CYD Vicious: March 2008 Archives
I was going to leave a comment at GameCritics for the recent article by Brandon Erickson. However I got too many errors trying to post it, that I decided I would just write about it here instead...How Assassin's Creed killed its own potential
here's my response to his article: Dialectical Realism:How Assassin's Creed killed its own potential
You absolutely nailed it on the head, the point about the realism of a game brought out by the character's ability to interact at a higher level within the games architecture. An example where this obvious interaction fails is in FPS games, when you can shoot up crates, blow through tanks with your rocket launcher, and you can't even blow through a wooden wall in a cabin or kick down the closet door.
Granted Assassin's creed had several short comings, such as the inability to swim, enter any buildings, or explore the scenic cliffs/mountains.
here's my response to his article: Dialectical Realism:How Assassin's Creed killed its own potential
You absolutely nailed it on the head, the point about the realism of a game brought out by the character's ability to interact at a higher level within the games architecture. An example where this obvious interaction fails is in FPS games, when you can shoot up crates, blow through tanks with your rocket launcher, and you can't even blow through a wooden wall in a cabin or kick down the closet door.
Granted Assassin's creed had several short comings, such as the inability to swim, enter any buildings, or explore the scenic cliffs/mountains.
Continue reading GameCritic's Dialectical Realism...bah.
