ASSASSIN’S CREED CHRONICLES: INDIA

Assassin’s Creed Chronicles: India responds to the demand of many users to be able to see the saga of Ubisoft in another profile of more classic cut with the 2D of great protagonists. The game, heir of the first installment located in China that we saw last year, comes at a price of about 10 euros for PC, Xbox One and Playstation 4 with the desire to follow the wake -not at all

 

convincing- that we saw in the first of the iterations. The 2.5D of a colorful and rich site that successfully recreates the India of two centuries ago does not end up being enough to convince in a spin – offthat fails again in the most important: the playable.

Dragon’s Dogma: Dark Arisen

Although it is important to admit, also, that interesting steps have been taken in front of some of the mechanics that are presented to us. Check the analysis of Chronicles China to go deeper into the playable proposal of this trilogy.

India invites us to control a new character that had not been a protagonist – although it appears in the Assassin’s Creed universe – as is the case of Arbaaz Mir .

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The first bars at the plot level make it clear that we will navigate between two waters in the middle of a conflict, but it is true that as the game progresses (it exceeds six hours to complete it a first time without completing all the extras or, of course, getting the maximum score in each memory) everything about the protagonist, their motivations and the argument is

diluted gradually to be a mere excuse to move forward to the challenges that the game proposes, which are not few. On this occasion, the highlight is the weight of the stealth situations that we are encountering as we move forward.

Assassin & # 039; s Creed Chronicles: India (PC) screenshot

The new Ubisoft game invites us to play with the depth of the scenarios as we advance to the final point of each level and overcome all kinds of challenges.

 

Stealth is not just the funniest partof the game, but it is also one of the most relevant parts of what the playable section provides us. Mainly for two reasons: on the one hand, because enemies have all kinds of changing

 

“points of view” that can surprise us at every moment. We will see a series of circles and lines that mark the areas in which we are visible to the enemy guards, and know how to avoid them looking for dead spots is vital to be able to advance; the fact that depending on

 

the position and patterns of each enemy change from one to another adds something more of interest to the sequences themselves. The second reason why we are facing a fun mechanics to solve is the depth of the scenarios.

For example, a classic way to avoid detection is to stay without climbing from a ladder to the platform where the enemy is, but the game will force

 

us to think in critical situations: we are in the middle of the same level, two enemies approach one by each side and we can not jump or hide under the ground. The solution ? use the depth that at first glance maybe seen to

 

hide right next to a column that looks like a decorative detail, but that is not. This, being able to move towards the front of the screen or towards the background and the classic different height levels of the 2D platforms of a lifetime make it satisfactory to advance in the game, also by the use of certain gadgets (smoke bombs, remote attacks, the hook) to navigate undetected.