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A new look at Assassin's Creed Odyssey's Combat



Assassin's Creed Origins was released in 2017 after a year when Ubisoft took the time to rethink the future of his flagship series. In addition to the obvious flight to Egypt, Origins most remarkable innovation area was battle. Previously addicted to engaging enemies and execution performance, Origins has transformed the series's battle into a hitbook-based system that emphasizes precise timing and tactical dodging. While this was a welcome change that introduced more complexity to enemy encounters, many still lacked. You can easily get into a single dominant strategy to win matches, and the relatively low skill level meant that you eventually had very little improvement to strive.

Ubisoft Quebec's upcoming Assassin's Creed Odyssey appears to be part of these issues, giving more tactical match than its predecessor, while making subtle adjustments that enhance instant exciting engagement. This can not mean a lot if you are more likely to play leak or varied. I personally have been more a play player during Assassin's Creed games, even in listings that were not adapted to such a game style ̵

1; I look at you, Assassin's Creed III. But I was pleasantly surprised to find during my experience with the Odyssey that its struggle was one of the aspects I liked most. Here are four major changes I discovered during a recent two-hour Gamescom 2018 preview session while playing one of Odyssey's late game quests.

No Shields, Just Dodges

The most welcome change in Odyssey's battle is the lack of a shield or guard position. No longer can you block enemy attacks or arrows – you avoid them instead. This changes the flow of battle and forces you to take into account the enemy's movements while being aware of the distance between you and your opponent. This is the best thing about Odyssey taking Origins, as it raises your active investment in a match. It was easy to get idle in Origins, often turtling up with enemies with a shield, charging a strong attack to knock them down and so mock them. You must be fully aware of the Odyssey, loosening measured outbursts of attack and dodging before being hit by an enemy's follow-up.

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You can not come in your own shield, but your opponents do it! It's a power imbalance you feel every time you squat against a group of shielded enemies – a feeling I rarely got from fighting such enemies in Origins. Fortunately, you get a screen removal skills that can quickly put enemies on the steady hill with you. There is an extra layer of defense against enemies that seems superficial at first blush, but in my experience with Odyssey, it contributed to the excitement and reinforced the need to be awake.

A drastic but subtle new addition to movement is the roll as an act. In Origins, you can perform a roll after running the dodge button three times; It would be the third maneuver Bayek would perform after two step dodges. But it did not earn much of a tactical purpose and was more a cosmetic animation. In Odyssey, a roll is performed by holding the Dodge button, and it covers more ground than standard-step dodge. In each meeting I had to distinguish between the enemy's attack that required a race and that could only be dodged with a quick step. It's a small change, but it made all the difference in increasing my senses during a match.

You make way for more decisions in battle

To correct the question about Origins barebones match are lots of special skills you can equip and activate on the fly in Odyssey. The most prominent feature of early Odyssey shooting is Spartan Kick, which allows you to launch enemies away, potentially outside the cliffs or in shark infected waters. But there are several other skills you can use – some offensive and other defensive. For example, you can reduce time and move seven times faster than your opponents, which will be useful for exercising more damage or just recovering from the damage. Skills are triggered by holding the shoulder button and pressing the face button associated with the wheel mounted. You can equip up to eight skills at the same time, and each raises a certain number of points from your adrenaline meter – now divided into segments – when used.

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Under high level play, with so many skills to mix and combine the team for a satisfying dance to creatively tie together the best to cause the highest damage possible. But it also needed to think about how I use adrenaline. While you can use it to trigger a powerful special attack that can easily send a single enemy, you may be better served trigger multiple amount control moves to hurt more enemies or launch them from the match arena instead. A canvas for players to use skills the way they want was exactly what Odyssey creative director Jonathan Dumont meant to be part of the game's match.

"We tried to have choices at the core of everything we added." said Dumont. "We thought how it would be cool to mix and match skills … we looked at it more from a perspective of customization instead of trying to enforce a particular way of playing the game or unlocking things in a particular order." [19659003] Boss matches are more difficult and complex

If there is something that Origins lacked completely, it was the boss team. Bosses were often only stronger versions of standard enemies, and if they had something more interesting to play, the strategy was to beat them incredibly simplistic. Even at high level, Origins boss matches were long-lasting meetings that only required dodging and walloping on an enemy until you had enough Adrenaline to execute a superpower movement; rinse and repeat.

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Odyssey seems to throw more variety in difficult boss meetings. Admittedly, this observation is purely based on my experience fighting Medusa (yes, Medusa). But if what I experienced with the match is an indication of the whole game, I'm quite excited about what other formidable opponents Odyssey will throw me against – mythological creature or not.

Medusa actually had varying attack patterns and different stages as the battle evolved. She would try to slow me down with her crippling stare and then crazy rock soldiers to get up on me. But when the struggle continued, she continued to fake with stale lasers and attempt to attack me directly, while several rock soldiers ran in. The battle actually challenged my ability to dodge and use skills efficiently. That's exactly what you want a boss to fight: being a test of everything you've learned and done using the game's various systems. You can see the whole match against Medusa at the end of the recording above.

You can restore any time you want.

This does not apply to fighting directly, but if you decide that it is a different character building, you would like to pursue that will better meet your fighting style, you are free to completely change your skills points ever without charge to you. This is a huge addition that gives you the opportunity to experiment and use your skills on other skills that may not fit your first character building. Again, this seems to match what Dumont believes is Odyssey's emphasis on creativity and gameplay.

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"Invest the points where you want them, but chart them as you want them and create your own style of play," commented Dumont when asked about the adaptation of the player. "Because Assassin's Creed has been around for over 10 years now, we all play differently. Where some people just want to play play or rate, some people will struggle. So, we'll make sure that the style of play you want to take in is a real game for you. And the game lets you play that way. "

The creativity is welcome by the freedom to change the way you play at any time. The building that was given to me during the preview was focused more on battle, but I was able to recover to a hybrid of both battle and stealth. It made the building more focused on killer rapes as many enemies as possible with the Rush Assassination skills before they were seen, and then clear the rest of with mass control and attacking buff skills. The ability to limit out allow me to become creative with my character on a whim. It was refreshing not to have punishment for doing so, as Origins forced you to commit to building for a majority of their driving time.

A Step Forward

There is a higher sense of urgency and strategy in the Odyssey battle. You think more and you make shared decisions about what types of skills you want to perform. Enemy groups are faster to surround and overwhelm you than in Origins, so it's important to move quickly and act aggressively. All of this already adds Odyssey's battle system far beyond Origins in complexity and nuance, which often motivates me to pursue enemies more than I usually used to.

As someone who has always relished in playing leakst in every Assassin Creed game, it's exciting to see improvements that make the game less mindless and more tactical. For the first time in the series story, I struggle to settle on a playstyle – not because of lack of quality in one over the other, but just out of finding each genuinely appealing. It surprises me honestly and for a series I've been following since the beginning, I find it amazing.


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