CCCToad on 8/11/2007 at 20:53
Its more as if Prince of Persia didn't have a jump button.
Mr.Duck on 8/11/2007 at 20:54
Quote Posted by Chade
Civilization had no jump button.
FTW!!!
I want -that- on a t-shirt :D
Jason Moyer on 8/11/2007 at 21:04
Quote Posted by CCCToad
Its more as if Prince of Persia didn't have a jump button.
Yeah, that's the general impression I get as well. I assumed the parkour stuff was the main focus of the gameplay, so it seems weird that you'd automate that. I'd equate it to making a shooter with auto aim. Er, nevermind.
SubJeff on 8/11/2007 at 21:09
Quote Posted by Gambit
Subjective, if you think my opinion is wrong then fine, say it.
But say it in a polite and constructive manner.
Implying that I´m stupid and that I lack logic is an agressive and abusive behavior.
Yes, IMHO Hitman is close to Assassin´s Creed. They both have centered their gameplay in open sneaking, witch is sneaking in open sight instead of shadows. Both relies on walking towards your target without being suspicious to any civilian or guard. Of course there are some diffs, Hitman focus more on disguises.
I'm saying how I see it. I say your statments lacks logic because they do and that's all there is to it. A lack of jump button in a game which, as a MAJOR part of the gameplay, has acrobatic sections is a far, far cry from a game without acrobatics not having a jump button.
I agree that Hitman and AC are similar in that they are both about assassination, but the similarity ends there. If you can't see that then there is a flaw in your logic and clearly I'm not the only one who thinks it.
Chade is correct in that the game could be fun without a jump button, but I'm inclined to think down the same lines as CCCToad.
Gambit on 8/11/2007 at 21:39
(
http://en.wikipedia.org/wiki/Hitman_%28video_game%29)
Quote:
A major feature in the game is the "alert" meter, detailing how much attention the player is receiving from the public or guards and is dependent on many things. For example, walking around in a guard's uniform with the correct corresponding gun won't gather much notice, whereas running around in a waiter's uniform in a restricted area while carrying a visible weapon instead of an appetizer tray will most likely result in an unwanted confrontation with the guards.
(
http://en.wikipedia.org/wiki/Assassin%27s_Creed)
Quote:
A major selling point is "social stealth": the ability to blend in with a crowd (as opposed to simply hiding in shadows) by performing actions that would be socially inconspicuous; for instance disguising the character among a crowd of monks, as was shown in the trailer.
Therefore we have a game of two assassins that use "social stealth",
They have many related points and also many differences. But they are related in gameplay since the gameplay is "social stealth" regardless if they have different movements.
And that´s just my humble opinion. If people don´t agree fine, it´s ok. I´m not the lord of truth.
Let´s just not get bitter. TTLG is a fun forum, people say crazy things all the time anyways.
The Alchemist on 8/11/2007 at 22:10
Well I read a review that stated you need to press a button to engage in the climb/parkour stuff, and then if its just like, beams you're hopping on, its directional/contextual. And if you want to climb again onto another building/elevation it asks for a button press. So it's not like you seamlessly glide onto walls and above buildings, it has a method of interactivity, its just stuff like jumping from 4x4 wooden beam to wooden beam doesnt require split-second-shit-i-missed-by-.12-seconds-and-fell-to-the-floor type timing. It's definitely not a platformer, but from what I saw in the video/review it seems they balanced it out enough to be comfy. I really dont know if i would have been happier had it required me to jump per step of wooden beam, but I guess I'm not much into platformers.
Mazian on 8/11/2007 at 22:42
Quote Posted by The Alchemist
Well I read a review where you need to press a button to engage in the climb/parkour stuff, and then if its just like, beams you're hopping on its directional, contextual. And if you want to climb again onto another building it asks for a button press. So it's not like you seamlessly glide onto walls and above buildings, it has a method of interactivity, its just stuff like jumping from 4x4 wooden beam to 4x4 wooden beam doesnt require split second shit i missed by .12 seconds and landed on the floor type timing.
If that's the case, then it sounds like it
is kind of like
Hitman: Blood Money. In BM, when you'd approach a pipe the action menu would say "Climb Pipe", and all it took was a button press to grab the pipe and you were free to climb it straight up or down as far as the pipe went (they also did this for "climbable" surfaces) using your direction keys. This was the more interactive of the special movement interfaces, as it were.
The less interactive was the one that allowed you to jump between balconies. You'd approach the railing, the menu would say "Leap to Balcony", you'd hit the correct action button and thrill as 47 took 10-15 seconds to step over the rail, leap, and step over the other rail before you could control him again. I didn't mind either style as they weren't over-used and didn't seem
too gimmicky in context.
The AC system could be very cool if they designed the levels intelligently. If there's only one optimal parkour path through a level then it'll have less impact than if you're able to parkour madly about a level attempting to lose guards.
Scots Taffer on 8/11/2007 at 23:27
Quote Posted by Gambit
Christ.
I only try to give an opinion based on Hitman (a game with the same premise of taking a life´s target with skill) and three people troll on me in a personal level ? This forum used to be polite and constructive.
No seriously, what is it ? Lack of cofee today ?
Because this is just a gaming forum, CHILL OUT !
Hey man, sorry. Unlike how Subjective took my post, I wasn't actually intending to attack you personally, just highlight what I think was an erroneous form of defensive positioning and I didn't want to see any more of it because how many times will I have to say: "but _____ game wasn't marketed as ...." Y'know?
Ultimately, I was never too engaged by Assassin's Creed, another game where it promised a lot but in my skepticism, I failed to believe that it would adequately deliver. I'm now reaching a stage where a few games in a row are just completely failing on some artistic or technical level and it's starting to piss me off. Underpromise, overdeliver, people. Or just stop saying shit about your games that isn't true in an effort to generate hype. Just work on a fucking game and stop trying to make it into the next movie industry, let that happen itself.
Jason Moyer on 8/11/2007 at 23:35
Quote Posted by Gambit
Therefore we have a game of two assassins that use "social stealth",
They have many related points and also many differences. But they are related in gameplay since the gameplay is "social stealth" regardless if they have different movements.
Right, but that's essentially where the similarities end. Hitman can get away with having context-sensitive "jump to railing" type commands because it's not a game about climbing on things or jumping across rooftops.
RavynousHunter on 9/11/2007 at 00:14
Actually, I can see where this would be an interesting idea, instead of having a jump button, use the different "limb" buttons to affect the kind of jump, ie: if you hit the "left/right arm" button, you will vault over it, and if you press the "leg" button, you bound straight over it. If you included something like Upper/Lower body strength variables, one form of jumping would be more advantageous than the other.
However, with a jump button, the possibilities would expand, imagine jumping over peoples heads as opposed to simply pushing them out of the way, talk about the element of frigign surprise! :thumb:
I think combining the acrobatics and social stealth of Altair with the shadow/sound stealthiness of Garrett, we would have one hell an assassin on our hands. Throw in some crazy ass psychic powers like in X-Men, talk about an invisible tank of death.
::gets all giddy, than starts writing these ideas down::