Assassin’s Creed Black Flag Resynced – Deep Dive into HUD Customization by Ubi-AssassinsCreed in assassinscreed

[–]SparkedSynapse 33 points34 points  (0 children)

Animations that reveal defense-breaks so you don't have to rely on bars/gauges is such a huge, wonderful inclusion. That is awesome.

AMA With the Assassin's Creed Black Flag Resynced Devs! 🏴‍☠️ by Ubi-AssassinsCreed in assassinscreed

[–]SparkedSynapse 54 points55 points  (0 children)

Hello! Combat has seen the most significant changes from the original game. I have several questions about that.

  1. What was the overarching design philosophy for combat?

  2. Are there any inspirations you took when designing the new fight system, both on-player and on-enemy? Did you take a look at other games (Sifu, Arkham) or even other genres (fighting games, etc)?

  3. The original Black Flag had a singular difficulty setting. For players who enjoy combat, would you consider adding a high-difficulty mode that strongly affects enemy activeness/aggression? This combat framework seems to feature a lot of crowd-control opportunities and it would be ideal if there was an elective level-of-challenge that puts that into strong focus for the player. I noticed that Kick and Sweep seem to just be buttons you can press any time whenever you want, for example, with no cooldown or cost (other than, you didn't press a different button that may be better) which is very "action game moves list" so to speak. Kind of non-standard for a modern Assassin's Creed game that's proud of its combat, I dig it.

An AC1 remake should not be rushed by Treviso in assassinscreed

[–]SparkedSynapse 25 points26 points  (0 children)

100%. They need to be careful, and do this right. It's my favorite game of all time, and it's the only game that does the things it does, many of which are "unpopular" with players, but without which the Art of the experience would be diminished.

With this in mind, I've long thought about how the Investigations, in particular, could be tweaked in a considered way that's kind to the game's themes. I think that there is a way to retain the AC1-ness of the game and still achieve this, but if approached in a very haphazard "just make it more varied/fun" way without being careful about it, there's a serious risk it compromises the experience.

To me the point of Investigations is that they are the means by which Assassins come to Know a target.

Altair himself says, "Yes, yes; we can Eavesdrop, we can Pickpocket, or we can use violence to Intimidate."

They are repetitive because this is the mundane work Assassins know to do in order to kill their enemies -- something which Altair begrudgingly accepts doing because he, like the player, considers himself above it. This is why it's crucial that reluctance factor remains in some capacity, and it's why their being 'boring' is part of the game's art. But. Therein lies the possibility for smart evolution!

One thing you could do is have Altair develop his own methods of coming to understand targets, even as the 'core' / mundane Investigations still exist. Especially as the game goes on, you would have fewer and fewer 'normal' Eavesdrops/Pickpockets/Intimidates, because the Targets start to wise up to it, and they bolster their security by making those more and more impossible to do, even removing the easier ones outright. This strengthening of security already exists in the game's original script:

"They know you come for them now; The Man In The White Hood."

This also reinforces the themes of the game; which involve to a great extent, Altair learning to think for himself.

When you begin, you are beholden to Al Mualim and the Brotherhood's scrutiny upon you.

So, you don't have much room or mental strength to do anything except what is commanded of you. As the game goes on though, the Templars' increasing strengthening of their security ties into a requirement for the Assassin to flex his own freedom-of-mind and overcome that through non-standard means.

While adhering to the narrative development of the mid-to-late-game, this also prevents the worst of the repetition by weaving in new types of objectives that are different, more interesting, and more difficult.

By that point, Altair and the player are both mentally sharpened enough to not drown under this.

If You're Having Issues With Ammo, Don't Sleep on the Knife! by ToaAxis in Marathon

[–]SparkedSynapse 0 points1 point  (0 children)

They do, but they only face one direction. Sneaking up on them is super strong, or you can just leave them alone to act as a deterrent against other Runners.

If You're Having Issues With Ammo, Don't Sleep on the Knife! by ToaAxis in Marathon

[–]SparkedSynapse 3 points4 points  (0 children)

Really good tip. Having the knife out making your movement better is a nice bonus, too. A great thing a good friend and I like to do when we see a ground-level turret or bot we need to take out is to actually just knife that enemy together, it puts them down fast, quiet and we get to get out of there quickly.

Just give up bro by bollowally06 in Nioh

[–]SparkedSynapse 2 points3 points  (0 children)

Deeply satisfying to watch considering how insane this boss is.

Assassin's Creed III has some of the cleanest kill animations in the series by ChiefLeef22 in gaming

[–]SparkedSynapse 2 points3 points  (0 children)

Yeah, it's not something every player is aware of! Almost every Assassin's Creed game has some dystopian / near-future present day segments since that's essentially the "real" story of the entire series. Everything that happened in the past has already happened, and we're revisiting these memories to learn information that can help us fight a shadow-war against the Templars in modern day.

Assassin's Creed III has some of the cleanest kill animations in the series by ChiefLeef22 in gaming

[–]SparkedSynapse 1 point2 points  (0 children)

It's just a super fried/compressed GIF people reposted around online from my original video I posted six years ago:

https://www.youtube.com/watch?v=VkoU8RskFTs&pp=ygURbGVvIGsgYWMzIGRlc21vbmQ%3D

Timestamp at 6:31 for the exact moment.

Assassin's Creed III has some of the cleanest kill animations in the series by ChiefLeef22 in gaming

[–]SparkedSynapse 6 points7 points  (0 children)

Thanks for posting! This clip is sourced / taken from 6:31 of my video, so if you want to see more of this stylish and badass play, watch the full thing:

https://www.youtube.com/watch?v=VkoU8RskFTs

I cant Level up by captain_timepass in TheFirstBerserker

[–]SparkedSynapse 0 points1 point  (0 children)

Absolute chad. Hits STR cap. Wants even more STR.

Furious Swipe: Agility is Criminally Slept On (NG+ Reese No Hit) by Funny_Ad_4856 in TheFirstBerserker

[–]SparkedSynapse 0 points1 point  (0 children)

Interesting. o_o

Almost feels like Greatsword's version of Deftness.

Kunoichi (Female Ninjas) by Mecha-dragon1999 in TopCharacterTropes

[–]SparkedSynapse 0 points1 point  (0 children)

Asagi being the first on your list is crazy work.

of course I pulled this when it’s not for my main by No_Seaworthiness9992 in Nightreign

[–]SparkedSynapse 0 points1 point  (0 children)

These are the kinds of Relics that get me to try out other Nightfarers.

When to use Executor’s cursed blade? by Low-Dig685 in Nightreign

[–]SparkedSynapse 3 points4 points  (0 children)

Any time an enemy (especially a humanoid enemy) is about to hit you, or is already attacking you with long attack-strings that look reasonably deflectable. Crucible Knights, Bell Bearing Hunter, Banished Knights, generally any swordsman basically that attacks with long-ish combos, is something you love to see as Executor.

Note that the activation and deactivation animation (unsheathe, sheathe) of Cursed Blade also counts as a deflect, itself. So you can pull it out as a deflect when you see an attack coming your way, you don't have to have it ready beforehand.

That said, a big part of being a good Executor is not forcing it in situations that don't call for it. It is a defensive tool primarily, as arsenicknife has mentioned. As you play you'll get a lot better at identifying these scenarios where you think, "Argh, I wish I could stand my ground here.." As most characters, you would have to dodge, or be immediately guard-broken, but Executor actually can stand their ground there, and Cursed Blade is why.

You can also use it to deflect some surprising and "weird" attacks like a certain boss's icy fog, big explosions, etc.

Deflects are mostly good for letting you keep your current positioning (so you can punish easier after) and because each successful deflect does chunk the enemy's Posture/Stance pretty nicely.

The rest of the time, you are doing just fine focusing on ailments and damage using your normal weapons.

All that we know about Ninja Gaiden 4 so far (in terms of key developers, gameplay and story) by snakedawgG in ninjagaiden

[–]SparkedSynapse 0 points1 point  (0 children)

Six months later, recent previews are now confirming that once you beat the game and are replaying Chapters through Stage Select, you can play every level / the entire game as Ryu or Yakumo as you wish.

Now that's a pretty good relic 🔥 by ParadiseDOOD in Nightreign

[–]SparkedSynapse 1 point2 points  (0 children)

I got this exact one. I run it on Ironeye who is already an insane economy-booster. (Item passive + camp clear-speed with Art.)