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View Full Version : Game Mechanics Making a Return (and New ones)



Saqaliba
06-10-2012, 08:31 AM
From observing the gameplay demos, I see some gameplay mechanics returning which make me pleased.

*Tackling
*Air Tackling!
*Fast Walk
*Smoke Bombs


New Ones:

*Assassin's Call: Covert Escort... a social stealth ability allowing the Assassin's disguised as red-coats to appear to be escorting Connor as a prisoner.
*Dual Wield!
*Break Defence - A more offensive way to attack, rather than waiting for a counter attack in order to chain melee.
*Some sort of free-aim HUD that can be used like the Eagle Vision aiming icon from Revelations. I assume you direct the HUD target at enemies and animals in order to have them selected for targeting. Probably replacing pressing L1 targetting, freeing up the button for something else (like guns/bow shooting)
*Some sort of barge attack. Maybe a high profile tackle whereby instead of tackling you barge the enemy off of edges of roofs or ships and to their death.
*Counter attack on animals used offensively. Dodging wolf attacks followed up by an assassination.
*Pick up any weapon and use it. Like meat cleavers to guns... and in one scene we see a contextual kill whereby Connor picks up a gun and stabs a red-coat with its muskettte and shots through him to take out another guard. So....
*Context based kills/activity/actions

ProletariatPleb
06-10-2012, 08:42 AM
I didn't notice tackling anywhere, could you provide the time and name of video?

Saqaliba
06-10-2012, 08:53 AM
In the wilderness demo. When he finishes fighting the redcoats he chases one. He goes up a fallen branch and if you watch the weapon hud you will see a point where there is an option to tackle (from the branch) i.e air tackle.

There is another instance in the Boston demo where 'tackle' definately pops up while Connor is on a roof. I am personally happy about this because I use air tackle all the time and love the ability to get to ground level fast without breaking a leg. Plus it is so much fun face planting civilians like that. :D

ProletariatPleb
06-10-2012, 08:56 AM
In the wilderness demo. When he finishes fighting the redcoats he chases one. He goes up a fallen branch and if you watch the weapon hud you will see a point where there is an option to tackle (from the branch) i.e air tackle.

There is another instance in the Boston demo where 'tackle' definately pops up while Connor is on a roof. I am personally happy about this because I use air tackle all the time and love the ability to get to ground level fast without breaking a leg. Plus it is so much fun face planting civilians like that. :D
Yeah I use it a lot too, but I thought you actually saw the new tackle animation somewhere, was interested in that.

Saqaliba
06-10-2012, 08:57 AM
I am hoping that First Person returns. I really missed it from Revelations. I hope we can choose between 1st and 3rd like in the other games but also have the option to move in 1st. That would be awesome considering the scenery will be so beautiful.

It worked functionally in the Desmond missions... (but sucked because we couldn't revert to 3rd). Iit would work better in the wilderness, but only with the ability to choose between 1st and 3rd. Like in Bethesda games. More games should have that type of option.

Saqaliba
06-10-2012, 08:58 AM
Nah. I didn't see it. It just popped up as an option while he was up high. That is good enough confirmation for me.

eagleforlife1
06-10-2012, 08:59 AM
I am hoping that First Person returns. I really missed it from Revelations. I hope we can choose between 1st and 3rd like in the other games but also have the option to move in 1st. That would be awesome considering the scenery will be so beautiful.

It worked functionally in the Desmond missions... (but sucked because we couldn't revert to 3rd). Iit would work better in the wilderness, but only with the ability to choose between 1st and 3rd. Like in Bethesda games. More games should have that type of option.

Good god please no.

Saqaliba
06-10-2012, 09:05 AM
You wouldn't have to use it! For example. In ACII and Brotherhood. I would often stop and enter 1st person to take in the scenery. The only difference would be the ability to move in 1st person. You can stay in 3rd person the whole time if it so pleased you? I like variety. :D

Sushiglutton
06-10-2012, 09:11 AM
1) I thought the new red coat blend was real clever. Watching Ezio walk in a group of prostitutes and the guards not taking notice was kind of awkward. Similar with the monchs. This new versio solves the problem of one character clearly standing out from the group.
2) I hope the break defence (basically equivalent to "kick" no?) can be part of a killchain this time. So that for some tougher enemies you must break their defence iin order to attack, but then u may get interupted by another villain forcing u to counter etc.
3) Yeah I think it has been confirmed L1 is gone (at least for combat).
4) I think the wolf fight was QTE based, but you could also shoot pistols? Circle and square pops up.

ProletariatPleb
06-10-2012, 09:13 AM
1) I thought the new red coat blend was real clever. Watching Ezio walk in a group of prostitutes and the guards not taking notice was kind of awkward. Similar with the monchs. This new versio solves the problem of one character clearly standing out from the group.
2) I hope the break defence (basically equivalent to "kick" no?) can be part of a killchain this time. So that for some tougher enemies you must break their defence iin order to attack, but then u may get interupted by another villain forcing u to counter etc.
3) Yeah I think it has been confirmed L1 is gone (at least for combat).
4) I think the wolf fight was QTE based, but you could also shoot pistols? Circle and square pops up.
It wasn't QTE.

Sushiglutton
06-10-2012, 09:15 AM
It wasn't QTE.

Expand or be ignored.

ProletariatPleb
06-10-2012, 09:22 AM
Expand or be ignored.
It was a simple counter, that's not what a QTE is 0_o

Sushiglutton
06-10-2012, 09:37 AM
It was a simple counter, that's not what a QTE is 0_o

Sorry I'm just about a bit fed up with smartass oneliners today. Wasn't directed at u specifically :). Check out this vid: http://www.youtube.com/watch?v=78eU8eVoSS0. At 1:45, just when the wolfe attack u'll notice a circle just to the right of Connor's head. That's means you should press circle (this demo is played on Ps3) to avoid. At 1:50 a wolfe again attack and a square pops up just to the left of Connors head (notice how these prompt positions matches the button layout on the controller btw). You are allowed to use ur pistols, so there's some freedom. But the hand to hand with the wolves is controlled by QTE.

ProletariatPleb
06-10-2012, 10:12 AM
Sorry I'm just about a bit fed up with smartass oneliners today. Wasn't directed at u specifically :). Check out this vid: http://www.youtube.com/watch?v=78eU8eVoSS0. At 1:45, just when the wolfe attack u'll notice a circle just to the right of Connor's head. That's means you should press circle (this demo is played on Ps3) to avoid. At 1:50 a wolfe again attack and a square pops up just to the left of Connors head (notice how these prompt positions matches the button layout on the controller btw). You are allowed to use ur pistols, so there's some freedom. But the hand to hand with the wolves is controlled by QTE.

Ahh, now I noticed, yep, that is indeed a QTE, nice spot. They are focusing on contextual actions a lot more then.
But it doesn't look bad so far, I just hated the QTEs in BF3 singleplayer.

imonthenet
06-10-2012, 10:45 AM
As long as the whole game doesn't become a QTE like Heavy Rain I won't mind...

I kid, I kid.

But seriously, I'm happy that tackling has returned. Often in past games it's the quickest and safest way to ground, especially if you just wanna drop down close rather than jump out and away from the edge.

Also I would quite like the option to move in first person. When I first saw the article (I think it was Game Informer or maybe Kotaku) where they said something along the lines of 'many Desmond missions will be in first person' I assumed we would actually be playing (as in actually reliving his memories) in first person. It would give a great sense of what Connor sees as well as providing an interesting way to view the environment, and best of all, it's completely optional!

notafanboy
06-10-2012, 11:03 AM
add this to your list:
being able to bash people into walls, knocking them out.

Nader-Abudiix
06-10-2012, 12:42 PM
i dont know if someone noticed but the double hidden blades are back :cool: ign's E3 live demo you can see them right after he shoots the deer with the bow when he comes out of the tall grass you can see him press the hidden blade button and 2 blades come out from connors wrists

ProletariatPleb
06-10-2012, 01:37 PM
i dont know if someone noticed but the double hidden blades are back :cool: ign's E3 live demo you can see them right after he shoots the deer with the bow when he comes out of the tall grass you can see him press the hidden blade button and 2 blades come out from connors wrists
An unwelcome return :/ I hope it's optional to get the 2nd blade.

Epsilonyx
06-10-2012, 01:58 PM
An unwelcome return :/ I hope it's optional to get the 2nd blade.
Why is that unwelcome? Seems logical to me

obliviondoll
06-10-2012, 02:16 PM
New Ones:

*Break Defence - A more offensive way to attack, rather than waiting for a counter attack in order to chain melee.
*Some sort of barge attack. Maybe a high profile tackle whereby instead of tackling you barge the enemy off of edges of roofs or ships and to their death.

First game had a guard-break attack. This is a RETURNING feature, and one I've been asking for since they removed it in AC2.

EVERY AC game so far has had the option to barge into enemies and knock them around, including making them fall off buildings/cliffs or into water.


*Pick up any weapon and use it. Like meat cleavers to guns... and in one scene we see a contextual kill whereby Connor picks up a gun and stabs a red-coat with its muskettte and shots through him to take out another guard. So....

I had to look it up to be sure, but "muskette" isn't a word. "Musket" is the type of gun Connor was using, but in context, I'm pretty sure you actually meant to refer to a "bayonet", which is the blade attachment at the end of the gun's barrel.

Nader-Abudiix
06-10-2012, 02:22 PM
An unwelcome return :/ I hope it's optional to get the 2nd blade.

nah i feel like its very welcomed back :) i wonder tho can we fighting dual wielding hidden blades ?

Epsilonyx
06-10-2012, 02:22 PM
First game had a guard-break attack. This is a RETURNING feature, and one I've been asking for since they removed it in AC2.

EVERY AC game so far has had the option to barge into enemies and knock them around, including making them fall off buildings/cliffs or into water.

Firstly, AC did not have a 'Break Defense' button. There was a move in which you strafe forward and then attack, but its quite different.
Secondly, the shove mechanic they're talking about is completely different to past games. Connor basically shoulder barges the enemy head-on, staying stationary but purposefully pushing them off a ledge or in to an object. If you watch the Boston gameplay you'll see what I mean.

BBALive
06-10-2012, 02:40 PM
Sorry I'm just about a bit fed up with smartass oneliners today. Wasn't directed at u specifically :). Check out this vid: http://www.youtube.com/watch?v=78eU8eVoSS0. At 1:45, just when the wolfe attack u'll notice a circle just to the right of Connor's head. That's means you should press circle (this demo is played on Ps3) to avoid. At 1:50 a wolfe again attack and a square pops up just to the left of Connors head (notice how these prompt positions matches the button layout on the controller btw). You are allowed to use ur pistols, so there's some freedom. But the hand to hand with the wolves is controlled by QTE.

That isn't a QTE. The combat system for animals is the same as for humans, so circle is dodge, square is counter and so on. Alex Hutchinson said that testers weren't grasping this, so they decided to 'pop' the buttons to give them visual cues when fighting animals. He also said that it'll probably be removed in the final version.

So, not a QTE, just a visual aid because apparently the testers have a single digit IQ.

Epsilonyx
06-10-2012, 02:46 PM
That isn't a QTE. The combat system for animals is the same as for humans, so circle is dodge, square is counter and so on. Alex Hutchinson said that testers weren't grasping this, so they decided to 'pop' the buttons to give them visual cues when fighting animals. He also said that it'll probably be removed in the final version.

So, not a QTE, just a visual aid because apparently the testers have a single digit IQ.
Does that apply to normal combat? Eg. Press circle to counter, then once you've countered press circle to dodge,

ProletariatPleb
06-10-2012, 02:47 PM
I had to look it up to be sure, but "muskette" isn't a word. "Musket" is the type of gun Connor was using, but in context, I'm pretty sure you actually meant to refer to a "bayonet", which is the blade attachment at the end of the gun's barrel.
Yeah he meant the bayonet but we can also SHOOT picked up muskets is what he said, we couldn't pick up the guns dropped by guards in AC:B and R.

BBALive
06-10-2012, 02:49 PM
Does that apply to normal combat? Eg. Press circle to counter, then once you've countered press circle to dodge,

Ah yes, circle is counter, not square. But yes, that seems to be the case.

obliviondoll
06-10-2012, 03:04 PM
Firstly, AC did not have a 'Break Defense' button. There was a move in which you strafe forward and then attack, but its quite different.
Secondly, the shove mechanic they're talking about is completely different to past games. Connor basically shoulder barges the enemy head-on, staying stationary but purposefully pushing them off a ledge or in to an object. If you watch the Boston gameplay you'll see what I mean.

"Break Defense" is a guard-break attack with different mechanics to the system used in the original game. It's still a guard-break attack.

And changed mechanics for HOW you shove enemies doesn't mean you couldn't do it before.

Neither is a "new" ability as you claimed, they're just changes to how you perform those actions. I wasn't arguing that the implementation of these functions was unchanged, just that it's new implementation, not new abilities.