Assassin’s Creed: Rogue - 10 Features To Make It Better Than Unity
6. Consequences To Your Actions In A Dynamic World
One of the benefits of devoting an entire team to a single player experience is that idea of it being fleshed out in every single way - hopefully with no graphical glitches or bugs this time, but with it being Ubisoft you'd better not hold your breath.
As Middle-earth: Shadow of Mordor has taken the basic AC template and ran with it, there are also a few things Rogue could take in return - the main one being a system of consequence in-game. One of the things Ubi are keen to push in the preamble for each title is the idea that 'your actions influence the world around you'. It was something they tried to push again with Watch Dogs, but aside from tinkering with a few billboards to show Breaking Bad quotes, there wasn't a whole lot of 'influencing' going on.
As Shadow has a constantly-evolving world that dynamically changes with each person of power killed, so to should Rogue implement something similar. To be fair, we're taking on the entire Assassin Order, as well as probably the Templars too at some point, and getting their shouldn't just be as easy as stabbing your way through waves and waves of guards.
Say you plan to take out a character who has influence in a particular area, after doing so the men who were following him are maybe not present in another, making your life far easier. If the story itself is very dialogue-heavy, perhaps taking out one of the key players in what would be a future event alters everything completely.
The Creed games have essentially been carbon-copies of each other up to this point, and with even Unity looking like more of the same, surely one of the new titles has to do something different?