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View Full Version : Unity's Compromised Gameplay?



MaceoniK
11-18-2014, 11:29 AM
The following is a list of various examples of gameplay systems, mechanics and interactive elements that featured in previous games, but sadly don't in Unity.

In no particular order:

. Whistle to lure guards within a short radius (in future games the whistle could be replaced by knocking on the surface your taking cover behind/in, with your hidden blade... just a suggestion)

. Pick up/drop bodies in order to hide them, lure guards or distract guards

. Pick up and use enemy weapons

. Carry more than one weapon

. Use fists during combat

. Use hidden blade during combat

. The ability to kick,shoulder barge or jumping knee guards off ledges, into walls and over small objects/walls

. Throw heavy weapons and spears

. Use guards as human shields during combat

. Disarm guards during combat

. Destructible wooden scaffolds

. Gunpowder kegs

. Assassin recruit abilities (I especially like the ones from AC 3, i.e riot, ambush, marksman, lure, bodyguard and escort, even though some never really worked like they should, but the ideas where great)

. Thieve, Courtesan, and Mercenary faction abilities

. Perform double hidden blade kills from a side approach

. Gentle push, shove and knock down NPC's (this would of made moving through large crowds feel less basic/automated and more involved for the player)

. Fast walk (in future games would double-up as fast crouch)

. Use other weapons besides the hidden blade to perform high profile air and ground assassinations

. Grab and hold NPC's (like in the Ezio games, where you can punch, head butt, knee and throw them or hold your weapon to there neck from behind)

. Bomb crafting

. Trip mines

. Parachutes

. Zip lines

. Taunting

. Horses and horse drawn carriages/carts

. Foliage stalking zones (would of still worked well in the rural and garden areas of Paris)

. Rope dart mechanic

. Unique Tool kills during combat (pistol, rope dart, hunting snare, crossbow, etc)

. Unique kills with back to ledge or wall during combat

. Double counter kills during combat (I know Ubisoft said no more counters, but they could of filled the void by introducing some kind of double parry move when two enemies attack simultaneously)

. Double combo streak kills during combat (I know Ubisoft said no more combo streaks but they could of nerfed it by only allowing you to combo once into a double kill before having to parry or dodge again)

. Tackle NPC's from above

. Throw 3 knifes at once

. Throw dust in guards eyes

. Special spinning spear move

. Hook blade mechanic (you could sweep/trip up unsuspecting guards, run up to guards roll over them and keep running, roll over them and throw them to the ground and reach higher points while climbing)

. AC 3 hide spots and correlating kill animations from said hide spots (surprisingly Unity doesn't even have the classic low profile bench assassination move???)

. High profile jumping assassinations from haystacks/carts

. Lock-on to a target with the old aim system

. Switch shoulder view while in aim mode ( like in AC 3 and AC Lib)

. Manually side eject while climbing from any position

. Weaker guards run away in fear after seeing you kill stronger ones

. Petting animals (I also miss firing the pistol near goats and watching them faint)

. Pickpocket civilians

. Stealth swim and under water swimming (There should of been some underwater areas in Paris where the underground connected to the river)

. Byzantine stalker attacks (AC Rev)

. Cento Occhi ambush attacks (AC B)

. Thieves that knock you over and steal your money (AC B)


Unity would of benefited hugely if it just included some of these examples from past games or variations of them.
I feel like it's extremely lacking in depth and variety of gameplay when compared to other AC's, due to it's limited, stripped back nature, and I'm speculating that a lot these examples were compromised purely to accommodate the 4 player co-op, and the single player experience has suffered because of it.

Dan77777777777
11-18-2014, 11:41 AM
Some of the AC games make their own identity, so I understand why some of those things don't return. But there are some basic abilities you mentioned that were taken out that really limited gameplay from what it used to be. Combine that with the fact that combat is extremely sluggish and you have a game that takes a step backwards.

My personal problem is that the E3 demo made everything seem more realistic. The guards were more natural. Instead stealth is the same thing in the finished game. The guard mindlessly walk their routes while you do more waiting and less sneaking. Also there are no events like the crowd reacting to you killing the guards. In the demo the charges with pitchforks into the mansion. In the real game nothing like that ever happens.

Jackdaw951
11-18-2014, 12:08 PM
". Gentle push, shove and knock down NPC's (this would of made moving through large crowds feel less basic/automated and more involved for the player)

. Fast walk (in future games would double-up as fast crouch)"

I really miss these in Unity. Better movement through crowds without attacking them is really required here. And if fast walk is going to be dispensed with, then please improve on the snail's pace of normal walking. The range of the left stick's travel can be used a lot better than what we got.

MaceoniK
11-18-2014, 12:10 PM
Some of the AC games make their own identity.

I get what your saying about each game having it's own identity, but the devs have this tried and tested stuff at there disposal to build on and create an altered, improved variation to fit the identity of a new game.


My personal problem is that the E3 demo made everything seem more realistic. The guards were more natural. Instead stealth is the same thing in the finished game. The guard mindlessly walk their routes while you do more waiting and less sneaking. Also there are no events like the crowd reacting to you killing the guards. In the demo the charges with pitchforks into the mansion. In the real game nothing like that ever happens.

I think by now we should of all learned to set our expectations a notch lower than what's seen in E3 gameplay demos, it's been the same ever since AC1.

BatsEendje
11-18-2014, 12:28 PM
-snip-

Once you finish the storyline, you will def see what's wrong with that.

Dan77777777777
11-18-2014, 01:02 PM
With the exception of AC3, I haven't really noticed a lot of differences between the E3 demo and the final game. Most times they used actual missions from the games.

DevilGearKombat
11-18-2014, 01:10 PM
Yeah - this bothers me with the game; the game-play is incredibly limited in comparison to every single other game besides AC and AC: Bloodlines - which is said. I guess that's waht the developers meant with "returning tot the roots of the series."

MaceoniK
11-19-2014, 12:05 AM
With the exception of AC3, I haven't really noticed a lot of differences between the E3 demo and the final game. Most times they used actual missions from the games.

Correct, most of the time it's only small differences, but there's always something that's been cut, downgraded or altered, even when it comes to screenshots and trailers... But that's not always a bad thing.

saeed2016
07-11-2015, 04:15 PM
i really feel lack of many features maceonik mentioned....

removing counter kill was a good solution to make fights more natural so u cant kill an army however i liked Ckill :D

but many other thing were removed ...which were fun like disarm...human shield ...breaking spear......interacting with weapons...grabbing NPCs....

when u kill a sniper u cant use his rifle....or any other weapons....

may ubi says they removed Ckill to prevent players from killing an army and make players to play as stealth killer...BUT...

in stealth section of game new cover system is added which is very similar to Splinter Cell: Conviction (i think is it the only best part of the game) but u cant move dead bodies, u cant Whistle (or make any noise) to lure guards...and i cant remember killing any guard from hidden spot...

the worst thing that bothered me was spending skill point for sitting on bench!!!! and throw coins...

i loved ac:bf and ac:rouge.. because their fighting system was great i hope next ac game be like this : (ac:bf features) + ac:u (Cover System + parkour)

my english isnt good enough srry for that but i think i made my point

D.I.D.
07-12-2015, 12:26 AM
I think it's nonsense to say that Unity's gameplay is limited just because of this list of things that have been in AC before but are no longer in it.

Unity's gameplay is by far and away the best land-based gameplay of the series. It's better at encouraging tactical play, it's better at responding to what you do, it's better at killing you and forcing you to try different approaches. So, all of that list is meaningless to me.

Let's take Revelations as an example. Did ziplines add anything so good to the gameplay that ACIII was worsened by their absence? Did you play AC4 and think, "I wish I could craft a bomb right now"? The "hook blade mechanics", really? I don't think those things are significant enough to even warrant being described as mechanics. Revelations's gameplay was garbage. Bombs didn't even bounce in unpredictable ways. The game told you exactly how you were going to win, and winning was always a foregone conclusion. One of the biggest missions in the game was literally "hold forwards and press jump occasionally, and don't worry about being precise either".

The size of your list is not a factor in its favour. It actually works against your point, and explains why Unity was the way it was. AC had a serious case of what's known as "feature-creep": an overload of vestigial systems, snowballing on top of the central concepts for no other reason than nobody had the guts to strip them away again. Feature-creep has to be culled every now and again. Designers have to re-examine what needs to be there, what should have been improved long ago but wasn't because the team was too busy draping new things on top of the game.