Just a couple of months ago, I happened to get acquainted with Unity Within Gamescom. Then she made an extremely pleasant impression: the series finally returned to the roots and ceased to be an action about the murder of thousands of people with a counterattack. In addition, a cooperative resembling a cooperative was very pleasant Splinter Cell. Everything seemed to be good, and from the demonstration mission on the Gamesmire I expected even more revelations – but, alas, it did not work out.
Safari in French
Arno carries out a murder contract. Does not hunt for deer, does not engage in piracy, but honestly practices the right to be in brotherhood. There is a victim, place and some circumstances around, but no only route for passing. This particular time you have to deal with the flabby and unpleasant nobles in the Cathedral of the Parisian Mother of God, while the crowd rages in the square.
In the KAT scene before the start of the task, we see how the main character “notices” several little things. A person with keys, a window, a guy discussing that very nobleman. All these are just hints, and it is not fully clear what they give. At first I decide to follow the lane for the informant and eavesdropping an important conversation: the future victim has a meeting in confessional. I throw a smoke bomb, kill those present and remain the last to know about the upcoming rende.
The next step is to get inside. I remember the game hinted at some window. It turns out to be locked and opens in two ways – using Lockpicking skill or theft of the desired ligament of the keys. The character is not well developed, so theft remains the only available option. I go to the tavern, find a person, pull the keys, run away, climb onto the cathedral, crawl through one of the stained glass.
It should be noted that “non -unity” in the game is felt perfectly. Panoramas of Paris are magnificent. The buildings really became several times higher than they were before, and the decoration of the premises has become out of details. Assassin’s Creed In this sense, it is true to herself and with pride in every corner demonstrates a huge budget.
After penetration into the building, passage is a matter of technology. You need to secretly slip through the floors, get to the goal. Wait until she goes to confession, take the place of the previously killed priest. Finally, through the curtain, find out the details of the future conspiracies and to end the corrupt villager without unnecessary noise. The task, by the way, will not end there – we must successfully hide in the crowd.
It’s funny – from now on after the next “ritual murder” we do not conduct a dialogue with the victim, but adopt part of her memory (what is the difference why why?). There can be mentioned the next goal, fragments of palace intrigues or scene. It is not clear what role the optional information will play, which during the mission could be accidentally missed. After all, the main charm of this type of task is just in the variability of the passage – Arno could not get to confessional and lose a whole dialogue. Hypothetically.
You can enter the cathedral in ten paths – through windows, different doors, dungeons and even through the main entrance. You can kill the target at any time – if only then be able to escape from the crime scene. And the system of tips and mini-jackets as part of the episode should work as in Hitman, providing variability and a unique story for each player.
The problem is that, unlike a series about a bald killer, there is only one “correct” option for passing the mission and does not require any study: the imposed route is simple and lines. It is easy to go through it the first time. The developer assures: “No, this is one of the first tasks, it simply explains the principle. In the future, non -linearity and complexity will manifest itself much stronger “. We hope we believe.
But what turned out to be undeniably bad is the general level of complexity. The authors talk a lot about the updated combat system without counterattacks and light murders. And yes, she works. I had the opportunity to fight with the heart, and to win at least seven people – almost a record. But as part of the experiment, I tried to run through the front door … and it turned out. It was only necessary to throw the space with smoke bombs, run to the target, deliver one exact blow and wash off on a secret tunnel. Two minutes for all. It seems that the conversations about the hardcore were somewhat exaggerated.
In addition, the answer to the question of how to use the crowd remained very extensive. The task took place during some next riot. In front of the cathedral, the mob was raised – there are really a lot of people, and everyone is a unique unit. The problem is different: when I tried to do something interesting with the people (for example, to initiate a storm to break into the cathedral with angry rebels), nothing happened. Either the opportunity is specially turned off, or nothing but “raise a panic so that everyone is running away” is not provided. Then the masses subordinate only to scripts do not at all pull on the title of interesting gameplayan feature.
But Ubisoft Make a bet on this: if in the fourth license plate everything was spinning around the sea battles, now the socialization of the protagonist is at the forefront. The multiple areas of Paris (confirmed that they will be performed in different architectural styles and cover the city periphery) are represented by various layers of the population and fractions. With everyone it will be possible to build relationships within the framework of the reputation system. Huge crowds in squares should become a shelter, weapon, gameplay element – which is not yet demonstrated yet.
After spending almost an hour behind the game, I realized that, despite all the innovations and revolutionary solutions (like a special button for stealth, a changed role system), this is still the same Assassin’s Creed, which does not offer a fresh look at the series, but only tries to uncertainly correct its own shortcomings. This is still beautiful and exciting, but painful “casual” story in stylish decorations. I really want to make mistakes, but not as much new here as they want to show in Ubisoft. It’s hard to say whether it is bad or
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not, but if you didn’t like the series before, then now, it seems, it is unlikely that something will change.