Assassin's Creed Unity Gameplay Walkthrough Part 32 - The Fall Of Robespierre
Assassin's Creed Unity Gameplay Walkthrough Part 32 includes Sequence 12 - Memory 2 - The Fall Of Robespierre and both Commentary and a Review of the game on HD 1080p and Max Graphics Settings. This Assassin's Creed Unity Gameplay Walkthrough is a Complete and Full Playthrough of the entire game with all Cutscenes and the Ending.
Available on PC, PlayStation 4, and Xbox One.
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Assassin's Creed: Unity is a 2014 sandbox action adventure game, and a sequel to 2013's Assassin's Creed IV: Black Flag. Set during the French Revolution, the game follows nobleman Arno Dorian, who joins the Assassins to investigate the murder of his adoptive father on behalf of his sister Γlise de la Serre, a member of the Templars. The game was released on 11 November 2014 in North America and will be released on 13 November in Europe and 14 November in the UK, and will be exclusive to PlayStation 4, Xbox One, and PC.
Locations and navigation:
As the game is exclusive to next-generation consoles and PC, it will enable renderings of Paris to 1:1 scale and crowds numbering in the thousands. Players will able to explore the city's entirety, including seamless interiors and the catacombs, with landmarks like Notre-Dame having a quarter of the building's interior playable. Even empty buildings may have unlockable rooms with treasures inside. When standing on rooftops, a button can display 3D objects like alarm bells to help the player strategize.
Haystacks have been largely removed in favor of allowing players to control their descent from rooftops, and the controls for freerunning up and down are now separate. Social Stealth has been improved upon with a special crouching mode activated by button, and combat has been made more tactical to feel more realistic: counter kills were removed.
Assassinations in the game are referred to as "black box missions," and harken to the style of gameplay from the first Assassin's Creed. Contextual clues are provided to allow the player to choose and plan their own approach, rather than follow a linear, pre-determined path to the target. Unlike previous games however, an assassination is not deemed successful until Arno has escaped after performing it.
Memories:
For memories, instead of the player being given a series of objectives, Ubisoft has developed the Adaptive Mission Mechanic, which gives players several potential paths to complete a mission. For example, choosing to stalk a target will lead to a chase if they detect you, as opposed to causing desynchronization.
Customization:
The Assassins' weapons and appearance are customizable, while experience gained can be spent on four different specialties: "Melee" (offense), "Health" (defense), "Ranged" (navigation), and stealth. For example, Arno can possess Eagle Pulse, which allows him to sense how many guards are in a location he intends to infiltrate. Like other skills, it can be upgraded with experience points at the player's discretion.He can also unlock a disguise skill to escape pursuing guards. The player will be able to upgrade all of Arno's skills, given his objective is to become a Master Assassin.
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