Velvet Assassin Review

velvet assassin

Velvet Assassin, which had been in development for a long time, was able to be released after several delays. In the Stealth-Action genre, the production deals with the tasks of a female agent named Violette Summer during World War II, which are now handled and watered down in many games. The play is actually based on the real-life story of British agent Violette Szabo (Violette Reine Elizabeth Bushell Szabo). Born in 1921, Szabo took part on the side of the Allied forces against the Germans. He succeeds in his first mission, but is captured on his second mission. He was executed at Ravensbrück concentration camp at the age of 23 on February 5, 1945, and his body was burned.

Memories are now alive in my eyes…

In Velvet Assassin, We direct Violette Summer, who was inspired and created by Szabo and whose first name is the same as Szabo. Actually, it would be more accurate to say that we play Violette’s memories in the production. Because the character is actually in a hospital. So we try to do the tasks in his memories by listening to his story from his voice. Deceptions come into play as production progresses, and some details about the script also emerge.

Missions consist of the goals we know, such as killing a high-ranking commander, stealing documents, sneaking into a place, etc. We do classic tasks in ways that we can unfortunately consider vicious. And the biggest reason for that is stupid artificial intelligence. Our opponents in the game are not very smart, they can even show absurd behavior most of the time. Sometimes they don’t see you, even if you’re right at the bottom, and sometimes they can. He’s alarmed when someone else finds the body of someone you killed. If your enemy doesn’t see you, after a little more searching, he goes back to his post as if there were no bodies on the ground, someone didn’t die. Even if he has a body next to him, he continues to guard. Such situations undermine the atmosphere.

If you have some experience in the Stealth-Action genre, when you look around a little at the beginning of the episode, you can easily figure out how to get through the episode. We can kill our enemies in different ways and go to the Mission Point. For example, by whistling (Violette whistles and draws attention to herself), we can draw our enemy to where we are, kill him there, or sneak away from there, wandering behind the enemy and moving forward. Sometimes we can just go quietly to the mission zone, hiding in the dark and behind obstacles. In some episodes, there are mission points that we have to go to in disguise (due to the mission). So we can get to the right place without hiding. But when we’re in disguise, we have to be careful. Because as we stand near our enemies, they notice us and shoot.


I told you we could kill our opponents in different ways. When Violette approaches any opponent from behind, she kills her enemy with one of 50 different animations that happen randomly. These various animations are also more pleasing to the eye. If it was the same move, it would be boring. When it comes, we can pull the pin of our enemy’s grenade, which we approach from behind, and detonate the bomb on it. We can use different ways, such as electrocuting water, eliminating our opponents with explosive barrels, or shooting at barrels with toxic gases, poisoning and killing our enemies.

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In Velvet Assassin, we have a knife and a silencer gun with us all the time. As we move through the sections, we can encounter different weapons, armor. Ammunition is also scarce in the vicinity. The game, which should outweigh privacy,can sometimes slide into action. It’s not like there’s a time when we take the shotgun and start competing when it comes to it. When we aim, the camera angle, which is TPS, switches to the shoulder angle.

Around us are health packages and morphine (keys to locked doors and sometimes health packages can also come out of our dead enemies). Speaking of morphine, let’s talk about the highlight of the game. Time and everything stop when we use morphine. The screen also changes. Violette’s clothes change the way she’s been in the hospital. We can escape from where we are in short-lived morphine mode, or we can kill our opponent. But when we kill one person, or very soon, the effect of morphine goes away, and everything goes back to the way it was. It’s more profitable to use morphine mode in emergencies. Plus the morphine is disposable only. We can’t reactivate the mode until we find another morphine.

Privacy and silence

Light is our worst enemy. Sometimes we perform attractions such as blowing up the sources that energize the lights, or pulling a box in front of the light and cutting off the light. Sometimes we also need to push and pull objects in front of us to get out or make our way. Violette turns purple in the dark, so we’re safe. I can’t say that our character is very strong. In addition, Violette can also be stored in clothes cabinets and in toilets (changing clothes also happens in the closet or toilet).

In Velvet Assassin, we can improve Violette’s three features. These include extending the duration of morphine, faster quiet progression (Stealth), and finally strength (strength). When we reach a certain experience score, we can increase these characteristics by one step. Points are earned as a result of special collectible objects and some hidden easy side missions that you find in the environment. For collectible items and hidden tasks, you need to wander around the department a little. For example, for a side mission, you can give an example of placing a golden statue in the cathedral in a secret section. We can invest the experience points we earn in the feature we want (features are shown with stars and become no more than five stars).

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Technical structure

Velvet Assassin’s graphics are generally average. A lot of Blur is printed on the visual. Shadow and light effects, which should be appropriate for the atmosphere of the game, can be pleasant in some places. But Violette’s modeling is a little artificial. And his movements have had a little bit of it. We can always say that the modeling of our competitors is the same type. Because even if the divisions differ, we can see the face of an enemy we have killed before in another opponent. In general, environmental and building designs were also made in accordance with the Second World War.

The vocalizations aren’t bad. We don’t see the English-speaking German military example that we have encountered in other games. Even Violette is in a hospital in France, and in the cinematography set in the hospital, the conversations were in French. These details have been paid attention. The main character’s voice-over is also considered good. It’s a pity that only German soldiers often sing the same song when they are alone, and do it in the same tone of voice. And the sound effects, unfortunately, are not very good. It can sound the same when you hit a barrel or wall with a knife. In general, the music was complementary and appropriate to the atmosphere.

The optimization of the production is a little bad, sometimes there are minor performance problems. There are also some mistakes. It could be bodies crossing into each other, or Violette entering into corpses. Invisible walls are also integrated into the game. For example, let’s say we want to throw the body of an enemy that we have killed in the sea. As he tries to shake the body down from the dock alone, the body returns because of the invisible wall. In the same way, progress in the game has received its share of this. We have to go one or two different ways that the producers have determined. Otherwise, invisible walls can be an obstacle again.

When you come to the end…

No jumping in the production. If you’re going up or down somewhere, we have to press the mouse button and make Violette come down, jump, or come out. We can look through the keyholes of the doors and check what’s inside. But there’s no feature like opening the door slowly and suddenly, like in Splinter Cell. Sure wish I was. Even when you open the door with all its squeak, stupid artificial-intelligence enemies can’t hear you. And that breaks the realism. But they are hypersensitive to sound when you press water on the ground or glass breaks, again artificial intelligence and a snapshot!

Now for the latest comments. Obviously, Velvet Assassin could be a better game. Although its foundation is based on the life of a real agent, it has unfortunately been an incomplete production. However, it is one of the few games in the Stealth-Action genre. If you like the genre, you can experience a 12-mission adventure with the beautiful Violette.

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