Assassin’s Creed: Rogue - 10 Features To Make It Better Than Unity
9. Actual Planned Assassinations
Following on from the previous point of tackling a heavily fortified stronghold, one of the things people remember so fondly about the original game is that idea of actually planning out your assassinations, Hitman-style.
That notion of studying guard patterns, obtaining information on shift-changes and a number of enemies is something the series has left by the wayside, as by part three even the development videos were stating our latest protagonist could pretty much take anyone on like a walking hooded death machine.
It's something that carried through to Black Flag too, and even the gameplay footage of Unity confirms this; if you want to sprint through levels, dispatching guards at a pace to get to the next set-piece, you can. However where's the challenge? When was the last time we actually approached a large structure, packed to the brim with enemies, and had to think our way in?
As new man Patrick seems to be a man who lives by his own rules and has had to adapt to survive fleeing the assassin's order, so why not create a stealth system that actually works? Let us scope out exactly how to take down any number of high-value targets, and let's keep the blades hidden until the very last minute.