8 Ways To Make An Assassin's Creed Game That Doesn't Suck

5. Make Climbing Skilful, Rewarding & Integral To Gameplay

Even back in the first Assassin's Creed, Ubisoft received all manner of complaints for over-simplifying the climbing to literally being "Hold forward with right trigger and push A", letting the animation system take over and make you an instant-badass. Syndicate doesn't change this whatsoever, literally nothing's changed in terms of how climbing feels - if anything it's become even more simplified with the advent of the grappling hook and the auto-descend button. Thing is - part of fulfilling this whole 'master assassin' thing should revolve around being the master of your environment too, an ideology that should encompass specific controls for climbing. Factor in weight and momentum to how easy it is to mantle from one point to the next and it'd give you a reason to spec your character in certain ways, item-wise. Pre-release demos of the very first AC had each face button assigned to a specific limb - lending weight to the idea that this idea was on the table at some point. It was since scrapped, the nearest remaining factor being that you could unlock the ability to grab ledges. Thing is, even that made controlling Altair's traversal more involving and tactile, so let's see that built on, not ignored.
Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.