https://www.youtube.com/watch?v=nF9bO-tPxKE
As if he's making subtle commentary on the entire Assassin's Creed series - and the changes Unity makes to it - the mentor-like character beside Arno literally tells him he's not here to hold his hand.
The game calls back to its AC1 roots - referencing the public Assassinations that the Levantine Order would sacrifice themselves performing before the reign of Altair Ibn-La'Ahad. Arno says he'll do things his way - foreshadowing that Escape and re-initiating Stealth are now key elements of Assassinations. It seems you can no longer be concerned with 2/3 parts of the kill (The Approach, The Assassination) but must also be very concerned with the third (The Escape). Before you Vanish, the Memory doesn't end. It's now also possible to kill a Target completely stealthily, before, during and after.
No more city bells ringing, no more chases. Being Exposed due to scripting is a thing of the past except for a few rare exceptions.
Alex Amancio briefly speaks on Mod Missions, Optional Objectives that will actually change the way a mission plays out as you complete them. Completing one may unlock alternate approaches, or call your attention to other opportunities. Doesn't seem to be necessary to complete any of these, as they are simply Branches of Completion.
As far as getting into the church is concerned, Alex boasts about 10 methods of ingress, of which lockpicking or stealing the key is just one.
A Unique Kill opportunity is shown, made available by completing its respective Mod Mission; taking out Siverre's accomplice opens up the "Confessional kill" to Arno. It's also a method of assassinating Siverre in a completely stealthy manner.
After the assassination, we yet again see some more of Stealth, how Eagle Pulse becomes useful for Intentional Play and Planning (crucial to the heart of Stealth gaming) and an escape through our first glimpse of Paris' underground catacombs.
Fun stuff.
Very quickly, I want to call your attention to something.
There is no selector for Arno's Sword, and there is no selector for Arno's Hidden Blade.
This is something I believe Calvar might have been the first to mention here some time ago;
The idea that Low Profile automatically does things with your Hidden Blade, and that High Profile automatically does things using your Sword. It made sense back then, and it certainly makes sense now. In all fights seen on-screen so far, Arno has taken out his Sword/primary weapon.
I say primary weapon because since Unity's an RPG, buying Axes, Spears and so forth would replace your sword as your High Profile Armament. Interesting.
[Ranged Weapons] are on the
Pistol, Phantom Blade (Berserk/Sleep?), Phantom Blade Lethal, and an unknown icon.
[Bombs] are on the
Smoke Bombs, Flash Bombs, Firecrackers (distract), Lethal Bombs and Throw Money.
Medicine seems to make a return from the Ezio Trilogy.
Disguise (even sharing the Multiplayer icon!) is now an ability, as mentioned.
Curious to see how Disguise will work.
Fucking medicine health again? ugh.
I was glad when ACIII/IV ditched that ploy for regen health...
Fucking medicine health again? ugh.I was glad when ACIII/IV ditched that ploy for regen health...
Let's not be too hasty. We have no idea how they'll implement it. With Unity's emphasis on stealth and disappearing, I'm willing to bet my left ring-finger that it'll be a Last of Us-style system, where health won't regenerate NORMALLY to BEGIN with, but in order to regen, you need to find somewhere to perform a long, channeled, uninterrupted animation.
I would actually prefer that, because both Regen-Health and Instant-Heals are overpowered and frankly? Extremely boring. This system, I'd have a lot more fun with.
If it is instant-heals though, I'd have no choice but to make a :/ face.
I rewatched the video again.
As I thought, when you get within Hidden Blade range, the Sword Icon in the bottom right of the screen contextually changes to a Hidden Blade icon.
I'm glad the scene assassination was optional. This way you have a unique way of killing a target while still be able to do it regularly.
Nice. I WANT TO PLAY THIS.
I toggled Capslock unintentionally, but I'll leave it like this.
Really want to know more about the skill trees and how disguise skill works
I wonder if we can still disarm the enemy...
mods look so much cooler than optional objectives.
bit disappointed w/ some of the glitchy bits and re-used animations from other games, I'd hoped things would feel a bit fresher. but it still looks good. hope that whole thing of fleeing gunshots in the sewers doesn't happen with every exit, would like to feel like I escape cleanly sometimes. it does make sense given you opened up a huge obvious passage that people might eventually notice and chase you
but yeah, the issues with UI messages popping up when they shouldn't and the other little presentation hiccups are just going to be another annoyance for people who are tired of the series' annualization. This is kinda why I was a little apprehensive when I saw they'd set such a high visual quality bar in that initial reveal trailer. would have loved a slightly less immediately pretty world but with more of these little annoyances ironed out.
I'm actually happy about the fact that we see glitches and visual bugs, because it means it's an actual playable demo that they're showing, instead of something scripted and perfected to just look good. There are enough fresh animations to my eyes to have hope that by launch (and with a patch or two) it'll all be ship-shape.
I'm actually happy about the fact that we see glitches and visual bugs, because it means it's an actual playable demo that they're showing, instead of something scripted and perfected to just look good. There are enough fresh animations for my eyes to have hope that by launch (and with a patch or two) it'll all be ship-shape.
What I mentioned about Contextual weapons/actions for Kills, seems to be correct.
Aside from Arno walking close to the target and having his Sword icon in the bottom right switch to a Hidden Blade icon when he gets in Assassinate range, Weapon Hand becomes Kill and Empty Hand switches to Knock Out in the Control HUD at the top right. That made me notice that Fists are also not a selectable weapon.
Looks like what melee weapons you use just depend on what buttons you press, whether you're in combat or not, and what Profile you're in.
I mean It's good to see it's not fake, and obviously I care about the gameplay more, but they've been talking so much about this being a new start for the series. would be nice if every aspect of it felt totally like that. i dunno, a lot of these things come together near the end of dev, we'll see how it is at launch.
super cool that fists are contextual now, always nice for it to be less of a hassle to play non-lethal. and also not having to switch to hidden blades is huge, less mistakes where you end up doing a high profile sword kill.