8 Ways To Make An Assassin's Creed Game That Doesn't Suck
7. For The Love Of God, Scrap The Current Game Engine
It's laughable when you think back on Unity's pre-release gameplay footage - straight away from the first frame of gameplay we could see exactly how everything was going to play, look and feel. Fancy new character models and uber-shiny rooftops can only sell a game so much, and so do you remember what Ubi's big 'revolution in game design' was? What they were going to hang the leap to next-gen on? A dedicated button to descend down buildings - they didn't even try anything other than a new item with Syndicate. If there was any more damning indictment on just how money-focussed and utterly incapable of forward-movement the devs are right now, it's the barest notion that gamers are hankering for a single button to descend from atop any surface. Even in-game it was barely usable, seeing the camera swing randomly into all sorts of unhelpful angles as you attempted to pilot Arno towards a specific goal. One of the biggest problems Ubisoft don't want to admit, is they're gonna need to take a hit on financials to revamp the game engine from the ground up across a few years of development. Just look at how much better Fallout 4 will play, now that Bethesda have fully iterated on their Skyrim engine from 2011. We need a gameplay demo of a stealth-focussed experience, where we only realise it's an AC game when the logo pops at the end. Then, and only then, will enough of a change have been made.