NOTE - I have not completed Assassin’s Creed: Unity yet, nor am I anywhere close. I have played to the point in the story where Arno has gained his robes, and been given command of the Cafe Theatre. These are my initial thoughts, not a final judgment. Let’s get started. The Movement Coming off Black Flag, Freedom Cry and Rogue, Unity’s parkour looks awesome. But playing with it, as someone who has completed the first few sequences and had a fair bit of time to warm up to it, has had the opposite effect. Moving around Paris with this new system is quite clunky and inconsistent, requiring a level of restraint in order to get what you want out of the inputs and punishing your idiocy if you fail to maintain said restraint. Sometimes I will try to climb up a wall, and accidentally eject backwards off it onto an empty street. Other times I will be in a chase through the streets, desperately racing to tackle a target, at which point I’ll see a parkour opportunity and think that
I thought that my standards needed a tune-up because I liked Assassin’s Creed: Rogue when it came out. But the truth is, my standards always needed a tune-up. This game just made me happy. It doesn’t have that Ezio Trilogy rizz, or the standalone emotional weight of Black Flag, but Rogue does something that I can’t help but enjoy: it references everything . If there was ever a game in this series that had it’s hand in every pie, it would be Rogue. You get a version of New York shown off decades before Assassin’s Creed 3, an icy North Atlantic to sail through with your own ship (via Black Flag), a River Valley reminiscent of the AC3 Frontier which you can traverse by land or by sea, and more things to collect and do than you have any chance of completing in a timely manner. There are numerous locked armors, alongside your own hideout in New York’s Fort Arsenal, and each of the three mentioned worldspaces have plenty of Forts and Gang Hideouts to conquer before you can access a region’