It can be from any Assassin's Creed product ever made.
Formal Rules Courtesy of Double McStab with Cheese:
- Only one thing in your post. Bold it for ease of finding.
- Two people have to post something new before you can post a new thing.
- Conversation welcome on others' choices.
- You can "+1" comment someone else's choice (or "-1" if you're a dick).
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The way Altair's sword or short blade would bounce off the enemy's "guard," in a choppy, satisfying manner in AC1.
Sorry to take over with this post, feel free to ignore.... but.... if this is a forum game... then set REAL rules. not "try to..." statements.
- Only one thing in your post. Bold it for ease of finding.
- Two people have to post something new before you can post a new thing.
- Conversation welcome on others' choices.
- You can "+1" comment someone else's choice (or "-1" if you're a dick).
***
I loved the IDEA of multiplayer co-op.
No apology necessary, you did a good thing. Everyone else, Cheese is the man with the rules.
+1 to liking the IDEA of MP co-op for sure.
to less restrict it and encourage more conversation (if that's what you want) during the slow months, maybe "Someone else must post something new before you can post a new thing (to prevent one person from talking to themselves all the time)." instead of my original 2 person idea.
I loved the Assassin Tombs in AC2, Romulus Lairs in ACB, and all similar levels in later games.
Also, +1 to both your points.
I did love the Tombs in AC2, but they really lost their luster in later games. They were fun because they provided a break in gameplay, from an open-ended, public setting to a more linear, private setting. The climbing puzzles were actually quite difficult at times with tricky jumps and shit. In later games they were just more of the same railroady stuff we got in the rest of the game.
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I loved the ability to explore the area of the assassination and the ability to plan an assassination before it happened.
I liked that too, Phi! In Black Flag, the final assassination missions all (or at least mostly) revisited the same areas as previous missions in the game. For example, in one early mission you are directed to sneak into a fort and steal something. Later in the game, this same fort is reused for the area of one of the assassinations. I liked being able to already know to route(s) to take because they were already needed.
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I loved Connor's counter-snare animation. Still one of the most brutal animations in the series in my opinion.
The counter-Rope Dart animations from AC3, AC4 and AC Rogue.
This gets lost in the vastness of the series, but Ezio's sense of humor in his AC II and AC:B is a big positive.
AC2 being set in Venice. My favorite game meets my favorite city.
I loved Haytham Kenway. Still my favorite playable character (III) AND non-playable character (III, Rogue) AND book character (Forsaken).
I did love the Tombs in AC2, ... In later games they were just more of the same railroady stuff we got in the rest of the game.
In Rogue, there were navigation puzzles, but they were definitely like the rest of the game and they were even part of the environment! (with one exception - there was legitimately a single AC2 version of a large church climbing puzzle iirc)
I like how in AC Brotherhood you can throw smoke bombs at enemies when locked on. So much better than the later games where you had to aim.
I like how in AC Brotherhood you can throw smoke bombs at enemies when locked on. So much better than the later games where you had to aim.
The lock on system was actually really good in my opinion. For some reason in later titles, you have to literally wait for your character to realize he's in a fight. I don't understand why they took it out. I guess they enjoyed making bad decisions too much.
The feeling of nailing a Hidden Blade counter in AC1. It was difficult, but the reward for having the skill to do one is instant death to your opponent, no matter who they may be. Final boss? No problem, just skip all his phases with the franchise's SIGNATURE WEAPON.