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Ok I've killed the target,I'm standing right in front of the escape and there are no guards around,but they found the body, so I can't leave for another ten seconds.
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To be quite honest, im disappointed with the luck factor required for some of the levels to get "ultimate". When the spawn area has one exit point, and its always blocked by 2 guards right off the start and they have to turn exactly the right way to leave an opening for you, and if they dont your basically restarting to get the achievement, it takes away from the playability of the game. Its just becoming a crapshoot at that point.
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Random guard patterns + time limit = Utter fail. If time matters, give the guards routes so the level is beatable. There's a difference between challenging and unfair.
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Why are they not simply staying close to the green guy? They are like walking around 10km away from they guy they protect...
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'Stealth' i understand,'keyboard only' i understand ,'quick' i understand,'action' i understand but 'ninja' is PRO-NESS
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Levels should not be designed so that you have to go stand in a corner for 5 minutes while you wait for the guards to move.
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It is luck based, and that wouldn't be a problem if it really was a simulation. The real frustration probably lies with the fact that this is timed and has achievements based on that. It is entirely possible for someone to have to repeat a level just so they can get the time under par, which is kind of unreasonable to ask for, especially when the reason is not that the person is necessarily bad at the game.
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Another totally random game where you must hope you get the right combination of random moves to get you through it. Yes, some skill is involved in this one but the essence of randomness is still there. So at some point, you just try and try again until the stars align. No thanks.
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Guard 1: "Everybody, I just shot the assassin!"
Guard 2:"Where'd he go?!?" "I don't know, but I definetly shot him. See, look at this pool of blood."
Guard 3: "Hey, what about those footsteps leading away from the blood?" Guard 2: "No, that's obviously a decoy. Let's go in the opposite direction!"
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Yeah, putting time-based achievements in a game where AI pathing and your exit point are randomized is really, really stupid.
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Guard note: If you see an assasian, shoot it.
Guard note 2: If you see a VIP dead, look for the person who killed him.
Guard note 3: Forget about everything that happens after about 10 seconds.
Guard note 4: Aways say idiotc lines and never inform the VIP that there is an assasian trying to kill them.
VIP note 1: Always assume that the black stickman with a knife that has just had 3 guard sound the alarm is one of your men.
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It's fun for the first dozen or so levels, but the more you progress, the more the percentage shifts from %-skill to %-luck/random direction and becomes a literal waiting game to see if the path opens enough by 10 or so seconds; if not, die and retry. It's not that the Hard badge is hard, it's merely a matter of # of retries until every guard goes in a direction away enough from the one path you need to go to the target, there AND to the end point, BEFORE they come across the body. To do that for 7 guards, as much as they stop/pan around and their vision raduis covers all possible floor is not very pheasible in a fast time. I did the first 5 Hard levels for the Hard badge. I can't imagine too many people would want to do any more. The one thing I can give credit to, is that it's a very quick process of purposely dying. Kudos at least to that, so we don't have to tear our hair out waiting for animations, having to reload the page or the game dragging out "something cool" to rub it in.
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I think the game would be better if ONLY the guards moved, the target stood still, and the exit was predetermined, or even just always in the place you start. The random movement of the target and the random exit just add too many levels of randomness. Also, ALWAYS put multiple paths in the levels; the best aspect of the gameplay, and the biggest skill factor IMO, comes from judging which path to take based on the guards' movements. Fully linear levels are basically 100% random chance and no fun whatsoever. 3/5
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I have the Assassin's Greed badge, so I'm a skilled vet of the series and a fan, not a whiner about difficulty. But as others have said, the spiral levels (E7, N12, H12) are terrible. No alt pathways, little skill involved. Almost impossible to get Ultimate on N12/H12 without extraordinary luck. Please consider changing these maps. Thanks!
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Geez. I really like this game, but at least make some of the challenges possible...the placement of vip and extraction point on level 7 of the easy pack for example would mostly require a straight run which is denied by the guards of course...
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fun a great series but could have a *little* bit less luck based as in where exit is and where the guar looks up or goes strait like in easy-7 great game though
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Guard: Hey Boss! Do you want our knife-proof amrour?
Boss: Nah, we haven't seen the assassian that can turn invisible for a few seconds. there's no need.