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[AC Syndicate] A Night to Remember [Non-Lethal/Target Only]

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DarkAlphabetZoup's picture
DarkAlphabetZoup
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https://www.youtube.com/watch?v=Wo9SlMsAOyo

Sequence 9, Memory "A Night to Remember" from Assassin's Creed Syndicate
Crawford Starrick Assassinated with no other Kills, no Detects, and no Damage from any source - including the Vault's Laser Walls.

The final Syndicate main Assassination is here! The first thing you'll notice is that, despite playing as quickly as I played the previous missions, this one takes around 15 minutes! It's quite long, due in part to the Starrick "boss fight" at the end, and due to the three Stealth sections for the price of one. In most missions we'd only be given one or two such Stealth sections and would have no need to engage the guards at all. This one makes us play three and forces us to take all of them down. Although they have [Kill] over their heads, the game doesn't care if you just knock them out.

This is the last mission of the base game, so unless the Jack the Ripper DLC (which came out last night as of the making of this video) has some spectacular level design in terms of its Stealth that I enjoy and want to make videos on, this will probably mark my final Syndicate Non-Lethal video. I may do some assorted Lethal Stealth vids to blow off some steam, because just like Unity, the game is just not designed for Non-Lethal play. The contrast between how much of an after-thought Non-Lethal gameplay is, compared to how quick, fluid and most importantly viable playing Lethally feels, is pretty striking.

We have Whistle back, which is good, because it was gone in Unity. So at least we can attract Guards to our position. Throwing Knives do not affect Guards with enough consistency when thrown near them. Even at their feet, where their reactions will still be too unpredictable in order to use Knives with a Ghost playstyle, it's not worth taking the risk. Nor is it necessary given how ubiquitous and powerful Smoke Bombs continue to be. Pretty much the only time Knives are useful is when needing to slip past a completely stationary guard that's staring at the route you want to move through. That cuts out most of the game, and indeed, I only really use it in the first mission!

Overall, it's not much of an improvement from Unity, and future Assassin's Creed games should pay more attention to making both kinds of its Stealth enjoyable to play.

Thanks for watching, see you in the next ones.

***

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https://www.youtube.com/watch?v=XUAa8RvbAfY

Bonus: Lethal Stealth of the Jacob Checkpoint in this mission.

Double McStab with Cheese's picture
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One thing I didn't like about this mission (in addition to the most interminably long and boring boss fight in AC history)...

As Jacob with no gear, I managed to kill all the roof guards (on a first playthrough). Once I got my gear, they all respawned and I had to do it again! Stare

"Victorian values meant brutalizing people who were often poor." - Charles Palliser

DarkAlphabetZoup's picture
DarkAlphabetZoup
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Double McStab with Cheese wrote:
One thing I didn't like about this mission (in addition to the most interminably long and boring boss fight in AC history)...

As Jacob with no gear, I managed to kill all the roof guards (on a first playthrough). Once I got my gear, they all respawned and I had to do it again! Stare

Yup. I did that too. Even when Detected, the game takes away your Attack and your Tool buttons, but it doesn't take away your Stun and Counter buttons. Because a Stun will kill an enemy if they're in Stagger State, you can just mash Stun toward them and Counter them if you need to. Same thing with Evie in a dress, although you Desync if she's detected then. But she can still fight and kill guards using Stun and Counter in the few seconds before the Desync finishes. It's pretty great to see her slam her head into another dude's face wearing a fancy red dress.