Tag Archive: ubisoft


Ubisoft is well-known for claiming history is its playground, particularly when it comes to the Assassin’s Creed franchise. But For Honor looks to compete with the Assassins and Templars in the Ubisoft catalog in regards to giving players an entertaining experience steeped in historical context. Unlike the Assassin’s Creed series, however, For Honor doesn’t seem to take itself nearly as seriously.

Don’t get me wrong. This isn’t to say the snippet of gameplay we tried out didn’t come across as tight or extremely fun. But with For Honor stressing real-life competition more than an ageless war, the more easily digestible of the experiences by far seems to be For Honor.

When I began playing, I was immediately tossed into a tutorial that taught me the game’s basic controls and allowed me to get used to the tight, third-person camera. By pointing the right stick in one of three directions, my character would block correspondingly that way. I would also attack from the same direction that I was blocking in. If my opponent was not blocking in the direction I was attacking, unsurprisingly, a hit would occur. There were light and heavy attacks, guard breaks, special abilities, and I even stumbled onto a parry system.

Once I sufficiently learned the basics, I was tossed into a four-versus-four multiplayer mode called Dominion. Ubisoft’s take on Domination, Dominion has three distinct outposts around a given map. If one of the teams sufficiently clears out an area around one of these strategic hot spots, they can capture it for their team to receive points, but can also lose points if the other team takes it back. By killing enemies, you also earn points. Once a certain amount of points is earned, the enemy team can no longer respawn. When they all lose their last lives, the match is over and the other team wins.

Here’s where things take an interesting turn. Not only are you playing against four human-controlled opponents, but in a similar fashion to a MOBA, waves of mindless minions will spawn and head to the middle of the field. They become easy fodder for your blade to slow the enemies’ capturing of the field’s midpoint, and to add to the meter that unlocks your special abilities.

The real star of the demo, though, happened when we locked into combat with another human player. With everyone playing as the Knight class, one of three factions the game features (Viking and Samurai are the others), many of us were relatively evenly matched. An almost-epic game of rock-paper-scissors ensued as we guessed and anticipated our enemy’s moves and closed in for punishing damage, constantly changing our guard before finishing the other off with a flourish and a decapitation.

One-on-one bouts were epic prize fights with armor clanking and swords clanging. But if multiple players ganged up on one person, it was almost always lights out. The individual would be have to wait a few seconds to respawn, forfeiting the section of the field they were fighting for. Consequently, a strategic retreat, which goes against the very nature of most multiplayer players, is an extremely viable option here. Recognizing when to wait for reinforcements or falling back temporarily is key to winning the day, so the gameplay provides a fresh approach to a pretty classic multiplayer mode. 

Admittedly, we have yet to see much of For Honor. Its single player campaign, the other two factions of multiplayer, its customization options (both aesthetics and combat-related), how many maps it’ll ship with, and any modes beyond Dominion all remain unknown. But this brief first taste of For Honor was succeeded in scratching a multiplayer itch I didn’t even know I had.

For Honor is coming to Xbox One, Playstation 4 and PC in 2016.

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.

One of the most thrilling things about an Assassin’s Creed release is seeing how the world builders behind the game not only re-create iconic landmarks from the cities and regions they choose, but do so in a way that feels accurate for the time frame. With London’s tremendous history and potential, I give you the top five places I want to see and explore in Assassin’s Creed Syndicate’s Victorian England.

Get more info on how to get your own copy of Assassin’s Creed Syndicate here: http://bit.ly/1AUbKEl


Tower of London

Easily one of the oldest structures in London, this near millennium-old castle sits on the northern bank of the River Thames, and has had numerous uses over the centuries. Originally used as a key fortification on one of the main bridges into the city, the Tower of London has also served as a residence for the royal family, a menagerie, and continues to this day to house the Crown Jewels. With all the stories of ghosts roaming the Tower’s halls, and with its diverse history, one can only imagine that Syndicate would take advantage of this landmark—using its interior as the setting for at least some side missions, with the outside providing some perfect synchronization points.

Buckingham Palace

A perfect tie-in to Syndicate, Buckingham Palace did not become the official home of Britain’s royal family until Queen Victoria in 1837—who was of course in her ruling prime around the events of the game. Originally just a townhouse for the Duke of Buckingham, the Palace was built in 1703, and has had numerous additions made over the following three centuries. Besides being the current residence of the royal family, Buckingham Palace is world renowned for its gardens, the largest private ones in all of London. I’m sure they’d make a wonderful approach to sneak through if need be.

Palace of Westminster

Located on the Middlesex bank of the River Thames, the Palace of Westminster—where the Houses of Parliament meet, and whose clock tower houses good old Big Ben—may be the most recognizable of London’s landmarks. While it also once served as a royal residence, it is best known now for where all of England’s most important government decisions are made. What’s most fascinating is that the time period Syndicate takes place in coincides with the Palace still in the process of being rebuilt after an 1834 fire. While close to completion at that point (repairs were officially deemed done in 1870), there is still the potential for Jacob and Evie to work their way through half-completed corridors and hidden rooms, all while Parliament is in session. Not to mention that clock tower would make one heck of a climb.

St. Paul’s Cathedral

We couldn’t be talking Assassin’s Creed landmarks if we didn’t list at least one church, and few are as special as St. Paul’s. Sitting atop Ludgate Hill, the cathedral is at the highest point of all of London, looking down from above on all the people. At 365 feet tall, it was the tallest building in all of London until 1962—meaning it should be your most challenging climb in Syndicate. It’s dome remains one of London’s most recognizable sights, due to its domination of the skyline for over three centuries now. Often the site of many special and celebratory occasions in English history, it’d be surprising if Jacob and Evie didn’t have to infiltrate this structure at least once.

Piccadilly Circus

No, it’s not a circus in the traditional sense. In the case of Piccadilly, circus means “circle”, as in a round open space at a street junction, like a town square. Its location in London has made it a tourist attraction in and of itself due to its proximity to the shopping and entertainment centers in London’s West End. It’s this ideal location that means Jacob and Evie will likely be running through Piccadilly more often than not, in order to get to key areas in the game. And, although London’s Underground was open by the time Syndicate starts, I’m going to have to disappoint people by mentioning that Piccadilly’s own Underground station wasn’t constructed until the turn of the 20th century—meaning there shouldn’t be official tube station entrances near here in the game.

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.

Assassin’s Creed Unity owners will get the Dead Kings DLC for free to help smooth over the game’s dreadful launch, Ubisoft Montreal and Toronto CEO Yannis Mallat announced today.

The Dead Kings DLC is the first major single player expansion for Unity and picks up shortly after the end of the main game. It follows Arno as he explores the catacombs of Saint-Denis, a suburb of Paris, as he attempts to unravel a new set of mysteries there and deal with greedy tomb raiders in the process.

Because the game’s season pass or Gold Edition owners would have gotten the DLC as part of that package anyway, Ubisoft will make it up to those early adopters by giving them a free game. Season Pass and Gold Edition owners will be able to choose from The Crew, Far Cry 4, Watch Dogs, Assassin’s Creed IV: Black Flag, Rayman Legends, or Just Dance 2015.

Ubisoft will release details soon on how to claim the free game once they work out a distribution system. When set up, Season Pass and Gold Edition owners will have until March 15, 2015, to claim their free game.

As much as we all took shots at Ubisoft with how they handled the launch of Assassin’s Creed Unity, from the review embargo to the state of the game itself, it’s nice to see they’re at least trying to make things up to their fanbase somehow. Maybe next time they’ll just save everyone the headache and not ship a game that wasn’t ready for store shelves, though. Assassin’s Creed Unity currently sits as the worst reviewed game in the series’ history, and you can find out some of the reasons why from my own review.

The Dead Kings DLC does not currently have a release date, but is expected to come soon.

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.

50 Shades of Shay

With so little information out there right now about Assassin’s Creed Rogue, I admit I was very worried about what I’d see when I finally got to play it. I was convinced that last-gen games couldn’t offer up as enjoyable an experience as their new-gen counterparts. But if Rogue proves to be the swan song for Assassin’s Creed on Xbox 360 and PS3, there seems to be no better title to possibly do it with.

Over the course of about four hours, I was able to play Sequences 3 and 5 in Rogue, where we first get to see Shay Cormac fall in with the Templars, who would tempt him away from the Assassin Brotherhood. They show him a different way of doing things—a possibly better way of doing things—and then we see his meteoric rise up through their ranks.

During these two sequences, what I found most interesting was watching how Shay reacted to how the Templars went about fighting the war, how he questioned his own motivations, and even second-guessed orders from Haytham Kenway, the Templar Grandmaster of North America at the time. This small cross-section of gameplay made me realize this was much more than a simple revenge story.

Shay has the potential to be one of the deepest, most complex protagonists we’ve seen from the series, because he’s constantly fighting a war within himself—as well as in, and around, colonial New York City. The underlying themes of “How far would you be willing to go to feel safe?” and “How much does freedom cost?” were also constantly on display each time Shay had one of those integral moments of doubt, making him highly relatable given the current temperature of world affairs.

I was also pleasantly surprised by the gameplay. When I first heard that the game was set in New York City again, there was definitely some trepidation that we’d see a lot of copied and pasted elements from Assassin’s Creed III. And, yes, the layout of the city’s roads seem to be similar to what we saw then, but because this game takes place 20 years before the bulk of Connor’s story, it’s a very different New York—one that’s not been touched yet by the Great Fire of 1776. This means new buildings to climb and new things to see, even if some will definitely serve as callbacks to previous games.

Speaking of the time period, though, I think the thing that excites me the most about Rogue is that, although you’re not playing as a Kenway, the game really seems to serve as the bridge for Assassin’s Creed III and IV, filling in key gaps in the story and tying up loose ends. Since it comes after those two games, though, it’s taking the best elements of both of them and mashing them together.

The sailing is just as good as ever, and the idea that you can now be boarded while traversing the high seas adds a brand-new dynamic to the North Atlantic and Hudson River Valley that Edward Kenway’s Caribbean in Black Flag didn’t have. Shay’s Fleet is also very different from Edward’s because while Shay is fighting the Assassin-Templar War, the Seven Years’ War is going on around him, and he can send his ships into the naval conflict of the war and actually have a more direct say in a huge historical event instead of just sailing for more coin.

Some old ideas also return in new ways in Rogue. A new economy system has been instituted so that as Shay liberates more districts from enemy control, he’ll see more money flow into his bank account. He can also spend money to fix up key buildings in and around New York to promote further development of his own wealth, all in the hopes of not only making his own life better, but hopefully better for the people he hopes to protect in the Colonies.

Rogue also brings new weapons. Besides iconic stuff like dual hidden blades and an assortment of swords from the time period, Shay will meet up with his old friend Ben Franklin, who’s working on a grenade prototype that Shay can attach and launch from his rifle. This is, surprisingly, historically accurate—Franklin did make a grenade prototype that never saw mass production. And maybe that’s because Shay was running around, using it for Templar plots instead!

We also see the return of the Stalker enemy type; they were prevalent in Assassin’s Creed: Revelations and would dress in civilian garb and try to sneak up on and attack Ezio. Similarly here, Shay’s stalkers won’t just hide in plain sight but also in outhouses and bushes to try to get the drop on him when he least expects it.

Despite my early fears about Assassin’s Creed Rogue, this short preview demo allayed much of my worries. As soon as I picked up the controller and started running around New York and then sailed out on the high seas while listening to some classic sea shanties sung by my crew, it felt like I was coming home to an old friend. But while there’s more than enough here to make Assassin’s Creed Rogue feel extremely familiar, there’s also just enough new stuff to keep you on your toes. Couple that with Shay’s compelling story, and Rogue does more than enough to remind us that last-gen isn’t quite dead yet.