Assassin's Creed: Victory - 10 Things We Can't Wait To See

6. How They Handle The Assassinations Themselves

Were you one of those unspoken few who actually enjoyed the way the first game handled its main missions? Plenty people complained at the time about how doing the repetitive circle of tailing informants, listening to conversations and having the occasional scrap was too frequent - but it made sense that an assassin would put their ear to the ground and gather information on their target before making a move. In subsequent iterations this process has always been more streamlined, although Unity did introduce (or re-introduce) this more methodical approach, complete with specific ways of taking down your target, environmental and NPC factors you could trigger with multiple approaches to experiment with. The problem was with the execution, and mainly in how although Arno could hear a conversation from a mile away purporting to things certain in-world events, there was no way to tell what your actions were going to do or who they were going to effect. It didn't help that this extended to the aforementioned specific kills available, as with the game's freeform approach to assassinations you had no logical way to deduce how to pull them off. Victory should take a page out of Hitman's book and create a world that feels alive, albeit with A.I. patterns you can study and analyse for weak spots, traps you can set in the environment and a better sense of what plans you're setting in motion before the main thrust of the mission gets going. At no point should you feel at a loss as to what to do, instead the options available should always be plentiful - it's just a case of presenting them in a way that feels organic and above all, fun.
Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.