Dude, don't look behind you... |
Free-running for example, has been adapted to include the environment, with trees and cliff faces now being climbable along with the building fronts and roof-tops that you are used to. We can imagine this portion of free-running being a bit fiddly, but regardless it’s the next logical step and from what we’ve seen it’s been implemented quite well. Even little things, like haystacks, have been improved as you can now jump into moving haystacks, and also jump across moving objects as part of the movement chain, and there are now ‘interiors’ you can interact with without it being a cutscene, although how wide-spread these will be remains to be seen. It will also be interesting to see if the team have come up with more interesting places to ‘hide’ from pursuers, as we can safely say diving into the nearest hay stack (unless you’re jumping from a ridiculously tall height), is getting a little stale now.
It may be against my fellow countrymen but... Damn. LIKE A BAWSS |
Possibly the thing we were most impressed with were the changes made to combat. Being the 18th century, firearms are very much the order of the day. Connor can wield both pistols and muskets, although the emphasis is still on his ‘assassin’ weapons as these guns take a while to re-load (anything up to a minute in real-life, although that’s been reduced for the game). Wrist blades and knives you’ll be familiar with, but there’s also a rather nifty contraption called a rope-dart, and Connor himself is rather found of wielding a tomahawk axe. The big, big change though is the inclusion of true two-handed fighting, and again from what we’ve seen it looks very impressive. Combat in AC is just as much about the kills ‘looking’ good as it is about being effective, and the amount of combos, finishers and general bad-assery available to you seems to have increased three-fold.
The only other change of significance is the inclusion of weather and seasons – and the effect that has on gameplay. If there’s a lot of snow, then it’s harder for Connor to walk (and he can even trip up), and if it’s raining, gunpowder weapons won’t work, and so on. Everything else we’ve seen is more subtle – you get rewards based on how ‘clean’ your kill was, especially when you’re hunting (using a knife will net you a better ‘quality’ fur, for example). The Animus interface has been improved and updated so that they can now present 3D objects in the game, and just subtly remind players they are playing a ‘simulation’ in more ways. There’s more NPCs to interact with and the NPC to player interaction is more authentic… all this and more just to make the world feel that much more alive, and we hope they ultimately succeed.
Massive Twist: He actually stops and walks away (not) |
Ok, so gripe about over doing the patriotism-thing aside, there are a lot of reasons to be excited about this game. Assassins Creed III feels like a perfect ‘revolution’ of a formula that was in danger of going stale, and this new title should re-kindle the fire for a few more games. We think there’s still room for improvement, even based on the limited snapshot we were shown. Sure, some people won’t like the whole tree-climbing thing, other people won’t like the setting (*cough*), but regardless of personal tastes, we’d be surprised if this turned out to be anything other than a great start to a new chapter in this franchises history. Assassin’s Creed III is coming out on PlayStation 3, Xbox 360 and PC (and WiiU) on October 30th in North America, and October 31st in Europe.
Most Anticipated Feature: We can’t wait to get our hands on the game so we can test out the two-handed combat.