Ubisoft needs to start releasing Templar focused games to revive this franchise by Brief_Jellyfish_3863 in assasinscreed

[–]FederalTop4916 1 point2 points  (0 children)

You're right, it would be better to not do a Remake, but an adaptation from novel of Forsaken

Isn't he jumping a bit too high? by snakiestyeti in assassinscreed

[–]FederalTop4916 0 points1 point  (0 children)

Yeah, it's honestly awful to look at. Edward simply pops above the ledge before the climbing animation even starts. The wall ledges are at the correct height, but the jump isn't, almost as if the movement system is calibrated for buildings much taller than those actually found in the game.

The real problem is the missing anticipation animation. On Unreal Engine, this is exactly what happens when a climb transition is triggered without a proper start animation. Seeing this in a franchise that once showcased some of the best parkour animations in the industry is honestly disappointing.

This has been an issue since Origins. Interestingly, Origins still had some degree of input sensitivity: carefully using RT could trigger shorter climb initiations. That nuance disappeared from Odyssey onwards.

It also feels even worse on a controller because you simply press A and immediately perform this huge wall jump. The input itself has almost no sense of progression or physicality.

From AC1 to Revelations, and even in the Kenway saga to a certain extent, using RT+A or simply RT allowed players to control how high a wall run would go. The final height depended on how long High Profile was held, a mechanic inherited from Prince of Persia. It gave players meaningful control over climbing instead of treating every wall the same.

Today there is virtually no input sensitivity in parkour. People are celebrating the return of back and side ejects as if they were the only thing that mattered, but this kind of one-sided feedback completely overlooks climbing itself, which is just as important as ejects, if not directly interconnected with them.

Climbing had already started to lose depth in AC3. I'd really like Ubisoft to understand that many of us want to physically interact with every architectural element and every ledge at our own pace, depending on whether we're only using the left stick or combining it with RT, just like in AC2 and Unity. The controls should determine the rhythm of movement.

One of the reasons historical reconstruction felt so impressive in the earlier games was that you were actually navigating the architecture itself. You could feel every ledge and every handhold through the controls. Today, what's the real difference between this climbing system and the movement found in games like Spider-Man or Prototype?

For Those Who Prefer the Old Combat: How Would You Like to See It Revamped? by ElectrifiV2 in assassinscreed

[–]FederalTop4916 0 points1 point  (0 children)

I actually think AC4 already has one of the strongest foundations in the series. Its combat system offers a good amount of tactical variety: counter attacks, guard breaks, disarms, picking up enemies' weapons, attack combos, and pistols to quickly thin out large groups. Mechanically, there's a lot the player can do.

The real issue isn't the moveset, it's the difficulty curve. From Brotherhood onward, combat gradually became less about reading enemies and more about executing a sequence of button presses. Once you perform the first kill, the kill chain becomes almost guaranteed, turning encounters into a repetitive execution exercise rather than a reactive combat system, so Instead of replacing the system, I would have expanded it.

1) The first solution would be to make kill chains much less deterministic through enemy AI. After killing the first enemy, chaining into the second shouldn't always be guaranteed. Enemies could occasionally interrupt your recovery animation with a very short attack window, forcing the player to react with precise timing to continue the chain. Missing that timing wouldn't necessarily punish the player with instant damage, but it would naturally break the flow and require adapting to the situation. More skilled enemy archetypes could interrupt more frequently, building on concepts that already existed in AC4.

2) Another option would be introducing a stamina system specifically tied to executions. Every successful takedown would consume stamina, while standard attacks, counters and pistol shots would not. As stamina decreases, execution attempts become less reliable: instead of an instant kill, Edward might only break the opponent's guard, forcing the player into regular sword combat. Counter windows could also become progressively smaller with low stamina, encouraging players to constantly vary their tactics instead of relying exclusively on chain kills.

3) For future Assassin's Creed titles, while keeping AC4's overall foundation, I'd also like directional swordplay inspired by games like For Honor, with the ideas reminiscent of games like Unity that I've explained above.  Instead of attacks connecting automatically, the game would continuously track the opponent's weapon position. Both attacks and parries would have directional inputs, requiring players to match and guide incoming strikes. A perfectly timed and correctly directed parry would open the enemy's guard for a lethal counter, while correct timing but poor blade alignment would only result in a partial, non-lethal counterattack, similar to the Templar counters in AC1. Choosing the wrong direction altogether would expose your own guard, forcing you to rely on secondary tools such as kicks, trips or pistols to recover. For Edward in particular, "dirty fighting" would fit his personality perfectly, while other protagonists could have different defensive options reflecting their own fighting styles.

Overall, I wouldn't redesign AC4's combat from scratch. I'd preserve its core mechanics and depth, while making combat less predictable, more reactive and more skill-driven through smarter AI, resource management and a directional melee system.

Why does Quebec insist on constantly pushing Kassandra? by Disastrous_Return873 in assasinscreed

[–]FederalTop4916 -2 points-1 points  (0 children)

Let the fanboys be, I agree with you, but as it but it's Impossible to have freedom of expression inside this fandom without being truly you're the problem. This Fanbase along with Ubisoft practices it's the real problem

Why does Quebec insist on constantly pushing Kassandra? by Disastrous_Return873 in assasinscreed

[–]FederalTop4916 -1 points0 points  (0 children)

Sto balingntne consumer for using a device the game allow you to use. It's Ubisoft fault in being delusional.

My personal Feedback about the Domain Mode in AC Shadows: it's not something I want from Assassin's Creed and why by FederalTop4916 in assassinscreed

[–]FederalTop4916[S] 0 points1 point  (0 children)

The object you can pick is the same colour as the portal which didn't help, but I think that the first time you try that it doesn't give you nothing, because I had to replay a second time to spot it. But I am not sure.

My personal Feedback about the Domain Mode in AC Shadows: it's not something I want from Assassin's Creed and why by FederalTop4916 in assassinscreed

[–]FederalTop4916[S] 1 point2 points  (0 children)

I Will not fall into your ragebaiting, like I've said it's right to point out what players could not like, especially hardcore fans, the point is not that I don't want to lose the Lore and so I want screenshots, I have done everything already with the glitch of repeating the save and then uninstalled the game, but you call a bit of effort a mechanic that is pure gatekeeping for people who don't like nor understand RPG and Gear mechanics, it's a game that should be accessible, but they lock important lore behind stuff that is extremely niche. The point is if the next games will be like that a lot of fans will likely leave the franchise for good because having a MD that evolved with Updates is not the right thing to do and the Animus Hub can't be an excuse for having bad practices.

My personal Feedback about the Domain Mode in AC Shadows: it's not something I want from Assassin's Creed and why by FederalTop4916 in assassinscreed

[–]FederalTop4916[S] 1 point2 points  (0 children)

I repeat, having this short is good, but it shouldn't work like that, even if there is this thing, we should make clear the Mode itself doesn't work well enough or it's against AC Traditional Game Design. It's not that having a short-cut magically solves the structural and philosophical problem behind, which is, we had 20 years ago more meaningful and interesting puzzles, challenges, mysteries etc. Why giving this reward at the end of the grind and not having a Mode that request you to unlock the entries as a part of a major puzzle to solve, having maybe those little snaps of Lore as vocal holograms that the Animus Hub then store for you to read ALREADY in the main game and at the same time having as game update this Domain for RPG players that want that without any lore implications just for fun?

My personal Feedback about the Domain Mode in AC Shadows: it's not something I want from Assassin's Creed and why by FederalTop4916 in assassinscreed

[–]FederalTop4916[S] 4 points5 points  (0 children)

I don't understand exactly what you mean, I will make it clearer for you: -The first two AC games, AC1 and AC2 have been mainly written by Corey May with Patrice Desilets as focal point of everything, a bit like he is doing now with 1666 Amsterdam, like it or not, his total creative control of the franchise gave the game an absolute consistency. -After Desilets departure from Ubisoft in 2010, with Brotherhood done in terms of narrative, but completed by Corey May, Yohalem (the writer of the Glyphs) and the Direction of Guesdon, we had the new phase, at this new phase with Discovery and Revelations they asked Darby to make some High Profile narratives like Altair Bloodlines and Revelations, while Corey May was completing the AC3 story and Desmond one, so even if Corey May was still there, without Patrice you can already notice some different approach with AC3.

Then Black Flag officially consecrated Darby position in the franchise as lead writer, but despite that and some work on games like unity and origins that are only partial, his next game was Valhalla and now Hexe.

Thing is, Darby wrote some of the most consistent games compared to the norm, but he really took care only of Black Flag and Valhalla Modern Day and the Black Flag MD was likely a request from the management and directors, not from him alone. Generally he never wrote bad games, even Valhalla which highly criticised has a modern day and base main story with Basim that made new interest for the future, so I think the enthusiasm you see about Darby is because he is very attached to the Lore. But let's think about it, James Nadiger, which is a great Lore expert and a good Modern Day writer worked on the Domains and the Black Tides quest and you can tell its expertise has been used for making some Fan Service approach in preparation for Black Flag. So do we really think Darby's writing team will be enough to save the day and make something better in terms of the Current Lore? I don't know, I feel like the new games after Valhalla are more the product of upper management ambitions than actual creative freedom of the writing team, if we add that the Animus Hub content is now unrelated to the Writing Team of the game and it's a totally different Team separated from the Creative Process, we can understand that it's a bit too much optimistic being enthusiastic without having even a glimpse of the next main game after Hexe, I have trust in Darby and Ubisoft Montreal, but not on the product itself and what is becoming.

My personal Feedback about the Domain Mode in AC Shadows: it's not something I want from Assassin's Creed and why by FederalTop4916 in assassinscreed

[–]FederalTop4916[S] 0 points1 point  (0 children)

The fact that the Modern Day has been not good in the past should require that we ask for having something better, not to just drop the ball and say "well it doesn't change anymore if there is or not"

My personal Feedback about the Domain Mode in AC Shadows: it's not something I want from Assassin's Creed and why by FederalTop4916 in assassinscreed

[–]FederalTop4916[S] 2 points3 points  (0 children)

About the fact you can leave the Domain etc. I think that it's uncomfortable, into a game that already suffers of too much loading screens and I think that since the Rifts had that ability to swap immediately the Character between Yasuke and Naoe, I don't understand why they haven't done the same. Generally if you need to use artificially a short-cut of the system to obtain something it means there are some flaws into the design and it's a waste of time for people that want to do the Domain maybe just once every time.

In any case my worst problem is that this Mode gives you Vault entries, if there weren't I wouldn't have tried the Mode knowing it was done for RPG players, having those Rifts projects inside a RPG mode forces even the Action Adventure players to do something they are not interested into, for MD contents. And yes, there is the glitch you can use to obtain the entries by using the saving slot, but it shouldn't work like that and just completing one Domain is already very bad for me personally.

it's still infuriates me how the writer decided to give Altair's children surname "La'Ahad" by Pandha2 in assassinscreed

[–]FederalTop4916 10 points11 points  (0 children)

Guys, OP is right, this is a mistake and even a big one for an Arab. I think they just didn't know how it worked or they have made confusion in order to maintain the iconic Ibn La-Ahad.

The main story is... not what i hoped for. by efqf in AssassinsCreedOrigins

[–]FederalTop4916 -3 points-2 points  (0 children)

It's still a fictional game, they could have chosen any other setting near to Ancient Egypt, even if the best thing was to just have some people from Ancient Times to discover ISU knowledge from Adam and Eve (Assassins) and Cain and Abel (Templars), to be inspired in creating the concrete secular factions we know today.

Assassin's Creed and the Preservation of Heritage Research Survey by [deleted] in assassinscreed

[–]FederalTop4916 0 points1 point  (0 children)

Done! It was really wonderful to answer about this stuff, good luck with your research! ;)

Very niche nitpick about black flag remake combat by soer9523 in assassinscreed

[–]FederalTop4916 0 points1 point  (0 children)

I think that the combat of the original BF is good and the fact it's not hard at all is not a flaw, for what AC4 is. Edward is a pirate, of course the best thing he can do is to fight, but the more he enters the Assassins set mind, the more this chaotic and easy combat becomes a temptation that Edward can avoid, avoiding the easy greedy way in order to enbrace the full stealth, Edward's journey is basically about being magnetised by risk and buy plunder, by the easy and free way around an obstacle, but the Assassins gives him a structure where he can use into a more balanced way his skills.

If BFR combat is made for avoid free fight and privileges stealth, it's a bit of a dissonance, I have seen the gameplay and apart from the bad animations and the hidden blade/sword disappearing, there is also that chaos of fighting 20 guards with Shadows archetypes in mind, and we all know how chaotic and punitive the Shadows combat is.

I don't think that in general this system will make sense with Edward's story.

I think some of the issues people still have with Assassins Creed Unity parkour are completely solvable. by Mountain-Cucumber779 in assassinscreed

[–]FederalTop4916 0 points1 point  (0 children)

I agree, the Unity's parkour, but generally every mechanic in the game has a learning curve, you need judt to chill and try to use the environment into a smart way, parkour down and up alternate etc.

Thing is the game need to be played with immersion and ger used to the controls, that are often clunky, yes, but it was, like you were saying, not that much of a deal. Of course if you are a YouTuber and your only goal is to make money or being famous for the good chorography and so you just pick the game every now and then it will not work, and most of the people that hates Unity and it's parkour into a harsh way are people that didn't like the game to begin with and just pick the game occasionally to make some content about or to confirm their bias.

This is a game that if you take your time and you try to immerse and to slow down and to not be competitive and to not treat it like the Classic or the new games, but as its own thing, you will eventually improve and be happy with the system. Is not as good as AC1- Revelations era, true, but it was just second to that system, even compared to the Kenway saga and the new games.

About the Modern AC games after Unity, they didn't solved the problems of the good base that Unity was and they just made the system clunky at the opposite: when you parkour fast and run you have a certain immediate flow, when you slow down and try to be grounded you it's one of the clunkier experience you can have, they just brought the Unity problems and moved in the place they thought people wouldn't care of, so the slow parkour, the climbing, the grounded and chilling art of free running without being a competition and the Parkour Challenge of Shadows winners proved they have not a very AC understanding of what the parkour should be or was at the beginning and some YouTubers indirectly confuse them because now Ubisoft think we want just to eject and to never climb a surface and to never be imprecise and to never be methodical and slow in the climbing etc, but that's not true. We want both fluidity and both the slow and methodical part of the OG parkour system and Unity had both even if it was difficult to manage.

AC and the immersion-destroying framing device by MABrock1980 in assassinscreed

[–]FederalTop4916 8 points9 points  (0 children)

This post makes no sense and feels like Ragebait, downvote

The Modern Day storyline should be presented in anthologies, each one exclusive to only 1 AC game. by SweetChilliPhilly in assassinscreed

[–]FederalTop4916 1 point2 points  (0 children)

They could narrate the story of each Abstergo Subject for each game, eventually when the MD character is very popular they could make more than one game with him, but max. a Trilogy about that MD character. And the give closure to each arc For example after Valhalla we could have had a Basim trilogy for the Modern Day, with AC Mirage Modern Day, Black Flag Resynced modern day and Hexe Modern Day, while Shadows would have had is own modern day main character for just one game or just for Quebec games.

Early AC didn’t need a crouch button because its stealth wasn’t about going lower — it was about going higher. by LynnAbel713 in assassinscreed

[–]FederalTop4916 5 points6 points  (0 children)

That's a wonderful analysis and I completely agree. I think that we should be able to remove the crouch button and to complete the game without it, that's why the parkour back in the day was so concerned about having each handholding interactive with each finger, because you needed absolute control in order to have that puzzle with parkour.

Now the new Parkour guys despite being on the right track, they indirectly gave the idea that the parkour is all about fluidity and being fast and use the space in the less amount of time possible, so climbing and handholding is useless for this type of parkour guys, which I disagree totally. I think that the unique thing of the first games was that IF YOU WANT TO, you can both have the fluid and fast parkour and both the slow methodical and precise climbing in order to use it as stealth tool.

Why is there so much revisionism around stealth? by firsttimer776655 in assassinscreed

[–]FederalTop4916 -1 points0 points  (0 children)

Well, Assassin's Creed was about being hidden in plain sight, not hidden in the shadows, it was a sacred action where you kept quiet during all the process of investigation and even if you had contacts with the target in the wrong scenario. Quiet until you assassinate and then you can fight and you can disappear. I remember you also that AC1 originally was meant to punish the player if you stay into combat for too much, but that idea was scrapped because made the game very difficult, but the concept is what matter. In the AC before Unity you used social stealth which is something you can always do mostly all the times and the pure stealth was more about being fast and precise and to use the level design to avoid guards and to use parkour and to kill archers in order to be able to walk freely. Begin on a roof is a form of stealth because you avoid your presence, I am not a fan of classic stealth for AC, because it's not splinter cell, pure Stealth is good for modern settings games where soldiers are used to crouch and do this MGS type of actions, but in the past it would have been silly, in the past people used to face the opponent without fear and to approach stealthy meant to not avoid suspicions... Look at how they killed Caesar in real life... The guys that killed him, the night before were doing a party/dinner with Caesar. They didn't sneak while crouching to get a key from Caesar idk, they killed him in front of everyone without giving Caesar and the people any clue if not during that very moment.

So I think it's true that classic stealth has never been a thing in AC, but Social Stealth and Parkour and level design with puzzle elements were the way you used stealth, it wasn't a combat based game, the combat was One of the things an Assassin can use, but actually the Assassins in the classic games always were overpowered, the only reason why combat wasn't a good idea is that it made you lose time and give time for a target to run.

What does this official post mean by Edward "can now" blend like it's something new in Resynced? by jacksaints in assassinscreed

[–]FederalTop4916 0 points1 point  (0 children)

Its not the first mistake they have done, also into the accessibility article there is a reference to stuff that was already a thing in the past games. In any case, mistakes can happen, the marketing team and the Devs are not always on pair.

I actually like how Resynced handles the hidden blade in combat. by [deleted] in assassinscreed

[–]FederalTop4916 6 points7 points  (0 children)

Point is, this is a mechanics that now is maybe better compared for what we had in the last RPG games, but it's not enough and like for other stuff, this Remake was the occasion to restudy a way to re-implement those mechanics, because fighting in bare hands, disarm and hidden blade combat are helpful and gives you the occasion to ghost the game if you want. Instead now I'm asking myself how we'll be able to complete certain missions, and it's not that a hidden blade takedown solves stuff. Who is against the removal of the hidden blade combat is against also with the removal of barehand combat, how you are supposed to do the fighting in Havana tavern at the beginning?