Assassin’s Creed: Syndicate - 8 Major Overhauls That Would Save The Franchise
4. Rebuild The Entire Animation System
There was a weird feeling that settled in when we first lay eyes on AC: Unity two years ago - one of knowing that despite Ubi trotting the whole "It's a brand new Assassin's Creed!" rhetoric, we could see it played exactly the same. The way characters move in Assassin's Creed games has been a point of contention for many over the years, mostly down to them flinging themselves into the sea or darting up the wrong wall mid-chase - something that'll completely ruin any immersion built up prior. For Unity we got the ability to descend faster, and were told the animation system had been completely overhauled alongside. Now, maybe it had on some level, but when it came time to play, everything was instantly familiar, and not in a good way. Come the part right at the beginning where Arno clambers up the side of a watchtower to get a bead on where lover Elise is hanging out (something that looked really out of place, being he's in very regal attire), it was business as usual. It would mean *shock horror* taking a year or two off from raking in the cash, but if they actually did "completely rebuild the animation system", they could add in far more weight and consequence to your actions. Instead of just holding forward and one of the face buttons, there could be audible cues or timing windows to placing your feet and hands in the right place. There should be genuine accomplishment if you can make it all the way up some skyline-dominating tower, and also a sense of fear that if you're not careful, you could fall off. Mastering this would take time and genuine skill - something that would then mean, when you pulled off a successful assassination from on-high or made a vertical getaway, you've perfect demonstrated your skills in the field.