SlasherJPC
Banned
What DLC?
The Hidden Secrets, the first DLC pack is now available for Season Pass holders on Xbox 360, PS3 and PC
What DLC?
Link with details? I'm at work.The Hidden Secrets, the first DLC pack is now available for Season Pass holders on Xbox 360, PS3 and PC
So The Hidden Secrets Pack has just been announced for Assassin's Creed 3. Here's the lowdown:
The Hidden Secrets Pack for Assassin’s Creed III adds three extra missions – the Lost Mayan Ruins, the Ghost of War, and a Dangerous Secret – for an additional hour of gameplay, taking gamers from lost Mayan ruins to the high seas. Every successful mission is rewarded with in-game weapons. Gamers will a...lso receive:
• Two single-player costumes including the fabled Captain of the Aquila uniform and the traditional Colonial Assassin outfit
• Two multiplayer characters including the fearsome Redcoat and the deadly Sharpshooter
The pack is currently available for Season Pass holders on 360, PS3 and PC. It will be available for everyone else on December 11 via the Xbox LIVE, PlayStation Network and for Windows PC.
Thank you. This game needs more tricorn hat costumes. The Aquila outfit will do.
Captain of the Aquila outfit is cool in concpet, but looks like ass ingame.
It really didn't though, even in the first game. That's just how most people chose to play. But the combat in AC1 was incredibly deep and varied, and allowed for enormous experimentation. But as with almost everything else in the game, most players were too impatient or indifferent to bother with the huge amount of experimentation that was possible. AC2's combat was dumbed down a bit, but then ACB and ACR built back up the huge experimentation toolkit. If combat really seemed that simple to you, it means you weren't taking advantage of everything that was available or possible.
In AC3, almost none of that huge library of techniques, weapons, and tools is available. It boils down to just a few techniques, but tries to make it seem varied by rolling in a bunch of varied animations instead.
Apparently I have anti-GAF opinion. As a huge fan of the AC series I started off the least interested in AC3 due to the colonial setting. So it made the wait for the PC version easy and even then I impulse bought it day one on steam thinking I would regret my purchase and should have waited for a sale.
Well I've finished it and LOVED as much as all the previous ones including the first(another GAF hated on). I love Connors design and his outfit maybe my new fave of the series even though I think the hood is still a bit to big.
But what makes me keep going back is the brutal combat and amazing atmosphere. And it looks incredible on PC.
Also I just bought the season pass last night since I want more Connor and AC3 combat goodness and happy to read that I will get some more missions to dive back into tonight.
No Wii U support? Thanks Ubisoft.
Connor's outfit is easily the best.
I really enjoyed this game as well.
My ranking:
AC2
AC3
AC2: Brotherhood
AC2: Revelations
AC1
I just couldn't get into the repetitiveness of the first game.
AC1 combat was deep and varied? The one with like 5 weapons?It really didn't though, even in the first game. That's just how most people chose to play. But the combat in AC1 was incredibly deep and varied, and allowed for enormous experimentation. But as with almost everything else in the game, most players were too impatient or indifferent to bother with the huge amount of experimentation that was possible. AC2's combat was dumbed down a bit, but then ACB and ACR built back up the huge experimentation toolkit. If combat really seemed that simple to you, it means you weren't taking advantage of everything that was available or possible.
In AC3, almost none of that huge library of techniques, weapons, and tools is available. It boils down to just a few techniques, but tries to make it seem varied by rolling in a bunch of varied animations instead.
You can still climb, drop and jump at will... I've been a huge fan of the climbing system in AC games since day 1, and I felt right at home with AC3 and didn't feel like I lost any control at all. Move the control stick and RT to climb, press B to drop. Press A at any time to jump off/to the side/forward as in the previous games... If you hold B while freerunning toward an edge you'll safely jump down.Using the A button in different situations in addition to the trigger meant that you could choose to climb, drop, jump at specific times and contexts. But in AC3, just using the one button means that all of that simply "happens" and you lose the ability to choose exactly how you traverse the environment. Though oddly, they still make you push an extra button to leap/slide over things--which, ironically, is something that should have been just rolled into the trigger press. So by losing "sharpness," I mean that you lose one of the means of greater control and precision in your movement. As with combat, they've sacrificed player control and replaced it with automated animation.
But these are just minor nitpicks. However, they are emblematic of an overall design philosophy that favors automation (through an admittedly excellent animation system) over player control. That emphasis on automation over player control applies to how they designed missions, the frustrating stealth fail states, combat, traversal, etc. It's a series that has always been predicated on player freedom in gameplay (experimentation and exploration) and political freedom in its storylines, but there's very little of that left in AC3.
Connor's outfit is easily the best.
I really enjoyed this game as well.
My ranking:
AC2
AC3
AC2: Brotherhood
AC2: Revelations
AC1
I just couldn't get into the repetitiveness of the first game.
Most folks didn't experiment, but each of the weapons had different techniques. There was countering, of course. But there was also evasion, offensive timed attacks, guard breaks, jumping attacks, and each of these varied depending on the weapon. In AC2, they pared it back a bit and focused on just counters and breaks, then slowly introduced a whole bunch of new techniques (in the training ring). And with ACB and ACR, they built on the simpler more straightforward combat of AC2 (adding sideways evasions, bombs, different enemy types, more weapon types, etc.). There were always ways to "cheese" the combat, but that wasn't the point. The point was to experiment and have fun, not to be expedient.Can you give some examples of the more complex combat in the older games. I pretty much just countered my way through them.
Aren't those just a collection of pre-order bonusses from the different retailers?
Connor's outfit is easily the best.
I really enjoyed this game as well.
My ranking:
AC2
AC3
AC2: Brotherhood
AC2: Revelations
AC1
I just couldn't get into the repetitiveness of the first game.
Most folks didn't experiment, but each of the weapons had different techniques. There was countering, of course. But there was also evasion, offensive timed attacks, guard breaks, jumping attacks, and each of these varied depending on the weapon. In AC2, they pared it back a bit and focused on just counters and breaks, then slowly introduced a whole bunch of new techniques (in the training ring). And with ACB and ACR, they built on the simpler more straightforward combat of AC2 (adding sideways evasions, bombs, different enemy types, more weapon types, etc.). There were always ways to "cheese" the combat, but that wasn't the point. The point was to experiment and have fun, not to be expedient.
AC3 brings the combat back down yet again to how it is in the beginning of AC2, but unlike AC2, they don't then slowly introduce a bunch of new techniques. The hook rope is pretty much it. Otherwise, you're just countering and combo-ing. Most of your time is just spent initiating animations. And as I said, some of those animations are awesome. But they come at the expense of direct control. And I never felt like there was any room or reason to experiment and actually have fun. The only thing I worried about in combat in AC3 was maintaining my combo streak.
There were always ways to "cheese" the combat, but that wasn't the point. The point was to experiment and have fun, not to be expedient.
Can it be that they added this "skip cutscene" icon with the patch? Can't remember seeing it before and now it's in the lower right corner during every cutscene. Kind of annoying. It's almost as if they were begging you to skip it.
It's hilarious how intrusive the prompt is in every cutscene. Really seems to indicate they don't have much confidence in the story they're telling, and that it's best left skipped. Absolutely no one asked for the prompt to be patched in, except the developers themselves apparently.
its been in since launch
- A text message is now visible on-screen at all times while a skippable cinematic is playing
pretty sure i saw it at launch, stupid decision regardless
Was doing a naval mission last night. It was storming really badly when suddenly the seas parted down the hull of the Aquila. She dipped sharply forward and then launched forward into the air, spinning vertically like a shuriken. I sliced through an enemy Templar ship, revealing it's weak point for massive damage.
You were not kidding. Ugh. Just give us that one colonial disguise. That is what I want to play as. Ubi plz.Captain of the Aquila outfit is cool in concpet, but looks like ass ingame.
The Naval missions were so far and away the best part of the game.
Amazing.
I just don't see how anyone can say that AC3 combat isn't an undeniable improvement for the series.
Just as Revelations almost certainly did not start as a full console release, I'm almost convinced that this did not at all start out as an Assassin's Creed game.
100% agree with you, this is the first time I actually found the combat fun. Previously it was pretty tedious to just wait for them to attack and then counter/kill streak.
Since we're doing rankings
ACB > AC2 > AC3 > ACR > AC1
You are actually right, it started out as a Naval combat game (or some other type of ship combat) but Ubisoft wouldn't greenlight the project, so they put it in AC3. Or something along those lines.
I loaded up the game again because I wanted to check this out.How much?Guys.
Make barrels, and buy 10 rye and 10 barley. Then craft spirits. Best way to make money.
Kotaku featured a member Q/A with a couple of the devs earlier today
I made a gawker account just to try and corner them into admitting some design failures. I didn't care for III much at all.
I went with the viewpoint design failure. it was a yes or no question but he squirmed out of it.
"Question: Viewpoints do not reveal the entire map as they did before. Do you recognize that as a poor design decision, or do you believe that to be a good design decision? For me as a player used to the traditional AC, it led to frustration.
Alex Hutchinson "Answer: @mothflight
We wanted people to actually explore the maps by moving around. Viewpoints still do the vast majority, but the game is also about running around and actual looking for things, not just chasing icons!"
http://kotaku.com/5965634/ask-the-creators-of-assassins-creed-iii-questions-theyre-here-to-answer-them-right-now
ofcourse, i knew why they did it, that wasn't my question. but oh wells, i tried.
We don't want to wake up one day and find that the industry has moved on and we're still making Super Nintendo games when everyone else has bought a PlayStation.
Why is the series getting more linear and restrictive with every release? AC1 was based around giving the player a target, and a bunch of tools to assassinate with. He would gather info through various means (of his choice), approach the target in a variety of possible ways, assassinate the target how he saw fit, and then escape through free running.
Brotherhood introduced the Full Sync mechanic which started the restrictions - where it would tell the player to use a specific weapon, or a specific method, or a specific approach, and flash a red failure message on the screen if they didn't comply. There was no real punishment for ignoring it, but it still felt like it was counter-productive to the series' original core concept of player choice. The implementation seemed to detract from what made the series so great - choice.
AC3 took this to the extreme, with many missions leading to desynchronisation and restarts if the player failed to comply with these specific restrictions. The opening several hours are by far the worst offenders, but most of Connor's main missions have the same problems. There is only one way to go about doing something most of the time. So whilst the frontier is a fantastic example of opening up to player choice and freedom, the main missions are incredibly restrictive.
Why?
In the main missions we're generally trying to tell a story, while in the side content and the open world, we're trying to open it up and let you guys do whatever you want in the order you want: We tried to make the assassinations more open, and several like Johnson can be done in multiple ways, but yeah i wish we'd been able to open some of the others up more. But I disagree that there was ever really much choice in the franchise: AC is about reliving history, not changing history. The animus is a DVD player not an editing device, so we are often very restrictive when it comes to historical events and people as there really was only one way it happened.