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Assassin's Creed Syndicate

Leo K's picture

Ubisoft Confirms Rumors of 2017 AC Revamp, Says Movie is Lookin' Good

"It’s an exciting time for Assassin’s Creed.

We’re only a few months removed from the debut of Jacob and Evie Frye, the stars of Assassin’s Creed Syndicate. We’re proud of the talented team in Quebec City, and all of our studios around that world that took part in bringing the Victorian London adventures of our twin Assassins to life. We truly hope you enjoy playing Assassin’s Creed Syndicate as much as our studios enjoyed making it.

Leo K's picture

[AC Syndicate] End of the Line [Non-Lethal / Target Only]

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https://www.youtube.com/watch?v=FtFukz09Z1A
[Front-paged. -stabguy]

Sequence 5, Memory "End of the Line" from Assassin's Creed Syndicate
Pearl Attaway Assassinated and area escaped with no other Kills and no Detects.
* * *
RULES:
1) No Kills or Knockouts except Targets, unless Required.
2) No Detects except upon Assassination Moment
- Awareness Meters are allowed.
- I will try to avoid being detected during Assassinations as well, but if it's necessary, it's fine.
3) EQUIPMENT:
- Wear the Upgraded Beer Collector Belt for Jacob and the Upgraded Aegis Cloak for Evie.
4) No Side Objectives
5) No HUD except Awareness Meters and Tool Indicator
* * *
At the beginning, I "Identify" the Train Conductor so that the game gets rid of the annoying text that will keep telling me to do so. This Assassination mission (and the next one) are actually pretty easy to do in both Lethal Stealth and Non-Lethal Stealth if the player doesn't decide to attempt the different "Opportunities" available. It's funny, because if you know the map layout, just killing the Target directly is easier and faster than doing the objectives that are supposed to make it easier.

All Smoke Bombs thrown are to obscure vision from guards off-screen. The last Smoke Bomb that I throw onto the train's control lever at the end is necessary because for some reason, guards would otherwise detect me during the cutscene that plays as the train is leaving the station. It's not part of gameplay, but a Detect is a Detect. So I wanted to prevent that.


Calvar The Blade's picture

acting alone (and maybe present day gameplay?)

been catching up on some syndicate stuff since i didn't play it.

notable is that the modern assassins are apparently breaking contact with the initiates and scattering across the world, assigned to choose their own targets so long as it follows the creed, until they are needed for a specific objective

another thing is obviously the leak of the next AC game being set before the Order formally exists, which means we'll presumably be playing as a lone assassin who perhaps sows the seeds for a future order.

Leo K's picture

[AC Design] On Game Worlds and Focus/Purpose

Not all game worlds are created equal. In Metal Gear Solid V: The Phantom Pain, for example, there is nothing inside the game world that doesn’t have a purpose. There are no friendly NPCs except for Prisoners, and their purpose is to be an Objective or be Extracted. This means that at no point are you interacting with anything that is there purely for window-dressing. Everything you see, do, or interact with in Metal Gear Solid V goes toward a greater goal.

Leo K's picture

[AC Syndicate] Target Research for Creative Assassinations [Community Project]

This thread is going to be updated with more and more info, and if other TheHiddenBlade members approach me with information of their own, it'll be discussed and Edited into this main post.

Let's just get into it. New Assassin's Creed games don't offer as much room for creativity as the older ones but there might be opportunities for interesting gameplay in their Main Assassinations. Unity has received much love and work from Aurel, and he's pretty much Synchronized with a great deal of the creative ways to play that game.

Calvar The Blade's picture

rumor: no AC in 2016, 2017 is in Egypt, Rome, or Greece, some details (confirmed by kotaku)

http://www.neogaf.com/forum/showthread.php?t=1165890

so yeah i'm not reading most of the details, just read the first post. It seems a bit predictable/fanfictiony, but also kind of makes sense. In any case, if Ubi isn't looking at The Witcher's storytelling and sense of place, they should be.

(hopefully they're not looking at the witcher for combat, specifically)

confirmed by kotaku (folks who leaked Unity and Syndicate): http://kotaku.com/sources-next-big-assassins-creed-set-in-egypt-skippin-...

Calvar The Blade's picture

some assorted stuff about progression and structure

So, there is a thing in open world games that people always praise: the moment where the introductory mission finishes, and the world opens up, leaving you free to explore wherever you want. If it's a modern/futuristic game, you probably get a phone call about where you should go next, which is usually a trigger volume that starts a cutscene and eventually fades into a mission.

EctorTutu's picture

AC:Syndicate Speedrunning General

So let's start this one

First of all i wanted to ask anyone who has this game on PC to try to reproduce glitches that i will list below:

break-out glitch - https://www.youtube.com/watch?v=3lLlGvb13hs
play any character in any mission glitch - https://www.youtube.com/watch?v=OnCppF3Kaog
free upgrade exploit - https://www.youtube.com/watch?v=Xh5p9aSLWBg
doctor assassination glitch - https://www.youtube.com/watch?v=-FTepJvDUA4

I'm routing PC version of this game and i can not reproduce any of these glitches - originally they are found PS4 version of the game.

Calvar The Blade's picture

viewpoints

One of the moments I liked most in AC Unity was when you are trapped at the center of a hedge maze and have to climb a tower to see your way out. This moment plays against so many expectations that AC games drill into you: climbing the tower is not required to complete the mission, reaching the top does not automatically update your map with the maze layout, and there is precious little ceremony: you simply climb up and look out at the maze the way you look at anything in the game.

Calvar The Blade's picture

low profile kills that are disguised as mundane actions

so i've been thinking a bit about the hidden blade. the whole point of it is that it's completely concealed until the moment you strike, and even then it might pass unnoticed to an observer. so why not have animations where the assassin attempts to pass off their kills as, for example, shaking the hand of their victim, or accidentally bumping into them?

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