Bittersweet assassinations (with vermin problem)

Bittersweet assassinations (with vermin problem)

Assassin's Creed 3: Liberation (Video Game)

Customer Review

Assassin's Creed 3 is available today in stores, the press rolls over in reviews with praise, in the department stores is before shop opening camped outside the entrances. It's the hype of autumn 2012. And a big hype has mostly smaller offshoot to respond to all customer groups. That's why Ubisoft Montreal and Sofia made it to program such an offshoot of the PS Vita system and we see rumturnen hand hero with satisfied air in trees.
Whether they did this and why I AC: holding Liberation for a game with two souls in his breast, I would like to highlight some detail with this review ...

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* UPDATE - 01.11.2012 *

Due to the rather unpleasant incident amount of bugs, clipping and performance problems, I decided to play in the championship deducted a star. Ubisoft must urgently make improvements here, in part, the dropouts are just embarrassing (see "Open world and open work"). The test is based on version 1.01 (patched).

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Hurra, a fresh setting!

Assassin's Creed III: Liberation takes place in 1765 in New Orleans: It is about the young Franco-African Aveline, an Assassin, members of the former middle class and beyond the first female protagonist of the series. In order for the Vita port has a unique selling point compared to the big brother. Aveline is separated in her childhood a day for the purchase of her mother, because she prefers to run after a cackling chicken.

This scene is by playing as a kind of beginner tutorial, learn movements and some simple tactics (go to the two meters of the guards far side passage and then through the backyard to unnoticed delivered long the enemy) the introduction of the player in the game elements is well embedded and quite atmospheric. However, runs and rolls over the initially interesting story (what happened to the mother? What happens with Aveline, after a nice uncle takes them so lovingly to cross? Why explodes a sailing vessel when cuts the anchor ?!) is then slightly and rather thinner than deep. This is despite the characters through facial expressions, word and action (all vorran Aveline) sympathy and empathy cause and effect relatively real. Furthermore, there are still some glaring logic errors, one of them: The stepmother and the father of Aveline wars apparently not that their child is formed over years of an indigenous people to a top assassin (especially she lives here continue in New Orleans) , On the other hand you have in between the feeling that they know what her daughter is doing (and they go into it in any way).

The first (main) emissions run total from very linear, especially in the choice of outfits, one of the great features of AC: Liberation terms. So we have three clothing styles to choose from: Assassin dud, fine clothes or slaves gap. These differ in damage resistance, conspicuousness, the usability of weapons and the Freerun feature (the Rumgeklettere). So you have to in a few missions with the ever-lame, unakrobatischen fine lady to make shift as the other outfits are automatically disabled. Later it was in main and side quests definitely more freedom in the approach and planning.

I see you ...

Each outfit has its own "attention / awareness Infamous" indicator which indicates how fast guards hinted your disguise. The guards have each completed their own point of view radius, which quickly became red colored in distrust of yellow and then to an attack from all sides (alarm). This can be AC-typical "sweep the floor in group work" through actions such as, "hanging around" on benches or prevent the carrying of boxes. Or one skin on the roofs / in the trees / into the water. Even here can still lurking enemies, but then at least without amplification. Strangely, the "Lady" -Outfit must serve as a kind of "black heart", because you can only get rid of this "attention" by witnesses in backyards equal with abmurkst. For the other two, it is sufficient to demolish the city suspended manhunt pictures. In other situations, the "Lady" is then their lush clothing section fairly and must sentry in a rather Nintendo-like-looking action "bewitch", which is represented by a ridiculous heart about the soldier skull and rewarded with schosshundhaftem Nachgelaufe. The bewitched AI no longer responds to restricted zones, assassinations or other actions on the part of the player.

(Small, fine detail: charmed by two guards and then let yourself be invaded at the docks of a privateer triumvirate.)

... You dont see me!

Should it come to a fight, lingers AC: Liberation back to his favorite place: Between the chairs. The fights are spectacular and challenging than in "large" AC, the animation smooth and gentle at first you come rough yourselves cool when you then flatten it out six soldiers in series of luck or accident. Nevertheless, it often jerky while, especially if more than 3 opponents attack and the camera has to be readjusted manually. Partly Aveline jumps even like in the movie "Jumper" between Gegenern back and forth, as the game can not seem to simultaneously use storage management and animation (ergo: Clippingfehler!). Furthermore, sometimes you do not know how to now but was still able to kill the enemy, though Aveline despite hectic keys thunderstorms like to rather than nothing makes to fight back at least. In between enemies disappear into walls while orbiting Aveline and it is a larger group.

Nevertheless, the conflicts and the remaining presentation on the qualitative level of the great models remain, they are beautiful in scene and Aveline, as well as their opponent, the best character models that can currently be found on the Vita are (yes, even better than in Uncharted: GA).

Furthermore, the game is otherwise incredibly rich in detail for a handheld: The Bayou really looks after Subtropensumpf, with lush bushes next to dead trees and the (in my opinion) so far most water-mud mixture into a PS Vita game. New Orleans is for Vita ratios really big, it run a lot of NPC (non-player characters, including animals) around and breathe the game en masse atmosphere and a life. The textures range from "acceptable" to "beautiful", positively especially the fauna and clothing / uniforms are worth mentioning.

Unfortunately also here as in some other ports the rule of thumb: If it's on the PS3 runs smoothly, it must not run for a long time here. This is evident from frequent reload stuttering and stammering in a general flow of the game, just in computing-intensive scenes with complex physics effects and AI calculations. These stuttering disturb mostly only then really, so if you messed up a fight properly.

The sound comes in AC: Liberation continue the path of double-edged sword: ambient and combat sounds are clear and realistic sound. Some voices, dialogues and especially the music on the other hand sound as if they had been created under time pressure / added, since the quality decreases significantly and sometimes even falls under the old 128 kbit MP3 brand. The entire mixing widerrum then generates an overall very positive because coherent picture.

When operating as you go on, because the implementation is partly really wayward. So the touchpad of the Vita to be used in some places. Since both are but in the heat of battle quite cumbersome to use, is just that often the reason for the visit to the last checkpoint. In addition, the display will quickly greasy, because who cleans itself before each touchpad touch please the fingers?

In addition, the control fails like when the going gets tough, both for the players and for the performance. Is to say: If it's jerky, then white AC: Liberation with yet so precise direction and key information to begin very little, or implements them only partially.

Open worlds and open work.

The scope: The is very large for a handheld game. Just the two initial areas of New Orleans and the bayou are not to explore within a few minutes. Of course, as with any AC still adds the vertical, ie there is not only on the ground to discover things. You can find items such as alligator eggs, voodoo dolls or precious stones. The single-player campaign includes this 10 so-called "Memories", which form the main quests. There's even a slightly different multi-player mode, which (like the board game "Risk" similar) provides a Globa-Domination mode, digging on the man armies and sends against human competitors to areas for each grouping (Templar or Assassins ) to win. Although the action may tend to be more modest and means to an end his (bad!), But the plethora of side missions is huge (including, without limitation special missions for the three outfits). The city and lands itself are great and you almost never feel to move in an at second glance very limited world, what happens very fast times at handhelds. Traveling within the card is due to the acrobatic feat very permanent fix by hand, unless you run around in the Lady outfit.

At the end there's, as always, remains of yesterday. And lots of bugs. Here a long list of my previous experiences:

- The developers have indeed built the Havok physics engine, but not the "Ragdolls" of opponents. So if you assassinates someone on the roof of a house and he "flips" over the front edge of the roof, then it remains instead of falling into the horizontal well, although as yet there is so little contact with the ground.
- The already mentioned "Jumper" -like Sprüng during fights are also a small but continuous nuisance.
- Flicker Many clipping errors, some textures / models (particularly Decals, so additional spots, gunshot residue, graffiti) or disappear like to, depending on the viewing angle.
- Sometimes Aveline jumps in Freerunning as if she'd just stepped on a catapult board
- Gators appear as if by magic, when approaching an unguarded nest.
- Capitalized weapons are placed at each level change to Standard (underarm daggers and gun).
- Also when changing: Aveline is "teleported" from somewhere on the currently loaded map to level entrance.
- This is evident due to the incorrect funktioniernden "thread" from the loading screen to level.
- A cutscene will start not in accordance with the game requirements, then the game crashes.
- Roaming NPCs disappear happy times as if by magic or screeching even 10 to 20 minutes after an assassination still hysterically around (annoying!). - Likewise, you simply can not help feeling that something painted on storytelling elements as (detailed) cutscenes or dialogue. was because the story is not only thin, but is massive jumps quite confusing.
- To this we have balance problems (the missions), among other things, to get depending on the costume easily, or not further.
- Animations as "counter-kills" are rarely played even at a distance of two or three meters between opponents and Aveline (Feel the power!).
- Insurgents say the same sentence mantra moderate repeatedly and without a break ("We are ready to begin the uprising We are ready ....").
- In some cases AI and scripts come in the way of the engine, resulting in Clippingfehlern and freezes.
- The positioning of objects not always reveals itself, especially the mini remains very vague.
- Game elements are not enough explained (pickpocketing or collectibles, for example), others for too much (combat and disguise Tutorial already the sixth time in a row display).
- The fog in Bayou receives in certain circumstances a strange coloring, or the light and the "atomization" of the environment do not go together.
- Time change in the game (after missions usually) take place during the game and not during charging. The sun moves while in fast motion "a few hours" on.
- The drive control fails in Freerunning Mode like to service the quick changes of direction.
- Alarm is triggered because you are moving (unknowingly) in an unmarked / visible exclusion zone.
- Strange error in sound positioning in the game world.

Due to this error, and the massive performance problems the game works unfortunately unfinished during the campaign, here was evidently worked either stark time pressure, or sloppy or tested / optimized enough. Or all together. An appeal to Ubisoft: Here is an urgent need for improvement!

Ubisoft has a day-one patch (V 1.01) nachgeschoben which fixes some bugs according to the list. The performance and the amount of omission leaves still left to further desire.

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Summary:

PRO

+ Graphics & Animations
+ Atmosphere
+ Operation
+ Scope, size of the game world
+ Outfits, weapons and other auxiliary remedies
+ Decent load times
+ First female (sympathetic) protagonist

CONTRA

- Performance / stuttering
- Sound
- KI
- Main plot
- Touchpad annoyances
- Logic errors / strange design decisions (Lady Death, opening sequence)
- Bugs

CONCLUSION:

Everything said in all AC: Liberation is a good game (when it is running because times properly) and my favorite of the far Ingen AC series. Again, it is difficult to understand why Ubisoft has not further gewerkelt performance and engine, but can this be described as small masterpiece. Because such a detailed, open game world and the many, highly polished features like the free-running or the outfits put AC: Liberation pleasant the rest of the Vita titles, as well as from the rest of his siblings from. On the other hand are unnecessary errors and omissions, which are partly annoying but forgivable though. Amateur assassins are hereby definitely go have their (big) fun. For me it is about like GTA - Liberty City Stories for the PSP: You want to know what "the" have made it and will be pleasantly surprised. And LCS I play even today.

AC: Liberation gets in my eyes 4 stars each, because it's a laborious, good port with great fun and magnificent open-world feeling, which unfortunately still suffering from teething and in between makes too much.

Absolutely fantastic! 4 Rank: 5/5
February 18
Honest Rank: 3/5
April 13
Cover computer Rank: 3/5
July 14
I await the third. but Rank: 3/5
October 11
impécable 1 Rank: 5/5
October 19

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