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Gaming: The Daily Creed 06: Pavlovian punching

October 19, 2011 Leave a comment

The Daily Creed is a series of (mostly) bitesize posts about my ongoing playthrough of Assassin’s Creed Brotherhood, sequel to what is still currently my fourth favourite game of 2009. The first post is here.

Forget the Templars or the Borgias, these guys are part of the true villainous faction of the series.

As I walk the streets in Assassin’s Creed Brotherhood I find myself instinctively attacking any musician who walks into my path. Not killing them, because Ezio didn’t do that (and the game ‘kills’ you if you kill three civilians in a short amount of time), but grabbing them and beating them to the floor with a few punches, knees or headbutts. I didn’t even think about doing it, it was an automatic reaction to them and I didn’t quite know why.

Then I watched the following video:

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Gaming: Hitman: Arkham Conviction

October 15, 2011 Leave a comment

This footage for Hitman: Absolution is odd. I mean, it’s really looking rather good (brilliant, in fact), but it’s clearly working from the Batman/Conviction template of directed, linear, heavily scripted stealthy takedowns. That’s not really anything to do with Hitman.

 

Heck, 47 killed more non-targets in those seventeen minutes than I did in the whole of Blood Money (which actually might have been zero on my best playthrough). IO have said you can play it like a Hitman game but it’s hard to see that being possible here, as all the dialogue and scripting seems tailored for the way they approach it. Maybe it’s just the introduction though, or the tutorial for the new mechanics.

I don’t mean to sound negative as from that it’s already better than the entirety of Splinter Cell: Conviction and stealthwise it looks deeper than Batman: Arkham Asylum, which is a damned impressive achievement. It’s just not playing much like a Hitman game yet.

At 16:17 there’s a wonderful bit of IO just showing off, which they’ve absolutely a right to do. They already achieved crowd effects similar to that in Hitman: Blood Money (an Xbox/PS2 game) and nobody has replicated it, including games that desperately needed it, so the more fuss they make of it the better.

 

Gaming: The Daily Creed 02 – Kiss the horse

October 15, 2011 1 comment

The Daily Creed is a series of (mostly) bitesize posts about my ongoing playthrough of Assassin’s Creed Brotherhood, sequel to what is still currently my fourth favourite game of 2009. The first post is here.

Imagine the post's title being sung by Sebastian the crab.

I’m a big fan of Jesper Kyd’s soundtracks in these games. There aren’t many game composers whose work stands out but Kyd is one of them. In fact, when I first played Assassin’s Creed 2 I didn’t even know he was doing the soundtrack, and it was only when playing the game that I heard one piece of music that reminded me of a piece from one of the Hitman games, looked it up and discovered that it is in fact his work.

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Gaming: The Daily Creed 01 – “Oh, that’s right.”

October 14, 2011 4 comments

The Daily Creed is a series of (mostly) bitesize posts about my ongoing playthrough of Assassin’s Creed Brotherhood, sequel to what is still currently my fourth favourite game of 2009.

"You remember me, right?"

“I am Desmond Miles. This is my story.”

Assassin’s Creed Brotherhood opens with a recap of the story by Desmond Miles, including the quoted line above. It almost feels like a reminder of Demond’s existence in general. “Remember this guy? It’s actually his story, not Altair’s or Ezio’s, despite them getting all the marketing and majority of play time (and the only good bits of the game).”

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Gaming: Oh, how far we’ve come

October 13, 2011 Leave a comment

One of these games is clearly more advanced than the other:

 

 

 

One of them has:

  • Open level design that rewards exploration with secrets and extra items.
  • Full use of the colour palette.
  • Action driven by the player, not scripted set-pieces.
  • Large numbers of enemies on screen that you fight by charging into the middle of them.
  • A varied arsenal of iconic weapons (which you can carry all of at once).
  • Creative enemy design.

Looking back now, it’s a little shocking now to think FPS games were ever as basic as they are in that second video. Can you imagine a time when developers ever thought it was a good idea to have large chunks of a level in a shooter where you’re not allowed to fire and have to wander around following NPCs talking at you, where you’re relegated to little more than the role of a bit-player? We’ve come a long way.

Gaming: Spotlight on Biscuit – Space Marine

It's less 'Gears of Warhammer' than screenshots suggest.

Spotlight on Biscuit was an occasional feature on Rock, Paper, Shotgun, and you can see them all by clicking here. In it Quintin Smith (who has since left the site, which is why the feature stopped) picked out a video from the Cynical Brit team, one of Total Biscuit’s ‘WTF is…’ videos, and shared it with the RPS community. Being RPS they also gave an opinion on an actual biscuit, which is part of why RPS is the best gaming site on the web.

I was watching the ‘WTF is Space Marine?’ video earlier and decided to link it here, but then a thought occurred to me: Why not shamelessly copy the RPS approach? So here’s my best Rock, Paper, Shotgun impression (alternatively, you can click the image above to be taken straight to RPS’s opinion of the demo):

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Quick Link: Johnny Gat

I have nothing to say that wouldn’t be repeating myself, so just watch: