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They would only need to upgrade the textures, though. A lot of the models would still be usable.
I mean reusing assets from Odyssey, not Brotherhood. Since the Romans drew so much of their culture from the Greeks.
Oddysey is much much further back. Much worse. At least in Origins Rome actually EXISTED
Rome exists by the time of Odyssey. It's an Etruscan city with kings and such. And that's beside the point considering it's not like Odyssey was aiming too much at being authentic to history with its anachronistic giant snakes, statues, weapons and armor.
Heck, even Origins is filled with anachronisms.
At the time of Odyssey Rome was an insignificant little settlement that barely registered on the political world map.
Yes, therefore? Do you have a point? Do you think stuff like trees, rocks, and marble columns or walls have time stamps on it?
Look, Odyssey reuses assets from Origins. So if you think they'd not be all over re-using odyssey assets for Ancient Rome, that's adorable.
"Gasp, that's an ATHENIAN MARBLE WALL! Immersion over!"
Can you imagine Corynthian columns in Rome! (Oh wait, the Romans did build some)
Heck, Himation were the predominant clothing across the world from Ancient Greek all the way to the Byzantine era.
Edited by Ghilz on Mar 5th 2019 at 4:22:28 AM
Being patronized at most certainly warms me to usefulness and value of the opinions expressed.
Half the cities in Origins were already Greek. None of the cities in Odyssey were Roman. Yes, the Ancient Romans were big fans of Even More Ancient Greece, we have a trope for that. Yes, I don't doubt they'd reuse assets if they do Ancient Rome. Lots of studios reuse assets. That's the beauty of having a studio.
As for petty details like bits of scenery? Rocks? Trees? Brick walls? Those can be recycled across franchises. They used them in Far Cry for crying out loud, those would be recycled regardless of where the game would be set
I just don't know if Ubisoft want to do another "trilogy". Their recent games have come in pairs.
Origin and Odyssey, Syndicate and Unity, Black Flag and Rogue, etc. I'd be surprised if they broke the pattern now.
Edited by blkwhtrbbt on Mar 5th 2019 at 4:19:11 AM
Rogue and Unity were also connected though.
And your final reward is... a sword that is supposedly made of some special metal. But I don't see anything particularly special about it.
What is it with the Isu making so many swords and spears, anyway? With such an advanced civilization, I would expect at least a laser sniper rifle. Or a lightsaber.
Ceremonial spears and swords look cooler than ceremonial guns.
TOWCB also have this total Spires and Togas thing going on. Plus the spears and swords seem to totally be a lot more than they seem.
(and more obviously things like guns aren't meant for the way the gameplay is...)
Well of course I know it would break the game. It's just a bit of Fridge Logic.
Are there really no ceremonial guns?
Coz guns would require new animations.
(And swords and spears work better as artifacts traveling through history)
Easier to hide, too. A cool sword is cool enough to convince people it's important to keep close, but not so obviously otherworldly that everyone who sees it is instantly going to realize it's a one of a kind artifact.
Maybe in one of their simulations they tried giving humans lightsabers and the timeline failed a lot faster.
I completed the third DLC, by the way. Didn't take me all that long. The second episode was definitely shorter and less complex than the first one, and the third even shorter, which is a shame. I hope this will not be a trend, or Atlantis will turn out to be really dissapointing.
Atlantis will probs just be the PC climbing inside the main Atlantis entryway to open a door, then we get 5 cutscenes... Womp Womp.
As for guns - everyone remembers AC 3 and the modern day security guards cocking their semi automatic pistols like flintlocks... we know Ubi can do guns in these games - Wildlands and Watch Dogs shows that.
But Guns remove the core of AC - which is melee and focus. But I think you could probably still combine it. Hell Aiden had his stick and Marcus has his... yo-yo cudgel. They were often the more effective methods.
Well, they're effective as long as the baddies can't aim. Unity gave a pretty good demonstration of just how much fun it is to be a melee character in a setting with sharpshooter riflemen.
Ars made a list of the most popular games based on trophy data.
Checking the game stats here, it seems Black Flag is the most popular AC game all around with 15,5 million players (for comparison, GTA Online tops the page with 128 million). II, III, and Brotherhood are all over 10 million as well. Surprisingly, the next one on the list is Unity with 9,6 million players. Origins comes in at 7,2 million, while Odyssey sits far down at just 3,9 million. Crhonicles doesn't even hit a million, explaining why so few people know about it.
Interesting to see that Origins thumped Odyssey so hard, and worrying that the series numbers continue to fall steadily (albeit with them still being considered sales successes).
Edited by Rationalinsanity on Mar 6th 2019 at 12:11:31 PM
Not surprising. Origins was the series return after a hiatus and it was branded as a reinvention.
Odyssey comes up a year later, and while it touts a more story based content, it's harder to push the "we're reinventing the franchise" when the last one supposedly did that.
Plus it's the big thing with yearly games. "Well I havent finished the last one / I've already bought one last year. I don't need another one"
And that's without going into how Odyssey got a lot of flack for its grindiness which exist to push microtransactions.
Edited by Ghilz on Mar 6th 2019 at 12:26:58 PM
Precisely this. For my part I'm glad that Ubisoft decided to not release another AC game this year; with the direction the series has taken, it's even easier to suffer from fatigue compared to the old style of the games.
I mean, I don't quite understand the need for MASSIVE OPEN WORLD ALL THE TIME. FULL THROTAL. LET'S GO EVERYWHERE ALL THE TIME! I remember a BUNCH of reviews from the start of the decade always complaining when games weren't open world or when a game had linear segments but... There are advantages to linear things in games?
Want to know what Open World offers? Sprawling narratives, quests, and exploration. Breathing worlds that can feel lived in if done right.
Want to know what linear level designs offer? Tight controlled beats, character and plot expression of a higher quality, and more intricate level design and exploration.
Like, I don't want to try and paint 'Open World = BAD' or anything, but having linear games or even just some linear levels aren't bad and can really enhance what you're trying to say or do. You don't get tonal whiplash because you just finished the Mushroom Samba sidequest only to rejoin the plot where a bunch of major characters die. Or vice versa.
I think Assassin's Creed could learn something from... trying to make some of their story a bit more linear and controlled as to deliver a more meaningful narrative rather than having absolutely everything in bite size chunks and easily digestable.
I think it's the sheer size more than the sandbox aspect. The earlier games were good at compartmentalizing huge spaces, focussing on big cities, with a bit of countryside, but the countryside was never overwhelming. You never felt lost outside of a city. But with the push for bigger and bigger sandboxes, the countryside has ballooned to a vast space between quest hubs that serve as travel obstacles between points of interests. Origins had it's maddening areas of rocky, craggy hills that your horse couldn't travel in a straight line on for 100 meters without bumping into something, and Odyssey has it's claustrophobic, dense forests where all the foliage seems designed to be at eye height on horseback, meaning you can't see a thing ahead of you. And these hills and forests are largely empty spaces, save for the occasional wildlife and resource pellet.
Game developers need to start getting comfortable with not making their sandbox "the biggest in the series", or even making it smaller. Not just Ubisoft, but the industry in general. We are getting at a point where Quicksand Box is becoming the norm rather than the exception.
Is that a trope?
It should be.
It feels like it should be.
The sad thing about the huge maps is how much feels wasted in there; all that art design and layout that barely gets any real attention... but if it WASN'T there it'd be noticed.
They're impressive, but I have to say, Acre from AC 1 sticks with me more than half of Black Flag's "towns"; just from the palette, to its layout.
Witcher 3 did well - Novigrad was sprawling but interesting, each alleyway a nook to investigate. Not just set dressing to climb over.
I never feel like the cities are something to "live" in in AC games - just historical climbing frames. I think the fact you CAN climb EVERYTHING impacts that; also the lack of social stealth, forcing you to use the terrain a bit more. The games force you to power through areas, maybe stay in a place long enough to rattle through sidequests, but the places themselves are rarely the focus.
Odyssey changed some of that - each of the Islands feels unique, and forces you to stay around each of them long enough to get a feel. Origins... never really did that. The plot didn't let you stay in a city for a while, or force you to learn about the uniqueness of the surroundings.
Hell, the fact I motored through levels and sidequests meant that most of the left side of the Map in Origins was left to the end and I barely noticed most of it, despite how it is entirely different to the mostly desert central and right hand parts of the map. The pacing was all over and the map size suffered because of it.
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