- dahuterschuter
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- Exalted Mythic Member
-blam!- Was that actually blammed out? Or did I just type it? You'll never know.
Posted by: Chupanebre627
Problems you're exaggerating to the point of idiocy if you ask me. Some of which I never even noticed?...
I guess everyone has their own interpretation. A lot of people's interpretations of things have been snobby though, lately.But they aren't exaggerated.
1. The mission design for 95% of the levels is: Run to waypoint. Cutscene in which a character spouts exposition at you. Walk with this character while they continue to spout exposition. Activate new cutscene in which a menial task is given to you. Complete task, and return to task giver. Cutscene. Take out some guards. Cutscene. Travel back to mission end point. Long cutscene.
AC3 includes such wonderful mission objectives as: Riding around knocking on doors. Literally doing nothing more than running from point A to point B. Playing tag. Walking around inside a prison. Playing a board game. Talking to people. Not assassinating anyone.
2. In simplifying the free-running Connor now interacts too readily with the environment. This and something gameplay related that I'll cover in a moment combine to disconnect the player from the player's character. The disconnect being the basis of culmsy gameplay.
3. In the Star Wars prequels the story is advanced by characters sitting and going through expository dialogue on and on. Sometimes a character will stand up and walk with another while doing so. The same is in AC3. The story is literally being told to the player more than letting the player play it. And the characters seem like Lucas wrote them himself.
4. You cannot even swing your weapon by pressing the "Swing weapon," button without the game's permission. Try it out. It's also present mostly in the mission structure, which has become almost entirely linear but for some segments throughout the campaign.
5. The six hour tutorial is the most obvious example here. You begin learning how to play the game in sequence one, and in sequence six you are still having things explained to you. It's not just bad on the story level, it's bad on the actual game level.
6. "We'll get to the plot in a minute, but first go collect feathers as a child with your friend!"
The best way to summarize all of the problems with the game is that it didn't use its medium effectively. It's a game that gives you all the tools for great fun and then tries hard not to let you use them. Which is of course why doing actual missions is the worst part of the game, because the missions and story didn't make good use of the fact that they were being delivered to an audience through a video game.