Comments on: Japanese Translation of AC2 Combat Article Wed, 10 Sep 2014 18:53:13 +0000 hourly 1 By: solipsistnation Wed, 09 Dec 2009 20:04:58 +0000 I have to say that while I understand the impetus behind it, I don’t agree that the player shouldn’t be allowed to fail. I do agree that games should frame challenges within the story they’re trying to tell, though. AC2′s combat works as it does because the character is supposed to be a badass– punishing the player for not also being a badass would just be frustrating. That said, if the player isn’t paying attention or is just kind of screwing around (or doesn’t understand the controls, I guess), the game shouldn’t coddle them– there has to be something at stake, or there’s no challenge, no impetus to keep playing, and overall no fun. (I do like that in AC2 what’s at stake is usually just a minor setback, lost time, and a failed mission which you can then retry. Framing that in “Your memory is desynchronized from what ACTUALLY happened. We know Ezio didn’t get shanked in the street by a guard, so we’re going to jump you back to before that happened and let you try it again” is also nice, and helps sustain immersion and reduce frustration without turning it into a casual game. I’ve noticed that you do get to keep gold and stuff you collect during failed missions, like if you know you’re going to lose a race and stop to clean out a chest or 2.)

Also, I like the word “Suwasshubakkuringu.”