Surprisingly, finding things to do in the empty world of Assassin Creed Shadows

Surprisingly, finding things to do in the empty world of Assassin Creed Shadows

About 15 hours at Assassin’s Creed ShadowsFinally, it was time to make a journey that I avoided. Six hours of playing the game before, I had unlocked the main character to play the second Yasuke, and saw in the beautiful objective screen that he had two goals associated with his story, in Omi. Like many other open world role -playing games, Dark Encourage you to fully explore the areas you unlock early and I have had a fun time to assassinate and cut off many different enemies in the first two areas of the game: Izumi Setsu and Yamashiro. But as far as I can say, most of them have been completed there, and ready to make a last journey will bring me to some new parts of the game world.

That trip from my nearest fast tourist destination to Omi 3,000 meters away. GoodI think. It will be a good journey. I was very, very wrong, and finally left at the end of my session wondering if I had ever chosen the game.

All journeys in Dark Be done longer by the ambitious but flawing of the game to fit the real terrain as the nearest possible. It is almost impossible to use shortcuts – the hills are too steep to climb, the forest is too thick to cut through. The environment is very beautiful, but your roads to the destination are very limited, this will lose a lot of fun to explore. Even more important is the lack of ways to participate with the world around you, such as wildlife is shown beautifully and the lush scenery of Japan.

The main character Naoe in the darkness of Assassin Creed.
Image: Ubisoft Quebec/Ubisoft through Polygon

This is a difficult line, because modern open world role -playing games (including Assassin Creed) had to struggle with overwhelming maps, foreign mechanics and the drum test list. But it seems that Ubisoft is overloaded here, especially because Dark It doesn’t display any goals on your map unless you know exactly where it is. To find that, you often have to spend one of your (quite limited) reconnaissance resources, so you have to actively choose the goal you want to pursue instead of just seeing what is close to you. And as much as I like the intuitive design of the objective screen, there is no way to arrange the tasks by position, so it is easy to miss anything really closest to you. (Or if there are things to do, suppose, a 3,000 meter trip.)

On my journey that lasted nearly an hour, I met a few random fights between the soldiers and the barbarians that I could choose to participate and an opportunity to draw local wildlife. I did not join the previous one, because there was no reason to tell stories or mechanics to do so, but I took advantage of the following – it was one of the systems I liked about the game. But that’s it, and it feels about my two biggest problems Dark: For a very vast world, it feels surprisingly empty, and there are very few ways to interact with the environment or the things that live there. Minigame is a great example, but there is very few cases in the world. The last thing that these games need is more systems, but thinking about how Red Dead Redemption 2 And Ghost of Tsushima Handling makes the world more interesting, I find myself wish I could do something like the category of all the flora and animals I met on my trip. It will make it feel like a real journey, and not a slogan, and I’m really interacting with this world I am going through.

Naoe rides her horse in Assassin's darkness with sunlight behind her shadow
Image: Ubisoft Quebec/Ubisoft through Polygon

After that, I went to Omi, and my disappointment only increased. The missions for Yasuke plays a role in introducing a character that I have played for a long time, complete with the instructions for the weapon I have used for hours. It is a confusing decision, because when you unlock these tasks to start, you are nowhere near Omi, so it seems that many players will not just need there. These are the risks of a story because you don’t want to cheat on travel, I guess.

All said, the reward at the end of my 3,000 -meter journey is about an hour of cutting scenes and pedestrian missions, completed with three (three!) Different cases of animation of changing seasons and instructions for what I know. (It is another problem with Dark: Two types of missions seem to be just a person talking to this person so they can tell you to talk to others, or sneak into this place and kill people there.

It sounds good if you are really captured by Dark‘Narrative, but I don’t. I felt like I saw more interesting versions of the same stories (partly because the sprawling of the game made the pace of the story extremely broken). At the end of the night, I realized that I had spent more than two hours to play DarkAnd I felt like I was absolutely nothing from that time apart from the empty process.

This problem is not the only for Dark; That’s what many games in the struggle genre. But better than possible – Acknowledged Drop you into the world and play and keep you go without making you feel like you are filling (playing Dark directly after Acknowledged Previously there was no offer), and I heard Atomfall is the same. I have enjoyed Dark‘Stealth and fighting, and it’s quite interesting when I really play it. I just wish I didn’t feel like I had to fight the game (or hours in a day) just to go to those points Dark Live according to the promise of a game that you can switch between two skilled murderers but very different in the bloody search journey in a beautiful environment.

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