Assassin’s Creed: Syndicate - 10 Crucial Things It Must Learn From Unity

6. Stealth Needs To Be Enjoyable

Ubisoft somewhat rectified this by moderating how 'sticky' the new lock-on felt for Unity, but it still wasn't as reliable as something like Splinter Cell or Metal Gear's contextual 'push up to hug wall' mechanic. Part of the fun of AC - even back in the first repetition-heavy instalment - was planning your kills and slowly infiltrating the respective area to deliver hidden-bladed justice. The problem with the popularity of the series relates back to this twofold. Firstly, with different teams working on subsequent iterations of the game, things like Black Flag's dynamic cover system wasn't carried over to Unity, and the general need to continually pander to wider action-loving demographics puts the focus on things like horse n' cart races or brawls rather than what the franchise used to represent. Things like improving the map to let you know exactly where people are and whether they're above or below you would be a huge start, as the 'Eagle Vision' gimmick is near-useless in motion. Throw in some sort of Splinter Cell-style 'light meter' that lets you know if you're hidden or not, and players can comfortably enter into rooms, play with guards and dart back into the shadows.
Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.