If I knew how to make this shorter while still fully explaining it (because I know people will get the wrong idea if I don't), I would. I'm sorry about the length, but if you feel it's TL, it's probably best if you DR.
I want to know if people mind this sort of thing as much as I do. The best recent example of what I'm talking about is the synchronization system of AC Brotherhood. Just now, I failed to complete a fight without getting hit. The situation was this: Two enemies left, one guy right in front of me, another guy about 15 feet away attacking someone else. I was in the middle of an execution streak and tried to continue it on the next guy, but even though I pressed in a direction towards the guy right next to me, Ezio targets the guy 15 feet away and takes a swing at empty air with his short blade. While he's doing so, the guy in front of me attacks, and since I'm in the middle of an attack myself, I can't block or counter, and I get hit. Full synchronization failed.
The thing is, I don't think that was my failure. What I was doing should have worked. My timing was right, my tactics were right, even my inputs were right (I was definitely pressing in the near guard's direction). Yet, because the game mechanics targeted the wrong guy, it says I fail. Now, people who don't have the same insecurities as I do might not mind so much, but for me there's few things worse than to have somebody else's failures blamed on me. Recreational or not, it stings just as much in the game as if it had been a work-related example. The sense of enjoyment disappears instantly and is replaced by a sense of disappointment, disgust, and just general unhappiness. It's like the opposite of fun.
The game would be so much more enjoyable if they just left that stuff out. Yeah, I've gotten 100% on all the missions before, except An Apple a Day because there was no reward for doing so and the premise (Ezio didn't use the Apple at that time, even though HE JUST FRIGGIN DID IT IN THE CUTSCENE AND DOES IT OVER AND OVER IN THE NEXT MEMORIES) was the most transparent example of fake difficulty ever. so it's not about it being hard. I can do it. I just can't stand this feeling that I'm being evaluated by people who didn't bother to perform very well themselves.
If we're to have our performance as players evaluated, then the game mechanics ought to be much more solid in terms of player input vs game engine behavior. In Creed, hell, sometimes there's no telling what Ezio will do while you're navigating certain rooftops. He might jump straight, he might jump in the direction you last pointed the stick 2 seconds ago, he might not jump at all but hang off the ledge instead. It's a good game, but the controls are all over the place, and in a game where so much error comes from the engine, it's just not a good idea to do this. Especially in this game, where the only thing synch earns me are five missions I don't really care that much about and the most boring set of cheat codes ever devised, which can be used only on replay. I've tried not to care about failing synchronization but it just gets me every time. The big FAILED notice at the end of the mission even seems to stay on the screen longer just to taunt me.
I really wish they'd left it out, or given an option to disable it. It would be so much easier to just enjoy the game.
I want to make it clear that I'm not whining because I can't stand challenges. I unlocked every one of the challenge missions of Ninja Gaiden Black and played them obsessively every day. The difference is, Ninja Gaiden Black has much more polished, responsive, and predictable controls (at least in combat), so when you fail (and dear God, you will, often), it is your fault. And I'm okay with that. I just don't like the game telling me I failed when it made my character take a stab at empty air while leaving his backside completely open to attack from the guy he just turned away from.
Anyone else feel this way, or am I crazy?
Also, do they have this in Revelations too?
I want to know if people mind this sort of thing as much as I do. The best recent example of what I'm talking about is the synchronization system of AC Brotherhood. Just now, I failed to complete a fight without getting hit. The situation was this: Two enemies left, one guy right in front of me, another guy about 15 feet away attacking someone else. I was in the middle of an execution streak and tried to continue it on the next guy, but even though I pressed in a direction towards the guy right next to me, Ezio targets the guy 15 feet away and takes a swing at empty air with his short blade. While he's doing so, the guy in front of me attacks, and since I'm in the middle of an attack myself, I can't block or counter, and I get hit. Full synchronization failed.
The thing is, I don't think that was my failure. What I was doing should have worked. My timing was right, my tactics were right, even my inputs were right (I was definitely pressing in the near guard's direction). Yet, because the game mechanics targeted the wrong guy, it says I fail. Now, people who don't have the same insecurities as I do might not mind so much, but for me there's few things worse than to have somebody else's failures blamed on me. Recreational or not, it stings just as much in the game as if it had been a work-related example. The sense of enjoyment disappears instantly and is replaced by a sense of disappointment, disgust, and just general unhappiness. It's like the opposite of fun.
The game would be so much more enjoyable if they just left that stuff out. Yeah, I've gotten 100% on all the missions before, except An Apple a Day because there was no reward for doing so and the premise (Ezio didn't use the Apple at that time, even though HE JUST FRIGGIN DID IT IN THE CUTSCENE AND DOES IT OVER AND OVER IN THE NEXT MEMORIES) was the most transparent example of fake difficulty ever. so it's not about it being hard. I can do it. I just can't stand this feeling that I'm being evaluated by people who didn't bother to perform very well themselves.
If we're to have our performance as players evaluated, then the game mechanics ought to be much more solid in terms of player input vs game engine behavior. In Creed, hell, sometimes there's no telling what Ezio will do while you're navigating certain rooftops. He might jump straight, he might jump in the direction you last pointed the stick 2 seconds ago, he might not jump at all but hang off the ledge instead. It's a good game, but the controls are all over the place, and in a game where so much error comes from the engine, it's just not a good idea to do this. Especially in this game, where the only thing synch earns me are five missions I don't really care that much about and the most boring set of cheat codes ever devised, which can be used only on replay. I've tried not to care about failing synchronization but it just gets me every time. The big FAILED notice at the end of the mission even seems to stay on the screen longer just to taunt me.
I really wish they'd left it out, or given an option to disable it. It would be so much easier to just enjoy the game.
I want to make it clear that I'm not whining because I can't stand challenges. I unlocked every one of the challenge missions of Ninja Gaiden Black and played them obsessively every day. The difference is, Ninja Gaiden Black has much more polished, responsive, and predictable controls (at least in combat), so when you fail (and dear God, you will, often), it is your fault. And I'm okay with that. I just don't like the game telling me I failed when it made my character take a stab at empty air while leaving his backside completely open to attack from the guy he just turned away from.
Anyone else feel this way, or am I crazy?
Also, do they have this in Revelations too?