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02 June 2025
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Mate has just given me this and his old Xbox one. Not a gamer but he thinks this game will change that. 🤞
submitted by /u/DeathBox1985 to r/AssassinsCreedOrigins [link] [comments] -
And with that my 4th odyssey comes to and end
submitted by /u/nils_jj to r/AssassinsCreedOdyssey [link] [comments]
I’ve done everything I could, there’s no question mark left, I picked up all ostraka solutions, did all dlcs and of course finished the main story, what a journey.
I wonder how many hours did you guys put into one run, please share. I’ve played it on launch on ps4 plus two more runs on that platform and now finished the first playthrough on ps5, it took me 142 hours and 59 minutes.
Now I parked kassandra in her home on kephalonia and closed the game.
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I'm in awe of the Atmos weather system of AC Shadows
submitted by /u/ShinigamiBK201 to r/assassinscreed [link] [comments]
Just finished AC Shadows, and one thing I liked the most was the weather system.
Ubisoft has done something truly impressive with their new Atmos weather system. It might be the biggest technological leap since Unity, or perhaps in any game to date. If you’re not familiar with Atmos, it’s the new weather system that dynamically affects clouds, wind, rain, particles, leaves, and more using 3D fluid simulation.
While games like The Witcher 3, Ghost of Tsushima, and Red Dead Redemption 2 also featured wind and weather effects, they were mostly static animations that didn’t interact much with world objects. RDR2 was the most advanced for its time, with a global wind vector system, but even that wasn’t truly dynamic or based on real 3D fluid simulation.
If you pay attention to the weather in AC Shadows, you’ll notice that everything moves according to wind direction. Clothes, flames, leaves, trees, dust, snow, and raindrops all react in real time. The wind speed even varies by region, just like in real life. I’ve seen snowstorms intensify and transform green fields into white landscapes in real time, which is incredible.
It’s honestly amazing to finally see a game implement a system like this. It pushes the industry toward a more simulation-based approach. I hope they expand on this in the next Assassin’s Creed game. Imagine wind actually breaking trees and damaging houses, just like in real life. Hopefully, they don’t scale it down, even though the system is quite demanding on even modern PCs.
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assassins creed modern day game
submitted by /u/Bunnyboi32 to r/Assassins_creed [link] [comments]
Why couldn’t this work? We bring Desmond’s son who has found a way to destroy the peices of Eden and stop the templars for good while also exposing abstergo for all the unethical experiments they did. It takes place in New York and to traverse we use the grapple hook/zip line like in syndicate and use the parkour system from unity. It would be the perfect way to end the series
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Nothing will ever touch the lighting in Unity
submitted by /u/Cubegod69er to r/a:t5_2wmb0 [link] [comments] -
I think I may have just had the dumbest death
submitted by /u/CzarTwilight to r/AssassinsCreedOdyssey [link] [comments]
I saw a bunch of deer and pulled out my bow to do a multi shot. Didn't realize i had explosive arrows and as soon as i shot a deer ran right in front of me causing all the arrows to explode right in my face
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AC Shadows lack of liveliness and interactivity, this will be long.
submitted by /u/Kimkonger to r/assassinscreed [link] [comments]
*TL;WR* The lack of liveliness and interactivity is what makes this game feel bland regardless of all the effort put into the lore, character designs and set pieces. The story, general main/side mission design as well as the gameplay is good but the open world fails to support these things well and the whole experience ends up feeling bland.
Like most people, we can agree that the side target missions are kinda bad with a few exceptions for some people. It's not so much the premise, presentation or even the mission design. I also found that the side characters do have decent lore building and some set pieces surrounding them for those who care to pay attention. Nevertheless, many people still echo the same complaints
- It's just go here and kill this guy.
- I don't feel like i care or even know these people.
- It doesn't feel like a real side quest, just random kill quests......etc
I've been thinking around why these sentiments are a common thing for most people and even for me, who really made an effort to get into them. I made sure, against my will, to avoid a lot of free exploration because i didn't want to 'spoil' or 'miss' the set pieces surrounding these targets. If you just do a bunch of random killing and exploring, you will often kill major targets of these organizations and you won't really know or care what's going on. The freedom of approach design is kinda not fleshed out such that even if you stumble on them, you know they are a big deal BEFORE you engage with them. In this game, you only know they were a target AFTER. To some that's not a big deal but to others it is! Im of the latter group but only because of UBI's design around these missions.
In my 'research' i've found there's 2 major problems that contribute to these side target missions not being as engaging as they could be, despite having interesting lore and set pieces built around them.
- The general playstyle of some people.
- The general design of the open world.
Playstyle.
Many people have this 'speed run' OCD kind of playstyle when it comes to UBI games and you can kinda tell by their complaints. People want to go faster, want to b-line and get very frustrated whenever the game asks them to slow down a little. Missions where the game requires you to wait for night or a particular season has them very frustrated. When they cant cut through thick/dense terrain they also get pissed off. The game makes it clear that they should use the pathfinder and roads for traversal but they aren't comfortable to settle for that. They claim it's about freedom of exploration but im inclined to believe that they just want to get from A-B as fast as they can, they don't really care to explore that much, they more want to complete a checklist of activities as fast as they can. This is even more evident as most of the places they want to be able to traverse through have nothing in them while the places they want to avoid which are designed for easier traversal is where you will find 90% of all activities. There's just a sense of speed running and checklist style gameplay that these kind of players have. They will often skip cutscenes, not read any of the letters or pay attention to any dynamic NPC chatter/environmental design that gives info. Now im not saying this is inherently good or bad, but you can kinda understand how this gameplay style can easily lead to not knowing/caring about what the heck is going on.
On the other hand, the games presentation of these activities is also a probable catalyst for this kind of playstyle which is why im saying it's not inherently good or bad. The game offers countless fast travel points all over, 80% of the open world has nothing and the game has a checklist style presentation of activities, so i can understand this playstyle. In fact, even the activities themselves are not so engaging, so you feel like you want to get through them as fast as you can because the dopamine hit is not from actually doing them, it's mostly from the feeling of completing a task quick and the shiny reward you get after. This design sucks for video games because the whole point is that doing the activities should be what is fun, not just the reward. This game makes the activities feel like a job which you slog through mostly because you want the reward at the end. The faster you get through it the less you get burned out.
General open world design.
THIS is the big issue i found that makes the side and even main quests not so engaging despite having a decent to good narrative. Shadows manages to be the most gorgeous and dynamic open world AC game in terms of design, lighting and weather systems but at the same time is the least lively and interactive. Because of this, the side/main target missions feel bland even if they have interesting themes and set pieces around them. I take my time and pay attention to everything so i can attest to the reality that these side targets have lore and have environmental set piece design, along with dynamic NPC chatter that's meant to immerse you. The issue however, is these don't quite land experientially, owing to the lack of a lively and interactive world. I'll give an example of 1 target from the Kabukimono organization to explain why the lack of liveliness and interactivity fails the good lore and set pieces.
One of the very first targets is Big Sueki. Two of the clues to find this guy are 'he is north of Amagasaki castle and he loves to drink at an inn'. Already that inrigued me. As you head north of the castle, you will run into a small post town called Muko. As you explore the main street, you will hear some random dynamic NPC chatter. It goes something like "Have you seen the musicians, their fingers are bleeding because they are forced to keep playing"....Interesting... you continue down the street you hear some music and more dialogue again "this place is dead, nobody wants to drink with us" some men say while laughing. Naoe even says "the fear of kabukimono is strong here, i can feel it in the air"... Moving even closer, you come across an open building where you can find a dead body and a ronin inside looting. You kill him and upon going behind the shiji door to the back, you find a little garden yard with some ronin chilling and a women playing the biwa. Your target is one of them. This is good set piece design, but the issue here is all this is missable for 2 reasons.
- UBI's incentivised playstyle. With guided exploration on, you immediately know where he is so you can bypass the whole set piece. With it off, the dynamic chatter can sometimes not happen, even when it does, using observe immediately pings where the target is witha blue dot, rendering all the set piece design redundant. There's also the fact that you have to walk down the street for this mision to play out like this, if you approach from anywhere else, you just stumble on the target randomly. Nothing inherently wrong with any of these, it's just options, but it sucks that the most dynamic one is easily misable and makes the target feel like yet another random bandit. The game offers freedom of approach but then, only ONE approach is the most dynamic and has the set piece, which makes you feel like there is indeed a 'right' and 'wrong' way to play, but the game just doesn't tell you. To me, if there's only one way for the best and most immersive experience of a mission, i'd rather you lock me into that than offer me implied 'freedom'. That's just me though.
- The lack of liveliness. This is the bigger overall issue for me. The game says there's an INN, but this is misleading because it's not actually an inn, it's just a regular open building that the game calls an inn.
This problem of lack of theme based liveliness permeates through the whole game and makes it feel bland. It makes all the set piece design kinda pointless. Because the game doesn't actually have inns or food stalls where you see people eat/drink, it just feels like a random building that the game has decided is an inn for this particular mission. They did not design these places to be lively/interactive poi's even if they are marked as such. The same goes for most named poi's like a gambling den, Tokube's house or some pottery/market area. Now imagine if the inn in this town was actually an inn, like say the saloon in RDR2. A place that's lively and you can interact with. The mission would be way more memorable because it feels like an actual place. But because towns are mostly dead, and poi's are poi's in name only, it doesn't matter what they are labelled as. They could have not named them and it wouldn't make a difference.
Many side targets have the kind of set piece i described above but because the open world Poi's are static/not lively, you don't get the intended engagement. An example of the poi locations where the other Kabukimono reside that are not engaging due to the lack of liveliness and inetractivity,
- Ghost general - he disrupts incoming shipments of goods. You can find him in port sakai. Again, the port doesn't have any lively hustle and bustle of a port, it's just a spot with static goods around it by the shore and one static port vendor. You don't see goods moving in and out and neither does the target actually disrupt anything. He just roams around like a regular guard.
- Ember - He can be found near burnt buildings. This guy is actually at a burnt village. That's good but again he is static, it's just a camp with explosives all round. You don't find him setting fire to stuff. If he didn't have a different ouftit he would just feel like a random bandit in a burnt area.
- Grave dancer - It's said that he is rowdy and has no respect for the shrines. Nope, just another aimlessly roaming ronin in a Temple. He does have some dialogue talking about how he horrified some woman by pissing on a shrine but that's it. Would be cool if you found him doing these disruptive shennanigans. In fact, nobody around him even cares or reacts to his presence, he is just walking around like a regular enemy.
- Big Sueki - like i said, since there's no actual inn that's lively, he is just static at a random back yard that doesn't feel like an inn.
- Chief Cuckoo - It's said that he is involved in oil trading and you can find him at a named poi called 'katano oil trading'. Nothing makes it feel like a poi. It's just another regular camp with a bunch of bandits and oil jugs. He just roams around inside with a couple of ronin.
I could keep going but you get the point. Now im not asking for everything to be lively, but if you are gonna have a named poi, make it lively, especially if it's tied to a side/main mission. I don't know man, im just comparing with a game like RDR2 where you remember every single POI because there's a theme and unique liveliness/vibe to them even when there's no mission. Valentine's bank, saloon, hotel, gunsmith, general store, stables, the sheep farm.... all have a liveliness to them that makes them distinctly memorable, which makes them even more engaging when they are tied to a side/main mission. The interactivity alone makes them stand out. You find NPCs doing stuff that you would expect to find them doing in these pois. They inhabit the rooms of a hotel, take care of the sheep at the farm, the train station has travelers, the stables have workers, the saloon has drunks and people walking in and out at certain times, you can even play poker, get a shave, have a drink, sit and eat, walk/shop in the genral store, bath/rest at the hotel.... they aren't just static named places. There's NOTHING like that in Shadows, not even one. All the vendors are static npcs that just stand outside their dead shop and interacting with them takes you away from the game world and to a static inventory menu. You even have special food vendors for iconic meals and those don't even have a menu, it's just a generic dialogue and that's it!! The weird thing is even the few named places that do have liveliness, you can't interact with any of it. Can't eat/drink at vendors, can't bath in an onsen, can't rest at Kakuregas, can't fish, heck none of the buildings you can spend hours editing and unlocking at your hideout can be interacted with, yet your allies interact with almost all of them!!
This lack of liveliness/interactivity even for missions surrounding important targets is why the open world feels dead regardless of all the content. You start to notice how everything feels the same because they are different in name only. Most of the targets just stand around waiting for you to kill them. The issue here is NOT the repetitive gameplay, as even RDR2 has the same exact loop of "talk to guy, go here, fetch me this thing or kill/spare that guy" but because of the liveliness surrounding the places the game tells you to go, it feels dynamic. Add the interactivity and it heightens immersion even more. When there's no liveliness, it doesn't matter that im in an inn, a gambling den, a post town or a money exchange....they all feel the same. The only distinguishing thing is whether it's a hostile or non hostile area. Even then, the hostile area just has the same static guards, which wouldn't be a problem if the areas were more lively and interactive outside of a mission telling you the target is there.
Even castles feel kinda dead, like just static guards live there? There should be way more activity in them, lords in meetings, ladies engaging in banter, processions going in and out, way more servants doing chores and things like that. Maybe im expecting too much of UBI but i feel like they do the bare minimum in this regard and it's kinda the worst in Shadows. The open world is the most dead, uninteractive world of the previous RPGs and it's a shame because it's so breathtaking and the gameplay is great!! I almost wish it was linear or semi open world for them to flesh out these regions abit more!
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Meeting granddad [Atlantis DLC]
submitted by /u/WonDerNooB_ to r/AssassinsCreedOdyssey [link] [comments]
....he looks a bit like an aged Brasidas.
Hope you guys enjoy the shots - these are taken with reshade (even the granddad promo poster shot), and I think I left the red colours a bit too saturated.
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A love letter for the Ezio trilogy
submitted by /u/Eveen_Ellis to r/assassinscreed [link] [comments]
I first became a fan back when AC3 came out. I remember watching my favourite youtuber playing it over and over and over again because I couldn't play it (i was a little kid okay!) and I fell in love with it. Granted, I couldn't understand much of the story, but the game was so different from everything I'd ever seen that I was enthralled. AC3 was also the first AC game that I played! Followed by Rogue and Unity. I couldn't afford the others since I remained still a kid/teen so it was little by little.
Then I grew up, got a job, and FINALLY was able to get AC1 and the Ezio trilogy for the ps4 - and I have to say - the wait was worth it (kid me would not have survived these games). I already knew the lore and all the big events, but playing it and living it was a different experience altogether. I love Altair (even got the book!), he's my boy, but Ezio...That's my man right there 😭
Seriously, I'm so glad I played the Ezio Trilogy when I did. Revelations, especially. The character growth, seeing Ezio go from a boy to a man (and an elderly one in that goddamn animation...had me bawling my eyes out with tears), the story and the gameplay were just?? Nothing will ever top that. They could try to make another trilogy like this for a hundred years and they'd fail. Finishing these games was worse than a breakup!
The reason I say this is; I'm going through a rough time in my life. Playing the trilogy was my only escape and allowed me a few hours of peace. Revelations, like a said, was a punch to the gut. Not to be dramatic, but for some reason, Revelations helped me move on from certain stuff that I struggle with and there's no words to describe how much it helped me. Pure therapy, it was. The ending with Altaïr and Ezio had me CRYING for hours! And the damned 1524 animation! I'll never be the same.
Okay, but seriously, I may be an emotional bish but the Ezio Trilogy definitely deserves being overhyped. He's such a brilliant, well-written character, and I'm so thankful that Ubisoft decided to continue his story with Brotherhood, Revelations AND gave us his ending in that short film. And I'm especially thankful for the help it gave me ♡
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I think I found one of the best ways to get the full AC Odyssey experience.
submitted by /u/Efficient-Ratio3822 to r/AssassinsCreedOdyssey [link] [comments]
The first thing you should do is to not fast travel when it's not necessary. It makes the game more fun if you're the exploration type.
The second thing is not to pay off the mercenary system. It makes the combat much more difficult and fun.
The third thing is to do the opposing side in conquest battles (Like if Sparta controls Makedonia, you'll fight for Athens). It may be harder, but it gives you better rewards.
The fourth thing is if you want to keep up with the recommended levels, do the nearby side quests of the area you are in.
The fifth and final thing is to try to give Alexios or Kassandra extra lore that isn't in the story. This could be based on the choices you make.
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