Assassin’s Creed: Victory - 10 Perfect Ways To Save The Franchise
4. Dial Back The Crazy
If you've ever tried to summarise the AC plotline following the events of Revelations, III and Black Flag you'll have a very hard time, being there's everything from bickering Gods with spectral trans-dimensional powers to meteors destined to decimate the Earth - all of which can only be stopped by accessing some specific underground tombs. In short, it's ludicrous, and for far too long the general sensation of just going through the motions when playing is the standard M.O. for AC in 2015. The main thing anyone who's played AC II will remember is the ending section where Minerva talks to you (and literally you), addressing the wider purpose of the world whilst shattering the fourth wall and delivering one of the best plot twists in gaming history. The problem, was Ubi then didn't know where to go from there, and when Desmond was being possessed to kill off another character just 'cause it all felt a bit too desperate, as if the writers were trying to one-up the previous instalment by doing something unexpected just for the sake of it. As the knowledge of these Gods didn't exist in-game until the events of AC II, there's plenty more tales to be told centred around the creation of the Animus; the experimentation of how far back it could go and just how many different races a bloodline could touch. Let the rules of the world dictate the action, and not the other way around.