
they also gave Just Cause a 7,8,9 and 8 so :| what are the other 4 games?
 
I recognise Harry potter and skate I don't know the other two.
 
details from the famitsu review:

* Story is totally engrossing, like a great movie.
* Feels like a real next-gen action game.
* One-button combat is somewhat unsatisfying, but will make the game accessible to more people.
* Story, worldview, presentation all top-notch.
* At times the map is hard to make out and there are bad camera angles. There are lots of little annoying things like that. (From the 8 review)
* The acrobatic play mechanics are totally addicting
 
Just as I thought...now for which system do I get it? I need to hear about any differences there may be between the 360/PS3 versions. Ugh....
 
I'm limited to the PC version, so now I must wait for 3 months :/
 
details from the famitsu review:

* One-button combat is somewhat unsatisfying, but will make the game accessible to more people.
no wonder why the combat looked like shit.

They game looked like it would be an interactive skilled masterpiece, but these latest reviews make me wonder how much the game is just playing for you.
 
I'm limited to the PC version, so now I must wait for 3 months :/
Possibly more, I've heard their aimed release date for the PC version is March next year, so that's like what, 5 months?
 
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