Assassin's Creed: Unity - 10 Major Recurring Issues It Must Fix
4. Increased Gadget Dependency For Takedowns
Does anybody actually use all the gadgets they give us in each game? When Revelations' big innovation was a bomb-crafting system they were really starting to show their lack of forward-movement, but when you add in things like the Rope Darts, Snares and Trip Mines from AC III onwards, it starts to reflect on how stale the core mission design is that there's no greater impetus to actually use them. It was with subsequent entries in the series after the first where we saw Ubisoft start to give their guards classes such as 'Captain' or 'Elite' which would require different combat tactics to take down. However rather than make you really think about how to dent some armour with a specific type of bomb or attack, it mainly came down to hitting a different button to avoid an attack before retaliating. Main story antagonists or landmark villains also need a shake-up, as Monolith's Shadow of Mordor has proved when you give event the smallest enemies specific kill-specifications, we'll seek them out so we're better prepared for the fight at hand. In that game, there's nothing better than scouting out your enemies biggest weaknesses and using them against him, and so to in AC there should be enemies who you can't even go for the kill on unless you're using a specific item, have done a particular mission in the lead-up or set up a certain kill-condition - or all three.