I wanna counter the Perma Death argument especially in the older games, because in the older versions you'd be reliving the moments through the eyes of Desmond Miles. One unintended detection would desyncronize the actual events played out in the past. I am not sure how multiple endings or perma death would apply to AC games.
However, my good friend, there is a solution to this: say, the player dies, that is not when the ancestor, in reality, died so the animus gets confused and boots the animus user out, which serves as punishment for not synchronizing and dying (the animus is modified to make it easier for the animus user to navigate because the purpose of it is to find the piece of eden - not relive the memories, but relive the memories to find information, so we could have a choice to have a more accurate representation of the actual historical events as an option).
But wouldn’t that be the point really? To have that tension as a real assassin would have during that time. That if you get spotted it could potentially screw up everything and derive a different outcome which could probably lead to death. In those situations you will need to rely on all your training to get you past this. I think it feeds into the Assassin Fantasy the most tbh in sections where you’re supposed to be in the shadows. But then again, its like the guy says. Permadeath should just be an option just for challenging and to be more immersive. Adds to the character building fr.
@@Stealthful_ but then, essentially wouldn't that mean the person accessing the memories would jump back to the moment they left? For instance, in the previous games we finish memory sequences as we play through. Why would Desmond want to re-access the same memories? He surely would remember the information gathered thus far, wouldn't he?
@@ILM6868 that would work, if we were just playing the Assassin and not reliving memories through a descendant. For instance, Desmond would be desyncronizing the memories if he were to be identified or captured as Ezio way before he became an assassin. There are plenty of missions that needs to be carried out without detection. And since we are reliving moments, we don't have the liberty to change the outcome. We miss the mark, we desynchronise the memory.
There is a view point in AC Revelations where you can do a leap of faith into 2 different haystacks. However one of the haystacks is a bit too close to a nearby roof, which causes Ezio to hit the back of his head on the roof, instantly killing him as he lands in the haystack. If there was permadeath in that game, I would be so mad.
@TheSpaniardAssassin It's even worse because Ezio does the animation, the haystack was close enough that Ezio could get in that haystack if there wasn't a rooftop. Made me laugh for a bit.
Ubisoft initially had some similar ideas. If you watch the gameplay demo for AC1, Altair could only get hit once. Getting into combat would lead to your surroundings desyncing like when you normally reach low health in AC games but you’re still alive which gives you the opportunity to escape. But once you get hit it’s over. It made combat way more of a risk, something you should actively avoid to do rather than being an alternative. I think that was AC protagonists being “glass cannons” in its truest form
You can have engaging combat while having "glass canon" type characters. Just look at the whole souls genre. Most bosses can kill you in one or two hits yet you play that game because of th feel of the combat.@@shadow_crne1030
Technically Altaïr never got hit during our time with him, his "health" bar is called the synchronization bar. So if you take damage as him then you've already lost 100% sync.
The thing about permadeath in longer games (not short roguelikes) is that the game that implements it has to be amazingly polished and having solutions to most "fail" states. A game like BG3 works very good with permadeath because basically every situation is covered by the game. You can fail a conversation, mess up and have to kill an important NPC, and so many other scenarios where failing just means your story will continue diffrently, but it will continue. Assassins Creed has always had these moments were it feels like you need to complete a mision in the exact way that the game wishes you to do it, and that wouldn't feel alright with a permadeath system. Basically: Long games with permadeath need to have clever ways to handle your possible failures, otherwise they feel frustrating and unfair. Also, they need to be polished as fuck.
The problem with permadeath is that it completely contradicts the whole setup of the animus. We aren't actually playing as the assassin, we are simulating it through memories, so losing progress through death just makes 0 sense
It could just be the Animus user is that good and never loses sync. And if you die then the story resets because you aren't following the canon of how good the Animus user actually was at their job. Lol idk just have fun with it.
I would never play a game on Perma Death mode because I'm more of a casual, story mode gamer. But perma death seems like a very simple thing to add to almost any game and if it makes some people's experience of the game better, I am all for it.
@@tekdrudge I like the power fantasy and running into danger. I'm currently playing Tears of The Kingdom and I could NEVER play that game on permadeath the way I like to play. Unless I was somehow immune fall damage... and my own explosives... and 1 hit KOs... lol
I love permadeath due to how much it changes the behaviour in gameplay. It makes every scenario significant and puts a lot of value on approaching conflicts with full confidence.
I’m more of a casual gamer admittedly, but some of the times I have died in Assassin’s creed have been because of a glitch where I fell through a map or got stuck in a crevice. Having my entire save file deleted just because I died due to an ubisoft glitch would be unbelievably frustrating. If there was no free roam and just linear missions, yes I can see it. In free roam mode, its more about just exploring the cool geography of the AC universe. Basically, my 2c would be to have a “hybrid” version of this. Have permadeath mode be available to be turned on for missions but turned off when you’re just roaming the map. Especially in the older AC games with the clunky controls, the last thing I want to worry about is falling off a ledge to my death because of a mis-click.
The vast majority of assassins in history (especially in the Middle East where the word assassin comes from and where Mirage is based on) died before they could escape the killing of their targets. So as a history buff this works too :)
@@12DAMDOsuch funny folk lore Altair did take damage ubi just didn’t add a health bar to the first assassins creed game 😂 if that was the case he wouldn’t have a health bar in revelations
I never understood people banging on about how bad the parkour used to be. In ac2, doing that first assassin seal in the tomb, I kept dying at one particular point, and I knew it was because I kept messing up the button timing. It's not "uncontrollable" it's precise. You have to be trying to get to where you want, instead of just aiming thereabouts. There is no thereabouts in the old games, there is do, or don't.
No bro I’ve 100% ac2 and brotherhood (only saying this bc to 100% it have a lot of hours in both) and I can assure you the movement is trash compared to 3-syndicate there was so many time where I’d jump to my death bc ezio has down syndrome and a mind of his own
@RobertEdwinHouse9 i recently replayed it and you are right the parkour is way better than i remember you had more control over ezio than any new characters although one one improvement that they made in unity and syndicate was the descend down feature which sadly was removed in the newer games
I agree with you man. Recently replayed AC1 and The Ezio Collection and it's totally precise. The reason you made a mistake wasn't because of the game not understanding your controls, it was you not putting precise inputs. You actually had to be disciplined to make the parkour flawless. One example is jumping from pole to pole but you suddenly jumped to the wrong direction like a wall to the left because your camera wasn't facing the pole you intended to hop on. It wasn't automated and it felt good being rewarded by mastering the system.
I agree somewhat I can imagine it being frustrating and some players may hate it but i remember in watch digs legion there was this mission where I lost 8 of my operatives permanently and I regretted it so bad and had to replace all of them when they couldn’t be replaced because they were unique.
@@Grandtemplar305 yea but the point of the video is that permanent death as a setting would fit assassins creed like in watch dogs legion and other games. Which is why I mentioned it and why people may hate it being in assassins creed since the issues I had with it in watch dogs but yes it’s a setting we all know that it’s irrelevant to mention it can be turned off.?
Spacing out save points in a Elden Ring bonfire type system would add more gravity to de-syncs/dying and would also work well in the more recent rpg ac games, the tricky part would be spacing out the points to maximize gravity but minimize putting the player through petty tasks multiple times. That should be done along side adding a perma death mode btw. Giving the player the option to choose difficulty on 2 axis would be best for everyone since some people prefer more gravity in their decisions and the general difficulty being high, some include gravity in difficulty, I'm not gonna go through all the variations but you should get the point. Having a slider for difficulty(not just damage values) and another for how much gravity there is to your actions(how spaced out save points are, saving anytime through menus, permadeath, etc) would give the player more freedom to tailor the game to how they want to play it.
It's basically the same as Ghost Recon Wildlands' permadeath mode. You go from being able to knock out bases guns blazing to actually taking your time with every encounter. You always want to start a fight on your own terms, which ideally is never, because your enemies should be dead before they know you're even there.
I remember playing watchdogs Legion with permaDeath mode and it made me literally sweat in every dangerous situation which added extra immersion but once my favourite character died and I was forced to play with another character I stoped playing the game as the other NPC character had terrible AI voice acting so I couldn’t play it but if it’s a well fleshed out character with better voice acting I wouldn’t mind permadeath at all like I said it adds immersion
What I'd like to propose that can achieve a similar effect of high-stakes gameplay is to make Desynchronization not a fail state. Fail state in AC games almost always prompt the player to load their last save or just does that automatically. What I'm suggesting is not a total deletion of a save file, but more like making the player live with the bad consequence of dying. Maybe the main character gets dragged back to the Assassin hideout but half of their money is gone. Or the same thing but their wounds from getting cut up by the enemies form a scar that will permanently lower the player's character max HP, for example. The concept of implementing permadeath in AC games is interesting but I'm guessing a lot of people will find it too much of a hassle and/or gimmicky. By designing desynchronizations from death to have a noticable punishment or long-lasting effect can make it less intimidating and more interesting.
Assassin's Creed games historically don't do a very good job of letting you meticulously plan your assassinations safely. Also, a lot of assassinations have a setup where you sneak up on a target, kill them right in front of their guards, then have to escape the guards (which forcibly puts you in direct risk of dying). Players need to feel in total control for permadeath to work, so AC games would need to let you plan out your assassinations more thoroughly and make risk assessment a much bigger part of the game. As it stands, the game just isn't built that way. EDIT: Forgot to add, the reason most games with permadeath don't have much story is because forcing players to re-visit story every time they fail sucks a lot more than forcing them to re-visit gameplay. Imagine trying to watch a movie, but halfway through you have to restart the movie and see it over again without getting to see the ending. Now imagine having to do that three, four, even five times. I think most people would just lose interest at that point.
AC hardcore fan here. Played all of them, loved all of them (except Rogue) and hate when people talk trash about it without even playing. I agree with most things in this video, but my ultimate opinion is: all AC games should have permadeath, but it should be optional. I played Far Cry Primal with permadeath and it completely changed my experience. AC games should at least have the option.
I think it would work only in missions where u send out an assassin adept So u ll have your brotherhood like in AC brotherhood, u can make thrm more skilled and upgrade gear, u got their names, traits description and find them in the world maybe un the base Then when u play a "brotherhood mission" u actually use that agent,with the current brotherhood gear and if he dies he s no longer aviable in the game, u can only see the archive documents and his tomb in the undergrounds secret caves
Enjoyable video and a solid concept, probably best executed as an additional difficulty of alternate game mode. I have to point out that while some of the perceived issues with the movement systems in the early games are indeed played input, there are absolutely moments in AC 1 in particular where the movement system does not work as intended. Especially the sections where you are crossing a body of water by jumping between boats/docks and stuff. Anyone who has replayed the game recently knows what I am talking about.
The issue with permadeath in Assassin’s Creed is that it would break the established rules and lore of the setting. The assassins you play as, they were ‘real’ people who existed in the time period and you are experiencing their genetic memories in a simulation. Everything they did from the day they were born to the day they conceived an offspring or died when they did. A fully immersive autobiography. The best way to introduce permadeath mechanic in a way that makes sense in the setting is by making it an in-universe game itself.
or perhaps in an animus training simulation where, desynchronising with your character makes the animus reset the simulation from the first memory available (i.e. the start of the game)
It could make sense to be fair, the reason you live multiple memories instead of jumping straight to the relevant one is cause you need to build confidence in your ancestors body. Desyncing / Dying could be excused as the modern day character losing established confidence and needing to start again at the beginning memory.
@@obsidianwarrior5580 that’s part of what desyncing is. It can happen when the one experiencing the memories does something ‘off script’. Simply answering ‘no’ to a question in which the memory states the answer was ‘yes’ will desync you. Or the users mind rejects the simulation for reasons.
Commenting now after the permadeath update. So turns out it's not permadeath in the sense that if you fuck up it means Basim has actually died in the story, but it's an Animus thing where you just "fully desynchronise" and have to start building up the memory again. I think lorewise that's as good a justification as any, treating it like you have a faulty Animus or smth like in the past where when you desynchronise your Animus just completely resets.
i think there should be the option, kinda like minecraft has hardcore, but you can set it on and off, so some players have this immersive experience, while others don't lose their progress. i would like to have permadeath, but i would like to play it maebye in a second moment, like having my main saving where i finish the whole game, and then have a side saving with permadeath so i can enjoy the "true risk" experince
also side note: by having only permadeath there wouldn't be the perfect runs that someone like Altair Stealth does, because it would be so much harder to partice them
I, yes, of course, let me just change my ancestors course or history and make him die at the age of 20 after hitting a random beam during parkour, instead of dying peacefully in his 70s, yes, indeed, because Animus isn't letting you watch and relieve the memories of your ancestors, it's letting you change the past
Permadeath in Mirage could be an interesting addition. In my first play through I didn’t recognize how long it takes until guards will detect me. Also in potential dangerous situations the chain assassination will become your lifeguard.
But it doesn't make sense because the whole point of assassin's creed is reliving the assassins ancestors their memories, so if you die you have to reload because the assassins didnt die at that point. That's why it says desynchronized instead of death.
@@TheSpaniardAssassin But like it says in AC2, they're memories. You can't see the whole picture of what happened, since, even though it's stringed by a story, there are separate threads of what you can see through your ancestors life
@@TheSpaniardAssassin Problem with that is the reason why there's a "beginning". We've seen multiple times modern day people wanting to jump straight to the memory they want to access, but get denied because the descendent isn't in sync with their ancestor. They need to back up to the most stable sync point and go forwards from there. The descendent as they progress through these memories is the one synchronising with the ancestor, not the animus. The further the descendent gets, the more memories they can access. Reboot the animus and they'll still access the memories they're up to date with. In fact, the animus isn't even needed for this, it's just a tool that helps. The Bleeding Effect is literally the descendant accessing memories on their own without the animus at all.
I think a fun way to do this without just deleting the save file entirely (because for real that can definitely be a pain, especially for people who don't have time to restart games again and again when they're a means to destress after work or whatever) is deleting the "character". Have a game without the whole animus stuff, customise a character as part of the brotherhood in whatever setting, as you go through the game you get better gear and skills, the usual, but if you die, you're gone. New character, your job is to finish the mission your old character failed, recover their body if you can, and their equipment. Maybe having to fight enemies who now use the flaming sword or poisoned bow you just had with your level 20 character but you're only a little recruit with the starter equipment.
I love the idea of permadeath in Assassin's Creed because it could very easily be interwoven into the lore. It would make sense that, in the animus, a regular desync that is not caused by death such as being detected in a tailing mission or letting your target escape would cause the animus to restart only that memory so that you could properly sync. It would also make sense that a desync caused by something as significant as the death of your ancestor would result in an issue with the animus that requires you to go back to the very beginning and resync every memory up to that point. This is because a desync of that magnitude could result in the complete destruction of prior memory, especially since the person in the animus experiences everything their ancestor experiences within their memories. If the person in the animus experiences death, lore-wise it wouldn't be too far off to consider that their brain could not handle such an experience. In the classic Assassin games it is cautioned heavily that pushing Desmond and the animus could cause Desmond to lose his mind, go insane, have his brain turn to mush, etc, so having to reset the entire animus as a result of a death-caused desync would make a lot of sense to preserve not only the animus but the mind of the person using it.
So it would be something like loosing synch, I'd agree with important events as checkpoints for synchronization and if you die on the way you have to restart from the specific memory.
Can you credit my friend Iggy in the clips next time please? It was very confusing recognizing his modlist but having to check the description to confirm Getting burnt out on Confession is exactly the problem with permadeath in linear games. When you keep resetting a checkpoint or playing the mission over and over for fun or working on a showcase, you memorize every guard position and finnicky script trigger, shattering your immersion and playing it more like a video game than ever before. In order to make this work, we need to look to an element of the Assassin fantasy forgotten all the way back in AC1, and that's Assassins as detectives. In order to get close to his targets, Altaïr has to talk to contacts, pickpocket civilians, and compare documents hidden deep away in the memory log, and in the present day Desmond has to talk to Lucy, pickpocket old men, and compare emails. So how does this help us? Well instead of learning about a target, we have to learn about history by running simulations of events where we *don't know what happened.* In-game this looks like targets with complex schedules and personal lives that can be exploited in a variety of ways. Maybe you go for a flashy kill in a dense castle on your first run, but that becomes too impractical to sustain when you inevitably die and have to run it again, so you try something more subtle and overhear a valuable piece of information that helps you with a later target. It's possible you might even happen to bump into him while walking down the street when you had no idea he would be there, from which you can try to replicate the same conditions next time. If you die, then like the Prince telling the story in Sands of Time, that must not be what really happened. The difference from Deathloop is that there's still some sequence structure so we can have a coherent conspiracy story while having assassinations that are potentially different every time
Perma death in open worlds is underrated. I play a game called deepwoken which is a perma death open world rpg but it is also online which makes an interesting dynamic where players can kill and progress off of each other.
Dead Rising's proposal of permanent death was very effective. It brought a real sense of risk-taking to our decisions, and we had to develop a real mechanical and environmental learning curve to progress. Rescuing the surviving NPCs was certainly very frustrating, but it reinforced our involvement, as the difficulty and reward were so great. In the style of Dark Souls, a challenging but generous game that pushes you to excel.
Personally I don't like permadeaths because they encourage you to play the game in one particular way that works which would usually be the safest and possibly but not always the most boring style of gameplay and it also discourages you from taking any risks or trying to experience the game in new ways and trying to beat the game with different styles of gameplay.
Right now, there is a game with permadeath dream came true. It is Watch Dogs: Legion, Resistance difficulty. Permadeath adds not only your cares about protagonist but also your cares about NPCs in open world. It's the best permadeath implementation I've ever seen.
Mirror's edge emphasize hard how you drop dead if you don't make a jump. It is a bit interesting as an idea permadeath given all the climbing taking place in AC games as oppose to souls games. Might be interesting if parkour was more difficult to perform and there was risk of barely missing or falling from ledge if you don't move fast enough. That will definitely instill fear in the player. The Lisbon earthquake sequence from Rogue is a never forget type of experience.
Absolutely, given the consistent nature of almost all AC games (aside from Valhalla), a permadeath mode is only fitting. It would test the skills of the veteran players without punishing them over RNG.
The problem is tacking on permadeath doesn’t make the game more challenging because the game is designed in a very forgiving way, you would need to rework how to unlock upgrades and strip out allot of the side missions
A middle ground option! What if, every death made you leave the animus and progressed sections of the modern day instead of it dragging you out at specific sections? It would take careful writing but would make it feel real
I feel like if death reset the game from each sequence it might work for the longer titles, so instead of permadeath where your 100 hour save gets deleted its somewhere in between where you lose 10 hours of progress instead
This Man Get Very immersed in His Video Games, i Agree Gaming Doesn’t Feel The Same Now A Days, The Child Like Wonder is Gone & We Have Real World Problems To Solve, it’s Nice To Escapee Reality & Get immersed in A Whole New World
I have a different proposition to the way permadeath could work in AC. You start of as a recruit of a master assassin. You are tasked with some simple low level missions. As you progress you develop your character and also get to recruit other assassins. You then get to manage the guild as a captain. Train them and share resources. If you die, the character dies, but you can pick up where you left off with another recruit. To have an interesting story, it could be partially procedurally generated, like how the orcs were in middle Earth shadow of war. What do you think? I’d love to see this and would get me back into AC.
I can definitely see how perma death could make the experience more intense and encourage stealth and escape rather than fighting. But at the sime time I feel like you would be playing extremely defensively all the time in order to not loose you progress which would take out a lot of the fun and the feeling of being an assassin.
I found a way to fix it to promote intended gameplay and can be accurate to the lore. You are experiencing the past/ memories through a a computer simulation, they can add risk by when dying multiple times. It will corrupt the data/memories. This can result in the player having to either start over, starting at a much earlier time or some type of mini game in which you have to undo corrupted files independently of the story. The idea to make the player think about the choices or deal with negative consequences.
Man, Assassin's creed black flag would have so many hazards and dangers. Like ship fighting, legendary ships, hunting and of course the normal assassin stuff.
When i play Unity and Syndicate, i self imposed a permadeath mode, meaning when my character get struck down, i delete my entire save. However, i make exception for stuff like desynch because i failed to follow a target or get detected.
5:00 what outfit is that? It looks awesome. Is it an outfit that's available mid-game or end-game? I havent completed Unity yet but I'd love to have that outfit
“Alright time for my hardcore run of AC” >:D *tries to jump forward but jumps slightly to the left which sends me careening off a rooftop that’s just a little too high* D:
This aged well. Just completed Mirage permadeath third try. My only real tip (aside from ones which are useful for not dying in regular mode anyway) is to start this on a NG+ after unlocking and upgrading all armor sets and completing all side quests and contracts. This way, you'll not have to do these things in your new story, which increase the chances of dying by a lot. And you'll be stocked on all the faction tokens which will actually be very useful in permadeath. Lastly, make sure to have a LOT of power tokens and use them for getting rid of notoriety. In both my failed attempts I died because to those damned elite bounty hunters. Do not hit notoreity level 3 and if you do, never engage them.
cant say I love mirage. but I will play it with permadeath mode... this is the first game I play the exact moment it came out and I want to experience everything the game got to show us.
I've been on a massive The Long Dark kick lately, and I would absolutely welcome more Permadeath modes in videogames, particularly stealth. For AC, just make it a "Oh this is playing - AS - the character, not playing a person who is reliving the memories in the animus"
This would work perfectly if players would play first as a novice assassin. The more the complete missions and assassinations with said assassin, the higher their rank would become. But if their character dies, they would continue the story from another assassin's point of view, a new novice the previous assassin hired to the brotherhood. If all the assasssins die and player fails to recruit new people before that, the game ends.
They should make a "Brotherhood" based AC with perma death like they did with Watchdogs Legion. When the last assassin die is game over. Every recruit has unique different abilities. Exactly like WLegion but AC.
Good points! I think there would likely be a lot of backlash if that was the only game mode. Many don't have the patience for it. However, I agree permadeath suits AC, and it'd bring a whole new, deeper level to the games. It'd also create a greater sense of satisfaction upon all you eventually accomplish. By the time you finish the game you'll feel like you truly earned being a seasoned assassin, at least more so than non-permadeath. I feel like the best solution here is if they made permadeath the default, aka recommended, version but still had the non-permadeath option available. It is true though: the player would certainly engage with the game with much more care and thoughtfulness if they didn't feel so immortal. I think (hope) it'd also push the developers to create more interactive environments and assassin tools, so there are countless ways to complete the missions and keep it fresh
9:39 Minutes of straight facts. Hopefully Ubisoft progresses aligning those Ideas. Perma Death should be a feature in every AC game imo as an option to turn on or off just like difficulty.
You can play any game with Permadeath by just choosing to. I play 90% of games with it just for immersion and makes it more fun for me, unless they have built in death mechanics like Dark Sould or Death Loop.
I don't agree with permadeath for Assassin's Creed but I do agree it is better than the existing patch. I believe a better approach is to make death impactful without potentially harming the narrative being built by an AC game by resetting you to the beginning. Waking up in jail after one death. Waking up naked down the river on your next death. Waking up hung from the ceiling. So on so forth in having fun with the death outcome. Sometimes the death would be a continuation while another can be simply acknowledging you died and transitioning to an interesting dive back in point.
The best way to implement permadeath (in my opinion) would be that you reset as another assassin part of your current clan, but now all your equipment and moves have downgraded by 5/8 levels but each new assassin has their own strengths and weakness. Only downfalls would be a soulless protagonist and as another commenter pointed out, it would go against the lore of the creed games, as the animus represents 1 persons ancestral memories. Although, good enough writing could solve the issue
If I die ten hours in and loses all progress because of that I'm giving up and I'll never touch it again. It doesn't matter if I play the game for a million years, I'll never be able to beat a game without dying.
I'd be all for an AC game which is simply generally harder, truly emphasizing the glass cannon concept. Permadeath would be a great addition. But games like that have to be polished to perfection. Falling from a high place, not because you made a mistake, but only because the parkour system is janky would be too frustrating. I love the general idea but I honestly don't think Ubisoft could execute it well.
I would like to add anoter complaint to origins. The light attack button lack consistency. There are times where my light attack doesn't happen. This also applies to worst degree for the power up light attack you make when holding light attack button. It only happens with this game. I can spam attacks on Valhalla for example with the sa.e button.
We need an official upgrade for these games, and especially Unity. Some small improvements, multiple savefiles, permadeath option, and above all, being able to pet dogs and cats.
I have a feeling that the same people who think that you should have the option to turn on permadeath in games that don't have permadeath in them are the same people who will say that it would be rediculous to have an option to turn off permadeath in games that already have permadeath in them. Just something to think about XD
I wanna counter the Perma Death argument especially in the older games, because in the older versions you'd be reliving the moments through the eyes of Desmond Miles. One unintended detection would desyncronize the actual events played out in the past. I am not sure how multiple endings or perma death would apply to AC games.
this is very valid
However, my good friend, there is a solution to this: say, the player dies, that is not when the ancestor, in reality, died so the animus gets confused and boots the animus user out, which serves as punishment for not synchronizing and dying (the animus is modified to make it easier for the animus user to navigate because the purpose of it is to find the piece of eden - not relive the memories, but relive the memories to find information, so we could have a choice to have a more accurate representation of the actual historical events as an option).
But wouldn’t that be the point really? To have that tension as a real assassin would have during that time. That if you get spotted it could potentially screw up everything and derive a different outcome which could probably lead to death. In those situations you will need to rely on all your training to get you past this. I think it feeds into the Assassin Fantasy the most tbh in sections where you’re supposed to be in the shadows. But then again, its like the guy says. Permadeath should just be an option just for challenging and to be more immersive. Adds to the character building fr.
@@Stealthful_ but then, essentially wouldn't that mean the person accessing the memories would jump back to the moment they left? For instance, in the previous games we finish memory sequences as we play through. Why would Desmond want to re-access the same memories? He surely would remember the information gathered thus far, wouldn't he?
@@ILM6868 that would work, if we were just playing the Assassin and not reliving memories through a descendant. For instance, Desmond would be desyncronizing the memories if he were to be identified or captured as Ezio way before he became an assassin. There are plenty of missions that needs to be carried out without detection. And since we are reliving moments, we don't have the liberty to change the outcome. We miss the mark, we desynchronise the memory.
There is a view point in AC Revelations where you can do a leap of faith into 2 different haystacks. However one of the haystacks is a bit too close to a nearby roof, which causes Ezio to hit the back of his head on the roof, instantly killing him as he lands in the haystack. If there was permadeath in that game, I would be so mad.
Bro same tbh
@TheSpaniardAssassin It's even worse because Ezio does the animation, the haystack was close enough that Ezio could get in that haystack if there wasn't a rooftop. Made me laugh for a bit.
In this case Ubisoft could get some inspiration from the Mackerel incident 😂
"Stays true to Assassins Creed" *Teleports*
That teleport is still the dumbest thing and really ruins the immersion of the game, and also they basically just copied it from shadow of mordor/war
No a similar thing was in odyssey which doesnt make much sense either
Ubisoft initially had some similar ideas. If you watch the gameplay demo for AC1, Altair could only get hit once. Getting into combat would lead to your surroundings desyncing like when you normally reach low health in AC games but you’re still alive which gives you the opportunity to escape. But once you get hit it’s over. It made combat way more of a risk, something you should actively avoid to do rather than being an alternative. I think that was AC protagonists being “glass cannons” in its truest form
that sounds awesome
I agree, but Ubisoft wants to attracted a bigger crowd with good combat gameplay. They need to make sales.
You can have engaging combat while having "glass canon" type characters. Just look at the whole souls genre. Most bosses can kill you in one or two hits yet you play that game because of th feel of the combat.@@shadow_crne1030
Technically Altaïr never got hit during our time with him, his "health" bar is called the synchronization bar. So if you take damage as him then you've already lost 100% sync.
The thing about permadeath in longer games (not short roguelikes) is that the game that implements it has to be amazingly polished and having solutions to most "fail" states. A game like BG3 works very good with permadeath because basically every situation is covered by the game. You can fail a conversation, mess up and have to kill an important NPC, and so many other scenarios where failing just means your story will continue diffrently, but it will continue.
Assassins Creed has always had these moments were it feels like you need to complete a mision in the exact way that the game wishes you to do it, and that wouldn't feel alright with a permadeath system.
Basically: Long games with permadeath need to have clever ways to handle your possible failures, otherwise they feel frustrating and unfair. Also, they need to be polished as fuck.
Which ac is not
Permadeath fans never sound any less insane when they explain themselves.
😂😂
The problem with permadeath is that it completely contradicts the whole setup of the animus. We aren't actually playing as the assassin, we are simulating it through memories, so losing progress through death just makes 0 sense
dying could just reset the animus
It could just be the Animus user is that good and never loses sync. And if you die then the story resets because you aren't following the canon of how good the Animus user actually was at their job. Lol idk just have fun with it.
Yea but its a game
@@generalwillwelsh7926 exactly my point
@@thenovicewhispers never. Fun isn't allowed >:(
I would never play a game on Perma Death mode because I'm more of a casual, story mode gamer. But perma death seems like a very simple thing to add to almost any game and if it makes some people's experience of the game better, I am all for it.
@@tekdrudge I like the power fantasy and running into danger. I'm currently playing Tears of The Kingdom and I could NEVER play that game on permadeath the way I like to play. Unless I was somehow immune fall damage... and my own explosives... and 1 hit KOs... lol
I love permadeath due to how much it changes the behaviour in gameplay. It makes every scenario significant and puts a lot of value on approaching conflicts with full confidence.
I’m more of a casual gamer admittedly, but some of the times I have died in Assassin’s creed have been because of a glitch where I fell through a map or got stuck in a crevice. Having my entire save file deleted just because I died due to an ubisoft glitch would be unbelievably frustrating.
If there was no free roam and just linear missions, yes I can see it. In free roam mode, its more about just exploring the cool geography of the AC universe.
Basically, my 2c would be to have a “hybrid” version of this. Have permadeath mode be available to be turned on for missions but turned off when you’re just roaming the map.
Especially in the older AC games with the clunky controls, the last thing I want to worry about is falling off a ledge to my death because of a mis-click.
The vast majority of assassins in history (especially in the Middle East where the word assassin comes from and where Mirage is based on) died before they could escape the killing of their targets. So as a history buff this works too :)
Nicee
and that's exactly what makes Altair extra special, because canonically he never took damage
@@12DAMDOsuch funny folk lore Altair did take damage ubi just didn’t add a health bar to the first assassins creed game 😂 if that was the case he wouldn’t have a health bar in revelations
I never understood people banging on about how bad the parkour used to be. In ac2, doing that first assassin seal in the tomb, I kept dying at one particular point, and I knew it was because I kept messing up the button timing. It's not "uncontrollable" it's precise. You have to be trying to get to where you want, instead of just aiming thereabouts. There is no thereabouts in the old games, there is do, or don't.
exactly
No bro I’ve 100% ac2 and brotherhood (only saying this bc to 100% it have a lot of hours in both) and I can assure you the movement is trash compared to 3-syndicate there was so many time where I’d jump to my death bc ezio has down syndrome and a mind of his own
@RobertEdwinHouse9 you must not remember loll
@RobertEdwinHouse9 i recently replayed it and you are right the parkour is way better than i remember you had more control over ezio than any new characters although one one improvement that they made in unity and syndicate was the descend down feature which sadly was removed in the newer games
I agree with you man. Recently replayed AC1 and The Ezio Collection and it's totally precise. The reason you made a mistake wasn't because of the game not understanding your controls, it was you not putting precise inputs. You actually had to be disciplined to make the parkour flawless. One example is jumping from pole to pole but you suddenly jumped to the wrong direction like a wall to the left because your camera wasn't facing the pole you intended to hop on. It wasn't automated and it felt good being rewarded by mastering the system.
WE GOT PERMADEATH AS AN UPDAAAAATE, almost like they saw your video LOL
Lets gooooo
I agree somewhat I can imagine it being frustrating and some players may hate it but i remember in watch digs legion there was this mission where I lost 8 of my operatives permanently and I regretted it so bad and had to replace all of them when they couldn’t be replaced because they were unique.
yeah that con totally suck
When an assassin recruit killed, they basically dead permanently.
yep, i stopped playing cause my DLC operatives died :)
U know u can remove the permit death right
@@Grandtemplar305 yea but the point of the video is that permanent death as a setting would fit assassins creed like in watch dogs legion and other games. Which is why I mentioned it and why people may hate it being in assassins creed since the issues I had with it in watch dogs but yes it’s a setting we all know that it’s irrelevant to mention it can be turned off.?
Spacing out save points in a Elden Ring bonfire type system would add more gravity to de-syncs/dying and would also work well in the more recent rpg ac games, the tricky part would be spacing out the points to maximize gravity but minimize putting the player through petty tasks multiple times. That should be done along side adding a perma death mode btw.
Giving the player the option to choose difficulty on 2 axis would be best for everyone since some people prefer more gravity in their decisions and the general difficulty being high, some include gravity in difficulty, I'm not gonna go through all the variations but you should get the point. Having a slider for difficulty(not just damage values) and another for how much gravity there is to your actions(how spaced out save points are, saving anytime through menus, permadeath, etc) would give the player more freedom to tailor the game to how they want to play it.
It's basically the same as Ghost Recon Wildlands' permadeath mode. You go from being able to knock out bases guns blazing to actually taking your time with every encounter. You always want to start a fight on your own terms, which ideally is never, because your enemies should be dead before they know you're even there.
You have a pretty interesting thought process for it, however I will respectfully disagree. Permadeath is ridiculous for a franchise such as AC.
Very valid opinion
Some death in AC can be so stupid because of glitches so this does sound like good idea on paper but in reality, not really.
Been discovering your channel recently. Gotta say, I really love how you blend gameplay and narrative together. Keep it up!
Welcome aboard! and thank you!
having a permadeath🤡
deleting your safe file the moment you die🗿
Chads delete files
I fw this comment heavy 😂
This aged like fine wine
nailed it
I remember playing watchdogs Legion with permaDeath mode and it made me literally sweat in every dangerous situation which added extra immersion but once my favourite character died and I was forced to play with another character I stoped playing the game as the other NPC character had terrible AI voice acting so I couldn’t play it but if it’s a well fleshed out character with better voice acting I wouldn’t mind permadeath at all like I said it adds immersion
yeah the npc ai was annoying
@@TheSpaniardAssassinare you altair stealth??
I thought it would be cool to have an assassin's creed game with mechanics similar to watch dogs legion.
@@johnt3606 maybe in the modern day sections , that would be super sick , it’s like having 2 games in 1
What I'd like to propose that can achieve a similar effect of high-stakes gameplay is to make Desynchronization not a fail state. Fail state in AC games almost always prompt the player to load their last save or just does that automatically. What I'm suggesting is not a total deletion of a save file, but more like making the player live with the bad consequence of dying. Maybe the main character gets dragged back to the Assassin hideout but half of their money is gone. Or the same thing but their wounds from getting cut up by the enemies form a scar that will permanently lower the player's character max HP, for example.
The concept of implementing permadeath in AC games is interesting but I'm guessing a lot of people will find it too much of a hassle and/or gimmicky. By designing desynchronizations from death to have a noticable punishment or long-lasting effect can make it less intimidating and more interesting.
Assassin's Creed games historically don't do a very good job of letting you meticulously plan your assassinations safely. Also, a lot of assassinations have a setup where you sneak up on a target, kill them right in front of their guards, then have to escape the guards (which forcibly puts you in direct risk of dying). Players need to feel in total control for permadeath to work, so AC games would need to let you plan out your assassinations more thoroughly and make risk assessment a much bigger part of the game. As it stands, the game just isn't built that way.
EDIT: Forgot to add, the reason most games with permadeath don't have much story is because forcing players to re-visit story every time they fail sucks a lot more than forcing them to re-visit gameplay. Imagine trying to watch a movie, but halfway through you have to restart the movie and see it over again without getting to see the ending. Now imagine having to do that three, four, even five times. I think most people would just lose interest at that point.
lol, every time you zone out during the movie you have to restart it.
ur lowkey becoming one of my fav ac youtubers
thank you that means a lot
AC hardcore fan here. Played all of them, loved all of them (except Rogue) and hate when people talk trash about it without even playing. I agree with most things in this video, but my ultimate opinion is: all AC games should have permadeath, but it should be optional. I played Far Cry Primal with permadeath and it completely changed my experience. AC games should at least have the option.
Yeah i agree w u
I think it would work only in missions where u send out an assassin adept
So u ll have your brotherhood like in AC brotherhood, u can make thrm more skilled and upgrade gear, u got their names, traits description and find them in the world maybe un the base
Then when u play a "brotherhood mission" u actually use that agent,with the current brotherhood gear and if he dies he s no longer aviable in the game, u can only see the archive documents and his tomb in the undergrounds secret caves
That could actually be so cool
Enjoyable video and a solid concept, probably best executed as an additional difficulty of alternate game mode.
I have to point out that while some of the perceived issues with the movement systems in the early games are indeed played input, there are absolutely moments in AC 1 in particular where the movement system does not work as intended. Especially the sections where you are crossing a body of water by jumping between boats/docks and stuff. Anyone who has replayed the game recently knows what I am talking about.
Ac 1 is valid
Accidentally jumps to the wrong ledge or out sticking wooden pole
*permently dies in a 20 hour story game*
yeah sloppy parkour could be painful
@@TheSpaniardAssassinbasim tanks fall damage tho lmao
I agree. As an optional game mode perma-death should be included in every AC game.
The issue with permadeath in Assassin’s Creed is that it would break the established rules and lore of the setting. The assassins you play as, they were ‘real’ people who existed in the time period and you are experiencing their genetic memories in a simulation. Everything they did from the day they were born to the day they conceived an offspring or died when they did. A fully immersive autobiography.
The best way to introduce permadeath mechanic in a way that makes sense in the setting is by making it an in-universe game itself.
or perhaps in an animus training simulation where, desynchronising with your character makes the animus reset the simulation from the first memory available (i.e. the start of the game)
@@TheSpaniardAssassin similar to the old multiplayer system.
It could make sense to be fair, the reason you live multiple memories instead of jumping straight to the relevant one is cause you need to build confidence in your ancestors body. Desyncing / Dying could be excused as the modern day character losing established confidence and needing to start again at the beginning memory.
@@obsidianwarrior5580 that’s part of what desyncing is. It can happen when the one experiencing the memories does something ‘off script’. Simply answering ‘no’ to a question in which the memory states the answer was ‘yes’ will desync you. Or the users mind rejects the simulation for reasons.
Commenting now after the permadeath update. So turns out it's not permadeath in the sense that if you fuck up it means Basim has actually died in the story, but it's an Animus thing where you just "fully desynchronise" and have to start building up the memory again. I think lorewise that's as good a justification as any, treating it like you have a faulty Animus or smth like in the past where when you desynchronise your Animus just completely resets.
If you want a permadeath mode that much, maybe you can just delete your save file when you die.
You can do that?
Assassin‘s Creed unity would be a loop of the first hour then you get shot in the back
😂
i think there should be the option, kinda like minecraft has hardcore, but you can set it on and off, so some players have this immersive experience, while others don't lose their progress. i would like to have permadeath, but i would like to play it maebye in a second moment, like having my main saving where i finish the whole game, and then have a side saving with permadeath so i can enjoy the "true risk" experince
also side note: by having only permadeath there wouldn't be the perfect runs that someone like Altair Stealth does, because it would be so much harder to partice them
tfw you fall to your death from a synch point because you pointed the left stick 1 degree away from the haystack
would be painful bro
I, yes, of course, let me just change my ancestors course or history and make him die at the age of 20 after hitting a random beam during parkour, instead of dying peacefully in his 70s, yes, indeed, because Animus isn't letting you watch and relieve the memories of your ancestors, it's letting you change the past
it can just rest the simulation
@@TheSpaniardAssassin no, a better option would be a game where you actually play as the Ancestor, without any Animus bs
Love your Assassin's Creed videos man keep it up
thank you!
That mod white and blue outfit in the AC Unity segment looks AWESOME!!
Permadeath in Mirage could be an interesting addition. In my first play through I didn’t recognize how long it takes until guards will detect me. Also in potential dangerous situations the chain assassination will become your lifeguard.
But it doesn't make sense because the whole point of assassin's creed is reliving the assassins ancestors their memories, so if you die you have to reload because the assassins didnt die at that point. That's why it says desynchronized instead of death.
it could desynchronise all the way to the beggining
That's fucking stupid.
@@TheSpaniardAssassin But like it says in AC2, they're memories. You can't see the whole picture of what happened, since, even though it's stringed by a story, there are separate threads of what you can see through your ancestors life
@@TheSpaniardAssassin Problem with that is the reason why there's a "beginning". We've seen multiple times modern day people wanting to jump straight to the memory they want to access, but get denied because the descendent isn't in sync with their ancestor. They need to back up to the most stable sync point and go forwards from there. The descendent as they progress through these memories is the one synchronising with the ancestor, not the animus. The further the descendent gets, the more memories they can access. Reboot the animus and they'll still access the memories they're up to date with.
In fact, the animus isn't even needed for this, it's just a tool that helps. The Bleeding Effect is literally the descendant accessing memories on their own without the animus at all.
I’ve been playing AC four and a few times when I was boarding ships by accident with jumped off of the topmast and died.
Pain
I think a fun way to do this without just deleting the save file entirely (because for real that can definitely be a pain, especially for people who don't have time to restart games again and again when they're a means to destress after work or whatever) is deleting the "character".
Have a game without the whole animus stuff, customise a character as part of the brotherhood in whatever setting, as you go through the game you get better gear and skills, the usual, but if you die, you're gone. New character, your job is to finish the mission your old character failed, recover their body if you can, and their equipment. Maybe having to fight enemies who now use the flaming sword or poisoned bow you just had with your level 20 character but you're only a little recruit with the starter equipment.
I love the idea of permadeath in Assassin's Creed because it could very easily be interwoven into the lore. It would make sense that, in the animus, a regular desync that is not caused by death such as being detected in a tailing mission or letting your target escape would cause the animus to restart only that memory so that you could properly sync. It would also make sense that a desync caused by something as significant as the death of your ancestor would result in an issue with the animus that requires you to go back to the very beginning and resync every memory up to that point. This is because a desync of that magnitude could result in the complete destruction of prior memory, especially since the person in the animus experiences everything their ancestor experiences within their memories. If the person in the animus experiences death, lore-wise it wouldn't be too far off to consider that their brain could not handle such an experience. In the classic Assassin games it is cautioned heavily that pushing Desmond and the animus could cause Desmond to lose his mind, go insane, have his brain turn to mush, etc, so having to reset the entire animus as a result of a death-caused desync would make a lot of sense to preserve not only the animus but the mind of the person using it.
So it would be something like loosing synch, I'd agree with important events as checkpoints for synchronization and if you die on the way you have to restart from the specific memory.
yeah
Can you credit my friend Iggy in the clips next time please? It was very confusing recognizing his modlist but having to check the description to confirm
Getting burnt out on Confession is exactly the problem with permadeath in linear games. When you keep resetting a checkpoint or playing the mission over and over for fun or working on a showcase, you memorize every guard position and finnicky script trigger, shattering your immersion and playing it more like a video game than ever before. In order to make this work, we need to look to an element of the Assassin fantasy forgotten all the way back in AC1, and that's Assassins as detectives. In order to get close to his targets, Altaïr has to talk to contacts, pickpocket civilians, and compare documents hidden deep away in the memory log, and in the present day Desmond has to talk to Lucy, pickpocket old men, and compare emails. So how does this help us? Well instead of learning about a target, we have to learn about history by running simulations of events where we *don't know what happened.* In-game this looks like targets with complex schedules and personal lives that can be exploited in a variety of ways. Maybe you go for a flashy kill in a dense castle on your first run, but that becomes too impractical to sustain when you inevitably die and have to run it again, so you try something more subtle and overhear a valuable piece of information that helps you with a later target. It's possible you might even happen to bump into him while walking down the street when you had no idea he would be there, from which you can try to replicate the same conditions next time. If you die, then like the Prince telling the story in Sands of Time, that must not be what really happened. The difference from Deathloop is that there's still some sequence structure so we can have a coherent conspiracy story while having assassinations that are potentially different every time
okay i think Ubisoft is spying on me, because i was literally working on an AC inspired game with the additional permadeath gamemode in mind..
👀👀
Perma death in open worlds is underrated. I play a game called deepwoken which is a perma death open world rpg but it is also online which makes an interesting dynamic where players can kill and progress off of each other.
woah
Oh shit. I just found you channel today, and have been binging all your videos... while playing Mirage's new permadeath mode!
Dead Rising's proposal of permanent death was very effective. It brought a real sense of risk-taking to our decisions, and we had to develop a real mechanical and environmental learning curve to progress. Rescuing the surviving NPCs was certainly very frustrating, but it reinforced our involvement, as the difficulty and reward were so great.
In the style of Dark Souls, a challenging but generous game that pushes you to excel.
Personally I don't like permadeaths because they encourage you to play the game in one particular way that works which would usually be the safest and possibly but not always the most boring style of gameplay and it also discourages you from taking any risks or trying to experience the game in new ways and trying to beat the game with different styles of gameplay.
In a game called Hollow Knight there is a PermaDeath mode and boy oh boy the pain and suffering when you die is unreal.
this is perfectly stated. cant agree more.
Thank you❤️
Also the fact that animus is basically just a viewer so if you died it could reset it and let you continue on as we do in games, that's also immersive
Exactly
Right now, there is a game with permadeath dream came true. It is Watch Dogs: Legion, Resistance difficulty. Permadeath adds not only your cares about protagonist but also your cares about NPCs in open world. It's the best permadeath implementation I've ever seen.
i’ll definitely try an “iron man” my next playthrough of an AC game where i delete my save file myself if i die
I mean to be fair you can easily self inflict perma death onto yourself by just resetting your save file if you die
Mirror's edge emphasize hard how you drop dead if you don't make a jump. It is a bit interesting as an idea permadeath given all the climbing taking place in AC games as oppose to souls games. Might be interesting if parkour was more difficult to perform and there was risk of barely missing or falling from ledge if you don't move fast enough. That will definitely instill fear in the player. The Lisbon earthquake sequence from Rogue is a never forget type of experience.
Absolutely, given the consistent nature of almost all AC games (aside from Valhalla), a permadeath mode is only fitting. It would test the skills of the veteran players without punishing them over RNG.
facts
The problem is tacking on permadeath doesn’t make the game more challenging because the game is designed in a very forgiving way, you would need to rework how to unlock upgrades and strip out allot of the side missions
A middle ground option!
What if, every death made you leave the animus and progressed sections of the modern day instead of it dragging you out at specific sections? It would take careful writing but would make it feel real
I feel like if death reset the game from each sequence it might work for the longer titles, so instead of permadeath where your 100 hour save gets deleted its somewhere in between where you lose 10 hours of progress instead
This Man Get Very immersed
in His Video Games, i Agree
Gaming Doesn’t Feel The Same
Now A Days, The Child Like Wonder
is Gone & We Have Real World Problems To Solve, it’s Nice To Escapee Reality & Get immersed
in A Whole New World
I have a different proposition to the way permadeath could work in AC. You start of as a recruit of a master assassin. You are tasked with some simple low level missions. As you progress you develop your character and also get to recruit other assassins. You then get to manage the guild as a captain. Train them and share resources. If you die, the character dies, but you can pick up where you left off with another recruit. To have an interesting story, it could be partially procedurally generated, like how the orcs were in middle Earth shadow of war. What do you think? I’d love to see this and would get me back into AC.
This would also create a better balance between rpg elements. I don’t like the endless levelling up in the newer AC games.
Except WB games has patented the Nemesis system from SoM, so no other devs can replicate it without facing legal hurdles.
@@gamingjunkie707 reminds me of that time someone wanted to patent a type of loading screen 😂
I can definitely see how perma death could make the experience more intense and encourage stealth and escape rather than fighting. But at the sime time I feel like you would be playing extremely defensively all the time in order to not loose you progress which would take out a lot of the fun and the feeling of being an assassin.
I found a way to fix it to promote intended gameplay and can be accurate to the lore. You are experiencing the past/ memories through a a computer simulation, they can add risk by when dying multiple times. It will corrupt the data/memories. This can result in the player having to either start over, starting at a much earlier time or some type of mini game in which you have to undo corrupted files independently of the story. The idea to make the player think about the choices or deal with negative consequences.
Man, Assassin's creed black flag would have so many hazards and dangers.
Like ship fighting, legendary ships, hunting and of course the normal assassin stuff.
When i play Unity and Syndicate, i self imposed a permadeath mode, meaning when my character get struck down, i delete my entire save. However, i make exception for stuff like desynch because i failed to follow a target or get detected.
5:00 what outfit is that? It looks awesome. Is it an outfit that's available mid-game or end-game? I havent completed Unity yet but I'd love to have that outfit
“Alright time for my hardcore run of AC” >:D
*tries to jump forward but jumps slightly to the left which sends me careening off a rooftop that’s just a little too high*
D:
😂😂
This aged well. Just completed Mirage permadeath third try. My only real tip (aside from ones which are useful for not dying in regular mode anyway) is to start this on a NG+ after unlocking and upgrading all armor sets and completing all side quests and contracts. This way, you'll not have to do these things in your new story, which increase the chances of dying by a lot. And you'll be stocked on all the faction tokens which will actually be very useful in permadeath.
Lastly, make sure to have a LOT of power tokens and use them for getting rid of notoriety. In both my failed attempts I died because to those damned elite bounty hunters. Do not hit notoreity level 3 and if you do, never engage them.
well done for completing it!
cant say I love mirage. but I will play it with permadeath mode... this is the first game I play the exact moment it came out and I want to experience everything the game got to show us.
same
I've been on a massive The Long Dark kick lately, and I would absolutely welcome more Permadeath modes in videogames, particularly stealth.
For AC, just make it a "Oh this is playing - AS - the character, not playing a person who is reliving the memories in the animus"
This would work perfectly if players would play first as a novice assassin. The more the complete missions and assassinations with said assassin, the higher their rank would become. But if their character dies, they would continue the story from another assassin's point of view, a new novice the previous assassin hired to the brotherhood. If all the assasssins die and player fails to recruit new people before that, the game ends.
Would slap
They should make a "Brotherhood" based AC with perma death like they did with Watchdogs Legion. When the last assassin die is game over. Every recruit has unique different abilities. Exactly like WLegion but AC.
and yesss permadeath in Unity.
Good points! I think there would likely be a lot of backlash if that was the only game mode. Many don't have the patience for it. However, I agree permadeath suits AC, and it'd bring a whole new, deeper level to the games. It'd also create a greater sense of satisfaction upon all you eventually accomplish. By the time you finish the game you'll feel like you truly earned being a seasoned assassin, at least more so than non-permadeath. I feel like the best solution here is if they made permadeath the default, aka recommended, version but still had the non-permadeath option available. It is true though: the player would certainly engage with the game with much more care and thoughtfulness if they didn't feel so immortal. I think (hope) it'd also push the developers to create more interactive environments and assassin tools, so there are countless ways to complete the missions and keep it fresh
I agree having the option is important
After watching the whole video, I only have one thing to say
This guy is a madman and I'm glad that he's not a gamedev........
😂😂
9:39 Minutes of straight facts. Hopefully Ubisoft progresses aligning those Ideas. Perma Death should be a feature in every AC game imo as an option to turn on or off just like difficulty.
Agreed
PermaDeath makes no sense the character never died while you play them in canon
You can play any game with Permadeath by just choosing to. I play 90% of games with it just for immersion and makes it more fun for me, unless they have built in death mechanics like Dark Sould or Death Loop.
wdym?
@@TheSpaniardAssassin If you want to play permadeath, just delete your save after you die in a game. You can make games permadeath by choice.
Isn’t that gameplay from Altair stealth?
it is indeed
I don't agree with permadeath for Assassin's Creed but I do agree it is better than the existing patch.
I believe a better approach is to make death impactful without potentially harming the narrative being built by an AC game by resetting you to the beginning. Waking up in jail after one death. Waking up naked down the river on your next death. Waking up hung from the ceiling. So on so forth in having fun with the death outcome. Sometimes the death would be a continuation while another can be simply acknowledging you died and transitioning to an interesting dive back in point.
Think origins should have had perms death, would’ve been great with cursed weapon runs
i agree
Someone tell this guy that he can just delete his save file after dying
You can?!
HOLY SHIT youre soo right, im soo hyped for this idea i downloded mirage againg
man i need to watch all your videos.
The best way to implement permadeath (in my opinion) would be that you reset as another assassin part of your current clan, but now all your equipment and moves have downgraded by 5/8 levels but each new assassin has their own strengths and weakness. Only downfalls would be a soulless protagonist and as another commenter pointed out, it would go against the lore of the creed games, as the animus represents 1 persons ancestral memories. Although, good enough writing could solve the issue
State of decay meets Ezio
If I die ten hours in and loses all progress because of that I'm giving up and I'll never touch it again. It doesn't matter if I play the game for a million years, I'll never be able to beat a game without dying.
amazing video
There is now a permadeath mode in Mirage!!!
I don't like it because I would feel morally obliged to turn it on and I would die over and over and get mad
😂😂
When i see any of your videos i just enter a dreamscape
I'd be all for an AC game which is simply generally harder, truly emphasizing the glass cannon concept. Permadeath would be a great addition. But games like that have to be polished to perfection. Falling from a high place, not because you made a mistake, but only because the parkour system is janky would be too frustrating. I love the general idea but I honestly don't think Ubisoft could execute it well.
I would like to add anoter complaint to origins. The light attack button lack consistency. There are times where my light
attack doesn't happen. This also applies to worst degree for the power up light attack you make when holding light attack button. It only happens with this game. I can spam attacks on Valhalla for example with the sa.e button.
This would also make streaming Assassins Creed extra interesting, like WOW hardcore
ooo could be
We need an official upgrade for these games, and especially Unity. Some small improvements, multiple savefiles, permadeath option, and above all, being able to pet dogs and cats.
I wouldn't mind if they added a mode which made the game very difficult. Like not allowing u to tag enemies
I have a feeling that the same people who think that you should have the option to turn on permadeath in games that don't have permadeath in them are the same people who will say that it would be rediculous to have an option to turn off permadeath in games that already have permadeath in them. Just something to think about XD
i would like to add sleeping, eating and such :) Like in Kingdom come deliverance :)
Could be immersive
Yes... until you die from a successful leap of faith (flashback AC1).
Trauma
Bro wants to try and kill all the elephant bosses in ac origins on first try
Damn ur right