Assassin’s Creed: Rogue - 10 Features To Make It Better Than Unity
2. New Animation System
One of the most tantalising features of Rogue is the idea that our protagonist is just that - a rogue element. As mentioned earlier one of the biggest missed opportunities of Black Flag was implementing a new animation system that would reflect a character who wasn't steeped in assassin training or tradition. Guys like Edward Kenway and Patrick Cormac can - and should - provide their own interpretation on how Assassins are 'supposed' to move, as well as taking the tools of the trade and modifying them accordingly. A collective sigh was surely heard when we first started embodying Kenway last year, only to find his animations were exactly the same as Connor's, Ezio's and Altair's. As Rogue takes place long after the events of AC II and the dawn of Da Vinci's wrist-pistol, Cormac could have studied how such a thing works, constructing his own signature version that sacrifices something like aim for devastating close-up damage. As well as this we're all sick of seeing the same climbing and traversal animations. It was a total revolution in part two when we realised Ezio could be levelled up to jump even higher off a ledge, making the scaling of buildings much faster. It's an idea Ubisoft carried through to AC: Revelations with the 'Hookblade', a gadget that screamed "We've run out of ideas guys!" as it barely helped with gameplay and - let's be honest - looked a bit stupid too. With Unity apparently being built 'from the ground up' for next generation consoles, it can't take too much manpower to tweak things like how Patrick Cormac will move, fight and climb, surely? Based off the idea that he's betrayed the Order in the first place and was once an Assassin, reworking established animations could really bring him to life in comparison to who's gone before.