Chapter 940: This perfect assassination rhythm still hasn't changed!
The enemy subdivisions in each of Assassin's Creed: Odyssey's strongholds have been carefully researched by Nebula's level design team.
The positions of the NPCs will be spaced apart, and there will also be objects that block the view.
The main purpose of this is to increase the player's immersion, while giving the player a reason to assassinate an NPC that no one else has found out.
After all, in general, stealth assassination games, in order to ensure the integrity of the game, there is often a situation where two NPCs have their backs to the player, and then the player assassinates one of the NPCs, and the other one is stupid and doesn't notice it at all.
This is very unconscionable and is often questioned by players.
But this is to take care of the player experience better, and in fact, can't you make NPCs smarter?
Of course, it is impossible to do this, and even if the AI algorithm is not so advanced, it only needs to add some specific judgment conditions, which can also make players mistakenly think that its AI is very high.
But the key problem is to do this, which is definitely able to make players scold their mothers.
It's just been assassinated, and people have found out, how can this sneak around?
Players who are too stupid will not feel real enough, and players who are too 'smart' will lose the fun of the game.
So in general, this kind of game will specifically find the corresponding excuse for the player.
For example, the player has super-technological equipment, or superpowers, or like the infected in "The Last of Us", they have no vision and can only hear and distinguish the position, plus the environmental interaction of glass shards in the map, are all solutions for the player.
As for Assassin's Creed: Odyssey, the method of Yang Chen and his team is quite simple.
Thanks to its open-world gameplay, most of the strongholds are not small, and in this case, the location distance of NPCs can naturally be separated, and players can choose to infiltrate from a certain location and assassinate the enemies in the stronghold one by one.
Of course, in addition to assassination, you can also directly choose the warrior route in the game, and be reckless to the end like "God of War".
Or take the bow and arrow route like you did in The Elder Scrolls Online, and assassinate all enemies from a distance.
And as you level up, you can unlock special skills for different routes.
And in the game, players can also spend some money to reset their talent points and experience other routes.
"Although it is called the Spartan Creed, the rhythm of my perfect assassination has not changed at all!"
rescued the kidnapped little girl Fubai, and looked at the corpses all over the ground in the bandit's temporary stronghold, Zhang Yang couldn't help but let out a sigh.
Sure enough, this is the perfect assassination rhythm that belongs to him.
As long as there are no survivors, it's a perfect assassination.
But there's no way around it, who makes these NPCs have to find themselves?
Originally, I just wanted to assassinate one or two enemies who had to go through the way, and then quietly rescued Fauber, but I didn't expect this NPC's eyes to be quite good, and he was directly seen by the other party by accident.
Then there is nothing to say, in order to ensure that this is a perfect covert operation, all the witnesses can only be killed.
After rescuing Fauber, Kassandra travels to the Sami Market and finds Duris, who is in business, and in the ensuing conversation, she unexpectedly learns that Marcos borrowed a large sum of money from the Land Serpent, nicknamed 'The One-Eyed Man'.
The story quest continues, but during this time, Zhang Yang also studied the gameplay of the game.
It is obvious that it is a completely different style of play from the previous "Assassin's Creed".
As the previous Nebula game said, this is an RPG game, such as the skill talent book and the level and equipment system in the game, as well as the blood bar on the top of the NPC's head and the damage number floating out when attacking, all of which show that the values in the game are quite important.
The previous "Assassin's Creed" was more inclined to simple action elements, and all beings were equal under the Hidden Blade.
No one can say which of the two gameplay modes and game styles is better, but Zhang Yang himself is not too resistant to the RPG elements of Assassin's Creed: Odyssey.
Along with the completion of the mission, as well as the feeling of getting new equipment after clearing the stronghold, and developing a character after leveling up, Zhang Yang felt quite interesting.
In addition, there is also the performance of ancient Greece in this period in the game, which is also talked about by Zhang Yang.
What I like about Assassin's Creed, apart from the fact that the white-robed assassin and Leap of Faith are so handsome, is the sense of history that the game creates.
Feeling the cultural background of that period, watching familiar celebrities, and well-known events in history take place, this sense of history brings an experience that is unique.
For example, in Assassin's Creed, he was immersed in Renaissance Florence and Venice, and watched Ezio interact with Leonardo da Vinci, one of the most famous people in history, which was extremely strange.
At present, although there are no celebrities in Assassin's Creed: Odyssey that he is familiar with, he has already felt the shaping of this sense of history.
In this seaside town, there are unique buildings and traders, as well as patrolling guards, ships and merchant ships parked in the harbor, and even a stronghold of bandits in the wilderness.
Just like Los Santos in GTA, each NPC is extremely vivid.
"Assassin's Creed: Odyssey" also gave Zhang Yang such a feeling.
It seems that the people who lived here in ancient Greece should have been like this.
Men doing hard work carry goods on their backs, walking from one end of the town to the other.
In a corner, several residents are chatting about recent events.
Young children play in the mud while farmers work in the fields.
And when you come to the top of the statue of Zeus, the scenery of the entire island is even more unobstructed, and the prompts of the system in front of you are temporarily ignored by Zhang Yang.
Not a new player, Zhang Yang, who has played the Assassin's Creed series, naturally knows what the synchronization of this bird's-eye view point means.
Clearly, this is the bird's-eye view of a leap of faith.
"Can you switch to first person?"
Standing at a bird's-eye view and admiring the stunning scenery of the island, it didn't take long for Zhang Yang to discover a new feature.
He was able to switch his third-person perspective to first-person!
"Oh my God!"
Switching with curiosity, Zhang Yang, who was lying on the bed playing with a VR headset, shook his legs involuntarily.
The graphics of "Assassin's Creed: Odyssey" itself are top in the industry, coupled with the unique immersion of VR mode, this unique first-person situation, although it is clear that it is a game, Zhang Yang, who has a fear of heights, still feels that his legs are a little soft.
Standing at the apex of the statue of Zeus, he cautiously looked down, and in the end Zhang Yang still didn't have the courage to make a leap of faith in the first person, despite knowing that it was just a game.
After pressing the corresponding button, Kassandra was seen standing there with her arms outstretched, and then leaped forward.
The surrounding objects quickly skimmed Zhang Yang's line of sight, and although he had switched to normal third-person mode, Zhang Yang still had a feeling of panic.
The Leap of Faith, which originally looked very handsome and gorgeous on the PC platform, can be described as shocking in VR mode, and this feeling is like playing bungee jumping, except that there is no change in physical senses.