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Joined 3 years ago
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Cake day: September 6th, 2023

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  • Oh, they absolutely made combat easier in this game. Aside from the easier hidden blade counter window, kill streaks let you instantly kill all the enemies that you can’t normally counter. It’s possible to get over a thousand kills in the flawless virtual training mode simply because the enemies have no opportunity to hit you between your counters and kill streaks. Revelations dials it back by making the janissaries impossible to instantly kill in combat, which ends your kill streaks and forces you to actually fight them.


  • I’ll freely admit that I’m a terrible pick to ask about the parkour, sorry. Aside from the obvious improvement between AC1 and AC2, I’m intellectually aware that the parkour has been changed multiple times (certainly at least once per engine change), but during actual gameplay the parkour has never really felt different enough for me to notice, and Mirage is no exception. Like, I guess I noticed the more flashy animations in Unity and Syndicate compared to before, and I’m aware that people have complained about it feeling floatier in those games, but that all just goes right over my head.












  • I can never pull it off in AC1 because the timing window is so tight, but countering with the hidden blade is an instant kill and looks cool as fuck. I’m really glad that they tweaked the combat for the Ezio games to make all the weapons equally viable, though.

    On a related note: the fact that your health bar also measures synchronization means that a 100% sync run involves never getting hit, which further implies that it’s possible that Altair somehow managed to pick fights with every guard in the region using only the hidden blade and win every time without a scratch.