I'm hyped about the ancient Greek set
but I'm confused: how is possible to have different dialogue options and different story endings if we use an Animus (or Helix) to relive memories?.
In the previous AC games we relive the history, events of the past that have already occured. We are not supposed to change history (because it's already wrote)
Am I wrong?
And I Think that this type or RPG mechanics doesn't match well with the AC LoreOriginally Posted by rockfede5 Go to original post
As critical as the animus is to the story of Assassin's Creed its been holding the games back from being able to innovate, so I understand at this point why they're throwing it under the bus when there has been a call to action to differentiate installments from each other. And without getting to deep into Origin's related spoilers, the optional first civilization content mentions something about time manipulation. So if the devs really want to provide an explantion the potential for one exists.
Interesting point! Thanks for pointing it out!Originally Posted by Panda_of_Ra Go to original post
I don't see that it makes any sense to try and turn what has always been an Action Adventure series into a half arse RPG just to bring in more players. They risk losing as many players as they bring in, and as mentioned, in the process, totally disregard the animus/memory nature of the game.
Sure this feature will bring more possibilities for the end game but i feel like some key elements of the franchise are going to die
In origins I like the new combact system, the new IA (artificial intelligence) of enemies the discovery tour, the customization BUT the are thing a little bit weird for example fire sword or fire axe or weapons with health regeneration and so on, I usually don't use them
I'm ok with the positive changes but changing to much and AC will be another standard RPG
Yes there are the Isu Hologram good point but I'm feeling like the animus is going to be useless in the next games and this is weird and confusing and I'm an AC player since the 2007/8
Because AC was on it's last legs back in 2014/15.Originally Posted by Frag_Maniac Go to original post
Ubisoft was losing sales and even hardcore fans were getting tired of releasing a new game every year with no inovation so of course they decided to take a year rest and ''reboot'' the franchise with different elements. RPG'S are the thing now so they went with that and still trying to keep what the older fans want but the Animus prevents dialoge choices and the games changing because there are major canon reasons why they can't.
The Animus a device I absolute loves works better in comics/books/movies than games because the Animus restricts players and devs from doing certain things.
I do not like the idea of dialoge choices myself and the Animus maybe becoming a ''time travel'' device (one ofthe reasons why I love the Animusis because it's not time travel) but I'm atleast glad they try to explain it.
But AC is following trends now… That's sad.
Copying more successful RPGs is not "innovation", it's just capitalising on a popular trend. Origins took the RPG elements to the brink in terms of how far it can go in this series realistically, and even then it did some questionable things (like having a difficulty mode and hidden blades that don't kill enemies instantly when stabbed in the neck).Originally Posted by Panda_of_Ra Go to original post
Dialogue choices will officially break the lore and make canon and continuity meaningless.
I don't mind dialogue options that serve as mere info dumps e.g. Horizon Dero Dawn where the dialogue options were just there if players wanted to ask more questions about the characters. In fact, there were only 4 instances in HZD where dialogue options affected quest outcomes and even then, 2 of them just changed how a scene played out.
Actual decision making abilities that fundamentally alter the story outcomes will kill AC for me. Also, the story in AC has been consistently horrible since AC Black Flag so the choice mechanic will only highlight its weaknesses.
I like that the story we play is already set in stone, we're simply reliving it.