Prey © 20th Century Studios.
I really did not want to watch this movie. But my partner wanted to watch, so we put it on, and I watched. I'm just so burnt out of all the constant sequels, prequels, reboots, and remakes of 30 and 40-year old nostalgia franchises -- not to mention the impending proliferation of nostalgia reboots of 20-year old franchises from the early 2000's. The endless onslaught of terrible Alien, Terminator, and Predator movies has just been exhausting. At least when older movie IPs like Friday The 13th or Nightmare On Elm Street were making more sequels than one can count on a single hand, the producers knew that those movies were B-grade schlock, and treated them as such. Now, these studios think that releasing a new Predator movie every few years should be treated with the same anticipation and reverence as the release of The Phantom Menace, as if it's all some huge, monumental deal that deserves all of our attention. And much like The Phantom Menace, it always seems to turn out to be incoherent garbage.
So imagine my surprise when Prey actually turned out to be good.
The structure is similar to the original Predator movie. A group of warriors goes out into the jungle to hunt an enemy, only to be systematically hunted and killed from the shadows by the Predator. Except this time, instead of being a bunch of beefy, roided-out macho marines with machine guns, our heroes are 18th-century Comanche with bows and arrows and tomahawks.
Despite trying to follow the outline of the original Predator, Prey doesn't work particularly well as a horror movie. The aforementioned glut of Predator and Alien vs Predator movies has completely desensitized people like me to being able to see either the predator or xenomorph as a frightening movie monster. At this point, they are both borderline jokes. [More]
It occurs to me that there is a sad dearth of pirate and sailing games in the market. The original Sid Meier's Pirates! is almost 30 years old! And the PC remake was released all the way back in 2004. Other than that, the only pirate or sailing-themed video games that I'm aware of are mobile games.
We saw a proliferation of cowboy and western-themed games after Rockstar's Red Dead Redemption (which, in hindsight, probably isn't as good as I gave it credit for). Perhaps Assassin's Creed IV: Black Flag could trigger a similar renaissance for pirate video games. And if those games are as good as Black Flag (or better), then that would be a real treat!
Hrm, this mission seems familiar...
[LEFT] A plantation raid in Assassin's Creed III; [RIGHT] another plantation raid in Black Flag.
The first hour or two after Black Flag's introductory pirate ship battle is a bit dull because it's mostly just the same old stuff that you've played in Assassin's Creed III: exploring the little town and playing a few "go here, do this" missions with an assassination or two.
Being stuck on land is usually pretty dull. In fact, some missions even seem copy-pasted from previous games. When I got to the mission in which I had to raid a sugar plantation, I couldn't help but think "Hey, didn't I already do this in III?" The only notable difference was that that the plantation raid was wrapped in a segment in which I had to pursue the plantation-owner's ship from a trade island to his plantation island.
Over the course of the game, you'll frequently be forced to step back onto land for story missions. some of the environments are a bit original, since there's some trekking through jungles and along beaches and scaling cliffs to break up the monotony of the usual parkour that the series is known for. Most of these jungle paths are closed and linear, so you won't be exploring open jungle with a machete.
The jungle and beach settings provide some visual variety beyond the city parkour, but are functionally similar.
There aren't any dramatic new gameplay functionalities associated with the more rural and wild settings beyond the tree-hopping that was featured in Assassin's Creed III. So while these missions provide some visual variety, they don't add much to the actual gameplay. The biggest change is that it takes a lot of your freedom of movement away, since you have to follow more of the pre-designed trails through the levels, rather than having the freedom to create your own route.
...
Black Flag sails triumphantly into the sunset as a stand-out game in an oversaturated franchise.
[More]
7e892d39-9984-470d-9a5a-364999153dc1|0|.0
Tags:Assassin's Creed, Assassin's Creed IV: Black Flag, Ubisoft, Caribbean, Cuba, Havana, assassin, parkour, pirates, swashbuckling, sailing, naval combat, privateer, history, historical fiction, Black Beard, Britain, Spain
I never really hopped onto the Assassin's Creed bandwagon when the first one was released in 2007. The historical setting and gameplay concepts were intriguing and I wanted to play it, but I wasn't sure if I would like it enough to warrant an outright purchase. And since Ubisoft never bothered to release a playable demo on the PlayStation Network, I never played the game.
So I missed the first two games and their various spin-offs. But when I started seeing information about the third game, and its setting during the American Revolution, my curiosity piqued. The trailers made it look as though parts of the game were played during large-scale battles, and I thought that would be really cool to play. So when I found that a friend (Huh?Mr.Box!) was willing to let me borrow his copy, I decided to give it a chance.
And boy was I disappointed!
My core complaint with Assassin's Creed (and many other games like it) is that I don't like how dumbed down the controls are, and how little actual control the user has. The run button is also the "climb" button and sometimes the "jump" button (even though there is a dedicated "jump" button). I've always held that when a single button does everything, then it really does nothing. Assassin's Creed regularly feels like I am not playing the game; a procedural function created by the developers is playing the game.
Instead of the game just doing what the player tells it to do, it has to determine which of several pre-determined context-sensitive actions the developers decided to pre-program. You might want to try to sprint through a narrow alleyway between two close buildings to chase a courrier, but if you're just a few pixels off, you end up jumping up the side of the wall and climbing to the top of the building. And then it's a pain in the ass to get back down, and the courrier is now two blocks away.
Because I wasn't lined up perfectly, the free run forces me to climb up this building,
when all I really wanted to do was chase the courier through this alley way.
Maybe I want to jump off of a building onto a nearby tree branch in order to stay above a group of enemy Redcoats that I'm trying to stealth past. But for some reason, the game decides to make my character leap past the tree branch and right into the middle of the group of bad guys. Now my cover is blown, I'm stuck in combat, and maybe I've even failed a bonus objective or two.
These sorts of problems could be avoided if the "climb" and "jump" commands were their own buttons separate from the "run" button... [More]
ae52b9af-d384-46f5-b50f-c751d6ac7cf6|1|5.0
Tags:Assassin's Creed, Assassin's Creed III, Ubisoft, historical fiction, history, assassin, parkour, colonial America, American Revolution, United States, minuteman, minutemen, Britain, Boston, sailing, Achievement unlocked, John de Lancie
|
12 | | | | | | | 60 | 11 | | | | | | | 55 | 10 | | | | | | | 50 | 09 | | | | | | | 45 | 08 | | | | | | | 40 | 07 | | | | | | | 35 | 06 | | | | | | | 30 | 05 | | | | | | | 25 | 04 | | | | | | | 20 | 03 | | | | | | | 15 | 02 | | | | | | | 10 | 01 | | | | | | | 05 |
|