Game Ramblings #9 – Assassin’s Creed Chronicles: China

More Info from Ubisoft

  • Genre: Stealth Action
  • Platform: PS4
  • Also Available On: Xbox One, PC (Uplay)

This is going to seem like a fairly negative review, but for me it’s with good reason.  Assassin’s Creed Chronicles has a lot of the makings of a great 2D stealth action game, and even more so, has a lot of the great makings of a game that fans of Metroidvania style games would enjoy.  Environmental traversal feels great, stealth kills feel great, combat feels great.  In particular, the combat allows for really smooth transitions between defensive and offensive maneuvers to allow for rapid kills that nearly feel rhythmic in their execution.  Visually, the game also is fantastic, with each of the Chronicles trilogy having their own unique visual style.  That said, I never got that far into the pack, and for me it was the feeling that the game was getting in my way that caused me to stop playing.

One of the core parts of the China episode is that the player gets scored based on their actions within segments of the level, then at the end of the level they can gain upgrades, whether that be health bars, ammo pack upgrades, etc.  However, the way the scoring was done actively forced me into a specific play style to maximize the score I was getting, and killed my reasons for pushing forward.

The maximum score for segments of the levels can be achieved in one way; never being seen, never killing anyone, and never setting off any traps around the level.  What this meant for me is that I could never use the fantastic combat system that they had implemented, I could never even stealth kill enemies even if they never saw me, and any progress through levels became a slow series of waiting in a hiding spot until the perfect opportunity arrived to move forward without being caught.

While I am all for having a full stealth option, at the end of the day the things that have always been the most fun for me in the Assassin’s series are being able to do stupid things like jumping off a roof to assassinate unsuspecting enemies, then sending throwing knives into the people responding.  The China Chronicles episode actively worked against doing anything resembling that style of gameplay.  For players that enjoy full on combat, it’s even worse as combat is by far the lowest scoring option of the three.

At the end of the day, the China Chronicles game is a game that is frustratingly close to being great.  Given the chance, equal scoring for the three paths would have at minimum allowed me to play as I want, and probably have resulted in me playing through all three of the trilogy, rather than stopping at the first.  For me, the Assassin’s games have always represented a series that largely allows you to play as you want, as long as you get to the end goal.  Sure you may miss some optional bonuses, but the core of the objective was always achievable.  In this case, China has gone so far down the route of sticking to the full-stealth option that I just couldn’t bring myself to want to keep playing, and that’s kind of an unfortunate end result.

Game Ramblings #4 – Thoughts on Pokemon F2P Experiments

So this is going to be a two parter covering both of the free to play Pokemon titles Nintendo has released for the 3DS, Pokemon Shuffle and Pokemon Rumble World.  Both are curious small titles, and I think they are an interesting early look into what Nintendo’s long term mobile plans could possibly look like.


Pokemon Shuffle

More Info From Nintendo

Info:

  • Genre: Puzzle RPG

Progress:

  • 95 Pokemon
  • Handful of Mega Evolutions
  • Handful of daily/special events

Similar Titles

The first of the free to play titles is a pretty standard pick-3 puzzle game, with the added twist that you battle to catch Pokemon, and can gain XP to level up the Pokemon you are using in battle.

In general this was a good time waster.  I could go in, spend 15 minutes running through my available stamina, and go back to whatever else I was doing.  The core game is solid, and has enough Pokemon features to feel like it’s well integrated into the overall rule set established in the RPG titles.

What I Like

The type strength/weakness system from the main line series is represented here.  While this may seem like an obvious addition, it does have some fun ramifications in terms of how you build out the squad of Pokemon for each battle.  In addition, because there is a pre-battle party optimize feature, you can get in and out of battle with a generally good set of Pokemon without spending a ton of time in menus.

In addition, the variety of Pokemon was astounding.  The in-game Pokedex lists 233 capturable Pokemon at this time, and special events have been showing off some fun rare Pokemon from time to time.  It results in allowing you to really build out a strong squad from any number of your favorites from past games.

What I Don’t Like

The catching system feels super arbitrary.  Every Pokemon has base odds of being caught, then bonus catch odds based on how many turns remained in the battle upon victory.  The majority of Pokemon typically end up in the 70-90% catch rate range, but the stronger Pokemon are locked behind often < 5% base odds with low per-turn bonuses, making repeated battles a chore in these cases.  This is exacerbated by the fact that Great Balls are extremely expensive in terms of the in-game currency, as well as them only doubling catch chance, making the gold cost often not worth the risk.


 

Pokemon Rumble World

More Info From Nintendo

Info:

  • Genre: Brawler

Progress:

  • 116 Captured Pokemon
  • 9 Balloons
  • Account Level 19

Similar Titles

This one is a continuation of the Pokemon Rumble series.  The basic gameplay is similar to top-down twin stick shooters, with some simplifications.  Combat can either be automatic upon contact with enemies, or triggered via A/B attacks.  Upon defeating an enemy, there is a random chance that they will drop as a capturable Pokemon that can be added to your roster.  As your account levels up, the Pokemon in all areas progressively grow stronger, giving you consistent progress and good excuses to go back to old areas to capture stronger versions of already captured Pokemon.

In general, while I did enjoy this title, it is extremely simple.  It is essentially a 5 minute play and forget title to pick up while you have a few free minutes.  The variety of Pokemon is again really strong, but the F2P mechanic blocking progress is more aggressive than in Shuffle, to some extent to the game’s detriment.


 

So, what does this all mean for Nintendo?  A while back they announced their entry into the mobile market going into 2016, and these feel like their first experiments in that style.  Both games have very similar monetization efforts, with progress blocked via some sort of stamina mechanic, a soft gold currency earned in game, and a hard diamond currency earned through microtransactions.

Shuffle’s stamina mechanic is more typical, with one heart per battle, and hearts earned back over time.  Rumble uses a slightly different mechanic.  Balloons can be purchased that transport you to various areas for battling/capturing.  The balloons then go on cooldown, with progressively longer cooldowns based on how expensive the balloons were to purchase.  In general, this simply forces me to replay old content more often, which doesn’t really feel that good.  However, it does push me more towards purchasing into diamonds, which is good for the typical purchasing path.

Overall both of these titles feel like they would be appropriate entries into the mobile market for Nintendo.  They’re solid quick play titles, have simple but engaging mechanics, and are already setup with the typical monetization scheme that the highest grossing titles typically use.  Looking a year from now, I wouldn’t be that shocked to see both of these as the first of the  Nintendo mobile titles being released as part of their latest market experiment.