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[AC Syndicate] A Room With A View - Reaper and Pacifist

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https://www.youtube.com/watch?v=NovaneapH-I

Game: Assassin's Creed Syndicate
Memory: A Room With A View
Style: Lethal / Reaper / Stealth Kills

Coming to the realization that the police officers guarding the monument she wants to investigate are all corrupt and in the pockets of the Templars, Assassin Evie Frye decides to rid London of their presence. As the clock is ticking in her race to find the Shroud, she wastes little time in eliminating these cruel officers.

Most of these guards don't move. What that means is we can easily assassinate them by developing the correct kill-order. The rest of them can be lured to investigate a body. Seemingly tough at first glance, this memory's police officers are quite simple to strike down unseen, so I toy with one of them (the one near the back of the monument) by Running where he can hear me, quickly jumping behind him over the railing before he can see me, and then stabbing him in the back. Because Evie Frye plays with her food.

***

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https://www.youtube.com/watch?v=6R1G8laSH0Y

Game: Assassin's Creed Syndicate
Memory: A Room With A View
Style: Aggressive Ghost / Pacifist / "Pure" Stealth

(Aggressive Ghost is inspired by Prenatual; it means that I'm fine with getting looked at by guards as long as it doesn't finish up in an actual Detection. This lets me aggressively run through enemy vision cones if I'm fast enough for them to not be alerted.)

Knowing she must search the location that her clue regarding the Shroud points her towards, Evie Frye sees that those who guard the monument she needs to investigate are simple policemen, unaware of the secret war between the Assassins and Templars. Ever the wiser of the two Frye Twins, Evie decides not to waste her time killing or knocking unconscious a single officer. After all, by the time she's gone, they won't even know what they saw...

Smoke Bombs might be cool and all that aesthetically, but what they actually do in practical terms is, they create temporary "holes" in spacetime, within which an Assassin can move, kill, or stun enemies freely. Choosing exactly where to create one of these "holes" in a detection-matrix of guards is basically what super high-level Assassin's Creed stealth looks like in Unity and Syndicate due to the power of these tools. The rest of the Stealth systems in these two games are so fundamentally broken that there is never any reason to abstain from using these concealing grenades. Besides, doing this lets me send a very clear message to both Ubisoft and to my viewers:

I'm onto what these games have done. Instead of creating a functional and fluid Stealth system, they've put in the ultimate band-aid solution, saying that if the Stealth doesn't work, you can have a grenade that straight-up turns off the Stealth gameplay in little pockets of the game world wherever you want it. And to be fair, as far as band-aid solutions go, this is quite the genius one, once you understand how the mechanic works. I hope Empire comes out with more interesting Stealth mechanics.