#but honestly it makes sense for ubisoft to write the games this way
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theconfusedartist · 11 months ago
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hehe have internet back. I'm talking yet again~
but like, I get it. Shaun and Rebecca aren't going to get close to Desmond after what happened to Clay (hence why they always call him 16, don't give Desmond the full disclosure on what happened) because it's easier to keep an emotional distance. They're assassins after all, and if they already know that Desmond is most likely going to die, what's the point in getting close? Another death, another 'occupational hazard' in the making.
Rebecca worked with Clay, knew who he was, but it's easier to refer to him by number rather than think of him as a person that met a bloody end. Shaun is probably thinking about the fact that the last time they had someone who interacted with the animus into the order, they murdered the mentor (Daniel), so who's to say that Desmond isn't a sleeper agent? They see him going through the bleeding effect, they hear him screaming in his sleep, they can tell he's losing it. It would be so much harder emotionally to get close to him only for him to die, so they keep their distance and let Lucy handle it.
And on Lucy's part, it's just another animus subject she has to watch fall to pieces, another person whose personality gets eroded away to nothing as they lose all sense of self. How many times had she asked for extraction? How many times of her pleas for help being ignored?
No one is coming to save them. She learned that in the seven years as a mole, forced to work alone without any backup or real communication, it's only a matter of time before he ends up like everyone of the other subjects she had to see die.
So for Shaun, Rebecca, and Lucy, why would they start treating Desmond like a friend or a real member of the team? To them it's inevitable that Desmond will have a painful end, but they got back Lucy, right? At least there's an upside.
And as for Desmond? He's going insane and no matter how much he tells them, no matter how much they see it happening; no one is coming to save him. Sure, he might be willingly going into the animus, but he better not complain! After all, 'he agreed to this'. It's not like he can ask to leave, because for all the narrative and team want to paint retrieving Desmond as a rescue, they aren't going to give him a choice in going back to the animus. The only difference in situation with the Assassins is that he isn't being forced into a coma, because he willingly agreed to it, but what would happen if he didn't?
Desmond only really has Lucy to ask for support, and she's busy setting up enough emotional walls so she doesn't get hurt, that it's a shadow of a relationship. They don't give him answers because they expect him to die anyways, so what's the point? For all the assassins talk about freedom and choice, they have very little to spare for their members in the modern day.
And maybe thats why the modern assassins revere the ancient assassins so much, they're a tale of what the order *should* be, what they were *told* they were fighting for, even as it's not practiced in their own modern order.
By the time AC3 has rolled around, the group has been around long enough and weathered enough together that at least they can have *fleeting* conversations about the big things; Lucy's death and apparent betrayal, Clay being left to die, but only in hurried and hushed whispers. What was already a fragile working relationship is strained by William.
The same William that claims he had 'no clue' that Lucy had turned traitor, but conviently leaves out the fact that he left her in enemy territory with no way out. The same William that lays Clay's death at Lucy's feet, despite the fact that there are emails to prove that William will push whatever limits he needs to in order to get info, no matter who it is.
The same William that treats the deaths of his members as 'occupational hazards' and leaves bodies and bases behind to the templars, even knowing that they're scraping their bodies and DNA for any information they can find. The same William that treats the death of his members as if they're all pieces on a board instead of real loves being lost.
The same William willing to punch his own son in front of other people just for asking to be treating with respect.
Like. I get it.
This is the mentor of the assassin order and he's willing to let his son go insane, willing to hit his son for speaking up, and somehow incompetent enough to get caught by the templars. He keeps plugging Desmond into the animus when he goes into a coma or into a fainting spell, because if he's going to die, might as well get as much from him as they can.
By the time it's clear that Desmond is going to die, they've been expecting it for months now, it's not a relief or anything they were expecting because despite how hard they tried to distance themselves from Desmond--it's hard to treat him like a number when he's alive in front of them.
Desmond dies, and all they have are regrets, wishing that they had memories of a friend rather than someone they knew as a walking USB for historical archives. Desmond dies and no one gets closure because the templars are still a problem so they gotta keep moving.
And Desmond dies to save the world, his entire life orchestrated to the final notes, knowing that every choice he thought was his own was carefully planned from the start.
maybe my desmond tags were a bit spicy but i said what i said
The modern team was a group of friends with Desmond as their work friend/colleague
Not hateful or anything, not malicious. They just... they ain't close like that, unfortunately
#im sorry yall#im having emotions about the modern gang#mostly desmond#but shaun and rebecca and lucy too#we don’t see much of them#due to how the nature of the story wad told#but honestly it makes sense for ubisoft to write the games this way#after all in canon they ARE the templar organization#of COURSE we the audience have to lose hope Desmond is alive#of COURSE we the audience have to see him getting cut open#they want to make sure that the point is clear: there is no hope for the assassins#honestly i don't think Desmond is dead even in their own canon-i dont care Desmond got cut open- think about what it means from a narrative#and real world standpoint#Desmond dies because a vocal minority in the real world fanbase compained about Desmond--the MAIN CHARACTER OF THE STORY--being boring#Desmond dies because it's easier to pump out more games if they can just say the world is saved but uh oh! people lost hope in the franchise#time to fucking bring him back in voice clips and pictures and snippets#but don't ask for actual content#idk it was brilliant that real world devs made Ubisoft templars bc they fucking blurred the line between reality and fiction for modern day#the same way they did with the ancient assassins#i dont think it was planned but in a narrative and real world sense it makes sense why they would push this#because why would the templars ever release a narrative where they lose? where people survive? where theres still *hope*#anyways i thought about this so much then fell asleep then woke up and immediately typed this bc i had Desmond on the brain#how yall doing
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rainofdauwuand0w0 · 2 years ago
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Huh well, if you didn’t hear the news earlier from YouTube or twitter or whatnot. E3 once again is cancelled, mainly this time around due to well, not enough companies being there, Ubisoft was the latest to pull out last,that’s what I heard about? Ten cent and sega, Bandai Namco, and of course the mighty first three, Nintendo, Sony, and Xbox. More and more it is probably right to assume that E3 is dying while things like summergamefest and what not or the game awards or PAX or Gamescom. I think this may be the time where a shift is happening in the space, both in sense of games that people will pay for, and the way conventions similar to E3 may come to exist. It kind honestly surprised me when that four years ago yesterday apparently, is when Geoff Keighly, the host for summer game fest and the game awards, left hosting E3 to have and help create those two things, which kinda boggles my mind that someone saw the writing on the wall that long ago, pre-Covid? That’s kinda scary to imagine in my mind.
On the other side of the coin we have indie games slowly rising and clawing their way forth, more to the limelight, more to the front lines of gaming, pulling themselves up and bring themselves forth, figuring themselves out how to stand out from the crowd. And with the latest thing, bringing new ideas to the light or taking old ideas and introducing a new twist to it or shining it up to more modern standards, bringing in ideas in while most triple AAA company works are either too focused on the graphics, or too focused on making the moolah from their game continually, no matter if it was free to play or not, and with the new “inflation” based grow in cost, base games are going to be costing 70 dollars in America, 70 dollars! That’s may be a small amount overrall but it’s still a very noticeable and big number to buy games for! So while triple AAA studios are asking us to move on to this next big price jump, we have indie games, like, antonblast, or the current famous pizza tower (despite its issues of what the creator has said and has of course apologized for their past actions, but still it’s popular), Celeste, hypercharge, so many goddamn boomer shooters, selaco, hellslinger, wizordum, dusk, beyond sunset, ultra kill, deadlink, exophobia, and so many other options like patch quest for a rouge-lite where you can use a lasso to attach to a monster and then once “capturing” it, you ride it, or the rougelike and animal crossing combo that is cult of the lamb, where not only are you fighting demons, the highly addictive vampire survivors game, where you can become the bullet hell. And on steam, there is so many options of portal mods that have gained steam support to pay for the suckers like the painting initiative or portal:reloaded or if you want something portal-like with its own unique idea, entropy centre with is talking rewind gun and it’s talking main protagonist or what’s being currently made like ARTIFICIAL, which is a half-life and portal inspired puzzle game and it’s looking so interesting and neat. DEEP ROCK GALACTIC, With all it’s rock and stoning glory with destroying bugs ok hoxxes, and drinking many fantasy beverages made by a nice little robot to chill after a nice hard working day in the caves. Roboquest with its first person shooter rougelike goodness that is on Xbox gamepass and stuff. So many good possibilities is coming in the future and I look forward to the change that indies are gifting us
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deimcs · 3 years ago
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thoughts on the kenways!
Thank you legend for yet another opportunity to cry ♡
Okay so, the fact that ubisoft chose to give us a generational saga but then decided to make it as traumatic as possible it was really some kind of twisted power move from their part. and they did it BACKWARDS even, for even more brain damage. This got impossibly long so, more under the cut.
When we get introduced to Edward, it’s hard to believe he’s ever going to be a functional human being, least of all a father. His growth and progression is actually not linear at all and you know what? I love that. He doesn’t magically change his attitude the moment he’s introduced to the Assassins. He’s selfish, he’s greedy, he’s shallow, he’s out there to have fun and make money! He never made that a secret but what makes him so endearing is that’s not all he is. Bit by bit you’re introduced to his past and through his past you start to see his present in a different light, the more the story advances the more we are introduced to all his other qualities, the same ones Mary sees in him even if he can’t. He cares. A LOT. He cares for his men, he cares for his friends, he cares for Nassau, for the islands, for the people living there. He trusts Adéwalé with his life and actually listens to his counsel. He cared for Caroline too but the game doesn’t try to excuse the way he acted towards her, it was still love but with an unhappy ending! 
I love how ingenious he is, how funny and resourceful. He’s very charismatic obviously but despite his rambunctious  personality I never felt like he overshadowed the people around him. He’s very warm and welcoming in that sense, he THRIVES in a community and languishes in isolation. The losses he goes through have an actual impact on him, as the game progresses he grows more somber, more serious. It’s a jarring comparison to the Edward we see during the first acts.
But it culminates in something soft, if bittersweet. He starts off wanting to devour the world. He learns to compromise. We all know the infamous song scene, by then he sacrificed everything and still lost against the tide of history. His is a conscious surrender, loaded with meaning. Absolutely love how they highlight the fact that he was a good loving father. Far from perfect, with a messy past but still protective and respectful. He deserved to watch his children grow, he would have offered them a choice, I know that. The ultimate paragon of freedom until the very end.
Then comes Haytham and of course he’s the tricky one. I haven’t read Forsaken, this is a stain on my Assassin’s Creed obsessed record I know but I know what goes down behind the scenes, more or less. He’s tricky because his entire character is actually a big what if? 
What happened when he was a kid wasn’t his fault, Birch’s betrayal wasn’t his fault, I truly believe he loved his father, he loved Jennifer too in a way despite their differences. First among many the fact that they knew Edward very differently, I think. So I can’t actually fault him for becoming a Templar, ultimately he was indoctrinated. But when it comes to Connor I can’t really approve of his choices, at all.
What he did once he became an adult it’s on him and on him only. He wasn’t totally callous, we know that, but he was extremely manipulative and every bit the polarized man he once accused Achilles to be. I don’t think him so stupid to actually believe taking away people’s free will was the answer, his biggest weakness was that he acted like he was so sure of himself even when his morality was evidently on the fence on some matters. Kaniehti:io proved that, his son did the same.
Honestly? It was foolish of him not to accept Connor’s curiosity and tentative olive branch the first time. He’s a proud man, too proud and that was his downfall. Acting so condescendingly towards his son got him nowhere. He thought Connor to be naif, childish, incapable, easily manipulated. He underestimated him because he saw the Assassin before he saw his own child or even just a person and that dug a chasm between them. He kept rejecting him and trying to assert his authority on him as a father within the same breath, like pick a struggle! It was on him, things could have gone differently if he stopped thinking himself invincible for one second.
Then we have the love of my life, my dear Ratonhnhaké:ton. Literally a good soul. He’s such an incredible character and I wish more people would see that. The fact that so many in this fandom write him off as cynical and stoic doesn’t sit well with me at all, let me tell you that. Once again we’re just ignoring the character development? Not on my watch. The thing is with all the assassins, they all end up losing something, having the person they were at the beginning of the game beaten out of them, for good or bad. That’s just the pattern, they are all changed by the end and Connor is no exception. That fact that he had to go through such horrifying things at such a young age is bound to traumatize a person. People like to talk about his anger but you’d be surprised how little it actually appears throughout the game. His personality is gentle, a little awkward at times, determined, incredibly nurturing. This man rebuilt an entire village, he rebuilt an entire brotherhood, he learned to sail, to fight, to hunt, to speak the language of those who slaughtered his people without a second thought, their customs and rituals. He adapted over and over again, always making space for others if they were willing to take it without abusing it. 
The only times he snaps is when people are doing just that: taking advantage. Of him, of his land and the people he loves. It’s a rightful anger, a protective anger, an anger that settles boundaries. It’s healthy, it’s important and I was just so happy to see it portrayed the way they did!
He’s a gentle giant, who deserves respect because he literally changed the course of history and he just got more death and pain in return. His story is particularly important because it tells a tale that it’s not just his but of his people. It’s cultural and it’s very real. 
Him too, starts off softer around the edges and he’s forced to harden by the end of it. It’s not lack of character, it’s literal trauma! Edward would have loved him so much.
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evilisk-played · 3 years ago
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Games in 2022, Part 2
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My procrastination problem is getting worse
= = =
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Valiant Hearts: The Great War System: PS4 Genre: Sidescrolling Puzzle Game
I don’t have the words to describe how good this game is. It’s great, easily one of the best games to come out of Ubisoft. 
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Colossus Down System: PS4 Genre: Beat Em Up
I have to be honest: I don’t think this is a good beat em up.
While I do respect the developer’s ambition (Colossus Down is the third game in its trilogy, stars the protagonists of the previous games and is a BEAT EM UP when the prior games were POINT AND CLICK GAMES), it’s obvious that the developers don’t usually make beat em ups because, if you’re a fan of beat em ups in general, there’s a lot that’s “different” (read: frustrating) about the way this game is designed. Someone described this as a beat em up you’d see on Newgrounds and that’s exactly it. It’ll seem fine for casuals, but it’s frustrating if you’re a hardcore fan of the genre.
My issues aren’t just with the gameplay however. The most disappointing thing about this game has to be its choice of main character. I get it, the plot is about Nika (and her developing as a character) but the problem is that Nika just isn’t that interesting. Agatha is the way better and more compelling protagonist... which makes it baffling that you can’t play as her outside of Co-Op Mode. While it makes sense with how the story is written, it is disappointing because this game wasn’t shy about showing off Agatha in its advertising. Like, the trailers and key art really seem like they’re co-leads but this is a Nika story first, with Agatha basically being a glorified bonus. 
There are some clever things about this game. But overall, the ones who will get the most out of this game are the Agatha Knife and MechaNika fans. It’s a hard sell for everybody else (especially hardcore beat em up fans)
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Steven Universe: Save The Light System: PS4 Genre: JRPG (ATB-style combat)
This game is a real DIAMOND in the rough (please, please, hold your applause)
Seriously though. While this game has some serious issues (there are a LOT of bugs, ranging from harmless visual glitches to accidental sequence breaking to game crashing stuff) I kinda love this game for trying to be a big, console type RPG. I love the aesthetic, I love getting to explore locales from the actual series, and I really like the battle system (even if it’s got serious balance issues).
It bums me out that the sequel did its own thing (instead of building an improving on this game’s systems) because there���s real potential with the combat.
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Steven Universe: Unleash The Light System: PS4 Genre: JRPG (Paper Mario style combat)
I don’t like this game as much as I love Save the Light, but it’s still good.
It’s 100% more polished, 100% more balanced and even features Lapis (you have no idea how upset I was at Lapis being teased but not added to STL) but... it’s hard to go from STL’s bigger, console production values to UTL (where you’re really just exploring rooms rather than a full world).
This game is easy to recommend, especially if you’re a Steven Universe fan. ESPECIALLY if you like Lapis, Peridot, Bismuth, Connie (or all four). Those characters get to do more in this game than they do in the entire show (:/)
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Legal Dungeon System: PS4 Genre: Visual Novel
Legal Dungeon is a game that I am so conflicted on. On the one hand, it is an amazing critique of policing. If there was a textbook example of whatever the opposite of Copaganda is, it would be Legal Dungeon. I really can’t compliment the writing enough.
On the other hand, the game aspect of Legal Dungeon is honestly not great. Part of it might be an ineffective translation (Legal Dungeon is the product of South Korean game developers) but even if the game were translated better, I still think the gameplay would be a hard sell. You know how Ace Attorney games can be really obtuse? How, even if you’re several steps ahead of the case, sometimes you still get stuck because you have to present things in a very, very specific order? This game has that problem on STEROIDS. 
It’s unfortunate because, again, the game’s critique of policing is amazing. I don’t wanna spoil anything, but the way the game handles its main route and the alternate routes / endings is honestly kind of genius.
I think I can only recommend this game if it’s on sale. My line of reasoning is like this: I think the game should be played... but not without a guide... but if you play with a guide, this game is not even an hour long... so yeah, only get this on cheap and play it with a guide.
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cullxtheherd · 4 years ago
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Dirty headcannon game: J, A, C, O, B for Jacob
thank u for this ask anon - it gets a little rambly but in my defense i haven’t had coffee or sleep so ksjndksf we maaake doooo with what we haaave hebjhdfrdesfkjn
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Dirty A-Z headcanon game!
J - Jelly (what kind of lube are they using? is it flavored? have they tasted it? do they prefer to use something other than real lube during sex?)
anon i think, personally, that if Jacob Seed has access to any kind of personal lubricant it’ll come in a sour flavor- green/apple, lemon, etc. i just don’t see him as a sweets type of person? maybe you feel differently idk. but to be honest with you i doubt lube is in massive stock or quantity at saint francis. and without being... Too Dark™: i’m pretty sure if Jacob Seed is making use of any form of lubricant (even spit) he likely has some type of feeling for his partner- other than convenience, that is.
A - Alone time (how do they get off when they’re all by themselves? do they watch porn, is it all in their imagination, do they jerk off, do they use toys?)
hoo babey i think Jake is definitely a guy that masturbates, but i think he is the type of guy that has that?? ingrained Religious Guilt™ about it. which lanskjndjkfns it’s funny to me because he has zero to little guilt at all about anything else he does i just think that?? based on my own interpretation of his childhood: he likely spent whatever years that weren’t clouded by abuse and addiction on his parents part, under the thumb of the Bible. i have theorized in his timeline [x] that the Seeds were likely Baptists due to the majority Religion in Rome, Georgia at the time of Jacob’s birth. i personally headcanon that his father was likely a Preacher before being overcome with alcoholism and after i believe he was likely a bible salesman who dragged his eldest son along. i believe that being ruled by a heavily religious iron fist, especially with strict doctrines about repentance and sinning??? y e a h. i think if he is rubbing one out it’s probably a quick, base needs experience: no toys, etc and probably followed by feeling Super Wrong About It Because God (even though he doubts the fuckers existence at all®). anyone who is catholic can confirm ksjndkjnfdjdnf
C - Crying (is it a turn on? a turn off? do they cry during sex? have they cried during sex? what was the reason?)
oof that is a grim thought to be honest and?? i doubt Jacob Seed cries during or has in the past cried during sex. now i’m not sure on the turn on/turn off situation because honestly i think it depends on the circumstances. i could certainly see during an unhinged and violent episode it being a turn on (in the sense that it is something incensing to an attacker, generally), but!! i just don’t write him as meanly in the bedroom as most people do, so: in a sane mind state no i really do not think it is a turn on for him. i think although he was raised roughly and rudely that ultimately he was/is a Southern Boy; as in: he loves his Mama despite her massive faults, he holds doors open for women (these days mostly in the PEG unless out of town), he is sweet on his sweetheart, he knows the lyrics to every Elvis song and Southern Nights by Glenn Campbell, he eats peaches (no not Staci, yes sExUaLlY), he likes his grits tacky not RUNNY, he haS A STNRNFSDJ SOUTHERN ACCENT???!?!?!?! UBISOFT HELLOOO??
you know what im done with this question my friend :)
O - Outdoor sex (have they ever done it in public? would they? where?)
yes very much yes. i think any sex that jacob seed is having these days is likely a spur of the moment act of convenience and is probably subject to back alley bangin’ more than he would ever admit. the game and the devs have told us a lot that the boys don’t really follow their own core doctrines and since Jake tells us plainly that he’s not so sure about God?? i’m certain he abuses his power as Herald to bend the rules for himself and often. but same applies here i think he likely suffers a big heap of Religious Guilt afterwards, even despite his doubt in religion and faith.
B - Bondage (do they like it? do they not? do they prefer to be the one being tied or the one doing the tying?)
ebhjgdfdfjdgk okay so if you go to the several places (grandview, surrounding cabins, etc) where Jacob “trains” people you will find that most, if not all, of the beds/couches/etc have leg and/or ankle cuffs affixed to them and some even have a chain and leash bolted into the floor. i think Jake is big time into control in all aspects of his life, especially the bedroom. i do think that the confinements in the training rooms are more used as a system of degradation, though and not solely nsfw purposes. i have said in the past that in my interpretation this man absolutely hates being nude in any form in front of others due to his extensive scarring/rashes and i just don’t think his object is to absolutely rail the shit out of the poor souls coming through his doors- although, don’t get me wrong i’m sure on occasion it happens, but also skjkdfj let’s not forget that when Jake has left his men/soldiers to do things in the past (THE COOK IM LOOKING AT YOU) they often go? over the edge and get way out of control  aND honestly if you haven’t read the notes where the cook is: they say jake needs more bodies/soldiers but that the cook decides to burn these sinners anyways; it’s a direct avoidance of orders- this likely happens all over the whitetails and it is likely something Jacob doesn’t take kindly to. why? well when you’ve trained your flock on a cocktail of abuse and torture you don’t exactly instill absolute trust in your soldiers- some will, eventually, disobey and i’m sure with a bunch of half crazed, militarized guards around....sexual assault is going to happen, unfortunately. i do think that if there is some kind of? consensual/sexual relationship going on that restraints can and likely will be a part of the bedroom - maybe not always because Jacob strikes me as the kind of guy that prefers to? work with his hands. annnddd now for the part we aren’t ready for: i think if Jake really trusts his partner that he will allow himself to be bound in certain ways (he’s going to need a quick way out of any PTSD inducing scenes for everyone’s safety). just imagine this man has his partner in the cowgirl position and he says:
“𝑷𝒖𝒕 𝒚𝒐𝒖𝒓 𝒉𝒂𝒏𝒅𝒔 𝒂𝒓𝒐𝒖𝒏𝒅 𝒎𝒚 𝒏𝒆𝒄𝒌 .”
bye im leaving 
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theirrationalzone · 4 years ago
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My Top Ten Games of 2020
Let’s just address the giant elephant in the room from the offset: 2020 has been one giant mess of a year. Every event, every major moment this year just felt like the worst case scenario every time.
For a lot of us though, there was one saving grace: video games.
2020 has been a damn fine year for video games. From the return of certain classic franchises to some amazing new entries and experiences. Gaming really managed to thrive in a year where other entertainment mediums such as films and television struggled.
Let’s dive in and take a look at some of the games that made this year a lot more bearable:
10: Watch Dogs Legion
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I’ve had a soft spot for Ubisoft’s hack ‘em up franchise for quite a while. I didn’t think the original was as disappointing as it was made out to be and I thought the second one was an underrated gem. When Legion was first announced, I liked a lot of what the game was setting out to do but I wasn’t ready to pull the trigger on getting it. I decided to give the game a chance in the end and I’m glad I did.
Legion might suffer from the same pitfalls that have plagued other Ubisoft enterprises, but the recruitment mechanic is one of the coolest systems I have seen in any game ever. The fact that you can recruit any NPC that you see on the streets of London and use their unique talents to complete your objectives is just an awesome thing in and of itself. Its depiction of London is also incredibly fun to explore and cause mayhem in. While I found the writing to be pretty subpar, the game quite buggy and the whole PS5 upgrade fiasco a farce, I still found Legion to be a fun open world experience overall.
9: Resident Evil 3
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Resident Evil has been on a real hot streak as of late, hasn’t it? Ever since Capcom made a promise to its fans that the Resident Evil series would go back to what made it so popular in the first place, the series has gone from strength to strength. Last year saw the release of the RE2 Remake which was absolutely excellent in that it kept the spirit of the original while also taking a few liberties of its own. It was only a matter of time before RE3 got the same treatment and well... it did.
I’m just going to spit this out. It’s not as good as the RE2 Remake. It didn’t need to be though. I still think this is a good game that provides a satisfying and fun survival horror experience. It carries over a lot of the elements that made the RE2 Remake such an excellent game and in certain areas (especially the writing) it makes a few improvements. Plus the game looks absolutely stunning thanks to the RE Engine. It is quite short. It is missing quite a bit of content from the original game. It definitely isn’t as replayable as the RE2 Remake. I still had a blast with it though overall. If this really is a blip for the Resident Evil series, then it must be in a really good place right now.
8: Tell Me Why
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Dontnod Entertainment have fast become one of my favourite developers in the industry right now. When I first played Life is Strange back in 2015, it felt like a revelation. It weaved a fantastic story with characters you genuinely cared for and took you to a place you never wanted to leave. I’ve enjoyed all of their other ventures since then such as the underrated (if quite janky) Vampyr and Life is Strange 2.
Tell Me Why is another venture that fits the Dontnod MO: A grounded emotional story with slight supernatural elements, a degree of player choice and a setting that makes your jaw drop. The major difference here is the game’s attempt to portray a transgender character. That’s nothing new in and of itself. It’s more the fact that it attempts to accurately portray a transgender male character which is a bit of a rarity in all forms of media. Transgender portrayals (from what I’ve seen) tend to focus on male to female rather than female to male.
I’m in no position to comment on whether the portrayal is accurate or not, but I got the impression that Dontnod really went out of their way to get this right. Their FAQ explains that they worked with GLAAD and the voice actor to get it as right as they could. That alone deserves huge praise, but I also loved the Ronan Twins’ story as they dealt with their harsh past and the uncertain future. The game was a delight from beginning to end and it just looks absolutely gorgeous to boot. Dontnod have done it again.
7: Bugsnax
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One of the early delights of the last generation was a little ditty known as Octodad: Dadliest Catch. It was a fun little physics based affair which cast you as a octopus masquerading as a human. The game had a terrific sense of humour and it was just bloody fun to play. Young Horses (the developer of the game) kinda went dark after that. They only really resurfaced to release two bonus levels for that game and then they just disappeared again. Now we know why that was the case...
Bugsnax retains some of the qualities that made Octodad such as a memorable game. A great sense of humour and a unique gameplay hook. You play as a reporter sent to the mysterious Snaktooth Island to interview an explorer called Elizabert Megafig who has discovered these unusual creatures known as Bugsnax. After crash landing onto the island, you discover that Elizabert and her significant other have gone missing. It’s up to you to find out what happened while also documenting and capturing Bugsnax for yourself. Capturing the Bugsnax is a big part of what makes this game such a delight to play. As you unlock more tools to play around with, you can come up with different strategies and methods to capture these weird snack based creatures. It’s pretty awesome. Throw in a lovable set of characters to interact with and a beautiful environment to explore, and you’ve got one of the most lovable games released this year.
6: Mafia: Definitive Edition
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The last few years haven’t been too kind to the Mafia franchise in my eyes. I really wanted to like Mafia III when it came out back in 2016. It was a sequel I waited years for and it did have some good qualities such as an excellent story that dealt with some pretty heavy topics, solid gameplay mechanics and an amazing licensed soundtrack. Unfortunately the game had one of the most tedious and boring gameplay loops I think I’ve ever seen in an open world game. It just got so dull after the first couple of hours.
This year saw the announcement of the Mafia Trilogy which was to be a celebration of the entire franchise with a remake of the first game, a remaster of the second and a re-release of the third. Half of this was botched with the remaster of II being poorly put together and the re-release of III receiving a broken patch. Things were looking grim for the remake...
As you can see by it being in this list, we were proven wrong. Mafia: DE is a fantastic remake that pays good lip service to the original while also expanding on certain elements. The story which follows the rise and fall of cab driver turned wiseguy Tommy Angelo is more fleshed out with new sequences and character moments that weren’t in the original. Gameplay still retains the solid shooting and cover mechanics of Mafia III and the driving feels absolutely excellent especially when you put it in simulation mode. Lost Heaven is just gorgeous to behold as well with its bustling neighbourhoods and beautiful countryside. I hope this is the beginning of a redemption arc for Hangar 13 and the Mafia franchise. There is a lot of promise to build upon from here.
5: Deadly Premonition 2: A Blessing in Disguise
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Anyone who knows me personally or has followed me on social media for a while knows that I’m a big fan of Deadly Premonition. The 2010 cult survival horror hit pretty much encapsulates why I love video games with its lovable hero, an eccentric cast of characters and surprisingly solid mechanics considering the budget it was made for. It was definitely more than the sum of its parts.
When I found out that a sequel was being made exclusively for the Nintendo Switch, my jaw hit the floor pretty hard. I thought any hopes for a sequel were dashed when SWERY left Access Games (the original dev), and yet here we are. A Blessing in Disguise is a brilliant sequel to the zany original. It captures everything that I loved about the original game to a T while also improving in certain aspects. The story is more ambitious this time with it being both prequel and sequel. A lot of the gameplay elements have been improved. The combat benefits from better aiming controls and an upgrade system for both York and his weapon. Getting from A to B is less wonky (and more fun) thanks to the addition of a skateboard rather than a car.
While I do still think the original is better due to the more creative side quests, the more challenging difficulty and the fact that it functions better from a technical perspective, I’m still a big fan of DP2 and it deserves your attention. Here’s hoping that it makes its way to other platforms in the future.
4: Ghost of Tsushima
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This last generation has been good for Sony and its Worldwide Studios. In the last five years, they’ve managed to produce hit after hit after hit. A definite far cry from the first year of the PS4 where they produced some dire exclusives. Infamous Second Son was one of these. Sucker Punch’s first effort on the console was very pretty and a good technical showpiece for the console, but as a game, it was boring and dull. I couldn’t even muster the strength to finish it. The standalone expansion First Light was a huge improvement in my eyes. It cut out a lot of the fluff from Second Son. I knew then that Sucker Punch would eventually give us something amazing. They certainly did in the end...
Ghost of Tsushima is honestly one of the best exclusives that Sony has ever produced. Giving us a brutal tale in the vein of a Kurosawa flick where samurai Jin Sakai is forced to betray his code in order to drive out the Mongol force that has enslaved his homeland; we have a story that is genuinely gripping from beginning to end with an incredibly powerful final duel to boot. The combat is incredibly fun with a brilliant combat system that is easy to pick up but challenging to master. Duels especially show the combat system at its finest. Upgrading your abilities genuinely makes you feel incredibly powerful as you begin to decimate enemies left, right and center. Stealth is solid giving you plenty of tools at your disposal and certainly changes up the gameplay a fair bit. Did I mention that Tsushima Island is one of the most aesthetically pleasing locales in any game to date? Well I’m saying it now. It is one of the most beautiful locales in any game to date.
I’m very excited to see where this new IP goes in the future because this first entry is just incredible. A must buy if you own or plan on owning a PlayStation 4 or 5 in the near future.
3: Astro’s Playroom
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Memorable pack-in exclusives are a bit of a rarity nowadays. The last one that sticks in my mind is Wii Sports, and that was a long time ago.
Astro’s Playroom serves as the pack-in title for the PlayStation 5 as it is pre-installed on all units. It’s also my favourite exclusive for the console so far. The main reason for this is that Astro’s Playroom evolves past being just a tech demo for the console and its fancy new controller. It actually is a fun little platformer in its own right. It offers something different with every level. In one level you can transform into a giant ball and attempt to navigate some pretty tight platforms, and in the next, you take control of a rocket ship and navigate through corridors while also avoiding bombs. There is great variety here and to be fair, it shows off the potential of the new DualSense controller fantastically.
Plus the game is just one giant love letter to the PlayStation brand and the games that made it what it is today. You’ll see references to obscure PlayStation paraphernalia such as the Multitap and UMD discs, and also games like Final Fantasy VII and Silent Hill. The final boss of the game in particular is one giant callback to something you might remember if you got a PlayStation 1 back in the day. I won’t say any more, but it made me yelp in joy when I saw it. If you plan on getting a PlayStation 5 in the future, make this the first game you play. You won’t regret it.
2: Tony Hawk’s Pro Skater 1+2
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Activision have been on a roll in the last few years with the revitalisation of some of their classic franchises. Crash Bandicoot and Spyro the Dragon for example have enjoyed newfound success thanks to the excellent N Sane Trilogy and Reignited Trilogy. When it was revealed earlier this year that Vicarious Visions and Beenox would be resurrecting the Tony Hawk’s Pro Skater franchise with a remake of Pro Skater 1 and 2, my heart skipped a good few beats.
The Pro Skater franchise means a lot to me personally as I have very fond memories of putting hours into 1 and 2 when I was a kid. Going through the Career mode with each skater, learning the gaps and getting used to doing manuals when they were introduced in 2, it’s all ingrained into me. I’m happy to say that this is probably the best remake I have ever played. It perfectly captures what made those first two entries so special. Each level is beautifully recreated with a ton of new details that serve to enhance these levels. The soundtrack includes all of your old favourites like Goldfinger’s Superman and Rage Against the Machine’s Guerilla Radio along with some fantastic new tracks like Less Than Jake’s Bomb Drop.
The gameplay definitely taps more into Pro Skater 3 and 4 territory with Reverts and Flatland tricks included. These tricks don’t feel out of place and the game does give you the option to play it legacy style if you want. It feels magnificent overall though. The physics are pitch perfect. Creating lines and large combos is still as addicting and rewarding as ever. Online leaderboards certainly tempt you to reach for the stars if you’ve got the ability. Career mode isn’t particularly long, but the pretty robust Create-a-Park editor and solid multiplayer suite should keep you coming back for more. I’ve already put dozens of hours into this and I have no intention of stopping anytime soon.
If my number 1 entry on this list didn’t exist, this would be my Game of the Year. As it stands though, this is a very close second.
1: Doom Eternal
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How do you follow up one of the best first person shooters in recent memory? Basically turn everything up to eleven and then some. Doom (2016) was such an eye opener when it launched. It gave everything we could have ever wanted from a new Doom game: a whole planet full of demons to kill and some big guns to help them back to where they belong. It was awesome and an easy choice for my GOTY back in 2016.
I anticipated Doom Eternal with bated breath. The excitement was building but the nerves were building with it. How could it live up to the previous one? What if it makes the same mistakes as Wolfenstein II: The New Colossus? Thankfully my worries were unfounded as soon as I loaded up the game and was thrown straight into the fold with a Combat Shotgun and some entry level demons to destroy with it.
Doom Eternal is the FPS genre at its absolute finest. The levels are much bigger with more secrets to find and loads of demons to kill. Said demons are much more plentiful in their ranks and they move faster too. Fortunately enough, you have a huge arsenal to deal death to these demonic denizens from the depths of Hell such as the starter Combat Shotgun, the Plasma Rifle, the Ballista and even a giant sword known as the Crucible. Enemies now have weak points to exploit as well which can turn the tide of battle and it rewards accuracy. Before you know it, you’ll be entangled in a ballet of bullets, beams, blood and guts (HUGE guts mind you.) This game makes you feel like a hero at the end of every fight. It’s so satisfying.
Toss in a soundtrack that will get your blood pumping and your goosebumps raising along with environments that will make your TV or monitor look like a window to a scorched earth, and you have my Game of the Year for 2020. Well deserved for sure. I really need to get on that DLC.
To those of you who actually took the time to read all that, you have my heartfelt thanks. I really appreciate you reading this and I hope my choices made sense.
To those of you who just glanced at each entry and skimmed through the text, I don’t blame you for doing that. I still appreciate you taking a look anyway.
All that’s left for me to say is that I hope each and every one of you has a safe holiday season and I hope that the New Year will be better for all of us.
I’ll see you all in 2021. Stay safe and well, folks.
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graffiti-bi · 4 years ago
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With Vahalla coming out soonish and me getting lost in the Assassin's Creed sauce, I wanna criticise the way they do the modern day plot because damn it I like the out of Animus scenes but they're handled so utterly bad.
Full disclaimer a head of time: I haven't played the Desmond Era recently so my memory on those is at best shaky and I have only seen Abstergo scenes from the rest of the games (minus Black Flag) through just watching them. So like, if I don't have info/incorrect info, yeah. I tried to do as much research as I could but there are certain things that are just left very unclear by the games.
Spoilers for the Assassin's Creed Universe and this could have been laid out better but this isn’t an essay and you’re not my English Teacher so...
While looking into the modern Interludes of Odyssey, I ran across this article and it didn't really rub me the wrong way but more made me squint and go: "well, yes, but also no". Because it does have a good point of like, well, the Animus Interludes aren't great. Especially compared to the rest of the game.
And like, honestly, not everyone has the hard and fast love for the world like me and others... [well mostly] so like I do fully believe there should be the option either to skip the non-Animus parts of the game or just... play the game without them. I don't know alot about game development so I don't know how hard it is to just make that an option, and I'm not touching how successful that would be for Ubisoft because I Hate Captalism, but it seems like it would be a good compromise for the people who would want the Modern Day plot and who just wanna chill in history and kill people.
Now I'm actually gonna go off about How Ubisoft Could Have Done The Modern Times, because like, if you read the comics and books (I haven’t for the most part, I just read wiki articles and watch lore videos because I’m an Adult who has to Work and it’s surprisingly hard to find this stuff in the American Library system) there's Actually Shit Happening that isn't in the games even though it really should be.
First of all, we rewind to the end of Assassin's Creed III:
The Apocalypse is stopped (for now), Desmond Miles is Dead, the Assassins that were there that day are on the run from Abstergo. Just that alone would have been a great place to pick up. Not great for like the Animus but I'm not here to fix those kinks. I'm here to fix the mess they made.
Now, they got Shaun and Rebecca in Abstergo. This is just canon. Sure, there are many reasons why them being the employee in Black Flag doesn’t make sense, but boy lemme tell you following Shaun or Rebecca would have made more sense.
So, pushing aside the “following Shaun or Rebecca” idea: they should have stayed with that Abstergo employee.  (At least, I'm pretty sure it's not the same employee in Syndicate? Like I said, I haven’t played it. EDIT: The employee from Unity doesn’t appear to be the same one from Black Flag + Syndicate) Given them some personality and made the hacking and shit seem more exciting because honestly my mind ran away so much with the idea of the Assassins having an inside man like that.
Especially considering the fucking Sage was just right there! Trying to use that character for Juno! And as far as I know it was never explicitly stated why it was this employee he took an interest in! Like they could have played with that so much but they never really seemed to do anything with said employee which is a shame because if I suddenly got a job at Ubisoft writing Assassin’s Creed I would have absolutely used that employee as a jump off point to the world of the Modern Assassin. With whatever the Sage wanted to do.
From where Black Flag ended, BF employee joins the Assassins and starts fucking recruiting along with doing what they had been since their level 3 access was never retracted. And said employee moves around because it’s not like Desmond Miles was their only subject, and while the other subjects didn’t live... well they still have their DNA, don’t they? And that means there’s a plethora of new eras and characters that we could play and more games could have been created until whenever the fuck they wanted to end the series. Meanwhile you could get more play time playing current Assassins battling current Templar and uncovering more shit in the real world just like you do in the Animus.
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You know what also still confuses me that I'm not sure is ever addressed in game? When the fuck did the Templar's goal change? Because it seemed like they really wanted to bring the First Civ back even though in most of the past they just kinda wanted to enslave most as of Edward Kenyway’s day. I... just don’t understand where it went there.
I just... the Modern Story line could be so good because clearly Ubisoft thinks that it’s still important enough they don’t just axe it and doing a full game set in the past. Like it doesn’t just need to be a framing device, and it wasn’t with Desmond’s era, hell we even got a taste of being an assassin in like New York City from what I remember. Why can’t we have more of that?
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Addendum as I research more of the Modern Day Story line more in depth:
Apparently they actually finished the First Civ storyline??? In comics. That’s absolutely disappointing. 
It also answered a metric fuck ton of my questions in what they did with it. The comics seem to be what the Modern Day story line was missing and I am annoyed that this is how it ended.
We couldn’t have met any of these other modern day assassins in game? Really? Like... there’s so many games that could have been made out of this shit.
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casassin · 4 years ago
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What's your opinion on Ivar the Boneless? (show or AC game) 👀👀
Oh hey! I've never been asked anything here before, how exciting! Thanks so much. I really appreciate it.
Now that that's out of the way, I do have to admit that I'm not sure if I'm really qualified to give you an answer that you deserve.
Simply because my only knowledge of Vikings Ivar the Boneless stems from season 4, because I have a really hard time seperaring my feelings for media from the feelings in the real world. Meaning that Ragnar's death scarred me to a point in which I haven't been able to pick up the show again for literal months now, because I'm still "mourning". If that makes sense.
But from what I've seen already, Ivar from the show is definitely one of the most interesting characters on television I've seen in years. I do adore that the writers fully embraced his disability and used it to write a narrative for his own strength. That, even though his disability only hindered him at first, it has soon become something, that he pulled his own strength from. Like Ragnar had told him "No you're not (normal). And once you realize that, that is when greatness will happen. "
And then making him such a force! Such a strong and dangerous character. It was so inspiring and honestly something that we'll need a lot more of. Showing that you can do anything, still be the person people fear, even with your disability or maybe even because of it. Hirst fucks up a lot but this is definitely one of the better archs.
Now to AC Ivar... Which is tricky...
It's a real shame to just erase his disability like that. Even if it wasn't ever truly clear from the Sagas if he really was disabled or not (simply because some people claim that "the Boneless" was nothing more than a translation error), Ubisoft could've just embraced it like Vikings and could've written a character just as strong and inspiring as the one from the show. Yet, they decided against it.
But would I say, that I've hated what they've done to him? I personally didn't, even though I could understand people who feel very let down . Simply because I've soon made my peace that Ubbe, Ivar or Alfred are vastly different characters from what they are on the show. I've enjoyed them as their own characters and I should say that AC Ivar was charming enough in his own way to make me like him very much. The friendship between him and Eivor was also something, that I genuinely really enjoyed and the way he interacts with all the characters around him. He also has some genuinely epic scenes and I do find his psyche in this game also very interesting. Especially since he's involved in a very good twist, that left me with my jaw open. But then again. I do have to strengthen my point , that you need to see him as his own and very different person.
If someone planned to play this game solely for Ivar the Boneless, I probably wouldn't recommend it. I really wouldn't. Or any other characters from the show, that is. They'd probably just disappointed.
Simply because their roles are not nearly as big as the advertisement made it out to be and they feel more like watered down fanfiction versions compared to the show.
If one can see all past this and take these characters as their own, little thing, I still believe you can have a blast with this game.
If you watch Vikings for the world and their way of life back then. The mythology and the culture the show represents, then you'll probably still fall for this game.
At least I did. I've cried several times just because of the soundtrack and because I have such a very special place for Einar Selvik's voice in my heart, who basically carries this game.
I also adore the way the game treats women and relationships of the characters around Eivor. It's very, very wholesome in that aspect. Especially since one of those relationships involves a chubby shieldmaiden, whose lover is absolutely enamored with her and whose purpose is not to be the butt of a joke, like in any other game. I have to say that I did cry a little tear because of that.
I also really enjoy the gameplay and the overall atmosphere.
If you love the old AC games, you'll definetly love this game. I personally couldn't put this game aside since I got my hands on it because I have a genuinely good time.
Now... To just sum it up :
Would I play it just for Ivar alone. No
You're better off with the show version of him.
Do I still believe it to be a very pleasant experience for someone in love with this culture and the world: yes definitely
But then again opinions are opinions and I can understand anyone who wouldn't like this game for what it is.
I hope my answer wasn't all too disappointing! This is the first time I've done this and my anxiety levels are through the roof right now, but I still wanted to give you an answer!
Hopefully I didn't do too bad.
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evilelitest2 · 5 years ago
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Ok but if Zoe Quinn did sleep with a journalist for a good review it would be bad right?
Yeah, in the sense that if the Jews really did control all the world governments that would be bad, that doesn’t mean it happened.  Actually let me break this down here real quick
Firstly, Nathan Greyson didn’t write a review of Depression Question.  Never happened, no 5 star ratings, no recommendation, nothing.  He wrote two articles acknowledging that depression quest existed, tahts it
Secondly, ok, lets pretend, hypothetically, that Zoe Quinn did sleep with Nathan Greyson to get a good review, for the sake of argument, lets pretend that is a true thing (it is not).  That....wouldn’t make a difference 
See the thing is, Depression Quest got a lot of reviews, and a lot of people liked it (for the record I have never played it).  Here are some critics who liked Depression Queset when it came out
Kyle Orland of Ars Technica
Adamn Smith, Rock Paper Shotgun 
Patrick Klepek, Giant Bomb
Adam Willams, Gizmag
Jessical Vasquez, Game Revolution 
just to name a few.  To say nothing of the numerous positive User reviews 
So unless Zoe Quinn can teleport, the notion that she slept with all of these people to get good reviews is a little hard to buy.  In fact which of these seems more likely
A) Zoe Quinn had sex with dozens of game reviewers and who knows how many players in order for them to give good reviews of her FREE GAME 
or
B) Some people...like Depression Quest
Now i don’t know if Depression Quest is good, people liking a thing doesn’t necessarily mean its good, but clearly some people liked it and there was a market for it.  The fact that the game is still being downloaded to this day indicates that some people like it
Thirdly, I want to make this clear, Depression Quest is a free game.  You can download it at any time and play it right now, guess what, it doesn’t cost you anything.  If you don’t like it, you can just uninstall it, if you like it, then congrats you enjoyed a free game.  
Like can anybody tell me how Depression Quest has meaningfully hurt them in any way like...at all?  Even if it is a bad game, even if it is a terrible game, its not like you wasted money on it, which is more than I can say for a lot of AAA titles out there (Bioshock Infinite).  
Fourth...Did Zoe Quinn take over video games while I was not looking, because last I checked they were a fucking indie game dev who released a free game.  Like....how the fuck does a random indie dev control the gaming market all of a sudden?  Wouldn’t the actual you know...multi Billion dollar corporations have more control over video games than a random indie dev?  I only ever heard of Zoe Quinn because of the Steam Greenlight debacle (for the record people have been after Quinn for about a year before Gamergate even happened), I mean if you want to talk about the powers in Video Games I feel like you would do better looking at EA or Activision-Blizzard or Ubisoft, you know the massive multi national corporations who actually decide you know...most things in video games?  Like people understand that EA has far more power over Journalists than Zoe Quinn ever fucking will?  Cause unless somebody knows osmething I don’t, Zoe Quinn isn’t actually worth like tens of billions of dollars.  
5) So like...yeah if hypothetically zoe quinn slept with somebody for a good review, that would be a problem (it didn’t happen).  Honestly though, it would be a pretty small problem compared to the type of shit we see happens in Games Journalism, I mean JonTron has done far worse things than that even before we go into the fact that he is a White Nationalist shithead.  To say nothing of the fact that the biggest problems in video games are things like MIcrotransactions
Loot Boxes
Gambling become normal in video games
Corporate mandates dicting game design rather than designer choicse
Sequels forever 
EA Buying using and then discarding studios
Homogenization 
Steam having no quality control
Epic being a front for the Chinese Goverment
GOG not getting enough love
The fact that Neo Nazis are finding recruits amongst gamers (aka Gamergate)
none of which are solved by Zoe Quinn going away, even if she was an utterly awful person, Quinn didn’t create the problems with the Games industry because again...just one person.  
Its almost like Gamergate’s real goal wasn’t trying to fix the gaming scene, but to recruit people into reactionary political spheres....almost  
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cath-with-a-c · 5 years ago
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When there really was no other way - a different father-son dynamic in AC (rant)
This is a continuation of my other post, focusing a lot on the relationship between William and Desmond, where I talked about the abusive behavior, and how it seems to be lowkey condoned in a lot of media. Warning - this post is super long
One of the most popular defenses when it comes to parental abuse is the idea that “there was no other way”, that in order for the child to benefit in the long run you have to hurt them now. The real-world example would be medical procedures and certain types of physical therapy, that hurt no matter how gently you go about them, but they are important to the child’s well-being and/or survival.  In fiction, particularly in fantasy/sci-fi, it’s usually some type of training or skill, that has to be acquired in limited time, or ability, that can only be unlocked under pressure, that a child needs to survive because the world is more dangerous than ours.
While there are situations where this is plausible and works, still not excusing the fact of the abuse but making the person committing it less disgusting. the idea of “there was no other way” gets grossly misused. And, when William’s behavior towards Desmond is being shoehorned in that category, I get mad, because no, William is just abusive. What’s more, there IS a father-son relationship in AC-universe (albeit in the comic), that does fall under “there was no other way”. 
I’m talking about Nikolai Orlov and his son Kenya, Daniel Cross’ ancestors as portrayed by comic “Assassin’s Creed - The Chain”.   In 1926, Nikolai and Kenya live off the grid somewhere in the US, hiding form both Assassins and Templars. At one point in the comic, an 8-year-old Kenya is made to sleep outside as a punishment during winter until he manages to do his father’s bidding.
If we take the situation without context, it is a clear picture of parental abuse. However, I can name a few reasons, accurately presented in the comic, that make it “there was no other way” situation and why the same points don’t work for William and Desmond. The list of 5 (-ish) reasons is as follows: #0 - Do we know them? This is not an actual reason, that’s why it’s at #0, but it’s a good foundation - for us, Nikolai isn’t a new character, we are not introduced to him making his 8yo son sleep outside. There already was a 3-issue comic, that gave us an insight on his character and values, we have an opinion on him. 
William, on the other hand, gets an introduction by being an asshole to others and showing no normal human emotion in the face if his son being in a coma and his protege’s death. Granted, I’m not sure if the Ubisoft tried to make his connection to Des a surprise, but his first full introduction at the start of AC3 when we already know he is the father is... actually the same - him being an asshole.
#1 - An established good parent One of the main reasons why for me the comic situation is more plausible is that Nikolai is established as a good parent by the narrative. He and Kenya live off the grid, all alone, away from people, he has no one to impress by being a socially adequate parent. However, his behavior toward Kenya is undoubtedly supportive and loving.  The comic starts with the father and son hunting and Kenya being a soft-hearted kid, being unable to shoot the already wounded doe.  Nikolai’s reaction? He tries to cheer his son up, by joking that next time they can hunt fenceposts. He doesn’t show any disappointment or anger, he doesn’t belittle Kenya for failing him. From their interactions, we get the sense that Nikolai, while very jaded by everything that happened to him, tries his best to be a good father to his only son. 
This is important because the “no other way” scenario only works if it’s not the norm, If the abuse is limited to that particular situation and not all-encompassing. 
William, once again, isn’t shown to be even somewhat good parent, at least not objectively, like Nikolai. The only moment when Bill is objectively not terrible comes in AC: Revelations when he talks about how Desmond killed Lucy, and he got to train both of them and it’s sad. It’s a simple dialog line, with an appropriately soft tone of voice (also a side note - gotta give it to the voice actor - he fucking nails the arrogant asshole voice, I literally get hives), and the way it’s so unlike Bill is lampshaded by Shaun, asking him if he’s gone soft. Every other instance of Bill being not terrible comes from Desmond whose perception is skewed by the impending doom. That’s why the attempt to establish something similar to comic in AC4, in the audio file n3, doesn’t work - it’s from Desmond’s perspective, it’s not objective. 
#2 - No time to waste (or literally any other external constraint) When the “no other way” scenario is used right, there are constraints in place, that lead to parent turning to abuse as the last resort. In fiction, it’s usually a lack of time to train or acquire the skill properly.
In the comic, the abuse comes after another assassin, Sergei, finds Nikolai and threatens Kenya’s life. Realizing, that soon there will be more people coming through and that he is a bit too old to properly protect his son (he has to be at around 60-70 at the time), Nikolai resorts to speed-training Kenya how to ambush and kill, using himself as target and bait.  It’s, honestly, brutal and heartbreaking, watching a sweet, soft kid gradually losing his humanity in order to do his father’s bidding. And even more so when you realize, that before that Nikolai was willing to take his son’s education in this particular area as slow as he could - and now that opportunity is gone, because the enemy could come knocking on their door any day (another side note - I actually believe that sleeping outside was not only a punishment and incentive but also done so that if the attack happen, the kid had better chance at getting out). 
One could argue, that the time crunch existed in William’s and Desmond’s case too, and that one would be wrong. We are actually shown, how the pre-Daniel Cross assassin communities looked like - mostly in passing, but one of them is shown inside and out. In previous comic, the Fall, Daniel ends up in one of the assassin compounds. It’s large enough that the people living there don’t necessarily know everyone else who lives there (that’s why at first they believed Daniel was from there), it’s located close enough to the city that no one bats an eye on someone sneaking out to get drunk unless they get so pissed they start mistaking civilians for Templars. The general vibe the compound leaves is akin to Xavier’s school from X-men. Those assassin’s don’t look like they are on the verge of running, they look like equal players, just not as public as Templars. And at the same time, out there in the Black Hills, 11-year-old Desmond is going through training from hell while unable to ever leave the compound and already losing any belief in the cause.
What’s interesting is that time crunch could be applied to Desmond’s upbringing, if he was made younger - 21 instead of 25, or if the Daniel’s Purge was moved from 2000 to 1996. That would create a situation where most of the Brotherhood is gone, the Farm is one of the last communes left standing, and they have to suddenly up Desmond’s training, while he’s around 9 years old, and probably yet to realize what happened and why.  
#3 - Tangible threat Segwaying from #2, the threat is another thing that makes “no other way” situation work. Usually, the threat is what creates constraints for training, while also fueling the parent’s want to give the child a survival chance, and that overrides their morals. 
In the comic, the threat is tangible and undeniable to both Nikolai and Kenya - they’ve already been attacked, and there are more people to come.
In the games, while the threat is real, it’s not immediate. Moreover, it never becomes more than a boogieman to Desmond, because there’s no evidence given, just war stories (yet another side note - in one of @esamastation‘s works, sometime yesterday, there was a very interesting take on why the education on the Farm was built as it was. Check it out, it’s far better than anything I could ever write). Desmond isn’t dumb, I highly doubt he’d miss something like an active attack, or the fact that some adults go away from the Farm and never come back for no reason. So it means that objectively Desmond was safe all along - moreover when he’d run away, it took Templars nine years to find him. The threat was never as close as it would need to be to warrant abuse.
#4 - Limits For the “no other way” scenario to work, the abuse should not be something the parent usually does, and that means, amongst other things, that it’s supposed to be limited to a specific instance.
In the comic, the abuse is limited to Nikolai having a specific goal in mind - for Kenya to learn how to ambush and kill without hesitation; when the goal is achieved? The abuse stops immediately. As soon as Kenya proves that he is ready to defend himself from anyone, Nikolai stops him and embraces him, reassuring the kid. 
In Bill’s and Desmond’s case... well, let me just quote Desmond himself on this: “What scared me was the training. Sweat, tears, bloody lip every once in a while. How far were they going to push me? I couldn't stand it! What was the point? For years and years I thought some major catastrophe was on the horizon. I didn't know what to expect. “ (c) Desmond’s Journey - Training. I’m not gonna even comment on this.
#5 - Payoff Last but not least - if there is no other way, then it has to mean something, contribute to the story at large. The abuse becomes a setup - and needs a payoff
In Kenya’s case, the harsh training he received was pivotal to his survival. His ambushing skill helped him get the attackers into a trap, and in the end, he mercy-killed his father and the last attacker in one shot an managed to escape. If there was no training, he would’ve been a liability and ended up dead.
However, in Desmond’s case you could actually delete the abuse part altogether, make Bill a harsh, but not abusive father and nothing would change to Desmond’s arc. The abuse wasn’t the reason he’d run away - the reason was his lack of belief in a cause and his want to see the world. His arc was about embracing his identity as an Assassin - and you still could have this internal conflict without the abuse part. His external conflict with Bill also didn’t need abuse to back it up - they have dissonant values. Even the training doesn’t factor in - Desmond gets re-trained using the Animus. There is no payoff
In conclusion, while parental abuse is inexcusable, there are ways to portray it in a manner that wouldn’t have your audience lining up to kill the parent. But in the end, it’s still important to understand, that even the abuse that comes from a place of love and out of genuine necessity (and not just justified in this way) can still fuck the victim over and they don’t have to forgive the parent. It just makes the parent not a total scumbag. (thanks for sticking with me till the end)
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dovahgarbage · 6 years ago
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Thots on Far Cry New Dawn
ok so. imma put some of this under the cut because i dont want to spoil it for you’s who are still playing through it. but uhhhh gotta say. i was a bit underwhelmed by it over all.
ok so firstly i try not to judge a series of games based on previous installments because it doesnt feel fair to compare apples and oranges. but... this game was so obsessed with what happened in fc5 that it only feels fair that i’m allowed to look back as well.
So first and foremost, the game has a large emotional disconnect between Cap and citizens of hope county. All we really know about cap is that they are working for Thomas Rush to rebuild settlements across America.  So they aren’t even from hope county and they have no context for anything that waits for them there. I was excited to see an outside perspective on the events of fc5, hear stories about the deputy that brought on the end of the world. I learned v quickly that this was a fool’s dream. See the problem with relaying the events of fc5 to a character like cap is they have next to no reason to be invested in the past of this area except “hey there’s fresh water here” or “hey this is a defensible position right”. Any emotional weight is shrugged off by Cap having no context of the history of these people or their struggles with each other. WE as players know everything. We’ve seen the horrors of Eden’s gate, we’ve seen the destruction the Seeds brought to hope county. We know what the fuck is going on. But cap has NO idea. And honestly isn’t really given a reason to try and find out more about it. Everything cap is doing is in an effort to bring down the highway men and build up settlements. (well. Settlement. All we have are outposts) why the hell would they care about who was who. What the fuck is a boomer. Who is this deputy everyone vaguely mentions and why do I give a shit?
And this gets to be a more noticeable problem as we interact with Joseph Seed. Big Daddy Greasy Jesus himself. I hate joseph as a person, love him as a villain. But… seeing him in this game, being forced to work with him as a player (KNOWING what he’s done and the countless lives he’s ruined) and the whole while the only person cap sees is some yoda motherfucker with meth apples that help you hulk out like… once.
That moment when joseph asks you to kill him? It made No Sense as to why cap would shoot him?? In their eyes, joseph has done nothing wrong. Ok maybe he wasn’t an A+ parent but nothing worth killing him over. This moment that is supposed to hold so much weight and meant to be a sort of catharsis for us as players and it just feels… hollow.
Lets discuss the Deputy. Because I have. Many feelings.
I honestly don’t understand why they weren’t the player character again. The narrative wouldn’t have had this huge emotional canyon to be filled between the county and cap. Coming across old guns for hire and friends would actually have… meant something. Revisiting old locations only to see them crumbled and over grown. Any interaction between them and joseph seed would have been charged with tension and held more water. Not to mention it would have made that decision in killing him potentially rewarding and not just “ehh I guess, you dick.”
Instead, the Judge is just kinda… there. In fact everyone is just kinda… there. But I got a laundry list of how Ubisoft did our baby Rook dirty.
[if !supportLists]1.     [endif]Your efforts in the first game feel invalidated. Not just because you “lost” but because of how brushed under the rug the Deputy is. Only a few companions from the first game even Address the Judge. And even then, its no where near the emotional closure we would have liked.
[if !supportLists]2.     [endif]Sharky doesn’t even speak to the judge. Nor does Grace. Nick has one throw away line. 0/10
[if !supportLists]3.     [endif]Only Jerome and Carmina come close to giving any validation as far as showing a connection to Judge. Even then Jerome was more on the side of “I’m disappointed in you for having changed into this.” Hurk just makes jokes. Albeit funny jokes but still.
[if !supportLists]4.     [endif]Also wasn’t the identity of the judge supposed to be a secret? Why the hell does everyone else know and new eden doesn’t?
[if !supportLists]5.     [endif]The judge has NO reaction to either ending. None. Joseph lives or dies, it is the same. Silence.
[if !supportLists]6.     [endif]Also why the hell does Cap get to kill him when the Deputy has suffered infinitely more at the hands of that lunatic? How am I supposed to feel like this is a rewarding decision to make?
I don’t know about anyone else, but I was very attached to my deputy. She wasn’t just a shell I inhabited as I played fc5. I wanted to know what happened to her after she escaped the bunker with joseph and I wanted her to find peace and closure after all she had sacrificed and suffered. The Junior Deputy deserved better!
Ok, so I’m moving on to the Twins. Honestly, they should have had their own game. Their potential as well rounded and fun far cry villains is wasted here.
The actresses did a wonderful job in making them charismatic and I loved the way their actions synced up and how one would finish the sentence of the other. It was very unified and the connection between them was very clear.  
But I couldn’t connect with them as far as feeling threatened on screen. You could say it’s because we inherently don’t find women as scary as men in media and that’s entirely possible but narratively speaking, the Twins aren’t as threatening to me as villains because they lack something very vital – direction and purpose.
Mind you, all the far cry villains are so over the top and their motives don’t always make sense but I cannot wrap my head around the Twins motives? They’re here to have a good time and I guess they like to party but?? Why the hell would they want hurk’s baby, yknow? Why do they talk about problem solvers and problem makers when objectively, they HAVE to know they create more problems than they solve.
They TRY to give Mickey some depth with their mother and her making mickey promise to be better. But like… there’s not a lot of indication of growth or change or even regret in the end. After Lou’s death is only when mickey acknowledges that they only tore things down and never bothered making the world better but… lol where the hell did that conclusion come from? Why now? Why are you bringing this up now? (again cap has no context as to the significance of Mickey’s promise to her mother about protecting lou or trying to be better) At least with the Seeds they had a very clear purpose (prepare for the end of the world and horde as much shit as possible). Pagan Min had a purpose (crush the resistance that threatened his rule). Even Vaas as crazy and chaotic as he was still had a purpose in furthering Hoyt’s empire of drugs and slavery.
Also, the Twins are sort of in the backseat because of Joseph’s presence. It’s like ubisoft didn’t trust them to carry the series forward and instead chose to try and get a previous villain to anchor on. It diminishes their presence and importance and really just adds to the jumbled mess that is this game.
I personally blame rushed writing. Far Cry has a problem with putting out games fast and half baked. Far cry primal received a lot of flack for being a reused map of fc4. And I think given enough time and drafts this game could have been something better. Not perfect by any means. But definitely its own game.
All in all, I probably wont play it again. It doesn’t appeal to me anymore and has too many shortcomings for me to actually enjoy it. Day two of me playing it felt like just a confused slogging mess and I just zoomed through so I wouldn’t see spoilers on tumblr.
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biscuitreviews · 5 years ago
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Biscuit Reviews The Witcher III Wild Hunt (2-year Anniversary Review)
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The Witcher III: Wild Hunt is perhaps my favorite game to come out of the PS4/Xbox One/Wii U-Switch console era. It’s won tons of awards and was game of the year for many people in 2015. I didn’t get into the Witcher series until Witcher II: Assassin of Kings was a free download for Xbox Live members in 2016. 
After I finished Witcher II, I immediately went to Witcher III and my god, talk about an amazing sequel. It was bigger, it was better, and for being the end of Geralt’s story, it did a great job for making newcomers such as myself, not feel lost at all.
I’m going to be spoiling the game so if you haven’t played Witcher III, definitely play it before going into this review.
The story of Witcher III, revolves around Geralt of Rivia, a witcher looking for his adoptive daughter Ciri alongside his on and off again lover Yennefer of Vengerburg.
Geralt will travel through large open world zones during his quest. Velen took inspiration from the Polish and Northern German countryside, Novigrad is reminiscent of the Polish city of Gdańsk during the medieval era, and finally you have the Skellige Isles, taking inspiration from Ireland. Each of these areas are massive and beautiful to look at. It’s easy to forget that you’re in a world currently being ravaged by war or filled with monsters until you stumble across areas that give you a stark reminder that there is a war happening.
One thing that I love about the game is how it handled decisions. There’s no clear good or bad decision, everything has a shade of grey. Sure there are choices that sound better in the short term, but it could have long term ramifications that could come back to haunt Geralt. One example is Triss’s quest line in Novigrad. Sure, you’re helping mages escape the city to where they no longer have to fear for themselves, but by doing so, you give the witch hunters a new target to pursue, which are non-human races such as elves and dwarves. However, if you don’t help mages escape, than later in the story Geralt’s dwarven friend, Zoltan, can help him with a jailbreak. If you do help the mages, Zoltan won’t be able to assist Geralt due to not wanting to face the wrath of the witch hunters.
Even the types of decisions you make are fantastic as well. All of these choices are actions that Geralt himself would make and do in that situation, it’s just a matter what you believe would be the overall choice he would go with. With many choice based games, dialogue options cover many aspects of a character archetype, because normally, you are making a character and are taking that character on the journey. In this case, Geralt is a character, he has his own beliefs, likes and dislikes, and dialogue choices reflect his specific personality rather than a personality a player would create.
It’s also why some aspects in gameplay are limited such as crafting. Geralt is able to craft oils and potions on his own as long as he has the formula and the ingredients. Applying the proper oil and drinking the necessary potions are necessary for fighting monsters in this game, which I’ll discuss more about later. When it comes to making armor and swords, Geralt has to seek out a Blacksmith to make these items as Geralt himself doesn’t have the kind of skill set, therefore he has to seek out a person able to build these items.
I also love how story quests and side quests interact with one another. Main story quests could go differently if you’ve done some side quests that relate to that specific quest and vice versa. Also the fact that side quests have just as much weight as the main quests make them feel more important and worth doing for that extra bit of lore or for that impact it could have on the main story.
As well polished and built the Witcher III is, it does have some minor glitches being an open world game. Sometimes you’ll find objects just randomly floating in air. Occasionally the input to talk to NPCs won’t work and you’ll have to either step back and walk forward to have the prompt reappear or just reposition Geralt himself for the NPC to talk to you. The fact that Geralt can either die or get heavily damaged from ridiculously low heights is also highly annoying and instills a fear of any small dropping points.
Another issue I would like to point out is that it’s not exactly the most socially inclusive. A lot of the main women are highly sexualized and sometimes feel that they’re nude for the sake of it. There are moments where you can choose anti-LGBT dialogue options when you encounter those characters, which I found exteremly baffeling that it was an option considering Ciri is bi and Geralt seems supportive in the dialogue they exchange. I get it, it’s a choice, you don’t have select those options, but the fact that they’re there to begin with just leaves a bit of a bad taste. Let’s not forget the entire ocean of white people in this game. I’m sorry, but including two people of color in a DLC just doesn’t cut it. Does it break the game for me? No, but I think not acknowledging that this exists within the game is even worse.
As mentioned previously, monsters have certain weakness and you are expected to exploit those weakness when fighting monsters. Using the proper tools to easily take down a monster feels great and makes you feel more invested in the world as you have to research these creatures in your bestiary to know their weaknesses. 
Going above and beyond to take on an extra tough enemy or a monster clearly above your level although feels great at first, it’s quickly brought down when the experience gained is very little and the loot isn’t something that equates the struggle you went through. It’s just a bit disappointing that you’re encouraged to research monsters and exploit weaknesses and when you do just that, the rewards just don’t reflect that.
There’s also one quirk with dialogue as well that’s honestly more funny than terrible, but the way it happened just made it more memorable to me.
This instance is going to a wake party with Yennefer in Skellige. She’ll comment on how she likes that Geralt is growing out a beard. Now if Geralt does have a beard in this instance, it makes sense, however if Geralt is clean shaven, Yennefer will still make the comment which I always found that to be a funny little programming quirk. It’s obvious that this response was to happen when Geralt has a beard and the programming within the game was supposed to read that. There are a couple of instances that NPCs will react to Geralt’s appearance and the reaction is appropriate in those moments. But the beard moment, always brings out a chuckle.
Granted for a game as massive as Witcher III to only have a few minor issues, it’s actually rather impressive. However, I will admit that it has been four years since it’s initial release and there might have been more bugs then, but now it’s a mostly smooth experience.
As mentioned in a previous post, I do refer back to this game a lot for professional research as well. CD Projekt Red used a branching writing program known as Articy Draft, a program I use in my day job. I’ll do different decisions, I’ll change the order of when I do quests and just imagine how the branching dialogue looked within Articy and the type of variables used to determine how certain events play out.
One also can’t talk about Witcher III without mentioning Gwent, what is perhaps one of the best mini-games within a game since Final Fantasy VIII’s Triple Triad. Gwent is an easy to learn, but tough to master card game at the start. It’s tough at first as Geralt doesn’t have many cards at his disposal, but once you finally get a win, the dam starts to break little by little. Geralt will begin winning more powerful cards that can be added to his deck. Eventually it does get to a point where everyone becomes a bit easy to defeat as you gain more powerful cards and build your deck for effective strategies. Regardless it’s a game within a game that you can easily get lost in. 
Witcher III also set what many gamers regard as the “Golden Standard” for how DLC should be treated. Witcher III includes 16 free DLC additions ranging from additional quests, items, additional costumes, and Gwent cards. Then there’s the two paid DLC expansions, Heart of Stone and Blood and Wine, which involves two new stories.
Both of these expansions also add additional gameplay mechanics to make Geralt stronger, which you will need to take advantage of for Blood and Wine as monsters and enemies in that particular expansion are a bit tougher than in the main game and Heart of Stone.
Blood and Wine also contains my favorite quest in the entire game. The quest is called “Paperchase” and it’s hilarious. Something about a legendary monster slayer still having to adhere to the bureaucracy of a bank to get a reward for saving a guy years ago is just amazing. It shows that not all great quests have to involve you having an encounter that puts you on the edge of your seat.
The Witcher III is a game that deserves the praise and reception it has received. It has made a mark on the RPG genre that many developers are taking note and implementing in their games. The most famous case being Ubisoft with the Assassin’s Creed series by following a similar dialogue decision based structure and having side quests impact the main story and vice versa. This is a game that has earned its status as a modern classic, which I’m sure will keep that status for a very long time.
As I’m sure it’s no surprise to anyone on Tumblr or any denizen of the internet, The Witcher III: Wild Hunt receives a 5 out 5
So far it’s been quite an interesting two years on this site. Frankly, I expected to just be a reviewer that would continuously scream into the void. To my surprise, I’ve had quite a few of you that like and share my posts adding more to the conversation whether you agree or disagree. I’ve also recently passed the 50 reviews milestone as well so the 50 and the two year mark happened rather quickly!
Here’s to the march on getting to 100 reviews...at some point!
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iniziarearchive · 6 years ago
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What's your opinion on original characters for the franchise?
So, before I say anything else, I want to prelude this by saying that I always appreciate people wanting to create a character entirely from scratch like that. It’s not an easy endeavor to do by any means, and to then find a way to mold them into existing storylines and in-depth franchises— that can be really hard. Because honestly, there can be so much to keep in mind and it’s quite intensive. But when you get there, it’s the most rewarding thing. So yes, I always find respect for people who want to attempt it. Now having said that…
When people mention the ‘AC franchise’ to me, I always feel it to be a bit odd because it’s really just an extensive storyline meshed very well (if we’re talking earlier games) into history as we know it. It’s not this bizarre world that we know nothing about, because it’s our world, it talks of our own history. In that sense, it’s extremely rich in characters, both major and minor, some very historically oriented and some were entirely invented to partake in these storylines, and were given quite the interesting base. I’ve spoken to people in the past with OCs created to be immersed into AC storylines, only to find out they often end up describing them in context that other characters, canon characters, are already in; if that makes sense? And often these are characters that we know little to nothing about. Almost OCs, in fact, but they’re already somewhat  incorporated, and with immense potential that Ubisoft never quite expanded on. So in that light, I’m always tempted to make the suggestion to people to see the vast option of characters in these storylines, in these eras— and see if any fit the bill of what they were originally thinking of creating OC-wise? Of course, this is merely a suggestion, an idea.
Beyond that, I have absolutely nothing against original characters, as long as… yeah— as long as they have a, how to say this, a reason for being? A cause, even (is that the Ezio in my head speaking? Perhaps); one that is quite unique to them, something deeply-rooted, something that makes you consistently very passionate about wanting to write them. I think if you find that in any muse, OC or otherwise, then you’re absolutely set.
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meggannn · 6 years ago
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cut for negativity about AC Odyssey cause I just need to bitch
the short version: I’m mad. and I can’t tell if it’s just my fault for having unrealistic expectations of Ubisoft.
the long version:
I fully expected a sequel to Bayek’s and Aya’s story and am massively, massively disappointed they aren’t treating them with more content like Ezio. this was my fault, I guess, because they never promised me anything and I did get my hopes up for another trilogy or at least one sequel with Bayek. crafting good protagonists then doing FUCKING NOTHING with them for the rest of the series is Ubisoft’s MO, but the fact that they have these two great characters that establish the entire Assassin Brotherhood and you just leave them right when their lives really become interesting… like, be honest with me. Aya/Amunet, an Egyptian woman, is the person who founded the Roman Brotherhood. Bayek, a medjay, founded the Egyptian brotherhood which eventually led (we assume) to an eventual migration to Masyaf Castle where the brotherhood became so recognized that it became a symbol around the world. given Aya’s statue in Monteriggioni, we can assume she’s remembered throughout their history as one of the founding members of the entire brotherhood. this is a non-white woman who you have established is integral to the founding of the faction around which the entire series is based, and then you drop her and her partner like hot potatoes right when things get interesting in their history. would it not, say, make sense? to follow up Origins up with a game set in perhaps Ancient Rome or Syria? featuring the brown woman or brown man who established the Assassins that spread across the world? maybe???? not to be overdramatic but for me this is like, emotionally on par with Bioware announcing Dragon Age 4 only to say we’re not going to Tevinter or Nevarra, and that none of the old DA2 or DAI characters are coming back, but instead DA4 is bringing us back to Ferelden and we’ll be running around the Hinterlands for another fifty hours. If you set up a game with the logical conclusion to follow your old protagonists’ journey, then like yeah… I will feel… mad… when you don’t… follow through with them… in the next game… and just go back… to more… fucking… European… locations… I just cannot get over the disappoint I’m feeling and it’s overwhelming any excitement I might have initially felt for a character like Kassandra.
I still loathe Ubisoft’s take on the RPG genre, particularly their combat system. it’s mostly my ongoing rivalry with the hitscan system. I don’t find it fun, but also in general it’s just not what I associate with AC games -- with AC, I know exactly what I’m getting. or lmao like, I used to. I don’t know what this combat is anymore. I liked knowing exactly what I’m getting. I liked not having to waste time on combat and inventory bullshit and my choices mattering -- I’d play a better RPG if I wanted that. I play AC to sneak around places and focus on the story and assassins I’m hunting. I mean the quest system in Origins was… not great, but definitely a step in an interesting direction, I’m not inherently opposed to all RPG elements here. I feel like they could improve it with more tweaking, but what I did not want was them to “tweak” it in the style of The Witcher or Dragon Age where choice determined how the actual story pans out. I’m not convinced Ubi can do it. I sound like a snobby exclusionist, I know. I just am finding it really hard to see Assassin’s Creed in the game we were shown. when I plan AC game, I want (and expect) an emphasis on stealth. everything I’ve seen is…… not that. I know, assassins didn't come until later, but you can’t tell me sneaking around was invented when Altair first did it. Origins tried to allow you choice in how could approach a mission, but everything from the wide, environment to the millions of fucking weapons they make you pick up  expected you to fight a fair amount of the time. it’s not, to be fair, unrealistic, considering Bayek’s background as a medjay. I suspect the same reasoning will be made for Kassandra and Alexios. so much effort was put into revamping their combat system with an expectation people would use it more, and now in Odyssey… no… hidden blades…? call it a new IP set in Ancient Greece, I’d be way more receptive, but I don’t like that the game mechanics and simplicity that I grew attached to, the ones that made up the AC brand, is now -- apparently -- gone for good. I liked that shit. It was easy! I knew what I was getting into! I’m not thrilled how instead of dialing back from Origins, they’re just charging ahead deeper in the same direction re: combat complexity. I find it overwhelming and I’m not gonna use half the shit you give me. it took me like fifty hours to learn what signs were in The Witcher 3, even later for potions, and another twenty to actually start using them, cause it was just too much.
now i’m ready to complain about the main characters. sorry. yeah, it does bother me that there’s no set character. one staple of AC for me is that even if it’s fantasy, it’s historical fantasy; you’re given a predetermined character and watch them grow into an assassin and make their mark on history. it’s beyond strange to now see that that role is… flexible. Someone on reddit phrased my unease a very good way: there’s one scene in, I believe it’s AC Brotherhood, where Desmond is jerked out of the Animus after he witnesses the attack on Monteriggioni. Desmond immediately wants to go back, he’s yelling for them to let him back in the Animus so he can go back and save those people caught in the attack. Lucy takes him and gently says, “Desmond, those people are dead. They’ve been dead for centuries.” part of the series is how you can’t change the past with the Animus: you’re only viewing it. it already happened centuries, millennia ago, all of it is set in stone. all you can do, all you should do, is learn from what they did and work to make what went wrong, right. this new choice system with the ability to ‘change’ the past, via Layla’s new Animus system is… just bizarre. I don’t know. what’s the plot excuse for it? is there really going to be narrative payoff or explanation, or is it just so Ubisoft can rebrand the franchise an RPG?
it’s another thing that the dialogue choices themselves I’m seeing aren’t particularly… I’m searching for a word here, but “natural”? the conversations read like all they did was write a scene conversation between two characters, then spit up the dialogue and make half of it optional instead. but the thing is it’s all stuff you need to know anyway, so making it ‘optional’ doesn’t even matter like it would in a BW game where the optional dialogue really is optional. in the Odyssey clips I’ve seen it just feels stilted and weird.
anyway call me a whiner, I fully own it, but another big thing is that I’m thoroughly sick of this strange trend of making it choosable between a man/woman protag as a side-step around commitment to diversity. most of the time it strikes me as… lazy is not the right word, because technically they’re doing more work. but it's becoming more apparent to me that devs are seeing it as a noncommitment to having a female lead. play as Sara or Scott Ryder, play as Emily or Corvo, play as Alexios or Kassandra. (Sara/Scott less so, cause BW is an RPG company where you’re MEANT to build on a character, and choosing a gender is a part of that, but you’ll see what I mean in a sec.) but anyway, yay, diversity. except you can play all three of those games without once playing a woman like you’re forced to play a man in other games -- my irritation is because it still allows people to avoid female protagonists entirely. like. my hope is to make a woman protagonist unavoidable? don’t make her optional. make her mandatory. give me more undeniable canon female leads. give me Aloys and Ellies and Laras and Chells and Faiths. if you want to know why I feel so strongly about this, it’s because: a. so long as there is a choice, it is inevitable that the male lead -- in this case Alexios -- will be promoted more and featured in marketing. how do i know, it’s because we’re already seeing it. they did the same thing with Scott Ryder. looking at the trailer or box cover for Odyssey and you’d have no idea you could play as a woman. (it’s a little too early to say the same for Cyberpunk 2077 marketing, but I’m getting the same vibe there.) it lets devs, say, feature male leads in the trailer, but female options only in the gameplay. guess which one gets promoted on the big screen in E3 presentations and which one is only viewed by people who actually seek out the game? b. I am already seeing people claim that Alexios is canon and Kassandra is “just the female option.” Ubisoft is not going to comment -- and therefore commit -- either way. usually there’s a half-hearted “it’s more realistic” explanation for why people see the guy as canon, but more often than not it’s just because he exists, and therefore, is assumed the “real lead.” I'd like to see games with a canon woman leading instead of an option where she might not exist at all. and honestly if there were more female leads I probably wouldn’t feel so bothered by this, but seeing men saying “I plan on playing Alexios and ignoring Kassandra the whole time” makes me want devs to give us more games where they’re forced to play a woman. sue me c. the thing is I know Ubisoft can get this ‘balance’ of man and women leads right, because they have already, once. sort of. Evie and Jacob was a great idea, because that story was one they shared, and one in which you had to play as both and had to understand both. refusing to play as one or the other was not an option, because they were a package deal. people who bitched and complained about Evie were forced to play as her anyway. their relationship and mutual involvement was crucial to the story because she, a woman, was crucial to the story.
I’m not even one to complain about this, I mean I even took all of the Andromeda animations in stride, but the Odyssey animation doesn’t look… great. poses, faces, mouth movements, are tellingly awkward. this time last year when they promoted Origins, I feel like it was in a better position, and Origins and Odyssey are both releasing/released in the fall? I dunno. I wouldn’t even be bothered by it because I’m not bothered by it with BW really, except it’s noticeable when it’s a step down from what I’m used to in the crisp, cleaner AC cutscenes I’m used to that aren’t just talking heads. I can’t help but feel it’s another downside of making dialogue optional instead of making scenes crafted every time: some things, like faces and idle dialogue animations, will be entirely automated,
BIG MAP! OUR BIGGEST MAP EVER!!!!!!!! EVEN BIGGER THAN ORIGINS, THE ONE WHERE HALF THE REGIONS HAD NOTHING BUT SAND!!! please stop. I’m so tired.
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thatcrazycrowgirl · 4 years ago
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Well, I mean, if you want to be brutally honest, Jacob does very much exemplify the “little brother syndrome” and is very much a sarcastic little shit throughout a good chunk of the game; so, it does make some sense why some players would be turned off by that.
(Actually, one of the biggest complaints I’ve heard for Syndicate, in general, is that its tone is too “light-hearted” and that the game is more of a parody of the AC franchise. (An opinion I personally disagree with, as from a critical standpoint, while the story may have been a bit shallow and the game itself feeling very much like a stripped down version of Unity, it’s honestly remained a favorite of mine, mainly because of just how much fun I had playing it.) Anyway, to get back on track, I’ve seen this way of thinking applied to Jacob and his humor as well, and also given his lack of interest in anything involving the Creed, lore, or the Piece of Eden. (Yes, because heaven forbid Ubisoft try something different with an AC protagonist.)
However, that being said, you do actually see a bit of a character arc and development with him three-quarters into the game, when he starts to realize that perhaps his “chaotic, go in guns blazing” approach to certain things probably isn’t always the best idea. (Particularly after the final mission in Sequence 8.) Also, his sarcasm is even toned down in the last few scenes.
This is also why it’s such a shame that we see so little of Jacob in the Jack the Ripper DLC, because you can see how he’s obviously matured over the years, and it would’ve been interesting to see a deeper, more “serious” side of him.
True, Jacob Frye may not have had as deep of a character development as other characters in the franchise, but in my opinion, there is some depth to him, and it’s honestly a bit sad that so many people write him off as just the “comedic assassin” and leave it at that.
(And just a disclaimer, this analysis is coming from someone who loves this character very much and will keep on defending him from the haters.)
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Assassin’s Creed Syndicate Gifs [2/?]
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delcanprobably · 3 years ago
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Assassin’s Creed II Review
i finished assassin’s creed ii (2) and now i will write a thing about it
visuals and gameplay (which i normally wouldn’t group together but for this game it makes sense)
It’s from the era where everything is a desaturated shade of murky brown or sewerage green but once you get past that, it’s really a beautiful game. I think some areas get less desaturated as you play, but that might’ve just been time of day or me getting used to it. Having finished the game, I’ve reached the point where I’m not taken out of it by the visuals, and I actually appreciate the views a lot. I certainly liked it early on, but it took a while before I took it in that much. I feel that everything fits together really well, hard to explain exactly, but it’s just very solid and quite immersive. I didn’t learn the map very well, there are landmarks, but most of the cities are so samey that they don’t have many memorable areas. They’re distinct from each other, but internally, they feel pretty much the same wherever you are. It’s probably historically accurate, but it sometimes feels like you’re just running through what might as well be a procedurally generated series of tiled rooves. Overall though, the world looks good and serves the parkour system pretty well, and that’s what’s important. The parkour system gives the whole freedom thing but is also a bit unpredictable at times. It doesn’t magnet you into things as perfectly as newer games do, so I pretty regularly missed jumps (though I do kinda suck on a controller). It’s especially frustrating when you’re trying to do a leap of faith (super high jump into a hay bale indicated by a flock of birds and birdseed) and you somehow miss, like 99% of the time you go in, but if you don’t you make a complete fool of yourself. I started checking some of the less obvious ones, which kind of defeats the point of the whole system. NPCs are fairly primitive (maybe good for the time considering the crowd density?) but for whatever reason, I found that in tandem with the world, it was enough to be pretty immersive. In typical Ubisoft fashion, the world tries to be immersive while also being very gamey, as in there are all these consistent, familiar setups that you learn and can use as tools. Of course, this does mean in missions you sometimes find many conveniently placed solutions nearby, but rarely was it annoyingly blatant, and it kind of fueled the whole badass thing. The main thing that took me out is that there are a bunch of bugs. Visible spawn-ins (a couple of times I sprinted full pelt into a squad that spawned like a metre in front of me), parkour bugs, odd NPC behaviour etc., are pretty prevalent. It’s not Cyberpunk 1468, but it’s pretty meh. Money is fucking dumb. For the first hourish you’re barely able to afford anything. Then you get access to a town that generates shit-tonnes of money for you, and then you start getting thousands of florins when you so much as cough impressively and money becomes an entirely empty system. It’s honestly kind of comical. It’s good because you don’t have to worry about a stupid economy system, but it’s also obviously a bit dumb. I see what they went for, like you’re meant to build up this place to have a higher value and generate more money that you can then spend upgrading it and stuff, but I was more than comfortable with the amount of money I was getting in when I’d done like 10% of the upgrades. Oh, and then there’s this retarded system where you can buy artworks to add value to your base, but you never see them, they don’t add much value, and they’re really cheap. So honestly they’re just kind of there for the sake of being there, and near the end I started just going to the town’s art shops and bought all their artworks with the billions of florins I’d saved up. Also, to max out your base’s value, you have to buy every armour piece, even if it’s weaker than the one you’re up to (and the best armour is unlocked in the story anyway). And you can’t change which armour/weapons you have equipped without going back to your base. Not that it matters because it’s so easy that it doesn’t matter what you have equipped, more on that later. The classic issue that’s plagued AC forever is the repetitive fetch-questy bullshit missions, and yes they are there, but they honestly didn’t annoy me much at all. There are probably less than one for every story mission, so it honestly becomes a nice way to break it up. The exception is the assassinations, but they’re basically just cool bonus missions. You can do them whenever you want, and they have the gameplay of the main assassination missions. So they’re almost like missions distilled to their best bits without much backstory or polish. Oh yeah, and then there are the towers, but they’re kind of fun. You have to figure out how to get to the top (usually relatively straight-forward), the parkour to get up can be pretty fun, and then you get a nice view at the end. Honestly enjoyed them a lot for what it’s worth.
A major problem I had is that the game is just too damn easy. Yes, it’s meant to be a badass simulator to some extent but even if you don’t touch the controller for a whole fight, by the end of the game it’d take several minutes for enemies to knock your health down close to zero and then you have a gazillion health potions that start you all over again. More and more I felt very little risk in anything, and if I failed to do a cool plan for an assassination, then it usually wouldn’t matter and I’d be better off just going with it than I would waiting to die to try again. Fights with a small group are fun and break things up but it becomes a chore quickly and you start running away just out from fear of boredom. The best moments for difficulty were the forced stealth sections where you can’t get caught, but the problem with those were that if a guard becomes alerted then you instantly lose, even if they went from zero to alerted as you fall into an air assassination. The most fun with stealth outside those missions was the slim margin moments where you kill a guy just barely before they alert everyone, but you can’t even do that in stealth only missions. The ‘hidden in plain sight’ approach to stealth is pretty neat though so I’ll give it that.
It’s action-stealth but very action-oriented. It isn’t like a stealth game that you can jankily do some action stuff in, it’s easy to do things guns-blazing and a bit awkward but possible to be stealthy. I usually took the route of staying relatively hidden until I was in a good spot to assassinate my target and then got them and ran off, and I’m pretty sure this is how they want you to play based on the trailers and such. Coming with the easiness thing is that there are so many ways to kill people. You have a radial menu with around eight different weapons, and I can tell you that I used only three - two of which have quick access on the d-pad - outside of some very specific cases. I could’ve finished the game with just the hidden blade, sword, and throwing knives. It’s honestly absurd, for instance, there’s a knife that does less damage than your sword and is maybe slightly faster(?) Not only do you rarely need something between the sword and hidden blade, but there’s also no quick button for it on the d-pad, so it just never gets used. The excessive number of weapons include a couple that are meant to be tools for stealth, but it’s such a faf to go into the menu and select them that I rarely could be bothered.
story and stuff idk The story was pretty great, but I think some people exaggerate it a bit. Yes, the writing is pretty good, and Ezio is a great protagonist as far as video games go. What compelled me the most in the story was uncovering the conspiracy, not the characters’ story arcs. Even then, I got a bit lost halfway through. That’s not to say the characters are bad, they’re A-tier as far as video games go, but there’s no interesting development or real emotional thing behind anyone other than Ezio, and even then, it’s a kind of. He has some character development, but it’s pretty much done in the first third of the game. I will say I definitely cared a lot and was never annoyed by the story, and that’s rare for me. There are some dumb plot points when you think about them for a bit though, and there’s a retarded twist near the end. There’s the standard moral ambiguity thing you get in video games though. You learn about how you need to respect who you kill and only kill people for the common good and blah blah, but then you regularly kill half a dozen guards to go pick up a few hundred florins out of a box. And then there’s the fact guards instantly get sus if you’re on the rooftops (fair enough), which gives you an incentive just to kill them so that you can keep using the more fun method of travel. Whatever though, video games be video games. (story spoiler for people who have never played assassin’s creed, skip the italic bit if you wanna avoid) Oh yeah, the modern-day bits. Almost felt like there weren’t enough, to be honest. Like, I’m more interested in Ezio’s story, but there is so little closure in the modern-day stuff. Felt a tad underdone. The conclusion of the game gives a pretty intriguing ending for the like the lore of the modern-day story, but it leaves a lot of questions unanswered for both Desmond and Ezio’s story, and honestly, overall, it kind of feels like a massive cock tease for the rest of the Ezio trilogy. The last level is here and there. Very out of place and comes out of nowhere, but also pretty epic I guess. The final boss is pretty meh though; they’ve built a system where it’s impossible to make it actually difficult, so it’s basically just another fight.
Small note: the DLC is basically two extra chapters before the final chapter. So you end up hitting that, and you get voice lines that are kinda confusing (cause they’re written like you’ve finished the game and come back), and then you have that thing where you can tell that it’s DLC and not the main game. Kinda takes steam out of the tension built up to the second-last chapter of the main game, but whatever. The DLC itself is pretty great, but I’d maybe not be saying that if I’d explicitly paid for them and it wasn’t just included with the PC version. Oh yeah, there’s one mission that I loved the premise of but hated in practice, and it’s pretty much the peak mission in the whole game (it’s even the one depicted in the trailer). Basically (major game spoilers, minor story spoilers, skip the whole paragraph), you have to win a series of games at a carnival to get a ticket into a party hosted by your target. Once you’re in, the guards start to catch on, and you have to blend in while they swarm the party. Then your target shows up on a boat for a speech, and you have to kill him, preferably without having the entire city guards notice you. So conceptually, that’s pretty sick really. But there are so many issues with it that completely took me out of it. First, the carnival games. Instead of being bothered to program a whole new system to make this make any sense, you just have to “win” all of the games, two of which are basically just standard side-quests where you’re just competing against a clock or not dying. It completely took me out how the whole concept doesn’t make any sense, like you only get the ticket if you *win* all the games? What if you came second in one? I’m competing against no one though, so there is no second. It just makes zero logical sense. Then there’s the party. It’s pretty good up until the bit where you actually have to assassinate the guy. A character you’re with suggests that you don’t swim across, and instead you shoot him with the gun you just unlocked and do it in time with the fireworks that are going off, so that no one notices, and it’s given in that typical video game character giving gameplay directions kinda way. Great, except the fireworks are just a background sound, and there’s no difference whether you time it right or not. Also, guards get alerted the second you start charging up your shot if you’re not entirely hidden, so it doesn’t even matter. You still get the guards chasing you if you do the suggested method. However, I realised that there was a convenient tower nearby and thought maybe I was meant to sneak to the side of the party and climb the tower and “snipe” him! But no, because the game doesn’t let you target him from that high up. As far as I could figure out, there’s no particularly elegant way of taking him out, especially not without getting the guards on you. It was just so unsatisfying to have this great setup, probably the best in the game, but have it feel rushed and broken. Other than that I rarely had a problem with the story missions, other than the standard few “oh great a tailing mission” moments, but come on man, that’s such wasted potential. [spoilers over]
conclusion What I loved about this game was the atmosphere and jumping around exploring 15th century Italy. That’s followed by the aforementioned badass simulatorage and some aspects of the story. There was very little about this game that I proper disliked other than what I’ve mentioned. It’s an easy game to get lost in, and it’s not as stupid long as most open-world games, so if you’re a little interested, it can’t hurt to give it a shot, I guess. You have to appreciate exploring worlds a lot though, which I do. Zero challenge, so avoid like the plague if that’s an issue. If you want an actual stealth game in a similar setting with far more choice and challenge, you want Dishonored (which imo is the better game, but it’s a different type of game). This game is more jumping around buildings and taking in the world, and oh yeah also you’re meant to be a sneaky assassin. Also would highly recommend using a controller. Avoid playing the Xbox 360 version on backwards compatibility though, because I did that, and apparently, it’s a common problem for your entire save to get wiped at one specific bit. How d’you reckon I found that out? Thankfully, my old PC save was at the right point. Also, Ubisoft protected sexual predators for years :). Thanks for listening to my TEDx Seatle talk.
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