Comment on Day 736 of posting a Daily Screenshot from the games I've been playing
TallonMetroid@lemmy.world 4 days ago
Speaking of time shenanigans and AC3, that game had the most bonkers example at the very end, where Minerva has a real-time argument with Desmond and Juno despite being a recording. Too bad Ubi kinda just forgot about it afterwards as they tried to pivot the modern day story to “Ancients in the PRESENT DAY oooooo…”, which itself got killed by Unity’s disastrous launch and Syndicate being kinda lackluster.
MyNameIsAtticus@lemmy.world 2 days ago
I didn’t necessarily mind the Isu being in the present day in the newer games, but I wish they’d just commit to one damn plotline. Even now it feels like they dropped Basim and are doing this whole “Dark Animus” thing unless there’s something I’m missing there
TallonMetroid@lemmy.world 2 days ago
Honestly, man, I have no idea what’s even going on with the modern day story anymore. Unity and Syndicate were already super light on modern day stuff (something about deep diving the Animus/Helix for… reasons?), and the only one I’ve played since was Mirage, which somehow has even less (William does a voice over at the very start of the game, and that’s it).
MyNameIsAtticus@lemmy.world 2 days ago
All I remember from Unity and Syndicate is that you’re a hacker helping out the Assassin’s, something something Phoenix project. something something sequence Isu Genome. It’s disappointing because done right i could see myself liking it.
On the subject of Mirage, I’ve seen gameplay and it looks closer to the older games i like. How’s the parkour though? Is it still that awkward feeling RPG Parkour like what Shadows has? (This might just be a me thing)
TallonMetroid@lemmy.world 2 days ago
I’ll freely admit that I’m a terrible pick to ask about the parkour, sorry. Aside from the obvious improvement between AC1 and AC2, I’m intellectually aware that the parkour has been changed multiple times (certainly at least once per engine change), but during actual gameplay the parkour has never really felt different enough for me to notice, and Mirage is no exception. Like, I guess I noticed the more flashy animations in Unity and Syndicate compared to before, and I’m aware that people have complained about it feeling floatier in those games, but that all just goes right over my head.