User:War Clown/Sandbox V2: Difference between revisions
imported>War Clown No edit summary |
imported>War Clown |
||
| Line 10: | Line 10: | ||
After the fall of the [[House of Borgia|Borgia]] in [[Rome]], the [[Mentor]] [[Ezio Auditore da Firenze]] discovers a parchment from [[Giovanni Auditore|his father]] that detailed about a secret within the fortress of [[Masyaf]], hidden away by the great [[Altaïr Ibn-La'Ahad]]. Traveling to [[Syria]], Ezio sets out on what became his last great adventure before retirement. | After the fall of the [[House of Borgia|Borgia]] in [[Rome]], the [[Mentor]] [[Ezio Auditore da Firenze]] discovers a parchment from [[Giovanni Auditore|his father]] that detailed about a secret within the fortress of [[Masyaf]], hidden away by the great [[Altaïr Ibn-La'Ahad]]. Traveling to [[Syria]], Ezio sets out on what became his last great adventure before retirement. | ||
'''Consensus - '''<br /> | '''Consensus - 9/10'''<br /> | ||
The pacing of the story is consistent, though this time, it focuses on two main mission branches to follow: One for the Assassins, the other for the [[Keys of Altaïr]]. This helps keep the pacing of a single branch of events consistent, which can help immerse players into the game. Previous story elements from the previous installments, such as secret conspiracies between allies, are still present within the ''Revelations''. They help add a degree of surprise and disbelief once the player progresses through the story. | The pacing of the story is consistent, though this time, it focuses on two main mission branches to follow: One for the Assassins, the other for the [[Keys of Altaïr]]. This helps keep the pacing of a single branch of events consistent, which can help immerse players into the game. Previous story elements from the previous installments, such as secret conspiracies between allies, are still present within the ''Revelations''. They help add a degree of surprise and disbelief once the player progresses through the story. | ||
The story's context is well enough | The story's context is well enough that it answered most questions that people have been wondering about (i.e "what happened to [[Subject 16]]?", "is Lucy dead?"), and it helped put some closure on Altaïr's status, which was left open for interpretation at the end of ''[[Assassin's Creed: The Secret Crusade|The Secret Crusade]]''. However, it still added a few more questions right after, and left some still unanswered (i.e "where is this [[Eve]] Subject 16 mentioned?" "so Altaïr and Ezio's apple aren't the same?"). Despite that, I think it's safe to say that the game's story is enough to sate the curiosity of most people. | ||
==Gameplay== | ==Gameplay== | ||
[[File:ACR_Hookblade.png|thumb|250px|Ezio...Where is your hookblade?]] | [[File:ACR_Hookblade.png|thumb|250px|Ezio...Where is your hookblade?]] | ||
Revision as of 12:18, 18 November 2011
Presentation
Story
Shattered memories: Desmond Miles
After making contact with the Apple of Eden and being forced to stab his ally Lucy Stillman, Desmond Miles went into a comatose state. To keep him alive, the William Miles had Desmond put back into the Animus, where his subconscious lingered on within the confides of the Animus' Black Room. There, he would meet what remained of Subject 16, who explained that he is trapped within the Animus until he finishes the remaining memories of his ancestor, thereby removing them from his own memories.
With 16's help, Desmond sets out to reform his mind.
Uncovering a legend: Ezio Auditore
After the fall of the Borgia in Rome, the Mentor Ezio Auditore da Firenze discovers a parchment from his father that detailed about a secret within the fortress of Masyaf, hidden away by the great Altaïr Ibn-La'Ahad. Traveling to Syria, Ezio sets out on what became his last great adventure before retirement.
Consensus - 9/10
The pacing of the story is consistent, though this time, it focuses on two main mission branches to follow: One for the Assassins, the other for the Keys of Altaïr. This helps keep the pacing of a single branch of events consistent, which can help immerse players into the game. Previous story elements from the previous installments, such as secret conspiracies between allies, are still present within the Revelations. They help add a degree of surprise and disbelief once the player progresses through the story.
The story's context is well enough that it answered most questions that people have been wondering about (i.e "what happened to Subject 16?", "is Lucy dead?"), and it helped put some closure on Altaïr's status, which was left open for interpretation at the end of The Secret Crusade. However, it still added a few more questions right after, and left some still unanswered (i.e "where is this Eve Subject 16 mentioned?" "so Altaïr and Ezio's apple aren't the same?"). Despite that, I think it's safe to say that the game's story is enough to sate the curiosity of most people.
Gameplay
The Hook and the Blade
Introduced in Revelations is the Ottoman Assassin Hookblade, given to you by Yusuf Tazim. Standard issue for the Ottoman Assassins, the hookblade has two parts for use: the hook, and the blade (no, really. I had a hard time figuring that out), which can be used for both combat and navigation.
The hookblade improves Ezio's movement in scaling buildings and climbing towers, allowing him to reach rooftops in no time. With the hook, Ezio is able to latch on to zip lines located throughout the city, doubling their speed and cutting their travel time short. Other uses include the ability to jump longer distances through tied lamps, and also an extended reach that allows the player to latch onto buildings as they fall.
Through its use, the hookblade can also help avoid fights, or can help you in one. With the hook, you can practically vault through most guards, while in fights, in can help you steal in the midst of a fight, and also take down nearly anyone, either lethally or non-lethally.
Plants vs Templars: Tower Defense mode
Inception: A memory within a memory
As promised by Ubisoft, players would get to play as the legendary Altaïr for some time in the game. Through the keys scattered by Niccolo and Maffeo Polo, Ezio is able to relieve key moments of the legendary Assassin himself, which begins with his success in quelling a Templar attack in Masyaf, and ends with his final days as Grand Master.
Aperture: Desmond's journey