Stigmata
The Freeman
- Joined
- Jun 2, 2003
- Messages
- 15,904
- Reaction score
- 371
Sorry, but I burst out laughing when I read that.Possibly more, I've heard their aimed release date for the PC version is Mars next year, so that's like what, 5 months?
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Sorry, but I burst out laughing when I read that.Possibly more, I've heard their aimed release date for the PC version is Mars next year, so that's like what, 5 months?
I think it would be worse if people got frustrated with a more traditional control setup and not being able to hit all the right buttons at the right time to climb a high tower. They want you to feel free in the environment to scaling buildings.
For example, I've played Spiderman 2 on gamecube and it was really fun but simple. Go anywhere. Swing, climb, do little tricks like wall running etc. If they made it tricky to do those thing it would kill the game. It's fun to play that game just swinging around and picking up random thugs. GTA is fun just driving not doing missions. There is nothing complex about it but it's awesome.
I really don't care about that stuff. I want to play it for the story and setting.
You want to play it for the story? What if everything else about the game sucks? Still want to play it because of the story? Go read a book or watch a movie then.
The AC books have been scrapped but the books it was based upon are by no means crap. (See The Assassins and Alamut)and the book probably sucks.
The important thing is that the PLAYER decided for the character to cross the gap
Nah sorry to dissappoint you, my real name is Kevin.=PThe AC books have been scrapped but the books it was based upon are by no means crap. (See The Assassins and Alamut)
And Gargantou, your first name wouldn't be Patrice would it? :E That's the first sensible description of the controls here yet (even though the real Patrice has been saying this all along).
Yeah, this kind of thing can be very exhilerating, but it also gave me ulcers in games like Castlevania. Ugh.But where's the satisfaction of having landed a tricky jump? Where's the doubt - I might not make it! - and tension that comes with it?
But where's the satisfaction of having landed a tricky jump? Where's the doubt - I might not make it! - and tension that comes with it?
It's quite odd seeing a lot of people realize about the controls just now, after it has gone gold, when the info has been out there for a long time. Nothing 'changed'. hehe
Auto jumping worked in Zelda:OoT and MM, what's wrong with it here.
Whoops, missed itI had already posted that.
We are a MASTER Assassin. This guy's career is based around jumping between gaps in buildings.
I think he means the context-sensitive stuff is similar which, if he had done his homework, he would see that its not.How is Assassin's Creed anything remotely in the vicinity of the ballpark of Stranglehold???
All in all in then the breadth and freedom of the game's worlds is staggering, and the movement and combat can at times be a joy. That said, our inability to sample missions, or spend longer with the game leaves us unsure whether Ubisoft Montreal's 'organic design' mantra has really hit the nail on the head from a control perspective (do players have the patience to embrace this new scheme?). That said, Assassin's Creed is truly 'next-generation' from an artistic and design standpoint, and it looks like we could be rewarded with a truly inventive title, even if it isn't utterly flawless when it reaches the Xbox 360 and PS3 in a few weeks time.