gremoria411 - Side 5 Galleries
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Art, Gundam and occasionally gags.

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And Now For Something A Little Different From Your Regularly Scheduled Programming.

And now for something a little different from your regularly scheduled programming.

*This post and any others like it will contain spoilers*

*General spoiler-free advice for anyone looking to try the game out will be listed at the bottom*

And Now For Something A Little Different From Your Regularly Scheduled Programming.

I recently realised I had basically every Assassin’s Creed game I really wanted to play, so I figured I’d play through the entire series until I either got bored or distracted, starting with the Original game for the Xbox 360, which I had never played before. I got into the series via AC: Brotherhood and AC: Revelations and I have a bad habit of starting a game, getting most of the way through, then just stopping, so I was determined to see at least the first game through to the end.

I’m going to go through my specific highlights of the game, low points and just generally talk about the parts that interest me. I’ve played multiple Assassins Creed games in the past, predominantly Brotherhood, Revelations and IV: Black Flag.

Highlights

Characters! I absolutely love how everyone has an actual personality and acts and reacts as actual people. I’ll probably go further into this in another point but most every character you interact with is different (barring the guards and pedestrians), and give the impression of goals, motivations and an entire life that you only have a brief window into.

The Bureau Leaders are probably my favourite example of the above. Jabal, Malik and…. the other fellow are Altaïr’s main points of contact in each city and their relationship with him changes as you progress throughout the game, parallel with how Altaïr himself develops.

Speaking of; Altaïr. He starts the game as an entitled prick of the Assassin Order, promptly fucks up horribly, and spends much of the game making amends for his mistake and ultimately growing as a person and understanding the philosophies of the Assassin Order. Their creed, if you will. He has real development and makes mistakes, but you emphasise with him for most of it because you learn things at the same rate he does.

The single Templars dotted about the map - functioning essentially as mini-bosses, there are Templar Knights with red helmets standing guard at various points throughout the maps. Though I never searched them out, it was gratifying to be presented with a single target where the only objective was to kill them. In one memorable encounter, I ran full pelt at a Templar and was able to stab them seven times before they could even get their sword out.

The actual Templar assassination targets are also all pretty good, character-wise. Certainly some are better than others (I’m not really a fan of the penultimate boss(es), nor Majd Addin), but it’s overall a very good showing, some managing to elicit sympathy, others showcasing how far they’re gone.

I like how the three cities are each distinct in their colouration and architectural style - Acre is a dull grey and has numerous churches and destroyed buildings, reflecting its recent seizure by King Richard and the Crusaders. Damascus is a warm orange and is dotted with mosques and gorgeous towers with scripture all across them. Jerusalem is a delightful green and has numerous gardens, lending it an earthy feel. I admittedly found Acre the weakest of the three, but it was nonetheless nice how I could easily tell which city I was in.

Low points

The fucking timed assassination missions. I like the flag hunts, those are nice. It’s a good test of your free-running ability and it feels like you’re strutting your skills to the novitates. But the timed assassination missions are just you running around stabbing people and desperately hoping there aren’t any guards you haven’t seen. They’re the only missions I ever had to retry.

Speaking of the guards - There’s roughly three kinds, varying in competency and damage. With three cities and multiple different armour designs, it can be difficult to distinguish which are the actual threats in any given fight. This can lead to Altaïr being thoroughly brutalised in a very short period, since you can very easily not notice how much health you’re losing until it’s too late. Furthermore, the guards tend to crowd around you and attack sequentially. Though rare this can sometimes lead to you getting what I termed “Ultra Combo’d” during my playthrough - multiple guards will attack within a very short window, each knocking you into the next swing and leaving you little opportunity to parry or dodge.

Speaking of the guards, during the final parts of the game you essentially have to wade through multiple combat encounters with well-trained enemies. So unless you’ve rigorously practiced with the combat system beforehand it can be very easy to get killed. It bothers me specifically because it’s just been one aspect of the game until now, but it just becomes the main part right near the end, so if you don’t have the combat down pat, then you’re gonna have a bad time.

Saving Citizens is fine, but I wish they had more than five lines to thank you with, even if some of the line deliveries are really good. Also I didn’t use the vigilantes much (barring one memorable assassination where they restrained a target for me)

General points

The beggars are fairly obviously designed to be annoying and get in the way, which is reinforced by their behaviour and almost mocking voice lines. However there’s one in Jerusalem that appears to randomly have a far softer voice that elicits far more sympathy.

I was surprised by how much of Desmond’s story is in this - particularly given that later games apparently decided to drop that entire plot. I find it far more interesting than I expected to, particularly how Desmond grows from experiencing his ancestor’s past life and how you know absolutely nothing about the modern Assassin Order (Desmond and Lucy’s conversation about how Abstergo found him is particularly interesting).

Though it’s something of an old game now, I was surprised by how resonant I found many of its themes - the Abstergo and the Templars are explicitly mentioned and shown to excercise information control and censorship - one of your assassination targets is in the process of leading a book burning when you kill them which is a relevant theme to, well, basically all modern media. The Assassins and Templars both seek peace, but the Assassins aim to teach people to comprehend the truth, whereas the Templars seek to obfuscate the truth and control people by presenting an illusion of the world. Freedom through knowledge versus Order through Oppression. It’s also interesting that this is what the Assassins seek as a group, rather than a focus on individualism.

Similarly to the above point, I like how Brotherhood is emphasised as a theme - Altair succeeds in his tasks due to the help of his brothers, but it’s them working towards a common goal, not some “power of friendship” thing (for the record, I don’t dislike “power of friendship” but it’s very easy to do wrong).

The Ending…… I like, but it does feel anticlimactic, and I find it’s very easy to pick up on some of the twists just through the landscape and the design of certain areas. That said, I think it’s a good set up for a sequel (even though they probably couldn’t have known it at the time). I can however see why they made the decision to excise Desmond’s plot later - though I very much like Desmond’s plot (at least so far), it kinda clashes with the historical Assassin storyline. Though I do love how eagle vision becomes relevant right at the end.

The Freerun system - it’s in the other points column because, when it works, it’s amazing. You feel like a masterful assassin, free and able to effortlessly outrun your pursuers, striking down targets as you need. When it doesn’t work, it’s just a massive frustration, as you try get Altair’s chaffinch brain to grab something as ten guards bear down on you. Mixed results, essentially.

Tips for new players

So you hear about that new Assassin’s Creed *Insert Title Here* and wanna see how it all started do you? Or maybe you just think this particular one sounds cool. Here’s some stuff I picked up during my playthrough:

Throwing Knives are amazing, use them. Just one little blade and a guard is no more. However, you do need to ensure there’s nothing between the two of you and it’s difficult to refill them without returning to Masayaf.

The Hidden Blade, as long as you just do the slow walk assassination and don’t do the big fancy jump, a target killed by the hidden blade will take a few seconds to die, thus granting you time to escape before the guards notice.

Citizens around the streets will spawn either vigilantes or scholars after being saved. If you’re struggling to get in places, then look around for a citizen that can get you some scholars. Vigilantes will distract guards for you, but they don’t really come up much unless you run towards them when being pursued.

Some Story assassination missions are designed to degenerate into chases or combat. When in doubt, just gun for the assassination target.

Speaking of Combat, some later enemies will counter your attacks, but you can counter their counters. A good strategy is to attack then immediately counter as the animation plays - if there’s no counter then it doesn’t cancel anything, but it will immediately counter the enemies counter if they attempt one.

You lose synchronisation by punching beggars and lepers/madmen, but not drunkards. Do with this information as you will.

Try to get all the Eagle Vision synchronisation points in the Kingdom on your first visit to each city. Guards get tetchier later in the game, and it makes navigation much easier to have them all.

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Seeing as I’ve recently finished the model kit, let’s discuss the Delta Gundam today.

Seeing As Ive Recently Finished The Model Kit, Lets Discuss The Delta Gundam Today.

I’m specifically going to be talking about the design and it’s variants. What I’m not going to be talking about is the Hyaku Shiki, and it’s variants, since those are a whole separate topic I want to cover at some point, though I will be comparing to the base Hyaku Shiki at times.

So, the Delta Gundam is the original prototype design to the Hyaku Shiki (or at least close enough there’s little difference). Had it been built it would have been one of the first transformable mobile suits of the Gryps war. However, the frame suffered from structural issues, so it was instead completed as the Hyaku Shiki, which would be piloted by Quattro Bajeena (Aka Char Aznable) during the Gryps War. It’s one of the few mobile suits that we know for a fact was never built (at least at the moment) and is arguably the closest Char ever got to piloting a Gundam-type mobile suit (discounting the Mk-II heist at the start of the Gryps war).

I think it’s honestly gorgeous, for being the in-universe first crack at third-generation mobile suits. A lot of the design feels very Zeta-esque to me, but it’s got more heft to it comparatively (probably because of the wing binders). I absolutely love the head, it just looks so sinister and it contains the same IDE (Image Directive Encode) system that made the original Hyaku Shiki such a good sniper. The rifle is also very nice, it’s got a very gryps-era design, but it somehow feels fuller and deadlier. The Delta Gundam stores it’s beam sabers in its shield, where they also function as beam guns. Honestly, I forget about this feature a lot simply because that’s something that was more common during the Neo Zeon War, and it makes the Delta Gundam feel overarmed to me. It’s just such a lovely blend of the Zeta, Hyaku Shiki and Mk-II, which were fairly light on integrated weaponry. The design also feels considerably more contemporary - it’s officially part of the Gundam Unicorn MSV, despite it being in-universe from the Gryps War, so it’s possible that this is an in-universe “refined” concept. The comparatively simple design also makes its unique features (the wings, the head, the gold) pop more.

Seeing As Ive Recently Finished The Model Kit, Lets Discuss The Delta Gundam Today.
Seeing As Ive Recently Finished The Model Kit, Lets Discuss The Delta Gundam Today.

The Delta Plus.

The Delta Plus is a limited production suit built by Anaheim Electronics based no the original Delta Gundam. It’s essentially a mashup of the Delta Gundam and the Zeta Plus series. Compared to its predecessor, it trades the golden Anti-Beam coating for heavier firepower and a transformation system that actually works. It’s also equipped with a simple bio-sensor for use by newtypes.

For Armaments, it retains the Vulcans, Beam Sabers (and thus beam guns) and (now-optional) beam rifle of its predecessor, while it gains a 2-barrel grenade launcher and besm cannon, both built into the shield. Additionally, it was equipped with a Long Mega Buster, first used by the Full Armour Hyaku Shiki Kai, as standard armament. Why is this important? Because the Long Mega Buster is essentially a handheld version of the Original Hyaku Shiki’s Mega Bazooka Launcher, giving the Delta Plus significant firepower compared to its predecessors. It would be piloted by Riddhe Marcenas during the LA+ Incident (or Third Neo Zeon War).

So what do I think about it? Ehhh….. I don’t really dislike the design, but it’s just a little drab. It suffers because I like both the Delta Gundam and the Hyaku Shiki, so despite the armament increase, the Delta Plus just feels like a downgrade. I like the Zeta Plus series, which the Delta Plus takes obvious influence from, but the problem is that I like them because they have a soft, rounded, aerodynamic look compared to the sleek, angular nature of the original Zeta Gundam. The Delta Plus is just more lines and angles, it feels too different from them from a design perspective. There’s also it’s usage in the story, which I want to talk about.

Okay, I understand why Riddhe’s in Unicorn. I understand who he is and what he represents so I don’t really have to like him, per se. I view him getting the Delta Plus as shorthand for “he’s an important character now, pay attention” and because people like the Hyaku Shiki, he gets a suit based on that. Problem is, other than being able to independently enter the atmosphere (*cough* Ballutes *cough*), I don’t really see what the Delta Plus adds that wouldn’t be provided by a ReZel. I’ll admit this is partially because I’ve been coming around to liking the ReZel a lot more lately, but I just don’t think the Delta Plus adds much. The Delta Plus is eventually absolutely mauled by the Banshee, and while it’s a pretty good “death” scene, it’s destroyed functionally so Riddhe can get a new suit. I mentioned it contains a simple bio-sensor before, but despite Riddhe’s newtype potential, I don’t think it ever comes up in-series.

Seeing As Ive Recently Finished The Model Kit, Lets Discuss The Delta Gundam Today.

The Gundam Delta Kai

A thoroughly upgraded Delta Plus, designed as a next-gen demonstration machine. It’s essentially chock-full of fancy weaponry and experimental systems.

Honestly, it’s equipped with a lot of optional weaponry that I wasn’t aware of, so I’m just going to be focusing on its “basic” loadout here (IE What’s on the model kit). It’s equipped with Vulcans, Beam Sabers (which again double as beam guns), a Long Mega Buster (as with the Delta Plus), a High Mega Cannon, built into the shield and based on the ZZ (though with the output ratcheted back quite significantly), and finally, some proto fin funnels swiped from the Nu Gundam’s development. It’s also equipped with the n_i_t_r_o system, which temporarily enhances a normal pilot into a cyber Newtype and causes the mobile suit to emit blue flames. It also makes the pilot unusually aggressive and unstable. So, basically an EXAM system in a hat and moustache. Honestly, I tend to forget about it.

So, the Gundam Delta Kai is gorgeous. It’s a fourth-gen mobile suit with a bunch of armaments, I like how the blue and yellow break up the predominantly while colour scheme and it’s got an actual Gundam-style head. Though I wasn’t able to find a good picture of the shield it integrates far better than you’d expect from its design. The funnels are oversized and delightful, since they change its whole silhouette and give the impression of an increased armament (if the high mega cannon didn’t already). I also want to call out that I especially love the thruster design on this thing. 10/10, no further notes.

Seeing As Ive Recently Finished The Model Kit, Lets Discuss The Delta Gundam Today.

The Gundam Delta Kai would eventually be upgraded into the Land Combat Gundam Delta Kai. I’m gonna be honest, I don’t really have much of an opinion of this one. Or really anything to say about it.

Seeing As Ive Recently Finished The Model Kit, Lets Discuss The Delta Gundam Today.

The Delta Gundam II.

An identical, red copy of the original Delta Gundam, its plans were pitched to Karaba in November of UC 0087, in the middle of the Gryps War, but it was rejected due to the fact it would take too much time to be built. Out-of-universe, it’s an excuse to sell the Delta Gundam in Char’s colours, but I find I rather like it. The flat colours allows the design to take on greater definition in some areas (such as the head) and to pleasingly evokes the Zero-Shiki (and thus the Rick Dias) to me.

Seeing As Ive Recently Finished The Model Kit, Lets Discuss The Delta Gundam Today.

Finally, we come to the Mega-Shiki. A Gunpla ordered by Team G-Master for the Gunpla Battle Championship, built by Minato Sakai. It’s essentially a purple mash-up of the Delta Gundam and Hyaku-Shiki, with an integrated Mega-Rider from ZZ as its backpack.

Armaments are: Vulcan Guns in the head, a beam rifle identical to that of the Delta Gundam, two beam sabers styled after samurai swords (functioning similarly to Beam Cutlasses from Gundam Crossbone) and the Mega Beam Cannon mounted on the Mega Rider backpack (honestly it’s called a beam cannon, high mega beam cannon, mega launcher, so I just made my best guess. It’s essentially the Hyaku Shiki’s Mega Bazooka Launcher but better integrated). It retains the anti-beam coating of its predecessors, but it’s coloured purple.

The Mega Shiki is another of those rare models I would get to mod and paint. The purple colour scheme doesn’t do it for me, but it could be repainted in a variety of Gryps-war appropriate colour schemes that I’d find quite enjoyable. I like how the Mega Rider’s integrated, but I’d honestly much rather knock it off, replace the backpack with a standard Hyaku-Shiki one, and use it as the Hyaku-Shiki does - a sort-of sub-flight system meets really big gun. I understand the idea behind the beam katana’s but I just don’t really think they add anything to the design. In a nutshell, it’s a nice concept, but the execution feels like it’s going in too many directions at once. It is my understanding that the HG model contains several spare Delta Gundam Parts however, such as the head (but not the backpack), so it does have options as a model.


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