Showing posts with label Assassin's Creed. Show all posts
Showing posts with label Assassin's Creed. Show all posts

18 November 2014

Pivots Please - An ACIII Post-game Exploration

Hmm... there seem to be quite a lot of them. Hope the devs
properly supported my predator-esque bouncings.
So back in June I was mulling over a puff piece that was generating hype for ACIII and looking at the gap between what the devs promised and what actually turned up. One of the promises I couldn't be sure about was the opportunity to emulate everyone's favourite killer of both humans and xenomorphs, the predator; but in an Assassin-y kind of a way.

I must admit that I had never tried this approach to guards on the frontier, opting instead, as Robocop would have put it to "stay out of trouble". This is due, in part, to the fact that I like to role play AC games a little, I go for what the character might have done in the situation, not for what might, possibly be the most amount of fun.

This is probably because I am invested in AC's ridiculous historical pot-boiler plots, I love them, a lot; to the extent that I am writing an AC fan fiction for Nano. So in-game I find it incongruous to run everywhere, upsetting citizens and getting in regular scrapes with the guards. I like to slink through the cities, admiring the view.

But now the story of ACIII is over, the game temporarily recasts you as a hacker running Connor's environments as a sandbox for something called "counter hacking" and trying to pick up little vector unicorns called pivots in order to open up Animus Hacks.

This is a part of the game that many people don't see, and of those who do see it many more just find it confusing. It's a triangulation game, essentially, where you plant the pivots you already have to find the pivots you haven't. Pivots create lines on the map and the location of the pivot you've discovered exists, but have not located, are filled in green.

Sacre Bleu! The only screenshot I could find was in French!
Still you get the idea.

As exploring games go, it's a winner. To the extent that when I had found the 12 pivots in the game I was unconscionably sad that the game was over and wished it would begin all over again. Not least because whilst you are tromping over the map to place your next pivot where you think it should go you are bound to run into opportunities for mischief and mayhem and, well, why the hell not? So as I counter-hacked around the frontier I got a big opportunity to see if I could totally predator up the wandering guards, with mixed results.

At first, strangely, I just couldn't find a damn patrol anywhere. Lame in the extreme. I did nobble a couple of guys who'd decided to go out for a stroll, but this hardly told me anything about the AI. I picked off the one at the back first and then ran up behind his companion and hidden bladed him in the back. It was fun but the second guy didn't even know I was there. What I wanted to see was how they reacted if they knew I was about, but couldn't see me.

So I went pivot hunting and eventually I did find a group. Twice on the bounce another predatory animal, once an elk, once a bobcat, did for one of the guards on patrol setting off the "fallen comrade" AI. This basically makes the guards stand around looking a bit thick, in a circle with their weapons drawn, looking outwards, classic predator.

Guess who's coming down your chimney... that's right
Assassanta Claus is coming to town and you've all been very naughty! 

Then the shortcomings of the environment started to come into play. Not having an invisibility cloak the assassin has to use the environment to stealth about. There aren't enough trees connected, or enough stalking zones to make "pop-up, kill, disappear" a viable tactic. Usually I would pick off one or two, then run into the centre of the rest, hurl down a smoke bomb, kill some more and then fight the one or two that were left. Which was fine, but not exactly as advertised.

The best experiment, which, honestly I could stand to do again with more practice, was when I decided to plant a trap in the form of a well placed trip mine. Unfortunately I chose to plant two of the available three where rabbits occasionally zipped across the path, so I got some badly charred rabbit meat for my troubles, but not much else.

Still I did manage to plant one and it remained as the guards approached, scaring off the rabbits, and I hid in a well placed thicket and said tee-hee. I also knew that the guard patrol in question would check the thicket on their way past, as I had observed them come that way once from a tree. Sure enough an officer came out with a sword to poke at the tree but... none of the others stood in the trigger zone of the mine! Bastards!
There were no good screenshots of trip mines, so here's a rabbit instead.

I popped out and killed the officer in time honoured tradition and the rest, obviously went nuts trying to kill me. I ran around a tree in a big circle trying to make the mine the shortest distance between me and them. It took a couple of tries but then, bingo. They charged me and killed four of them in one immensely satisfying explosion. After that I smoke bombed, to kill the remaining three... just in time for a second guard patrol to approach from the west.

Out of trip mines I dived for the thicket and hid just in time for the new patrol to send a couple of scouts. One checked the bodies whilst the other came for the thicket. Disappeared inside and never came back again, muahahaha. This triggered a second set of investigators, and I got one of those too. This went for one more cycle before the rest decided to give it up as a bad job and leave their fallen behind. I wasn't having that. I charged the remaining five. Smoke bomb, stabby stabby, quick duel. All done.

That was fun. But it wasn't predator. So, the official verdict on that particular ambition is, nice try, but cigar-less. Also, when I was hopping about on rooftops looking for the New York pivot I saw nothing that resembled an upstairs chase breaker, so I still think that was a basic fail.

My final thought, however, remains that ACIII is unfairly maligned. The story's over complicated, Connor is a the most goonish of protagonists, sure. But I had a good deal of fun with the bits I did post story and I still have some privateer, delivery and assassination missions left to do. The game's main problems (now that the apparently awful launch glitches have mostly been patched away) are about balance and the gap between intention and result. The hero is too stoic and humourless, the intentions too poorly served, the ambitions too diluted. Even so, it's not impossible to have fun in there, just takes a little effort and imagination, oh, and pivots, lots and lots more pivots please.

12 November 2014

Assassin's Creed Prediction Machine (official!)

A few scant months ago I posted this the point of which was that if everyone was so jazzed for AC:III and ended up being so bitterly disappointed surely that all the hype around the new next-gen AC could do with coming down a notch or two; in the minds of fans if nowhere else.

Take the plunge! The assassining is fine! Or not.


Well, the reviews are in and it would seem my hesitation to get all in a lather may have some basis in reality. In actual fact many people appear to superficially like the game but Stephen Totilo's review has left me feeling less than enthused for a couple of reasons.

The general gripes are a worry, of course. It sounds as if Unity is very much back to basics for the series which isn't a massive surprise as it's new development on an entirely new platform using new dev tools. I guess going ultra-conservative isn't a terrible decision from that point of view. I'm hoping that when I finally get my PS4 and Unity that I will be able to live with the new controls and stuff. I tend to find the history play of AC suitably entertaining so I should be fine.

Of more concern is the fact that the modern day story line has been all but abandoned. Thing is, I think Ubi throw stuff like this at people occasionally to see what they think. For years the internet has been rife with whingeing about the modern day angle of the AC series but happy fans don't whine as we have learned. So now it's time for me to start whining.

The modern day part of AC is like the stupid flavoured frosting on a bonkers alternate history cake. Cake with no frosting is still cake but it's sadder, less impressive cake. Also people have been saying for a while that they wished there was a bit more to the modern day stuff, it never feels quite substantial enough.

For random internet moaners a confection of history, sci-fi and Fortean conspiracy goo may be too sweet for their precious troll teeth. For hundreds of thousands of core fans, happy fans, silent fans, this is what an AC game is. Take away one part and the rest of it seems, lesser, surely.

I am hoping that Rogue fills in for the gaps in Unity's experience this year, and I'm also hoping that future iterations of next-gen AC and, for that matter, Watch_Dogs live up to all the work Ubi have done laying a foundation for the next wave of development.

4 July 2014

Assassin's Creed III - Vision vs. Reality

Kotaku is, obviously, following the chequered alt-history of the Assassin’s Creed franchise as it stumbles from episode to episode trying to give the players what they want. It hasn’t always worked out, as the largely negative reaction to Assassin’s Creed III demonstrated.

There’s been some early speculation about the anticipated awesomeness of this year’s AC:Unity which I shall be commenting on anon. However the article telling us all the things that would be awesome in Unity made the mistake of linking to a previous article that told us all the things that would be awesome with ACIII.

Some of these features were there, but not really all that awesome either way; some were not there, but nearly there and this article just seems to highlight how not awesome the finished product is in comparison to the brash assurances of the pre-finish dev team; or just not even there at all in the end and hence a bit irrelevant, leading to the obvious question “why lie?”

Before we go any further I should point out that I ended up rather enjoying ACIII, although the story team had been given, maybe, way too loose a leash and ended up in a self-indulgent land called “The Land of Let’s Do Things In A Video Game Story That People Never Do In Video Game Stories”.

Unfortunately their excursion deep into this dark continent did not produce a clever, immersive story that thrilled its way to an epic conclusion. Instead it produced a lumpy, slightly pretentious, difficult but ambitious story that was lovable but, tragically, hard to love.

I provide this short list of gripes about promise versus reality as a counterpoint both to the giddy anticipatory tone of the linked article but also as a counterpoint to a similar article looking forward to the next major chapter in the Assassin’s Creed franchise, comments on which will follow shortly. In the end I just find it curious that a laundry list of broad general aims can have been missed in so many different ways. The first and most obvious misdirect in the linked article is a simple picture of Connor in a canoe.

*Canoes not included.
Connor never uses a canoe in ACIII. Aveline uses a canoe in Liberation but the code and whatnot never made the transition. I can kind of forgive this, the canoe stuff in the bayou wasn’t really all that fantastic and there was no real point to it honestly. Still, it seems strange that as they had an engine lying about for it that they didn’t just shove it in.

Except, of course, most memorable bodies of water in the game were rivers and maybe the physics of white-water canoeing just weren’t feasible. It is a great shame because being able to leave the reservation at the beginning by canoe instead of hoofing it across the unmapped frontier would have been pretty cool. Also it might have made more fast travel options possible.

In the rest of the article there are a few more things that are just plain wrong, many are trivial but then you get the odd one like:

There is some sort of system involving ice, possibly involving hiding below it to ambush troops, but the developers aren't getting specific about it yet.

Nor, indeed, do they ever, because I never once encountered ice. Snow, yes, loads of bloody terrible snow, but ice, I believe it is possible that ice maybe never made it into the game? Not sure. At the very least it would appear that if you wanted to use the ice mechanic, if such exists, you will need to seek it out. A quick google reveals that no-one particularly has.

Mmm... Connor loves snow. Press O to build a snowman in this
winter wonderland. Lies.
This is most probably because wading through snow was one of the most irritating frontier experiences of ACIII. Winter on the Eastern Seaboard was no fun at all. I get that I was supposed to be tarzanning my way through the trees but the environment did not always support that. Indeed that whole aspect existed and was pretty good fun but when it comes to statements like this:

"Our goal with the assassin was to make him as capable in the wilderness as Ezio and Altair were in cities, to do this for a forest," [the game's creative director, Alex] Hutchinson said. "For us, trees are 3D navigable space. You'll be able to go up trees, along that branch level, moving around. Some of the early fantasies we were talking about—it's fun to reference movies to get the team to paint a picture in their mind-if you think of the Predator, the original movie, not being [Arnold Schwarzenegger's soldier character] but being the Predator and the Redcoats being Arnie and [his] guys. This unseen force picking them off one-by-one from the trees? This is what we wanted. We want you to be a terrifying force of nature in that spot."

This points to a place where there was such fail, much desultory, terrible fail. I don’t know whether this was because of my mistrust of the enemy AI but I always assumed that if I picked off a guy in a column of redcoats from the trees the AI engine would have all the others see me, start shooting me etc. Maybe I’m wrong. Trees, though, are not stalking zones. You aren’t hard to spot up there, at all. Maybe if they had introuduced the idea of a tree-level stalking zone this would have worked a lot better.

(IMPORTANT NOTE: Of course, to date I have not actually tried to do this. I may pop the disc in over the weekend, head off to the frontier and see what happens... I will, of course, report back here.)

Yeah, that's right biznatches I am your hidden doom and...
NO! Don't look up! That's not fair *cries*
I can actually see the mechanics now. Tree level stalking zones, vantage points for clear visibility and swing/climb only zones, making a forest canopy fun zone from which you can take out the guys below.

Of course, then you’d have to tweak the enemy AI. You’d have to program these guys so when you took out the first one they huddled and grouped. Scanning the forest for signs of your approach. Then once you’d managed to pick off a couple more they would scatter. Many panicking running off through the trees, another couple trying to watch one another’s backs. What would be even better there would be if, in their panick, they got turned around, running in circles. Then you drop in or whatever and pick them off. Alternating high stalking zones with low, dividing, conquering, becoming one with the forest.

Needless to say, none of this is the case. You can clumsily slaughter a bunch of soldiers, you can run across pre-determined canopy obstacle courses and, as long as you don’t draw attention to yourself, you can stalk to a degree. But it’s nothing like the stated aim of the development team.

I had to loose a chuckle when I continued on to read:

Connor has a rope dart that he can use to hang people from trees with. It's more of a lure than a projectile weapon. An earlier, more aggressive version was more of tethered knife that was thrown from a standing position and then reeled in. "It felt too fantasy, " Hutchinson said. "It started to feel like Scorpion in Mortal Kombat."

But then the rope dart was pretty much just that in the finished product. You could lose them, and they made a mess of hunting kills, but they were pretty fantastic in their operation. They were a fun weapon, ruined partially by the unimaginative way the enemy AI reacted to them e.g. you could rope one sucker but then a sword fight was bound to follow.

Oh goodie... I've managed to provoke yet another
un-stealthy bloodbath...
The Batman: Arkham series did a much better job of this stuff, building in a panic aspect to enemies, so they changed their behaviour when they knew you were near. So I know such a thing is possible. It just seems like a lot of fluff in a game when it’s added with no real consequence.

Finally, there was this gem:

The highlight of the Boston section is what is called a chase-breaker. Connor has barged past some Redcoat guards, who give chase. What would be a standard run through an Assassin's Creed city's street changes radically when a woman in a second-story window opens some shutters to breath in the fresh air. Connor, clambering over a stall in the middle of the road, turns 90 degrees to his right and runs through the open window, shocking the woman. He zips through the interior of her house and out the window on other side, losing his predecessors in one of the coolest moments an Assassin's Creed development team has ever shown to the press.

Ahem, yeah, whatever. I never zipped through an upstairs room, I did see women in second story windows but in forty hours of game play I never got the impression that they, you know, did anything other than provide scenery. I did occasionally trigger a ground floor cut-through, but never in an actual chase. The mechanic was definitely there (at least on the ground floor) but ultimately not useful for much.

The problem here is the old “accidentally run up a wall” thing that has always been the unpleasant side effect of the parkour mechanics. As a seasoned AC player during a chase you attempt to do precisely nothing that will lead to your assassin accidentally running up a wall by accident, bouncing off an unclimbable arch and hastily drawn into combat that you really just wanted to avoid.

Eyes front, avoid the walls... avoid the walls...
OOOH Pretty wall! (attempts to scale, gets shot, desync)
Over the franchise’s development time the notion of running away almost seems to have become more and more shameful to the development team. In ACI the whoosh of the successful escape signal was as much of a victory as slaughtering a dogpile of city guards. Over time it’s come to feel more and more like a sort of grudging shrug as the game puts away its fighting mechanics and slopes off into the background again.

Overall the reasons one might eventually end up liking ACIII are nothing to do with these supposed innovations many of which were half-baked or simply non-existent. As to why, despite these misdirects, I did like ACIII is a topic for another day.

All images are (c) Ubisoft of course and are used for illustrative purposes.

12 June 2014

That Ubisoft Thing

If there's one thing I don't blow nearly enough then it's probably my own trumpet (NOISES OFF: Friends and family ROFLTAO). It is certainly true that if you are related to me, or you are in my circle of trust, then there is really no space for doubt regarding how boss the thing I'm working on right now is. Despite this I don't tend to wander into random gatherings spouting off about how great my stuff is, often because that's frowned upon as a social faux pas, but also because it's a tricky thing to get right.

You know, like putting a female protagonist into a video game.

As any one nearby will attest I am a massive Assassin's Creed fan, the reasons for which actually have something to do with history. Although I fully accept that most of what happens in any given AC game is made up tosh there are nuggets of actual history in there, to the extent that the series has been accused of Forrest Gump-ing its way through swathes of history inserting Scowly McPointysleeves (as all AC protagonists are secretly named) into every major event in the historical era in which they existed.

So you do need to be able to discriminate what was made up from what is really true, the joy of it is that I'm not entirely sure some of the time where the history ends and the making stuff up begins. You get character bios for real historical figures (e.g. Paul Revere in ACIII) but you also get bios for people like the Assassin Recruits you conscript into your order. Are these people real? I don't actually know. How many of the main bad guys really existed, I would have to check. That's the delight for me... I would have to check. I can't clearly call some game artifacts lies without looking them up for myself. That's an effective blurring of fact and fiction right there.

So, anyway, apparently the publisher of the series, Ubisoft, are in a bit of bother regards their non-inclusion of female protagonists in two of their major franchises. You can read about the fuss in a sober, reflective tone here and in a more sarcastic and satirical one here. And a right mess it all is.

In The Elias Anomaly I imagined a artificial reality generated by a quantum super-computer as the ultimate open world theme park. I didn't realise that the most far-fetched part of that imagined scenario would be that my female protagonist would enter the game world in a female avatar. So, in short, check out The Elias Anomaly for a vision of an inclusive future to gaming.

Trumpet Blown.

Thoughts on the protagonists in AC games to follow in another post.