Impessions: Assassin's Creed Origins

Started by PZ, November 01, 2017, 09:12:21 PM

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LowPolyOWG

"AAA games is a job, except you're the one paying for it" -Jim Sterling

"Graphics don't matter, it's all about visibility"

Art Blade

I was referring to the combat but now that you bring up the graphics, it's actually both. I didn't expect that from the combat system (borrowed from an old game) but it would have been quite disappointing if they hadn't improved the graphics after four years, don't you think? :)

However, I just came across the part of the game when the player visits Memphis and participates in a ritual that is supposed to help a pregnant woman. And here we go again, UBI*bleep* just can't let go of that stupid habit and slipped in a drug-induced dream sequence with a daemon-like, err, god-like creature. A snake the size of a city's drainpipe system and by that, another stupid habit, having to cope with yet another boss-fight. :banghead:

Before I watched that, I was quite pleased with what the game had to offer. Even boss-fights were OK as long as they were against, hmm, "very strong" humans or animals. But that bullshit is just too much, I'll continue to stay away from their games.

LowPolyOWG

Agree on the graphics part. UBI*bleep**bleep* tried to deliver a next-gen experience with Unity, but it flopped in the performance department. I hope Sony/MS are going to use proper PC components in the upcoming next-gen rather than throwing in outdated pieces of *bleep* and call it an "upgrade"...

Boss fights and drug sequences? I already have them in Division and Destiny 2, but without the drug-inducing *bleep*. Based on your comment, Montreal should have gone the Division route. Leave boss fights as an endgame activity and keep drug sequences non-existent. I think they could learn something from Massive Entertainment in that regard. Or, the lead game designers at Montreal were doing drugs while designing the main quests :laughsm: :anigrin:

"AAA games is a job, except you're the one paying for it" -Jim Sterling

"Graphics don't matter, it's all about visibility"

Art Blade

I'm pretty sure that if they did, they wouldn't have finished their w0#k, one way or another. I suspect that (for reasons unknown) they wanted to have extreme bosses and their only excuse to slip them in was, oh, let's "use" drugs for that matter.

LowPolyOWG

"AAA games is a job, except you're the one paying for it" -Jim Sterling

"Graphics don't matter, it's all about visibility"

PZ

That snake boss fight was the one I was complaining about, but it is the only one, and even I could get through without dying. It was definitely an annoyance to get through, but once done, there are no more.

I don't like the boat sequences either, but it is rather simple to get through them which makes it tolerable. However, they are a waste of time for me since there is nothing to plan and execute in a stealthy way. Ramming is my favorite part, as are throwing fire bombs after you ram. The target ships are a fire hazard ready to exploit.  :gnehe:

The Phylakes are tiny "bosses", but they are rather easy to avoid as the game warns you that they are near. It is quite rewarding (literally and figuratively) to kill them once your level is high enough, so I do not mind them at all, and in fact, look forward to leveling up to do them in.

One thing I discovered yesterday reading through articles online is that some if the side activities like solving the papyrus puzzles actually get you a legendary weapon as a reward. This is lots more satisfying than simply completing side activities for the sake of completing the game. I did not do the puzzles in the prior play through, but might do so this time since the legendary weapon reward is said to be one of the best weapons in the game.

LowPolyOWG

"AAA games is a job, except you're the one paying for it" -Jim Sterling

"Graphics don't matter, it's all about visibility"

Art Blade


PZ

Well, I decided to go the main mission route when I was at level 35 or so and am now just shy of level 40 having completed the main story line. I must say that it is much like prior games in that there are significant linear parts where you are forced to go in hot and loud. Worse yet, you are forced to play the part of Aya, your wife, who has only a single weak bow and a sword. Worst of all is that she never progresses beyond level 31 - I guess the developers think it is fun to do hot and loud with poor weapons (it isn't)

Fortunately the main mission line is not that long and I can now go in and enjoy the large number of side quests.  I still have much of the world to open up and explore. :bigsmile:

Art Blade

at least you found a way to tackle the stupid parts of the system and enjoy the best parts the most and in length  O0

PZ

Indeed! If not for the main story line and the one lame boss snake, the game would be just about perfect.

Art Blade

"can't have the cake and eat it," as the saying goes. However, I've watched a full playthrough of the main missions and a handful of side missions (needed to farm XP to reach the level requirements for some main missions) so I can say that I got an idea of what the game looks like. The map is massive, the landscape impressive and there's quite a bit of freedom regarding character build and weapon choice. I think what you're doing the most, having fun with poison, is probably the best part of the game, at least the way you play it. I would likely do it the same way O0

PZ

Yes, the poison approach is most fun because of the countless ways that it plays out. I discovered not long ago that if you throw your poison dart into a fire, all the soldiers nearby will fall victim.

Interestingly, poison will also kill civilians and animals, although you are not penalized when you accidentally kill civilians by poison.

I have tried some of the fire bombs, and while fun, they do not have the same long reaching impact. A poisoned guard will often wander around in a stupor infecting other guards, and when they eventually die and cry out, their nearby friends come to see what all the hubbub is about.

I've not mentioned it before, but another really nice feature of the game is that if you do manage to goof up and a guard sees/hears you and starts a fight, only the nearby guards will respond, not the entire world. (I remember most people being annoyed in FC2 when a single guard alerted would alert the entire area and everyone would instantly rain fire on you).

Art Blade

that, of course, is even more encouraging to try out new stuff. And for you I imagine it means that you don't have to worry much if you screw up a little, things will likely settle in a timely fashion so you can go on without having to restart. Good for you :)

PZ

Yes indeed; I'm trying out all kinds of things because of the freedom of movement, and the more realistic game environment. After all, how realistic (or more importantly, fun) is it in FC2 for the entire area to immediately rain extremely accurate fire on you when a single guard in an outlying area sees you  :D

Fortunately due to the new game mechanics, I have not hardly had to restart from a prior check point.

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