8 reviews liked by Federico_Trotta


This game was marketed to the wrong crowd. I don't want to claim that AC fans 'couldn't handle' these games being different, people are entitled to their opinion on the concept. I will argue that it's a weird take to claim Chronicles "took away the chance of playing a """real""" AC game in these settings" There's no evidence of this take and it has nothing to do with the merit of the trilogy.

If you've ever played Mark of the Ninja, you'll like this.

if you like stealth, there's an extremely compelling take on it here.

The trilogy peaks at India, Russia isn't that bad, but it's the most restrictive and harshest to play.

Movement and controls are impressively weighty and responsive even on the vita port (my favorite cause I'm weird like that.)

China feels the most polished and encourages multiple playstyles/playthroughs.

India improves the base mechanics and the first half offers some genuinely impressive level designs, it starts to feel rushed by the latter half with a lot more restrictive levels.

The tightening of options that the latter half of the trilogy does feels like a rushed way to spike difficulty towards a 'climax' Russia does this heavily.

That said, Russia has some genuine innovations to it with the tools offered and one or two of the levels are genuinely cool. but yeah... it doesn't go too well in the end. before you know it Russia has you literally railroading through aggressively tight and specific corridors of enemies and fighting a contextual button prompt of a boss.

The aesthetic across all three is excellent. story is not, but I don't really care ngl.

These games have a very special place in my heart and I deeply regret that they will forever stand as a 'mixed reviews' in the pages of gaming history.

Between this and Mark of the Ninja, there could have been a really excellent 2.5d stealth game with semi-3d open-ended stealth levels and advanced tool combat (and maybe grab the world tendency idea from Dishonored and tie it to the playstyle system from Chronicles allowing players to play the way they want and be rewarded with more engaging challenge in later levels.).

between the two I honestly prefer chronicles as it controls smoother.

Any section that involves electricity is just ridiculous. The stun/damage mechanic is so poorly designed, which means that going through the "stealth" electric drone section is infuriating.

Technical issues (even on PS5) means that hitches are a common occurence.

* Unskippable cutscenes and end credits means that going back through the game to get missed collectibles/trophies was a pain.


Conclusion: If you're looking for an immersive walking simulator just go play SOMA.

This was my first platinum trophy back in 2017.
I've heard many people hating on this game and i don't get why, its a good game with a theme that's rarely used, so the more unique the better.
Far Cry Primal is set in 10.000BC, around the Carpathian Mountains which is a nice touch for me as a Romanian. There's not many games based on prehistoric times, and i liked it a lot, it was refreshing to see and play.
I think Ubisoft did the most that could've been done with the story, im glad that they used a fictional language called "Wenja" and that the game wasn't in english.

The gameplay was fun. Everything being primitive, from the weapons to the tools, added a unique twist to the familiar Far Cry formula. Despite retaining the core mechanics of the series, Far Cry Primal feels like a distinct experience. The ability to tame and command beasts was a enjoyable feature. Having a sabertooth tiger, a mammoth, or a bear as your companion and even riding them brings an exhilarating dynamic to the gameplay.
Exploring the map was engaging and the sorroundings were beautiful.
All in all, I think this is an underrated game and its a cool experience.

Great game finishing Ezio's trilogy. They did some nice additions to the game mechanics but in its core it was still an Assassin's Creed.

Disclaimer: I played this through Hitman: World of Assassination, but you probably will be too as the original isn't available digitally anymore, and WoA is the same but better.

I was genuinely really surprised what I got here with Hitman, I expected a downgrade from the more old-school style im-sim-esque gameplay with a modern hand-holdy aspect to it, but what I ended up with was a love letter to those older types of game that tries and succeeds well enough to form a middle-ground between the two.

To start off, the game only guides you around if you, yourself actively choose to do the scripted kills, called the "Mission Stories" these can range from again, the scripted kills to just being your entry/disguise, and a lot of the time these are introduced to you by just eavesdropping on conversations other NPCs are having.
If I had to give one criticism about the aforementioned system though, it's that these are often available, and some (AFAIK) are for the most part meant to be accessed through just selecting them in the pause menu and it'll tell you them right off the bat, It would have been a lot nicer if you couldn't do this, but your ability to find them was far easier, either placing them closer to the entry point or highlighting them in your "Hitman Vision"

Another system I very much enjoyed was the mastery system, allowing you more unlocks to approach the area in a different way, let it be to help you get inside faster or start with a disguise, or give you some gear to get you around trickier areas, or just some tools to help you get to the next "Mission Story" it encourages having the game show you the ropes for a level, and you can either do more of the scripted stuff on a replay, or with your newfound tools, try experimenting by just doing whatever, just finding a good opportunity and taking out the target with a clean strike and zipping out of there, it's really good for encouraging replay value in a way that doesn't feel forced.

To add onto the replay value, there's challenges rewarding you for doing all sorts of things in a level, difficulties that make things a little more challenging by doubling down on guards and cameras, punishing more bloody kills by losing your disguises, and you've only got one save, there's also particular challenges rewarding you for doing things like beating it with only killing your target and not disguising ever, and also not being spotted ever, there's a lot to do for every single mission and it does a good job of getting you to learn the ropes while you're not experimenting.

And as a little extra note, the game is jam packed with a bunch of easter eggs or little references that pump the game full of some soul, you can tell that they had a lot of fun developing these games just the same as they did with the originals.

Onto the criticisms though.

As mentioned before, the "Mission story" system could do with more focus on discovering them rather than just hitting a button to be lead to the objective markers.

The story is absolutely dull, nothing is really happening, or at the very least nothing feels like it's happening, because it's just a bunch of cutscenes that don't impact the missions at all, other than a scene on the second to last mission, and it gets a bit dull only assassinating targets who have done bad, come on, it's a HITMAN game, I'd expect to at least start off with a few morally grey missions of just corporate sabotage, taking out suits by sneaking through office buildings.

There's this system called "Elusive targets" which is absolutely terrible, limited time targets that are gone forever (or at least a while) if you mess them up, The game has a lot of replay value as is and making them all permanent, including their rewards, wouldn't be a problem, I don't see any appeal for this.

Some of the levels in the middle of the game are a bit boring, particular the one set in Morocco and especially the one set in Colorado.
The one set in Morocco has a bad problem with just kind of squeezing you in tight locations with you having to navigate an overpopulated clusterfuck to try and find a way through, probably just having to jump to a "Mission Story" and it becomes really difficult to take some of the disguises, particularly the guy putting up flyers, because you have to follow him around for AGES before he's in a decent spot, which you're only getting away with due to bad NPC placement, which gets spotted soon after, not that it matters when you're gone (another criticism, why don't NPCs that you steal the outfit of get upset and compromise your outfit for everyone they're related with once they're woken up?)
The Colorado one is just stuffing you in this open hell-hole where you have to take out FOUR targets, 2 of them aren't too hard, the mission stories they have are easy enough to set up, and the third just stumbled upon my distraction I had accidentally set up when I was taking care of two guys I needed to KO and get past, so I just killed him and stuffed his body in a bush, but the fourth one? what a fucking pain in the ass, and I was doing the "Mission Story"
So first, you have to go listen to the guy's conversation about the Interpol badge, then you have to wait for the planets to align to steal it from him, because before you KO him, you have to wait for the guy just across from him to walk away, make sure the target and their entourage isn't coming, wait for his buddy to turn around, throw a weapon at his buddy, immediately choke the guy with the badge, snag it, and book it immediately, that's the hard part done.

Now you have to get to the target and talk to her to meet you at a specific location, but if you were using "The Point Man" disguise, you're just not allowed anywhere near the house, so you have to wait for her to finish whatever she's doing there or go back and get the "Militia Elite" disguise, once you talk to her you tell her to meet you by a lake, you go through this drawn out conversation, she does this annoying trope that a lot of mission stories have, where eventually they just say "Ok You beat the mission story, all guards fuck off" and then sit around for like 20s before returning to the giant group of people effectively failing the mission story.

Normally that isn't a problem, but I had accidentally landed it with some guy across the lake looking right at us, so I had to wait until he turned around, which just so happened to be right as she finished talking, Thankfully I still had the prompt to push her in the water, but now her guards that were nowhere near me are... hunting me down? And only her guards, I guess when she's not in that scene she's scripted to have her guards react to any kill event like a "push" so you can't cheese it by just having the guards look the other way, but it's way too greedy, she's flagged for this the MOMENT she finishes her scripted "stand by the edge of the water animation"
Thankfully I had a save, so I just timed it right before she finishes the animation and finished the mission easily.

Continuing from the AI though, my final criticism is that the AI just kind of has a lot of issues, a lot of the civilians are effectively props that sometimes react to gunfire (and even then not enough) but it's no big deal, it's really taxing to render in a hundred civilians.
My problem is more the weaknesses of the guard AI, my major complaints involve just how they handle distractions and pathing, it's really easy to cheese dealing with guards, as if you throw something, and they don't watch you throw it, whoever was closest to the object thrown will walk straight to it, no matter what.
I abused this on the final mission to snag a disguise from one of the Yakuza, the target was walking with her 2 bodyguards, I threw a shovel in the room on the left, all 3 were alerted, one guard walked in, I immediately knocked him out and stole his disguise and the other 2 just didn't care that he never returned.
Then when I kind of fucked up the "Mission Story" by pushing the target off a ledge in front of her security, I just hung off the ledge and they just couldn't figure out how to deal with that, they just pathed into the room and just stared at walls, didn't try to go shoot through the window to get me, or to stand next to the ledge and shoot down at me, just stared at a wall and at best just compromised my disguise, which I could easily replace.

And one last nitpick on the AI, the way the AI just stops and says "GET OUT OF MY FACE" if you stand close to them for too long, it's pointless and annoying, so often it'll happen just because you're waiting for them to go through dialogue, or waiting for an NPC to pass by, and it just wastes time because they stare right at you, spend 7 seconds saying "go away" and then turn back around, and it'll interrupt their dialogue and sets them back like, a sentence or two, it never really did anything major but my lord was it annoying every time it happened, which was a lot.

I really recommend Hitman: WoA with my experience so far of the first game's levels though, it's a comfortable in-between of old games like Thief, mixed with some sense of direction and levels that actually look like places of modern era, I enjoyed my time with it and it's one of the few games that makes me want to go back and replay the levels once I'm done going through them one at a time.

Who else waited for the bonus cutscene?

This review contains spoilers

The first Assassin’s Creed. Imma drop my formula for a second and just keep this one short.

I really like the story, as minimal as it is. It covers interesting concepts and they basically recycle the modern day plot in every game. Altaïr’s slow distrust towards Al Mualim and the Brotherhood is well written and fun to watch.

The gameplay is an unpolished yet incredibly robust collection of systems that have surprising amounts of freedom and depth, and I wish the systems in this game and the early games were the ones that Ubisoft just kept expanding for the rest of the franchise because we could’ve gotten something really special.

Anyway, this game fumbled with a lot of what it tried to do, but at least it tried.

The most average Assassin's Creed game. Keeping track of the story is confusing at times and don't like that Ubisoft's idea of replayability is just collectible after collectible