Highlights:
[Known Unique Evie Skills]
[Options]
http://www.gamespot.com/articles/stalking-a-target-as-evie-frye-in-assas...
Bonus: Shroud of Eden confirmed to be Syndicate's Piece of Eden. The Shroud has been used to heal wounds of varying severity, mending injuries ranging from stab wounds to birth defects. It spoke in an almost kind voice that constantly offered healing, and urged its users to disregard their own physical frailty. Despite the rumors of its abilities to do so, it could not be used to bring a being back to life. However, it could reanimate bodies to a small degree for a short amount of time. Its components from Project Legacy are: Jesus of Nazareth, Jacques de Molay, Geoffroi de Charney, and Cesare Borgia. - AC Wiki
Notably, Jacques de Molay is the Templar Grandmaster (and a Sage) of the Medieval French Templar Order in Assassin's Creed Unity.
Demo:
just watched. they sure are doubling down on the whole "abilities that don't make physical sense" thing now, huh? You can explain it away as an animus abstraction of skill at being inconspicuous, but it's quite a change from what the old games would have been comfortable with. To be honest, I don't mind, as in this case the ridiculousness seems to be embraced fully. I'm starting to see how this game is coming from the people responsible for freedom cry, which had a similarly strong identity, the kind that's been lacking since AC3.
On the other hand, the fact that they brought the memory room back is a bit weird. It feels very much like trying to recapture the feeling of older games. They even made the target glitch into walking around unharmed, like in AC1. We'll see how it goes, but I had been kind of hoping that they had a new idea for presenting that stuff. I liked the way in Jacob's walkthrough the target's voice just echoed through the air as he died, without any real effects other than a few glitches. It did that again at the end of this demo, panning out over the mission area. I hope that's not just for the demo, and the memory rooms always conclude with vocals over a view of something else in the real world.
Oh, and the rope launcher is good. The navigation now reminds me of AC2's style, back when environments were smaller and less awkward to get around. The scale is now huge (all those guards that showed up during eagle vision? yeesh!) but this seems like an appropriate equalizer. It reminds me of the Eagle power from the Tyranny of King Washington, which also made for a lot of interesting stealth navigation. More freeform than batman's grapple, but wholly limited by the environment, no ability to glide freely.
Way to go Ubisoft!
Giving in to traditional gender roles again!
Why is Jacob, the male, the hot-headed destructive one and Evie, the female, the more stealthy, conniving and thinking one?
Why does Evie have to get relegated to the shadows while Jacob tanks his way through the city?
Girls can be destructive too, dammit!
/sarcasm
This was actually something that I genuinely got grumbly about, to be fair. A close female friend of mine is brash, brawly, hotheaded and will fuck you up - whereas I stick to shadows and am silent, stealthy, rogue-like. It would have been nice... But alas, it was not to be...
Too early to tell, but they both seem like they have more depth than the basic marketing pitch of their dispositions implies. Jacob doesn't seem cartoonishly reckless and Evie doesn't seem like a stealth fantasy cipher.
Watched some other demos of the same mission done differently. Something I'm realizing is that this game seems to realize that the appeal of AC2 was how it embraced the idea of Assassins as historical superheroes, wheras AC1 wanted to insist it was about the actual experience of a grounded killer despite making you feel like a superhero.
Revelations, AC3 and Freedom Cry all took that tone of pulpy historical adventure and spun it into some interesting stories. Hope this does the same.