u/JPXTUY-RETRO

Unity's parkour is #1 simply for being faster than running

In AC 1 to 4, running is genuinely just a better thing and faster to do than climbing or using parkour. Parkour is slower than just running to your destination, especially in AC 2 and 3. Connor was just Usain Bolt, so running was always the best option unless it was a snowy environment.

Same with the Ezio games. It's just overall better to run to your destination. Or use a horse, in the case of brotherhood.

In unity, Running to your destination takes ages amd is generally slower than using parkour to get there. It's better because it actually had practical use rather than just feeling good to do. Syndicate continued tye bullshit with carriages being faster than parkour, mirage and shadows also continued this trend. Running or riding a horse is generally better than parkour.

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u/JPXTUY-RETRO — 10 days ago

I think an Ezio trilogy remake has a chance to fail

This is just what I think, but it's either they pull newcomers in to succeed or it won't. Most fans of the Ezio game are purists, so I don't think they'll like the new parkour, or stealth. Or ANY change to anything, basically. AC1 is better to remake because, generally speaking, it doesn't have as bad of a community as the Ezio games.

But I am probably in over my head. A bunch of individuals probably cannot fail a whole game. But it will leave a negative impact on its reputation.

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u/JPXTUY-RETRO — 10 days ago

AC Liberation is extremely underrated

It uses the same system as AC3, just a lot more polished and refined. The environment is amazing for parkour and the parkour itself is more accurate and responsive than AC3. Kind of like Blag flag. The detection issues are also nonexistent in this game. No more fighting 30 people because you got into a fight with a group of 3. I didn't like the persona system, however, and found it to be utilized in a non freeing way. A lot of missions force you to use a certain persona, even If I want to do an assassin persona only run, which is more interesting since enemies are always notorious of you, so makes emphasis on not being seen more demanding. And the game's detection system isn't broken, so it's generally better to do stealth.

The story was a big nothing, though. Completely lacked any depth and it had emphasis on random, unimportant characters, for some reason.

Ultimately, it's just the AC3 system but more refined, which is weird that the remaster of 3 didn't work towards.

Unfortunately, the game is just too easy and I never died in the whole game ever. That takes away from the experience a bit.

Ultimately, it's just AC3 but more polished, but it deserves recognition nonetheless.

u/JPXTUY-RETRO — 11 days ago

AC3 has the worst detection system in the whole franchise.

Because tell me why if I kill one guard that is isolated on a rooftop, 15 guards that are on the ground are alerted, and are now traveling around the whole city chasing me, and are also alerting other guards on the rooftops and on the ground to also chase me. What is this shit? Who thought or still thinks this was a good stealth system? Are people praising this? Do people genuinely think this was good in any way?

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u/JPXTUY-RETRO — 14 days ago

In unity, it takes a lot of focus, skill, quick thinking, the best gear and tool utilization to take on 10+ gaurds at the same time. However, in AC3, I can genuinely take on the whole army and not get damaged. Both feel great in different ways. I always will prefer unity, but goddamn is it fun sometimes to be a one man army in AC 3.

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u/JPXTUY-RETRO — 17 days ago

Which is the overall better game?

I would've said black flag if it wasn't for those god awful fucking tailing missions and the overdone ship combat. So AC3 for me.

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u/JPXTUY-RETRO — 17 days ago
▲ 3 r/Dublin

I am currently going around trying to find good places, but everything changed since I've last been here. (More than 10 years now.) So, what do you recommend?

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u/JPXTUY-RETRO — 17 days ago

Having it contextual TO the 180 line WHILE also making it SOMETIMES work in a diagonal manner makes it harder to be consistent. While I understand the realism they were going for, the side ejects can be weird a lot of times, even with understanding the mechanics. Having it also not be on demand with the X (Or A button on XBOX) but by holding high profile with a direction is a weird choice. And while that makes you forcefully learn button discipline, it also is a bad choice in general because the high profile button while climbing makes horizontal climbing faster. Releasing it makes horizontal climbs slower, and always holding it sometimes results in an unintentional side eject if you're not aware of your surroundings. Unity would've benefited from better side ejects 100%

This is coming from someone who has over 200 hours on unity on 2 seperate consoles respectively. And it's my top 1 game in general.

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u/JPXTUY-RETRO — 17 days ago

For me, The best is The last vergil fight from DMC3. Strikes a balance of being difficult while also not being frustrating.

The worst, honestly, has to go to the savior. Who thought that was fun? Genuine hair puller, that one.

Dishonorable mention: Gilgamesh. Who designed this? I think I can beat it with one hand on DMD easily. It feels more like a platforming level than a boss fighting. I think they should've redesigned it and made it a V fight. Would've been more interesting.

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u/JPXTUY-RETRO — 19 days ago

I mean, if you only played the game when it released, then for sure, you're right. But right now? The game is almost flawless, aside from the FPS problems. The game would drop to 20fps for no reason sometimes on PS4 (but it got fixed on PS5 with the recent 60FPS update) The most recent bug I've had on this game (and I play it nearly everyday) was probably 3 months ago. Arno phased inside a wall and wouldn't get out. But other than that, I've not experienced any bugs in general.

If you only played it on release, replay it. It received a lot of patches over the years and it runs perfectly.

If they mean the parkour, for example, has issues, I also disagree. I never had any issues with parkour or with arno going a place where I don't want him to. However, truth be told, it sometimes requires very specific anolog discipline in some certain cases (like the third room of the Enigma puzzle's platforming.)

But other than that, no issues experienced.

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u/JPXTUY-RETRO — 20 days ago

The main assassinations don't incentivize creativeness and freedom. Their replayability is almost non existent. You do the same 2 things to get to your target and assassinate them in the same way every time. Not like the Black box puzzles In Unity or syndicate where you can follow a script the game gives you or do it your own way. And the script rewards you with unique kills. Sometimes two seperate paths for them. Mirage has one single way to do missions. Follow the script and that's it. No creative player choice. Just do as the game wants you to. This was also an issue in rogue to an extent, but nowhere near the fuckery of Mirage. Near zero replayability. And to counter that, they slapped a huge bandage on it which is the points you gain if you replay the missions following the rules the game gives you. Like don't get detected, don't use eagle vision, etc. Also, why the fuck is that a limitation to give? Eagle vision is essential. Removing it is genuinely dumb.

Either way, completing the missions with these conditions gives you points that you can spend to get extra stuff. One of the best ones is knife regeneration. Basically giving you infinite knives. However, it is locked behind a 90+ point wall... I am not replaying the missions under these fuck ass conditions just to get infinite knives. Why not make it a reward for completing the hardest difficulty? Like the permadeath one. That would've been so much more interesting. It would incentivize players to actually complete that mode. Instead, the mode just gives you a bunch of useless shit as a reward like dyes, costumes and emblems. Wow, so worth playing a mode where your save file gets deleted if you make mistakes. Wasted potential.

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u/JPXTUY-RETRO — 20 days ago

The Puzzles. Just... Why?

I can kind of get behind having puzzles in the DLC, because those were actually designed kind of well. But why in the co-op missions? That one Mirabeau mission where you have to rotate the rings is immensely unnecessary. No one plays this game and looks for puzzles. And even ignoring that, even if there are puzzles, at least design them well so it doesn't seem complicated when it's actually easy. The worst part is that the puzzle itself is not that hard. It's just horribly designed, so it makes it extremely and unnecessarily difficult to figure out the solution.

And the Enigma hunt is just annoying. I like collectibles. I do. But transforming collectibles into puzzles that ALSO aren't well designed is the most annoying thing ever. I just finished it. Took me around 3 hours to get all the enigmas. And again, why? Who thought this shit is fun in any way? And all that to unlock a constume... Just put it behind an in-game pay wall. It's better than going through... Whatever that was. The puzzles genuinely suck.

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u/JPXTUY-RETRO — 20 days ago

For me, it's either Unity, Syndicate or Shadows.

Unity finally introduced interesting combat that isn't just about parrying and attacking. You have multiple choices in every situation. Dodge rolls, heavy attacks, pushes, no chain kills (which is very refreshing because the combat actually rewards skill instead of timing like the parry only system) but the health of enemies are tied to gear, so you can still achieve a similar state of chain killing if you get a good build for combat.

Syndicate, while having actual good, non sponge enemy combat locked behind level 10, is still quite amazing in its execution and probably the best when it comes to fluidity. Just be ready to grind those square ring fights over and over to level up quickly and also practice the combat and being surrounded by a lot of enemies. The fact that counter attacks ( formerly being parries) are now not instant kills is very refreshing and forces you to be aware of enemies at all times and actually using other techniques than just parrying and mashing square. The kick into gun finishers were a great addition to include as well, which can be used as a chain kill method as well, similar to unity's gear situation. And the addition of the first physical attack you do on the opponent doing massive damage is also very welcome, since it allows for that seamless combat with strategy, in a way. One gripe I have with it is that guns should do more damage to you, the player, since you have an ability to counter attack or dodge any bullets fired at you. If you are at max level, bullets feel like normal hits. Getting hit with a bullet while having lots of time to counter attack their shots should be more punishing, especially with Jacob's ability to one shot enemies if they shoot at him. Also, the addition of 2, 3 or 4 way finishers is always nice.

And shadows for being the best out of the RPGs for combat. Naoe's weapons all feel unique and not just for damage, the hitbox combat and enemies actually being competent (they were kind of in unity, but still) It all also kind of depends on your gear in a way, but it's still great despite that.

Honorable mention: Assassin's creed black flag and rogue.

Best of the old parry system combat with the most options and gear. I mean, it always feels nice to pull up mid combat in rogue and throw shrapnel shells instead of fighting. Or the rope pulling mid combat in (in BF and rogue) and the chain kills feel more balanced in that it isn't as overpowered as the Ezio trilogy or AC3.

What do you think? What's your favorite AC game for combat?

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u/JPXTUY-RETRO — 20 days ago

Game settings, control and difficulty customization like Mirage had. If it doesn't have that, it'll be a big issue for me.

I need to customize my controls to the extent I wish and I also need a customizable difficulty.

I want to be able to choose to make the combat hard by buffing enemy damage to 200%, making myself one or two hits away from death AT FULL HEALTH. The combat in AC was always kind of easy. This makes it way more fun. I also want to make the enemy detection the hardest it can be for improved stealth. A set difficulty that I have no control over genuinely sucks.

And, again, customizable controls are essential. A nitpick of mine is that the default control scheme has the sprint button and the parkour button on separate. I combine them for better movement and fluidity. And the default control scheme generally sucked in mirage and shadows. Customization is essential.

Maybe the bar is too low, but it is what it is.

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u/JPXTUY-RETRO — 21 days ago

And I don't mean every campaign should be 20 missions.

Just give us the ability to play a certain character back to back without interrupting and switching to another character.

Make the campaign 21 missions long and make each 7 missions dedicated to a character. So vergil gets 7, dante gets 7 and nero gets 7. That'd be much better because, personally, one of the most jarring things I've experienced is the constant switching between characters in 5. And the emphasis on nero's campaign in 4.

And to add on to that, I think a free mode where you can play as a single character for the entirety of the 21 missions like you can do with vergil in 3, 4 and 5 but with all characters would enhance the replayability immensely. Something you'd unlock after finishing your first playthrough.

What do you think?

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u/JPXTUY-RETRO — 23 days ago