Assassin's Creed: Unity - 10 Major Recurring Issues It Must Fix
5. Multiple Approaches To Levels - A Return To Assassinations
Some of the most enjoyable parts of any mission within the newer AC games are when you're just given a location, to which within there'll be a target (or numerous) that needs to be taken care of - and the game leaves it up to you as to how to make your approach. Many will scout out our target's walking route and stealthily creep into a hay bale, waiting for just the right moment to drag them in alongside - whilst others will perch atop a gigantic structure before falling multiple stories in one big blur of wind-ruffled robes and hidden blades for the kill. Either way it was up to you, and was one of only a handful of moments in the newer more action-focussed titles where you really felt like an assassin. Speaking of which, when was the last time you actually assassinated a guy in AC, versus just butchering them in front of their friends or taking them down amongst another gargantuan crowd-fight? Sure the first title was flawed insomuch as it was repetitive, but the core feeling of building up your resources and knowledge of an area before launching an actual assassination has rarely been repeated. With Unity giving us the projectile-style Phantom Blade that means you can make it look as though someone's been stabbed up-close from afar (if that makes sense), it opens up some Hitman: Blood Money-style opportunities for misdirection and kills that can be masked as accidents instead.