As much as I hate this fucking franchise, other developers need to take notes on their movement animations and mechanics. No one does it better
They do architecture really well, I've seen a lot of the places in real life that they put in the game and I always get that cool, I climbed that, feeling from the buildings
as for animations, Euphoria is the best, bar none but I think Rockstar has that locked down only other game I can think of using it was Force Unleashed
1 through at least brotherhood were way less automated than the newer ones I remember having to use the "hand" button a lot, especially 1 where they were really pushing the "puppeteer" concept
it was jarring to see terrible collision and walking animations in Uncharted for example where main character slides an inch over the ground and moves around like a hamster in a bubble
Naughty Dog don't exactly have tyhe greatest talent on hand. They're in CA so they're limited by geography where as Ubisoft is everywhere and you have up to 10 studios working on a game. You're going to have the ability to have your best guys on each part of the game. That's a luxury they have that Naughty does not.
that scene in ace ventura where ace jumps around like a retard after sneaking out the bathroom window is how I feel when I play asscreeds. the movement is fucking shit, so I don't know what the FUCK op is talking about.
I've never played these games, but I agree (from watching others) that the animations are dope
I also like the buildings and shit. What do you call that, the setting? I like all of the way the game looks really
>movement animations and mechanics
Please fucking no. I can't stand it when games do all the cool shit for you without letting you do any work. It's annoying and shallow.
The game with the best movement mechanics to date is Gunvalkyrie, but there will never be another game like it.
How do you guys feel about the Ancient Egypt rumour and that Ubi might actually stop the annual release schedule?
Part of me is filled with joy about it, another part of me has become so accustomed to playing these games every year that waiting 2 years from now on is gonna be a little bit difficult. This series is my guilty pleasure.
Well, atleast there's a movie coming out this year. Hopefully Fassbender delivers.
It's in their best interest. Sales have declined vastly over the last couple years and they need to starve the market while they hash out some new ideas and try to make it fresh again.
>alright guys, it's been quite a while since the last Assassin's Creed game came out and we have something new and exciting planned for you this time, an extra special feature which will redefine how you play these games
THE HOOK AND THE BLADE
Setting is definitely what you're looking for and its one of the franchises biggest strengths. They've made areas I would never have cared about interesting to be in. It's what made me play through almost everything in AC3
I feel you there. asscreed are one of the few games my gf likes to play with me (she's a history buff), so it was ton of fun playing through shit like the french revolution. having to wait an extra year is gonna suck.
>check out how hardcore I am namedropping obscure jap games that are nothing like the game being discussed now
You have completely missed the point as to why the movement controls in AC are simple. You are the typical /v/ faggot that talks shit about easy targets but doesn't understand fundamentals of game design
They do a lot of things really well but cucks on /v/ will continue to shit on it because it's a hip thing to do just like saying cucks
You're absolutely right that they've tried to do it before, but so few things stick in the franchise because they release another entry every 12 months. I thought they were finally getting it when they took Black Flag and expanded on the naval combat from AC3 but it turned out to just be a one off. They have to take the time to look at the whole series and decide what really works.
I thought that was the case with Unity but I just found that game to be boring with an unlikeable protagonist. I got as far as the dream sequence where you stab yourself in a crowd of blacked out people. Did I just not play far enough into it?
christ, having a favorite game is namedropping? The thread is about movement mechanics, and I mentioned that I can't stand those of the AC franchise. They don't have nearly enough freedom, and leave nothing in the hands of the player. So I mention my favorite movement mechanics in a game, and now I'm a typical faggot that doesn't know anything about games. Fantastic.
I agree to an extent. The game is very flawed, but it has the best movement controls I've ever experienced. Granted, it does take several hours to get used to, but as soon as you figure it out, it's brilliant. It's really a shame, because most people refuse to get past the initial learning curve.
different guy, but he's also right. It's by the devs of jet set radio, man. I got my Xbox for Gunvalkyrie even.
It's my guilty pleasure AAA series as well for a lot of reasons. Part of me hopes they'll capture the feel for AC2 and Brotherhood again, and Syndicate did a decent job of that.
I feel like it makes me a huge pleb but Ezio is probably in my top 10 favorite vidya protagonists.
but that's wrong, the way the controls depend on (and are secondary to) the movement animations, and how the game has to literally guess which movement the player intended is one of the most retarded things about the whole series since AC1
sure, the movement animations are pretty, but they're the exact opposite of functional, intended to look good in trailers and on youtube instead of augmenting and giving depth to the game mechanics
naughty dog games have TERRIBLE walking animations and collisions.
As in they are so afraid models might clip so they create a buffer zone where character never actually touches walls and isn't even touching the ground
AC controls are basic for a reason, in the same way you don't press a button for every footstep to run in a game you don't press inputs to climb in them either. The effortlessness of the movement is deliberate.
Which part? I'm being completely serious. I'm sure everyone can agree on Quake. I don't think many people played Malicious, but the movement controls are top notch. Nightshade is just perfect. Super precise, fast, satisfying, and room for variability in play style. Gravity Rush is rather simple, but they really nail the feeling of being a human flying through the air.
They do a lot of things really well and a lot of things really fucking bad.
I hate that whenever something gets hated there's someone that immediatelly feels the need to call them hipsters or whatever. Is it so hard for you to realize that sometimes /v/ hates stuff that is legit shit?
Apart from combat that boils down to Press X to do a cool counter kill what do they do that's so terrible.
The free running and climbing is supposed to feel effortless, call it casual if you want but that's what it's aiming for.
Not him, but that's it. They succeeded in making what they wanted to make, which is the perfect control scheme for making someone who isn't good at playing video games to feel powerful. The combat is an exact extension of my problems with the movement. It's not just that it's effortless, it's also that putting in effort or being good won't change anything. It's lifeless is what it is.
They did a good job at making something that I think is not good. Just like how AKB48 makes very well-produced music that I can't stand listening to.
I remember playing all the quake 3-based games from the late 90s, all the shoddy jumping bits in the Jedi Knight games etc were infuriating as fuck.
Making the basic functionality of acrobatic movement fairly automatic solved the dissonance between the character being an athletic superstar versus the player moving them around with a stick and buttons.
Couldnt disagree more desu, the ass creed devs cant seem to find a balance between a game that feels good to move around in and also has super realistic animations. The mere act of turning around in these games causes about 50 different animation strings to start and end and it feels like shit from a kinesthetic perspective.
That's by Crystal Dynamics. Square Enix own them but I'm talking about the studio that makes the games.
>All those tomahawk animations.
>All the new assassination animations due to the blade extending out and is used as a temporary dagger.
Man it was so nice.
>and that Ubi might actually stop the annual release schedule?
This should have happened long ago, and it's good that Syndicate fell flat on its ass as well. It's the wake up call they needed.