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back at the tailor’s, ezio finds that the woman from venice is performing as the headliner, and that the dress he requested was not just for his niece, but also for ezio, prompting ezio to purchase a much nicer dress, presumably with his cash prize. after ensuring he has what he needs, ezio takes leave from his shop, where he is approached by the woman from venice, who is disappointed that she didn’t get to sing after all, and gives ezio the hand-crafted “mirovich”. she gives him an envelope with more information on baldwin’s past, and once he leaves her, the woman is killed. outside, ezio finds that he can move through the city as if it were no more than a temple to modernity than before, which leads him to an aqueduct from which he can scale the city wall. ezio then proceeds to follow altair’s trail through the city until he finds the mysterious woman from venice all wrapped up in a chair.
you can’t even customize your bombs. they’re simply visual categories, and you select from a list of 10. i’d like to be able to, say, have a pumpkin bomb (boom) or boiler (boom) or something else that rings a bell of a certain note. how about burn, flame, smoke, and hellfire (boom)? i like the idea. even with just a few different flavours of bomb to go around, the creator is forced to make a great many of them if it’s more than a handful of characters in a game, so the variety is reduced. it’s a clever idea, but it’s also a limited one. that’s the real problem with this iteration.
the new mini-games are brief refreshers in the history of venice and the renaissance period, and they are interesting. the mysteries behind what happened to my apprentice ezio are intriguing. i still prefer the branching assassin’s creed games of yore; they had fun diversions like the assassin training missions and the item hunting, plus there was always something to do. but the way they separated the player so effectively off from the story, and the way the main narrative of gameplay moves forward, makes the assassin’s creed games into enjoyable little adventures.
this is also my first time playing revelations because of the animus edition, and i admit it: it’s starting to get a little annoying. when a new game comes out, i want to play it, and then if i like it, i’ll play it again. there’s just no time to lose. i’m familiar with assassin’s creed’s continuity from playing brotherhood, and have no doubt that revelations will be very good, but right now i’m just more interested in this new game than i am in this new version of it. the added “assassinate” mission mechanics and mini-games feel peripheral, and so i can’t resist not playing them. so when i’m finally ready to play, i find that i have little interest in doing it; the game has already lost some of my attention before i even get started. ubisoft is so fixated on online connectivity that it leaves little time for actual games. revelations is a story told online, in theory, but its actual experience is marred by poor online connectivity and a complete lack of privacy features. and, a big problem, is that the online features are incredibly clumsy; players can see your name and avatar (without you seeing theirs) and you cannot configure the options to make your identity secret. there is no option to disable the public chat room either, no options to make your voice do the talking, or to flag your name when a you’re making it. it’s an oversight, given that this is an online game, and it’s a big one. then there is the problem of carrying out combat; you can’t use scimitars or plain pocket knives in revelations, because they’re too dangerous, so you have to use crossbows, which are designed for hunting animals and not killing people. in such a tricky situation, it’s no surprise that the crossbow is almost impotent. the game engine is too slow and rubbish to make large movements, and the fighting is simple. you’re fighting with a button, which is disappointing, and the button makes the combat absolutely absurd. 5ec8ef588b
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