Assassin's Creed Brotherhood

Well, the way it works, is you only get exp for killing the target you're assigned, and the stealthier the kill, the more exp you get. The game has a stealth meter that works similar to the one in single player, and the game handles it for you. So if you break stealth by running in sight of your opponent, they're alerted, and a chase begins. So far, there's no combat. You can't fight the person chasing you.

There's some load outs and abilities and stuff, I unlocked a disguise that I can activate and changes my avatar to something else. It prevents visual sight.

My whole problem is, once the game is in effect, it's just a bunch of people walking around in a circle tapping square. There were no intense moments or anything like that. Very rarely did a chase break out.

I'll jump into a bit more tomorrow. Maybe I was just bored because I didn't have any load out options.

casual_alcoholic wrote:

My whole problem is, once the game is in effect, it's just a bunch of people walking around in a circle tapping square. There were no intense moments or anything like that. Very rarely did a chase break out.

Played for a bit and my impressions were very much the same. The concept is really awesome but the game itself (talking multiplayer beta) really isn't that fun. Way too chaotic.

The main problem is that you get a radar to lead you to your target but it's way too specific. There's really very little "blending in" you can do, maybe if you find another NPC that looks just like you but that's about it. Even then, if you are sitting around blending in you aren't chasing your target which is how you get points. Hiding is useless because your pursuer's radar still leads them right to you. I was hiding in one of those hay carts and my pursuer was led right to me and killed me. I think that's pretty weak; you should have some ability to hide. It'd be nice if hiding/blending in (there are spots you can specific trigger that make you stand with the crowd) messed with your pursuer's radar.

Of course there's still no way to know if your pursuer is close unless they are running which there's little reason to do until you are close enough to strike at which point it's too late for the target to react. This makes hiding really pointless because you can rarely tell if your target really is near you. Yeah, sometimes you'll be able to tell that someone is tailing you, but even then losing them is too hard. More often than not they'll be coming the other direction and just tap square as they walk by, killing you.

The other bummer part is that the kill animations take a bit. I wouldn't be surprised if almost half of my deaths happened immediately after I killed someone; likewise many of my kills came that way. You see your target killing their target, then you walk up and wait for the kill animation to finish. Kinda silly.

Maybe it gets more interesting as you level up and unlock more perks but I'm not sure I'd want to put in the time to find out. Or maybe there's some level of strategy and/or tactics that I simply didn't pick up on, which is quite possible. I doubt I was using my disguise perk very well, but again it's never really possible to know if your pursuers are near. With a minute cooldown it's wasted if they aren't around but if they see you trigger it then they know who you are.

I'll probably give it another shot but I really didn't have that much fun once the initial cool factor of the concept wore off (which took maybe a couple of rounds).

The directional indicator is too much. They should have an inner circle that slowly fills out to the outer circle as you get closer, or something like that. Sort of like a hot cold thing. It's so incredibly easy to find your target, and really hard to avoid getting killed by your pursuer. It's kind of dumb.

The Siena map is awful, and it brings out everything that is wrong with this multiplayer. I had quite a bit more fun (And did much better) playing on another map. That directional indicator is still too much though.

Bloody Good Time is out before AC:B, I wonder if they handle it the same way they did for The Ship, which is to periodically give a 'last known location'.

casual_alcoholic wrote:

The directional indicator is too much. They should have an inner circle that slowly fills out to the outer circle as you get closer, or something like that. Sort of like a hot cold thing. It's so incredibly easy to find your target, and really hard to avoid getting killed by your pursuer. It's kind of dumb.

The Siena map is awful, and it brings out everything that is wrong with this multiplayer. I had quite a bit more fun (And did much better) playing on another map. That directional indicator is still too much though.

I'm also not sure that the AI ever climbs up on rooftops, which makes it way too obvious when someone does. And it's very useful to do so you can cross the map quickly, get the drop from above, etc. It'd be nice if the AI would occasionally do stuff like that to throw you off.

Either the radar needs to change or there should maybe be some awareness indicator if your pursuer tails you for too long. It's impossible to see what's going on behind you and I don't think there's any quick way to glance back (other than rotating the camera); it'd be cool if someone followed you too closely for too long it added a picture-in-picture view of the person you are "suspect" of, giving you a better idea if you need to shake someone. That would make hiding much more valuable too. Plus they could have the AI randomly stalk you at times to throw you off, etc.

It should be a really tension-filled game but there's zero tension, just walk where the indicator points and hope you don't get killed along the way.

It would be cool if they implemented a version of guess who or something, where you have the indicator but you don't quite know who your target is, but the longer you remain close to the target the more clear the target becomes.

Are they doing a cooperative mp mode? Can you play as, say, a squad of four trying to take down a very well-protected mark?

From what has been said and shown so far, I might be giving up on this one. Too bad, because the idea still sounds great.

I think I saw a trailer where you worked in pairs.

Right now only free for all is available. It's called Wanted mode. Hopefully they'll trickle out the new modes and maps as the beta goes on.

Supposedly you can stun your opponent with circle if they get close, but I haven't figured it out the timing yet. Anyone successfully stun their attacker?

casual_alcoholic wrote:

Supposedly you can stun your opponent with circle if they get close, but I haven't figured it out the timing yet. Anyone successfully stun their attacker?

Only once but I really didn't know what was going on when it happened. I was up on a roof and they were right next to me. All I know is it kept prompting me to press circle. Not sure how we got into that state, certainly never had it happen any other time.

I'm getting slightly better, you definitely want to be running the entire time with the current rule set. Never stop moving for a second, and keep the high ground. I'm consistently coming in first now, and it requires constant movement. If you have sprint, it helps to activate that if you have it after you make a kill, just in case your pursuer is right next to you. Don't await opportunities, you'll get killed before your plan comes to fruition 90% of the time. If you see the kill then take it at any cost, even if it requires breaking stealth. High point kills are just bait to get yourself killed at this point. It's way easier to wrack of numerous low point kills.

Tips for running. Screw stun, just forget about it. Sprint is great for escape, especially when you pop boost around a corner and hop into a hay bail. As long as your meter is yellow then you're pretty much guaranteed to escape in that situation.

casual_alcoholic wrote:

stuff

Sounds more like quake with targets than a multiplayer Assassin's creed

I would like to add that one thing I absolutely do love is that there's no fall damage. It's fun to jump off buildings with no consequence.

New multiplayer mode out, Alliance. They match everyone off into pairs and each team has another team as their target, which doesn't really feel right. It's a lot easier now because I know I'll always be after the barber, doctor, etc. I think they should throw in some more teams and switch off who you're chasing. It would be nice to get that message where your parter killed your pursuer or something like that. I also don't like the new map. It's hard to navigate.

There's a new trailer for SP. It's introducing characters and cool moves from cut-scenes, though. I didn't see any gameplay.

CptGlanton wrote:

There's a new trailer for SP. It's introducing characters and cool moves from cut-scenes, though. I didn't see any gameplay.

I think most of the action bits are actually game play--they look like the sorts of things you could do in ACII. I'm glad they released this trailer, though. I'm not getting this to play MP, I'm getting it so I can punch Cesare Borgia in the face.

You did those kinds of moves in AC2, yes, but unless I see a perspective I know I can play from and moves I can understand doing with a controller, I tend to be suspicious.

It is annoying that they get to pick angles for maximum cinematicawesometude, creating images that in theory could be accomplished, but not for me because of missed counter attacks, unfortunate blindsides, dropped nachos, alcohol poisoning, etc. Ubisoft and Rockstar seem the best/worst at this. I dare someone to use the chase cam that long without crashing headlong into something.

A new video, a dev talking about SP. There's definitely gameplay shown here, with a HUD, icons, and everything. If the SP is meaty enough to carry the game, and I don't need MP to shine to get my value from it, then my interest is rising again.

Edit: Word around the net seems to be that SP will indeed be meaty, at 20 hours or more. We'll see if that gossip holds up.

CptGlanton wrote:

Edit: Word around the net seems to be that SP will indeed be meaty, at 20 hours or more. We'll see if that gossip holds up.

Man, I don't think I've ever played a game that had an MP aspect and a 20 hour campaign. Actually, correcting a spelling error in that last sentence, I remembered RDR and GTA both had MP I hardly touched, which I guess is a sign. Anyway, this preview here mentions some strange Assassination Chaining mechanic, so maybe we will all be able to look cool, no matter how many thumbs we have.

It also mentions that large portions of the game follow the modern story. A controversial stance, but I like the Desmond story of the series so far--the jangled chronology and the Animus give AC a very distinctive voice. The article says these bits, with Desmond and Lucy climbing around ruins, are very Uncharted-like, never a bad connection to make, but this being an Ubisoft game, a dude and a girl platforming makes me think of Prince of Persia, which I also adored.

What makes me trepidatious, is that they haven't said if Nolan North and Kristen Bell continue in their roles as Desmond and Lucy. My enjoyment of the modern sections I don't think can be separated from my enjoyment of their performances. I'm very audio.

SpacePPoliceman wrote:

some strange Assassination Chaining mechanic,

5X ASSASSINATION COMBO - KILLING SPREE

As for Desmond, I understand that they're building to something there but I honestly do not care about it yet. It's nothing but a layer between me and the "real" game. They can do some interesting things with the conceit (like hiding memories on structures and the like) but that doesn't mean I particularly want to run around in a warehouse (or ruins) with Desmond when I could be running around renaissance Italy with Ezio. Even in AC1 (when Desmond's story was a bit more interesting) it felt disjointed and unnecessary. Maybe that's the point.

It's something I've noticed myself. Most story within a stories (We have to go deeper!), one of the stories tends to be a bit crap. I'm not saying it's impossible, but it just seems that if it's not strong enough on it's own then usually it's better to cut it. AC1 especially could have just been the 12th century part, with external fiction tying into it, AC2 did the job a whole lot better as the templar/assassin conflict was better explained, so the ties across eras were more relevant.

So um, this is out and stuff. Nobody seems to have noticed, here or otherwise. I haven't seen a review on any of the sites I visit.

Normally I wouldn't mind that, but I'm definitely waiting for impressions on both SP and MP before thinking about buying this game given the speed of the turnaround.

Also, this 1998 style site thing was neat for a day. Being unable to find the search function or amazon search bar after a couple days is now feeling lame.

Blind_Evil wrote:

Also, this 1998 style site thing was neat for a day. Being unable to find the search function or amazon search bar after a couple days is now feeling lame.

http://www.google.com/search?q=site%...

I have this one on the way from Amazon, and I'll probably play a bit of it tonight. I don't really care about the multiplayer right now, but I'll probably give it a try at some point. The single player is what has me excited, though I share Blind_Evil's hesitation about the one year turnaround. Honestly, though, they got ACII just about perfect, so there wasn't much that they needed to do, and they have a billion people on the team.

I'm really looking forward to picking up this game today but the fact that there are no reviews up have me a little worried. I remember just before assassins creed 2 came out a lot of reviewers on podcasts and stuff let slip how much fun they were having with it so I had no worries. But with game there has been nothing at all.

Dang. I've just started playing Assassin's Creed 2 and now I want to play Brotherhood. I guess I can put Brotherhood off for a while (I doubt playing two AC games in a row would be fun.) I'd like to try the multiplayer but I can't see me playing it long term anyway.