Tag Archive: assassin’s creed


We all know that Ubisoft has gone on record saying they wanted to get back to the roots of the Assassin’s Creed series with Syndicate. It’s why they removed multiplayer and co-op, turning their sole attention onto the single player experience. Until I was able to go hands-on with a couple of the game’s early sequences last week at a special London event, however, I wasn’t sure just what that would entail.

Well, it meant we’d get what could be some of the most memorable characters the series has yet to offer. New villain Crawford Starrick, the Templar Grandmaster who has wrapped an iron fist around 19th century London, made his power felt right from the get-go of our time with Syndicate. A cruel, ruthless man, Starrick takes no prisoners when it comes to making sure things are done his way, and has zero tolerance for the Assassin Brotherhood.

His early emergence in Syndicate was a welcome sight, as it gives the Frye twins a clear and ever-present goal throughout the narrative. Eliminate Starrick and save London; not since Rodrigo Borgia and Ezio have the battle lines between Templar and Assassin been so clearly drawn. Nor have they been so fun.

Getting to Starrick is, not surprisingly, going to be very difficult. Between him and our would-be Assassin heroes are Starrick’s seven lieutenants, each in charge of a key part of what keeps London ticking. High-rolling bankers, members of Parliament, even the city’s most prominent crime boss all get their marching orders from Starrick, and only by drawing them out and removing them first from their respective territories will you have a chance of luring out the Grandmaster himself.

To do this, you’ll have to perform a variety of both new and familiar side quests. As an added bonus, many of these missions take advantage of the new mechanics introduced courtesy of the time period. For example, one set of side quests requires you to kidnap key Templar targets and then transport them via stagecoach across London for interrogation. Others missions more recognizable to fans of the series will require you to tail a particular target and listen in for information, or remove a certain number of Templar thugs from an area before claiming it in the name of the Brotherhood. Thankfully, new devices like the rope launcher make it easier than ever to traverse across rooftops or line up air assassinations in large, open courtyards.

Not all the memorable characters have aligned themselves with the Templars, however. Some of history’s greatest faces from the Victorian era have thrown in with the Assassins—although not all knowingly. Famed author Charles Dickens is a man about town, is as well connected as they come, and the Frye twins will surely use his contacts to ascertain vital information. Inventor Alexander Graham Bell provides the Frye twins with some of their greatest weapons and gadgets, as well as a kind ear to bounce ideas off of. Not since Benjamin Franklin or Leonardo da Vinci have we had such a colorful confidant standing side-by-side with the Brotherhood. And then there’s Henry Green, the Indian Assassin mentor who guides Evie and Jacob throughout their adventure and knows just where, who, and when to strike the Templars to cause the most harm to their cause. There’s even some comedy relief from Agnes, the train conductor, who maintains the Assassin’s locomotive base of operations.

Yes, you did not misread. Much like Monteriggioni or Café Theatre, the Frye twins have their own base of operations. And in fitting Industrial Revolution fashion, it’s always moving. Through a series of fortunate events, the twins come to acquire an entire train, and enlist the aid of its conductor, Agnes. From there you can collect coin from parts of the city you’ve liberated from Templar control, receive new quests, keep track of upgrades, and more.

But, of course, the most important characters in the game are the ones you play as, and Evie and Jacob are as different as they are similar. Jacob’s brashness and Evie’s thoughtfulness provide some brilliant banter between the two, whether in the company of others or on their own, planning their next movie. Their ever-growing personalities will surely influence you when it comes time to take control of one or the other while exploring the open world Syndicate provides. The other aspect of this is that they both play very differently, each with their own set of upgrades, equipment, and special abilities that can be unlocked as they level up by exploring and freeing more of London from Templar control.

There is still one more character that I haven’t touched on yet, though, and that is London itself. From its iconic architecture like Big Ben and St. Paul’s Cathedral, to the small alley markets teeming with life, London gives off a personality unlike any city we’ve seen yet from Assassin’s Creed. Each neighborhood truly comes across as unique, with stark contrasts that you can see and feel. You’ll instantly be able to recognize when you’ve moved from the seedier parts of town like Devil’s Acre or Whitechapel to the more affluent avenues of high society in Westminster or Buckingham. Syndicate’s London may be the most impressive city Assassin’s Creed has recreated yet.

If getting back to the early days of Assassin’s Creed was the plan all along for Syndicate, then from the two sequences I played, it could well be on its way to doing that. The team at Ubisoft Quebec seem to be crafting a narrative and a setting that looks to suck players in right from the start, and lead them by the nose through one of the deepest adventures the series has provided yet. We’ll just have to wait for October to see if it can follow through and deliver on this lofty promise.

 

I had a chance to go hands-on with the Assassin’s Creed Syndicate Gamescom demo recently, which allowed us to play as Evie Frye for the first time. The demo tasked us with eliminating Templar Lucy Thorne who has critical info on the location of the Shroud of Turin—one of the Pieces of Eden—and a prize that Evie has been hunting for some time at this point.

The demo also re-introduces us to the Blackbox Assassination Missions from Assassin’s Creed Unity. Evie has several opportunities at her disposal to try to get close to Lucy and make the kill.

For the sake of time, several inconsequential cuts were made removing some of Evie traversing through the environment (climbing buildings, sliding down every zipline with the rope launcher, etc.).

To get my full impressions of what I thought of the demo, be sure to check out my written preview from earlier in the week.

Assassin’s Creed Syndicate will be available for Xbox One, PS4, and PC on October 23.

To say that last year’s Assassin’s Creed Unity had issues when it launched would be an understatement. But for as many problems as it had, there were a few glimmers of good gameplay that the folks at Ubisoft Quebec have polished up and are re-implementing in their freshman effort, Assassin’s Creed Syndicate. Of these returning ideas, the most significant one might be the Blackbox assassination missions.

These open-ended efforts still task players with assassinating a high value Templar target and continue to offer up multiple paths to do so. You can take your time and use all of the extra distractions to your advantage for a cake-walk assassination, employ a few that better fit your fancy and your playstyle, or ignore them completely and charge head first into the fray, causing as much chaos as possible.

During my hands-on time with the Gamescom demo of Assassin’s Creed Syndicate, I had a chance to play one of these missions and—for the first time—take control of Evie Frye, the more level-headed of the twins that serve as Syndicate’s protagonists. Evie interestingly plays far more differently from her brother, Jacob, than I ever would have expected. While she still has the trademark tools of an assassin of the era, she carries more throwing knives than her brother, sports a special “Voltaic Bomb” that acts as a type of stun grenade when it explodes into electrified shrapnel, and can utilize a unique “Chameleon Skill” that allows her to completely blend into her environment, even seemingly out in the open, when she remains perfectly still.

More throwing knives make sense, and I didn’t mind the Voltaic Bomb (even if it did seem to be a bit of a stretch for the era) but I worry about the Chameleon Skill being almost game-breaking. Unfortunately, the demo was brief enough that I didn’t really get to put the Chameleon Skill through its paces to know for sure. Still, considering how important fixed hiding points have been in the past in Assassin’s Creed games, I’m hesitant about what on-demand invisibility might do to the balance of the game’s stealth.

In regards to the mission itself, Evie had to infiltrate a castle to find her target and hopefully obtain more info on the Shroud of Turin, a Piece of Eden she was hunting while Jacob was building his gangland army. There were three possible paths before her. The first would have her try to steal the keys from one of the castle guards, which would allow her access through each and every door. A second route would see her free a captured constable, who would then call police reinforcements to cause a ruckus and result in the perfect distraction. The third—and my personal favorite—method was for Evie to befriend a castle guard and pretend to be captured, allowing her to walk right up to her target to deliver the killing blow.

No matter the method I tried (I sampled all three), I found myself relying on the rope launcher far more than even I had originally expected to, since it provides such quick access around environments. And since it seems no one ever looks up in an Assassin’s Creed game, I was able to launch Evie across wide open courtyards, from tower to tower, to almost always put myself in the best position possible to make my kill.

The only time I got into trouble was when I botched the assassination of a guard I needed to remove before I attempted the fake capture plot. Another guard that I’d failed to notice turned a corner and saw me just as I finished stabbed his cohort in the neck. Needing a quick escape, I naturally wanted to turn back to the rope launcher. In the heat of the moment, however, I found myself fumbling over the brief window of time it takes to line up shots with the gadget—although I would finally recover and make my getaway on foot.

Now, I hate comparing two unrelated games, but I couldn’t shake the feeling that I’d been ruined by the simplicity of Batman’s grappling hook in the Arkham games. I was so used to just pressing a button and launching to the nearest perch, away from danger, that aiming to line up my escape felt foreign. I’m sure that once I’ve spent more time with Syndicate, I’ll be able to unlearn my habits and use the rope launcher as intended, but for the moment I feel like the manual aiming could wind up leaving it a clunkier imitator of a feature we’ve already seen.

Rope launcher quibbles aside, it felt great to jump back into an assassination mission like this. Evie has a flourish all her own that makes her truly stand apart from how her brother plays. Jacob’s clear emphasis on fisticuffs from when I played the E3 demo and Evie’s penchant for stealth here are so obviously defined that each player should have an easy decision when they choose who to play as in the open world. And considering you’ll get a taste of both when you follow the main story, I wouldn’t be surprised if at least a few gamers find whole new ways to play and enjoy an Assassin’s Creed game when Syndicate drops on October 23.

A new trailer for Assassin’s Creed Syndicate released at Gamescom shows Jacob and Evie’s motivations for fighting the Templars in Industrial Revolution London.

This new trailer explores the psyches of the Frye twins a bit more while also highlighting some of the iconic locations the dual protagonists will get to explore as the fight against the Templars plays out all over London.

Assassin’s Creed Syndicate will be available on October 23 for Xbox One, PS4, and PC.

For the first time in Assassin’s Creed history, the heroes of the story will use contemporary firearms when taking the fight to the Templars. Sure, guns have been in Assassin’s Creed for several games, but all those previous weapons were slow-loading, single-shot muskets or flintlocks. Now, six-shot revolvers allow new protagonists Jacob and Evie Frye the chance to remove multiple targets quickly from afar. The closest players have ever gotten to anything like this was when Edward Kenway would carry four single-shot pistols on his person, and that was after fishing and hunting all day in the Caribbean to earn the necessary holster upgrades.

Just because Jacob and Evie can use guns, though, doesn’t mean they should. I found during my demo of Assassin’s Creed Syndicate that while I was often strongly tempted to pull out the revolver, it best to use it only in dire situations. There is nothing stealthy about a gun. Using one to eliminate a target, no matter how high-ranking or difficult they may be, immediately draws the attention of dozens of enemy guards, police or rival gang members and turns a manageable situation into an unmanageable one.

This is why Jacob and Evie remain extremely well-equipped for removing their targets from the field with an up close and personal flair. The first, and likely most obvious, weapon is the legendary hidden blade of the Assassin Order. Stabbing people from haystacks, from behind corners or after leaping from a rooftop are still the best and often stealthiest ways to get a job done. With players once again being able to whistle to draw unsuspecting enemies to a blind corner, leap from moving vehicles such as carriages or drop from a zipline created by the new rope launcher, the hidden blade has never been more effective than in Syndicate.

But that’s far from the only tool you’ll be able to use. It’s easy to conceal the Kukri — a small, sharp, curved blade of Indian origin — within one’s coat pocket; it’s great for giving you a bit more reach when needed and for defending yourself against knife-wielding thugs. Brass knuckles are also a classic choice for when you don’t want to kill your enemy, whether it be for interrogation or to send a special message back to the Templars. Instead, you can put them down for the count more quickly and definitely more brutally, than with your fists. Finally, the Cane Sword may be the most devious trick in the Fryes’ book since its sharpened, curved end can hook into enemies, while the bottom detaches to reveal another lethal blade in its shaft.

So, while the change in times has provided a new context for many of Syndicate’s weapons, stealth is always your best option and sometimes old-school strategies trump new-school technology. After all, what kind of an assassin would you be if everyone heard you coming?

Assassin’s Creed Syndicate is coming out on Xbox One, Playstation 4 and PC on Oct. 23.

A story better left untold

Once a series reaches a certain point, it becomes more and more difficult to keep things fresh. This problem only becomes compounded the more frequently new chapters are released, so a yearly franchise like Assassin’s Creed is definitely a prime example of something that’s begun to fatigue the gaming community.

I had hopes, though, that the latest entry in the franchise, Assassin’s Creed Chronicles: China, might jump-start my excitement again for the never-ending Templar-versus-Brotherhood conflict—even if it only comes six months after the one-two punch of Unity and Rogue last fall. A new developer, a new protagonist, and a new take on the series’ definitive gameplay were all things that even a tired fan could look forward to.

ACC: China follows a female Assassin named Shao Jun in the early 16th century during the Ming Dynasty. She’s the last of the Chinese Brotherhood, who were all but wiped out by a powerful group of eunuchs called the Tigers. In reality, the Tigers are Templars, and with the rest of the Brotherhood eliminated, they now control the Ming emperor like a puppet.

Driven by vengeance, Shao Jun returns home against almost insurmountable odds—but armed with special training from Assassin’s Creed II protagonist Ezio Auditore. She knows that her mission may be nearly impossible to accomplish, but the only way to free China and start her branch of the Brotherhood anew will be to eliminate the Tigers one by one.

The most striking thing that ACC: China has going for it—and immediately helps differentiate it from other games in the series—is the fact that Ubisoft and developer Climax Studios have shifted from the 3D open world we’re used to with the Assassin’s Creed franchise and instead made a more arcade-like 2.5D side-scrolling platformer. Besides the shift in viewpoint, ACC: China also touts a novel art style where every brandish of Shao Jun’s sword or stealthy elimination from the shadows is punctuated by a flourish of red-and-black watercolors, giving the game a sense of a painting come to life. It’s definitely a far throw from the more realistic-looking adventures in the main series, and I found it served as a much-needed twist on what we normally get in an Assassin’s Creed game.

The level layout is also meticulously crafted to take advantage of the protagonist’s nimble nature. Even considering the fact that this is a 2.5D game, Shao Jun still has a stunning amount of freedom to parkour, with multiple paths often available to reach each level’s end point. Finding different routes through the foreground and background—and switching perspectives as Shao Jun shimmies around the edges to another side of a building—gives the level design depth that you wouldn’t necessarily expect.

Most surprisingly, though, the stealth gameplay for which Assassin’s Creed is known lends itself well to the shift in perspective. Shao Jun still hides in haystacks, crowds of people, and shadowy alcoves to strike at her unsuspecting foes as they pass by. The 2.5D viewpoint, combined with each guard’s “cone of awareness” that allow you to see where their focus is at a given time, makes it easier to plan a path and memorize patrols. Of course, the guards aren’t the smartest ever programmed in an Assassin’s Creed game, either, so luring them to their doom is relatively easy with the assistance of firecrackers, whistles, and special noise-emitting darts.

Playing stealthily is heavily encouraged here for two different reasons. The first is the game’s arcade-based scoring system that rewards clean play, with the highest possible score only achievable by working through checkpoints unseen and without eliminating a single opponent. The second reason? The combat sucks.

For as many cool weapons as Shao Jun has—her hidden toe blade, rope dart, and Jian sword—any direct confrontation against more than one foe almost guarantees certain doom. The 2.5D aspect proves to be flawed here, since it makes it incredibly easy for enemies to surround and overwhelm Shao Jin. This gives her a frail quality unbefitting an Assassin, and it’s easily my least favorite part of the gameplay. Even her counter, the only way to defend herself against an attack in combat, is unintuitive—it requires pushing the analog stick toward the attack instead of away, as one’s instincts would dictate. But why bother with any directional input at all here?

Since combat isn’t really a viable option, ACC: China has a very one-dimensional feel. A first playthrough shouldn’t take more than six hours, but you can’t help but start to become bored by it all around the halfway point. No matter how pretty the game may look, enemy variety is minimal, and the stealth patterns quickly become evident.

I might’ve been able to forgive monotonous gameplay if there were at least an interesting story to tell. Unfortunately, ACC: China falls completely flat here, too. Ever since Shao Jun debuted in the animated short Assassin’s Creed: Embers, fans have clamored for more of her. With nothing more than a thin revenge plotline to push her forward, however, Shao Jun’s time to shine feels wasted, and it does very little to expand the Assassin’s Creed universe in China. Her backstory is told through a few meager paragraphs that you find in collectible form, and the game’s cutscenes do her no favors either, only giving a brief explanation for why she’s assassinating her next target.

Assassin’s Creed Chronicles: China has a beautiful art style and distinct viewpoint compared to the other titles that share the Assassin’s Creed brand. The stealth works, but it also serves as too much of the gameplay’s focus. The combat and the story—or lack thereof—are both gaping holes that can’t be ignored, keeping the game from reaching its full potential. The one hope is that perhaps India and Russia, the next two games in this spin-off series, can remedy some of the mistakes seen here while building on what China does well.

Developer: Climax Studios • Publisher: Ubisoft • ESRB: T – Teen • Release Date: 04.21.15
6.0
Assassins Creed Chronicles: China offers some solid building blocks for this spin-off series, including beautiful art and decent stealth gameplay. The poor combat and sad attempt at storytelling, however, both leave far too much to be desired.
The Good A colorful art style that really helps the world come alive.
The Bad The gameplay gets very repetitive very quickly.
The Ugly Shao Jun seems like such an intriguing Assassin, but it feels like her story is wasted here.
Assassin’s Creed Chronicles: China is available on Xbox One, PS4, and PC. Primary version reviewed was for Xbox One. Review code was provided by Ubisoft for the benefit of this review.

I had a chance to go hands-on with Assassin’s Creed Chronicles: China and get an early, firsthand look to see if the open-world action-adventure gameplay of Assassin’s Creed could transition into a 2.5D side-scrolling world. Assassin’s Creed Chronicles: China is the first in a series of three new, standalone downloadable titles from Ubisoft and developer Climax Studios.

Assassin’s Creed Chronicles: China will be downloadable to your PS4, Xbox One, or PC starting April 21. The next two chapters in the series, Assassin’s Creed Chronicles: India and Russia, were also just announced and will be available sometime later in 2015.

Switching sides

If you told me back in August, when Assassin’s Creed Rogue was first announced, that it would be the superior Assassin’s Creed game coming out this year—even though it’s a last-gen exclusive—I’d have said you went and lost your mind. But, here we are, several months later, and after having played both games to completion, I can attest that this is indeed the case, with Rogue serving as a perfect conclusion to the series’ time spent exploring Europe’s North American colonies in the 18th century.

Assassin’s Creed Rogue takes place between Assassin’s Creed III and IV, set against the backdrop of the Seven Years’ War (known as the French and Indian War here in the U.S.) during the 1750s and tells the story of Shay Cormac, a bright trainee of the Assassin Order whose first solo mission ends in horrific disaster. Furious at the Assassin Mentor, Achilles (yes, the same one who, in his later years, would train Connor Kenway in Assassin’s Creed III), Shay tries to undermine the Order’s future plans. Gunned down by his former associates when he’s caught in the act of stealing key precursor-race documents, Shay is left for dead in a snow bank just off Achilles’ Homestead in Massachusetts, where he’s found by a group of Templars and nursed back to health. Thus his conversion begins: From great Assassin prospect to one of the most effective Templars who ever lived.

I was originally afraid that Rogue would feel boring and would be nothing more than a complete copy-and-paste job with elements from the two games with which it links narratively. Instead, Rogue feels like coming back to an old friend. Familiar but changed in the time since last I saw it, full of new tales, but keeping the same mannerisms that makes it uniquely Assassin’s Creed.

For example, the game’s one proper city, New York, is completely different from what we remember in Assassin’s Creed III, since Rogue is set before the Great Fire of 1776. Buildings that were smoldering husks during Connor’s adventure are now mansions and monuments perfect for climbing. You can also undertake plenty of new side missions here, as well as in the outposts scattered about the brand-new Hudson River Valley region.

One instance of these side missions comes in the form of gangs led by Assassins that plague different areas. By removing the threat of these ruffians, you can increase the wealth of the area they formerly inhabited. Shay then gets a cut of that new wealth via the game’s economy, similar to the system seen in Assassin’s Creed II and Unity. As he helps the colonists prosper, he prospers as well, getting a steady flow of income to his bank account. He can also increase an area’s wealth by using materials collected during ship battles to rebuild important buildings that have seen better days.

Rogue also features Assassination Interceptions. Before, you’d go to a pigeon coop and get a side assassination mission. Now, you’re trying to catch pigeons to prevent assassinations, throwing a wrench into the Assassins’ plans. These defense missions provide a fresh twist on an old formula, since you have a time limit to hunt down would-be killers in a crowd and take them out before the target falls to a hidden blade or a pistol shot.

Also, the waterways that you sail on are new here. While the aforementioned Hudson River Valley and North Atlantic regions provide a topography that looks similar to what you saw in Black Flag, it brings its own set of challenges, such as clearing out French colonies in order to claim them for the glory of the British Empire or discovering a variety of collectibles like war journals and Native American totems.

Besides new outposts and colonies to explore, just the act of sailing itself is fraught with new dangers. Due to the freezing waters, icebergs are a constant threat—but they’re also a lot of fun to destroy as your crew gives a rousing “Huzzah!” with each one that breaks apart. You’ll also often find and recover building materials that were frozen inside the ice, giving you some additional economic motivation in bringing about their destruction. What’s more, sinking icebergs can cause huge waves in the surrounding waters, and by timing your shots right, you can sink nearby enemy gunboats and toss about other small ships to turn the tide of a battle more in your favor by adding that extra element of chaos.

Naval battles also see an upgrade. Not only does Shay have different weapons than Black Flag’s Edward had at his disposal (like flaming oil barrels that do massive damage if you can get an enemy ship to sail into them), but enemy ships are also more willing to go on the offensive now. Several times, it looked like I was going to have my enemy ready for boarding—but they rammed my ship and tried to board me instead. The results were the same, though, with me killing a dozen or so of their crew and stealing their cargo, and privateering as Shay felt a lot more invigorating than pirating with Edward.

Combat hasn’t just changed at sea, though. Shay has some special new weapons that come as a result of crossing paths with some of history’s most influential figures, like Ben Franklin, who bestows upon you a grenade launcher. I know—it sounds ridiculous that a grenade launcher would exist in the 1750s, but documents prove that Franklin had been working on a grenade back then. If you should happen to pilfer the prototype, and combine it with another new weapon in your Air Rifle, then history would be none the wiser. Admittedly, the grenade launcher is a bit overpowered and quickly able to whittle down crowds of enemy forces with just a few well-placed shots, but it’s also a lot of fun—I ended up using it more as an ace in the hole than something I’d frequently carry into battle.

Beyond the pleasant gameplay tweaks, Shay’s story is easily one of the most enjoyable we’ve seen from the series. With the large gap in history between Assassin’s Creed III and IV, Rogue avoids being backed into the corner that most interquels have to deal with, where the game has to start and end—no matter what—at a certain point in order to keep continuity in place. It also neatly ties up a few loose ends, especially in regards to a huge chunk of Haytham Kenway’s story.

Shay also proves himself as one of the strongest characters in Assassin’s Creed lore, and he almost instantly became a personal favorite for me. His constant struggles with his conscience—he’s often racked with guilt for leaving his former friends—shows a doubtful, remorseful side we rarely see from any series protagonist. The strong supporting cast of both Assassins and Templars only makes Shay a more well-rounded character, since he interacts with each in different ways—whether it’s the Templar George Munro, to whom Shay feels he owes his life (and he kind of does) or the contempt he shows the stuck-up French-Canadian Assassin Louis-Joseph Gaultier. In fact, I enjoyed Shay’s tale so much, and it offered such an intriguing glimpse into the other side of the Assassin-Templar war, that I was more than happy to pledge allegiance to the Templars when all was said and done.

It wasn’t just Shay’s point of view that told the Templar side of the story, however. The real-world sequences return in Rogue, once again having you play the role of an Abstergo Entertainment employee in Montreal. When you first access Shay’s story, it unleashes a virus that slams the building into lockdown. Only by bringing the computers back online, little by little, can you access more of Shay’s tale, and as you hack your way through a brand-new series of inventive and fun puzzles, you’ll learn more about the history of the Templars and what they think of the Assassins.

Even with these gameplay tweaks and the enjoyability of Shay’s story, it needs to be said that Rogue is a far from a perfect experience. In terms of narrative, Shay’s story is the shortest adventure in Assassin’s Creed, lasting only six Sequences. This puts a huge crimp on pacing—by the end of the game, Shay’s just chasing down all his former associates, one mission right after another, with little to no buildup. His dialogue’s also hit-or-miss: At some points, he’ll provide memorable, poignant lines, but in other spots, he’ll deliver cheesy catchphrases over and over again like a 1980s B-movie action star (I swear, if he said, “I make my own luck” one more time…).

Also, some glitches forced me to restart several main story and side missions. Often, assassination targets would spawn in (or behind) a wall, so I couldn’t reach them. I’d have to kill myself to desynchronize and then pick the mission back up from a checkpoint. Doing this once or twice always did the trick, but it was just the idea that I had to start entire sections of a mission over because the game became unplayable at points. Long load times and the occasional bit of lag also had me in constant fear that the game would crash at any moment. Unlike Unity, which did crash half a dozen times while I played it and also required several mission restarts, Rogue never completely locked up, at least.

Rogue also lacks a lot of the replayability we’ve seen in more recent Assassin’s Creed titles. There’s no multiplayer to speak of, competitive or cooperative, so once you collect all the items and complete all the side missions, there’s really not much else to do. As unpopular as it proved to be (I personally liked it, but I admit to being in a minority), at least the competitive multiplayer of previous last-gen entries offered something to bring you back for more.

Despite the rushed nature of the narrative and the semi-frequent technical glitches, I still found Rogue to be a far more pleasurable experience than I anticipated. It does just enough to put its own stamp on the franchise while also giving us critical story details in order to tie up loose ends between Assassin’s Creed III and IV. It acts as the perfect swan song for the franchise on the last generation of consoles, putting a neat-and-tidy bow on the Colonial Era Trilogy.

Developer: Ubisoft Sofia • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 11.11.14
8.5
The perfect Assassin’s Creed swan song on last-gen, Rogue offers perhaps the best protagonist the series has ever seen—even if the gameplay will be too familiar for the liking of some.
The Good Shay’s adventure is a perfect conclusion to Assassin’s Creed’s time in Colonial America.
The Bad Crams a lot of story into a short time, which hurts narrative pacing terribly.
The Ugly The shaggy, porno-esque goatee Shay sports before turning Templar.
Assassin’s Creed Rogue is available on Xbox 360 and PS3 and is coming to PC in 2015. Primary version reviewed was for Xbox 360. A retail copy was provided by Ubisoft for the benefit of this review.

The past repeats itself

It’s a little hard to believe, what with all the releases the series has seen, but Assassin’s Creed Unity marks the first time that an entry in Ubisoft’s history-based action-adventure franchise has been developed solely for a new generation of consoles since, well, the very first game. The original Assassin’s Creed was full of great ideas and really showed the potential of what the Xbox 360 and PS3 generation could offer developers and players alike, but it had some rough edges and poorly implemented early concepts, many of which wouldn’t be realized until its sequel, Assassin’s Creed II.

The hope this time around was that Unity would allow Assassin’s Creed to make a splash on new-gen without having to deal with the growing pains usually associated with a shift in technology—that it could introduce new ideas without the bumps and bruises seen when the series first launched. Unfortunately, Unity’s ideas are as much of a mixed bag as the 2007 original: Some are great, some are bad, and some are just poorly implemented.

Continuing the thread started in Assassin’s Creed IV: Black Flag, Abstergo—the megacorporation at the heart of the series—has begun mass-producing the equivalent of a set-top box Animus they call “Helix”, allowing everyone at home to now enjoy a variety of Assassin adventures filtered through their rose-colored glasses. When you start playing, though, your box is hacked by the actual Assassins, and they ask you to help them by playing through the French Revolution in 18th-century Paris. So, you’re basically playing a videogame where you play a person playing a videogame. So meta, Ubisoft. Also, very boring. Here, though, you take over as Arno Dorian, a young lad whose father dies under mysterious circumstances and is adopted by the Grandmaster of the Templars.

You watch as Arno grows up and then begins a love affair with his adopted sister, Elisé, always in the dark to his adopted father’s affairs. When the Grandmaster is murdered, however, Arno comes across the Assassin Order—which, unbeknownst to him, puts our hero at odds with his love, who’s been trained in the Templar ways all this time. What follows then is easily one of the most gripping stories to date in the Assassin’s Creed universe: Arno’s tale is filled with romance, intrigue, mystery, and lots of action. In fact, I’d go so far as to say that Arno might have to duke it out with Black Flag’s Edward Kenway and Assassins Creed II’s Ezio Auditore on my all-time favorite Assassins list because of his robust character growth over the course of the game.

Sadly, all the other players in Arno’s story—except maybe Elisé—fall completely flat in terms of their development. Characters who are important to the canon of Assassin’s Creed like Napoleon Bonaparte (he wields an Apple of Eden at one point in his life), critical figures in the French Revolution like Maximilien de Robespierre (commonly believed to be one of the architects to blame for the Reign of Terror), and even Arno’s mentor, Pierre Bellec, along with many others, are underutilized and barely serve as little more than footnotes in the development of our protagonist. This was disappointing, considering how many great supporting characters we’ve had in previous games like Leonardo da Vinci, the Borgias, George Washington, Ben Franklin, Blackbeard, and Black Bart. I wanted Arno to pal around with Napoleon. I wanted him to learn more from Bellec. And I wanted him to have some banter with Robespierre. I got none of this.

And since I mentioned the real world, I think now’s a great time to bring up the most startling thing about Unity’s story: the complete removal of that aspect from the game. Not once do you leave Arno and Helix and move about in reality. Instead, you get a handful of voiceovers from your random Assassin hacker telling you what to do and why to do it.

These sequences, which were a welcome respite in previous games, are now replaced by “server bridge” scenarios where Abstergo IT security tries to track you in the primary French Revolution scenario—so, in order to protect you, the hidden Assassin jacks you out of 18th-century Paris and into one of three other time periods. Once you complete a traversal challenge, you go back to the French Revolution, but if you want to revisit these other time periods, you’ll be welcomed back by minigames in which you have to collect inconsequential data clusters that award you 10, 20, or 50 points. This is by far the worst thing Unity attempts to add to the series—it feels like a pointless excuse to give players a chance to climb the Eiffel Tower during World War II or see familiar Templar designs in medieval times.

But there’s more to Assassin’s Creed than just the story. Ubisoft loves to point out their three “pillars of gameplay” (combat, stealth, and navigation), and they’ve said that they set out early in Unity’s development to address each one and hopefully improve upon it for new-gen—but they were only successful in some regards.

The first major tweak comes with the combat, which feels like a change we didn’t know we needed until it happened. It’s much more difficult now, since the overpowered counter button has been removed in place of the more finesse-oriented parry maneuver. Shades of the Batman: Arkham games bleed through here—your enemy’s lifebar will light up above their head when they’re about to attack, which allows you time to prepare your parry. If your timing’s right, your opponent will now be left wide open for a follow-up attack. If you’re surrounded, however, you may have several opponents try to attack at the same time—and Arno’s far more human than Ezio or Edward and will fall to enemy blades if he finds himself surrounded by more than three foes in most cases. The days of piling up dozens of enemy bodies in the streets are over, but walking away from an encounter alive is surprisingly more satisfying now.

Another huge improvement comes in the form of the stealth elements, particularly during assassination missions. This was a huge focus for the development team, because fans have been clamoring for more emphasis on this for years—and part of the success of this change comes about due to the aforementioned combat becoming more difficult. Sneaking around enemy fortresses and encampments is now a must if you want to survive.

The assassination missions are also more open-ended, and the game tells you before you even start your attempt how many entrances exist and how many opportunities you’ll have for special assassinations (my favorite was on a guillotine stage) before letting you loose to overcome the seemingly impossible odds however you choose. Optional mission objectives, such as paying off a maid to open up a particular window or retrieving a monk’s lost keys to open up a church’s back door, are also present and allow for more possible strategies when tackling your task, but they’re by no means mandatory. I had so much fun with these that I wish there’d been more—or even an extra mode just dedicated to assassinating different targets again and again.

As welcome as these improvements are when it comes to two of the three gameplay pillars, however, there’s one that falls flat on its face: the new parkour system. I put more than 35 hours into Unity, and I still never felt like I got the full hang of it. In the original Assassin’s Creed, you held the RT and A buttons (or R2 and X on the PS3) to climb around. Later on in the series, the trigger button alone handled this duty, and the series did away with the grip that became known as the “Creed claw,” since you’d spend most of the game holding those buttons. Unfortunately, in Unity, the developers have gotten away from the one-button concept in favor of a ridiculous four-button system. You still hold the right trigger to run, but if you want to run up, you need to hold A (or X on the PS4) in conjunction with the trigger. If you want to run down or climb over low walls, you hold B and the trigger (or Circle on the PS4) instead. If you want to climb into windows of a certain altitude, you hold both triggers.

Honestly, it becomes a real pain in the neck after a while, because it never feels as intuitive as the one-button system. At one point, I spent 30 seconds dancing around the four corners of a window I was trying to sneak into—before I remembered that I needed to press the left trigger, too. And there’s nothing like falling into a crowd of angry soldiers because you slipped and pressed B instead of A. It felt like I was fighting the controls the entire time, and even when I thought I was doing it right, Arno felt floaty and not nearly as controllable as he should’ve been.

To Ubisoft’s credit, the “controlled descent” feature, which allows you to slide down high walls or quickly get down from towers with RT and B (R2 and Circle on the PS4), is a welcome addition. But I don’t understand why the developers couldn’t just keep the one-trigger system and then add that controlled-descent mechanic on top of it.

And this seems to be Assassin’s Creed Unity in a nutshell. For every good feature or two that Ubisoft Montreal implemented here, they did something else that made me question what they were thinking.

Another example of elation and disappointment comes during the side missions, where you’ve got a cornucopia of tasks that vary greatly in scope and objective. I loved some of them, such as the Café Théâtre’s missions. The Café Théâtre is a small bistro in Paris under Assassin ownership and serves as Arno’s home base, much like Monteriggioni did for Ezio. It also affords the game an excuse to reintroduce an economy system like that seen in Assassin’s Creed II and Brotherhood. Having a constant flow of currency (and being able to increase that flow via special missions and unlocking other clubs around Paris) is a huge boon and also makes the customization far less daunting, since you’re more able to easily afford the pricier, more powerful items over time. The customization and upgrade system are also surprisingly well balanced, and I never felt like I lacked the necessary skills to complete an assassination.

The co-op missions are also a healthy change for the series and provide some really interesting side stories, along with the single-player-driven Paris Story missions that add both color and context to the time period, as well as the Assassin-Templar war. My only wish is that co-op could’ve somehow been worked into the main campaign. Also, since these missions—much like the game itself—are so narrative-centric, many of them lack the replayability you might expect.

But for every great Club or Paris Story mission, there are the disappointing Murder Mysteries and Nostradamus Enigmas. In the Murder Mysteries, Arno must help the bumbling police force solve various crimes around Paris using his Eagle Vision—but these segments are beyond simple. While you’re awarded with a rare item upon the completion of each case, these mysteries often require far too much running around Paris to solve a crime that you could easily piece together after only a few telling clues—or, if you’re really lazy, you can just Google the answer, since many are based on real-life events.

The Nostradamus Enigmas, meanwhile, are supposed to be the spiritual successors to the Glyph puzzles of Assassin’s Creed II and Brotherhood or the hacking puzzles from the real world in Black Flag. Instead, cryptic riddles point you to landmarks around Paris, where you scour the building in time-sensitive Eagle Vision and look for weird drawings. There’s no thinking involved—just more tiresome legwork.

Even in terms of the look and feel of Paris, you can find things that’ll leave you scratching your head. The city does feel more alive than any previous Assassin’s Creed setting, with gorgeous graphics and animation helping highlight the scores of NPCs crammed onscreen. But it also brings about the potential for several hysterical glitches, like people snapping into place like a movie extra late for the “action” call trying desperately to get their spot, or some getting constantly stuck on random pieces of furniture in houses or boxes in the market. The vibe is also rather bland, with most of the districts taking on similar, monotonous tones that just start to wear you down after some time. The game does briefly take an aside in Versailles, but even then I found myself longing for the cities and landscapes from previous games.

For the first time in a long time, in fact, an Assassin’s Creed game felt like a bit of a grind. Arno’s story, the new combat, the return to stealth, and the economy and customization were all high points. But the implementation and addition of many other ideas fell short of the quality I expect from this franchise. I can’t help but think that even with a four-year development cycle, this game needed some more time to polish and flesh out the concepts. It’s kind of funny how a franchise built around reliving history is reliving some of its own now, though—so, at the very least, I’m still looking forward to its sequel when, hopefully, they finally get a lot of this stuff right.

Developer: Ubisoft Montreal • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 11.11.14
6.5
Unity follows in the original Assassin’s Creed’s footsteps in many ways as the first game in the series developed exclusively for the new generation of consoles. And, much like its ancestor, for every good thing Unity does, it adds something else that just leaves you scratching your head—giving the whole experience a hit-or-miss feel that we haven’t seen from the series in a long time.
The Good A strong main narrative; combat and stealth are much improved.
The Bad Fighting the parkour system the entire game; side missions are hit-or-miss.
The Ugly All those French people…and almost no French accents.
Assassin’s Creed Unity is available on Xbox One, PS4, and PC. Primary version reviewed was for Xbox One. Review code was provided by Ubisoft for the benefit of this review.

Ubisoft reports that their Q2 fiscal sales exceeded their projections by 46 percent this year.

Ubisoft’s second fiscal quarter, which lasts from July 1-September 30, netted the company 124.1 million euros ($156.6 million dollars). While this marks a decline year over year by 43 percent, it exceeded their original 85 million euro predictions.

Ubisoft’s total year over year earnings up this point are up by 65 percent at this point, attributed by the company to strong continued sales of Watch_Dogs, which launched in their fiscal Q1. There has also been a 90.4 percent increase in digital revenue in the first half of this year compared to last year.

“The very strong momentum we saw at the beginning of the fiscal year carried on into the second quarter and enabled us to once again exceed our performance expectations,” Ubisoft CEO Yves Guillemot said. “Ubisoft continued to capitalize on the popularity of new consoles, the successful launch of Watch Dogs, the quality of its back catalog and the considerable growth of the digital segment. Consequently, our operating income and cash flows improved significantly during the period.”

Reported sales by platform indicate that 21 percent of Ubisoft’s quarterly revenue came on PS4, 19 percent on PS3, 17 percent on PC, 16 percent on Xbox 360, and Xbox One brings up the rear with nine percent.