OK, so here's the deal: "Assassin's Creed: Revelations" is weirding me out.
I've been playing it since yesterday, and for the most part I'm quite happy with it. (Before anyone throws up their hands and starts screaming "PIRATE!!!!", I'm playing a legally acquired copy... the mailman dropped off my pre-order yesterday. A little strange, seeing how the release date is Tuesday, but I won't complain.) As was the case with the previous instalments in the series, Ubisoft basically took what they already had, ironed out a few kinks and added a number of new gimmicks; bonus points for actually improving on the graphics this time around as well.
HOWEVER.
Those of us who've played AC2 and AC:B will know that the manner in which we were presented with character background, webs of intrigue and conspiracies within conspiracies got progressively weirder. I'm all for trying out new things, I really am, but this time around Ubi - in an attempt to not only break the mould, but to annihilate it with sulphuric acid and a steamroller - misstepped in terms of design.
So, that concludes my little rant for now. For discussion value:
What are some of the strangest and/or most out-of-place design choices you've ever seen in a game? I'm by no means a gamer of all genres, so I'm interested to hear about any and all experiences - from sports, shooters, adventure, strategy, RPG, or what have you.
I've been playing it since yesterday, and for the most part I'm quite happy with it. (Before anyone throws up their hands and starts screaming "PIRATE!!!!", I'm playing a legally acquired copy... the mailman dropped off my pre-order yesterday. A little strange, seeing how the release date is Tuesday, but I won't complain.) As was the case with the previous instalments in the series, Ubisoft basically took what they already had, ironed out a few kinks and added a number of new gimmicks; bonus points for actually improving on the graphics this time around as well.
HOWEVER.
Those of us who've played AC2 and AC:B will know that the manner in which we were presented with character background, webs of intrigue and conspiracies within conspiracies got progressively weirder. I'm all for trying out new things, I really am, but this time around Ubi - in an attempt to not only break the mould, but to annihilate it with sulphuric acid and a steamroller - misstepped in terms of design.
Desmond is basically locked inside his own head, and by gathering certain collectibles as Ezio, the player gets access to Desmond's memories (presumably up to the point where he gets captured by Abstergo - I don't know, I've only unlocked 3 out of 5 sequences so far). These memories are interactive, in that we control a somewhat disembodied Desmond from the first-person perspective, and you have to navigate some sort of Animus sub-space to get the running narration of his memories. Movement controls are as basic as it gets, and your only crutch for reaching your goal in these increasingly difficult environmental challenges is the ability to spawn two kinds of geometrical objects.
That's right, folks - it's an FP-style physics puzzle platformer. Basically like Portal, only with worse controls, irritating terrain and deprived of all the fun bits. New? Yes. Bold choice? Absolutely. Good? Oh, God no.
That's right, folks - it's an FP-style physics puzzle platformer. Basically like Portal, only with worse controls, irritating terrain and deprived of all the fun bits. New? Yes. Bold choice? Absolutely. Good? Oh, God no.
So, that concludes my little rant for now. For discussion value:
What are some of the strangest and/or most out-of-place design choices you've ever seen in a game? I'm by no means a gamer of all genres, so I'm interested to hear about any and all experiences - from sports, shooters, adventure, strategy, RPG, or what have you.