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The good and the bad of AC: Unity (no spoilers)

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Asaic's picture
Asaic
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Hey guys, long time no see!

I've been playing a lot of Unity since Tuesday and have been jotting down pros and cons as I go. I haven't finished the game yet (almost there), but I thought I would post some stuff to stir up some conversation. And if we're lucky, somebody at Ubisoft might see this thread and take some notes too. Smile

I'm using spoiler tags to keep the length manageable.


Paris

What's good:

Spoiler: Highlight to view

It's huge. And gorgeous. You could play for dozens of hours and not see entire neighborhoods. There is a ton of variety between the different districts. With a city this size, I want for nothing.

What's bad:

Spoiler: Highlight to view

It takes forever to get anywhere on foot. But this is a con I'm happy to live with. Smile

How I would fix it:

Spoiler: Highlight to view

I wouldn't. It's just right.

In my opinion, the cities of future AC games do not need to get any bigger than Paris. It's huge without being too big. It's the perfect size.


Main Assassinations

What's good:

Spoiler: Highlight to view

These missions are now sandbox-style and provide multiple methods of success. You're not told how to do it or even how you can do it. It's completely up to you to choose your path.

Each main assassination mission has sub-missions within it. Steal the keys to enter a stronghold through a locked side door, find a hidden entrance to the sewer and come up from below, eavesdrop and tail a guy with a map which reveals the main target's path through the sandbox (even shows up in eagle vision), et cetera. You can do the one(s) you like, do them all, or you can skip them and go straight for the kill.

I love the change to the post-assassination scenes. I won't get into spoilers, but I will say that I really like the new direction. It inches the story forward in an interesting and non-linear way while still retaining the ethereal feel of frozen time.

What's bad:

Spoiler: Highlight to view

These missions don't have checkpoints. They're so big and there is so much to do. You can get close to finally killing your mark and then die, only to have to redo the whole thing from scratch. This is especially frustrating when 15 minutes of hard work is undone by a bug or a glitch or a single moment of you being dumb.

How I would fix it:

Spoiler: Highlight to view

Other than adding checkpoints, there aren't any other areas that need improvement.

I was hoping that every main assassination had a special cinematic kill if you figured out how to do it, like the first one (if you've seen it, you know what I'm talking about). Unfortunately, as best I can tell, that was the only one in the entire game. Sad


Main Story

What's good:

Spoiler: Highlight to view

While I haven't finished it yet (80% complete), I'm liking the story so far. I find the mystery aspect to be interesting and I like how it doles out bits and pieces in a non-linear fashion. It keeps you guessing.

I realize that some people find the story simple and boring, but to each their own. I like mysteries and Unity has kept me interested the whole time.

What's bad:

Spoiler: Highlight to view

It's very short. Possibly the shortest story in any AC game so far. If you just focused on the story missions and didn't doddle, I wouldn't be surprised if this game could be finished in under four hours.

How I would fix it:

Spoiler: Highlight to view

Remember how long AC2 was? Nobody ever complained that it was too long. And they even extended it with a couple of DLC packs. Unity would need a lot of DLC to compete with that.

I like the characters in Unity and I love the setting, so I hope we will see more of Arno and Paris. But I would rather it be via episodic story-based DLC that was released every other month for a full year.


New Combat System

What's good:

Spoiler: Highlight to view

Combat has finally been amped up in difficulty. You die quickly and easily, especially if you're up against more than a couple of enemies at a time. When you get swarmed, your best option is to run. That's how it should be.

What's bad:

Spoiler: Highlight to view

Unfortunately, a number of things.

The indicators for incoming attacks are vague and the reaction window is short. The indicator doesn't even appear until the attack animation has begun, and then it's red for the first second. By the time you can see whether it turns orange or yellow, you have a very tiny window of time to react accordingly. Those of us without good twitch skills do poorly here.

What makes it even tougher is that the camera zooms in very close during combat. You can't see who's around you and the incoming attack indicators don't appear when the attacker is off-screen. This results in a lot of unfair hits.

I find the combat to feel a little 'laggy'. It reminds me of playing an online game and having to deal with ping. Often you press a button and nothing happens right away, and sometimes not at all. If you jam on a button until something happens, it'll usually repeat said action. I can't even count how many times I've been jamming on Xbox right bumper / PS3 R1 button to drop a smoke bomb, and then after a delay Arno throws two in a row.

While the combat difficulty has gone up, the shoulder charge skill tears it right back down. A shoulder charge followed by a combo works on every enemy I've encountered, even boss types. It's like when you unlock the counterattack skill in AC1, the combat instantly becomes 10x easier. And what's worse is that you can unlock the shoulder charge skill very early in the game.

Combat in Unity is like a bar brawl with swords and axes. The only skill involved is twitch skill, if you even consider that a "skill". You don't need to master any type of timing or flow. AC1 had its rhythmic combos where you press the attack button again the moment your previous attack lands and you'll chip away at their defense. Brotherhood/Revelations had the chain kill system. AC3 had a system borrowed heavily from the Batman Arkham series (and there's nothing wrong with borrowing a good system). But Unity's combat doesn't use any of those systems. Timing is only important in regards to how quickly you can react to that yellow or orange attack indicator. Timing your swings or button mashing offers no difference in effectiveness.

How I would fix it:

Spoiler: Highlight to view

Instead of a horizontal line, the attack indicators should be icons. They need to show along the side/bottom of the screen if the attacker is off-screen. The indicators should immediately show the color of the attack type, rather than being red for the first half.

Attacks and parrys need to flow together better. The reaction windows need to be a little more forgiving, and there should be a benefit to timing your strikes rather than button mashing. Ideally, I would love to see AC1's rhythmic style attack chains combined with the Arkham-style counter system, but have the counters only parry and not kill. You should need to work for the kill, but the combat should feel fair. And it absolutely needs to retain the facet of too many enemies means you should run away.


Changes to Free-Running

What's good:

Spoiler: Highlight to view

I'm digging the new parkour animations. While they seem a little out of place for the 18th century, it's still a nice refreshing change from the previous animations.

Downward free-running is a much-needed addition to this series!

In previous games, getting down involved either a dive into a haystack, a jump that craters you into the pavement, or walking to the edge and slowly dropping down one handhold at a time. Now you can get down quickly in almost any situation. It's not quite as smooth as climbing up, but it's quick and it does the job. And once in a while, it looks pretty cool. Cool

What's bad:

Spoiler: Highlight to view

The more stylish parkour-inspired animations are only used in very specific situations, and it's difficult to consistently trigger them manually. I like the idea of having to get good at the game's movement system in order to look good at it, but it's just too situation-specific. The majority of the time these animations are nowhere to be seen. It's to the point where when they do play, it catches you by surprise.

When I first saw the downward free-running in action in a video from Ubisoft, I was blown away. It was fast, it was stylish. In practice, however, it only looks that good in places that were specifically designed for it. Everywhere else, it's just Arno doing a quick drop-catch over and over going straight down. If you wiggle the control stick around you can sometimes get a cool animation in there, but it's mostly lackluster.

Although this isn't a change, the free-running on the ground still has issues. Arno is all too happy to climb onto a crate or paint easel when there is never, ever a good reason to do so. Objects like that should either not be climbable at all, or have the game only consider climbing them when you're free-running with the Xbox A button / PS3 cross button button held. The rest of the time it shouldn't ever try to make you climb onto them (vaulting over them is fine though).

How I would fix it:

Spoiler: Highlight to view

Take some of those fancy new parkour animations and put them to use in more situations. Have the system even put you into some of them automatically when it seems applicable. Or at least have a more reliable way to intentionally trigger them so that you can look good with practice.

For the downward free-running, anything that is narrow and horizontal should act like the bars where you do the trapeze swing. That alone would spice things up a lot. There should be spinning and twisting and leaping to reach more ideal spots on the way down. Getting down quickly should be about flow as much as speed. Just doing a drop-catch over and over should never, ever happen. It's way too boring. The game engine should always be looking for non-linear paths when parkouring down.

I would make the downward free-running do its best to avoid having you land on a crate or table instead of leaping slightly further to land on the street. The fewer steps taken to put feet to pavement, the better. I hate getting stuck on top of a box during a chase and having to leap off like a moron or take a slow step down. Angry

Lastly, if you're at street-level and are running while holding Xbox right trigger / PS3 R2 button and Xbox B button / PS3 circle button, it should make you not jump onto any object whatsoever. Vault over or slide under, yes. Jump onto and have to jump off or climb down, hell no.


Sneaking

What's good:

Spoiler: Highlight to view

We can finally crouch! This has been sorely missing in every past AC game. It's so nice to be able to sneak past soldiers when the only cover is shorter than your character. Sure beats having to backtrack and climb up to the roof to stay out of sight.

What's bad:

Spoiler: Highlight to view

It's supposed to be a toggle, but half the time it doesn't register the toggle and you stand right back up. Or don't stand up if you're toggled in the sneak pose. It's iffy. And since it's so important to be sneaky, you can't risk the iffy toggle so you end up holding the button down the entire time anyway.

You can't crouch-run. Even Splinter Cell has this!

How I would fix it:

Spoiler: Highlight to view

Make it a proper toggle and swap the button mapping with the aim button. The triggers are always easier to hold than the bumpers and sneaking should be a toggle, so there's no reason for them to be mapped the way they are. Every other game has you aim with the left trigger and fire with the right trigger. This shouldn't be any different.

While in sneak mode, holding Xbox right trigger / PS3 R2 button should have you remain in sneak but move faster. Have it make the same amount of noise as walking upright and move faster than walking but slower than running.


Cover System

What's good:

Spoiler: Highlight to view

Any good stealth game needs a good cover system. I like how they borrowed from the Splinter Cell series for this. You can even dive for cover and hop over the objects you were just hiding behind. And Arno hiding behind cover makes for some great screenshots. Smile

What's even cooler is that when being chased you can turn a corner to break line of sight, then stick to that corner and stab your pursuer as he runs by. No more omnipotent guards.

What's bad:

Spoiler: Highlight to view

It's too 'sticky'. Once you're locked into a cover spot, you can't always get out of it quickly (at least not the way you want to). If you press to the side and Xbox A button / PS3 cross button, thinking that you're going to break cover and start walking, you end up diving over to the other side of the doorway and locking there. If you want to get out of cover, you first have to make sure that you are not moving or in the middle of any animation, then tap Xbox A button / PS3 cross button and wait for Arno to disengage from cover. Then you can move. Puzzled If you want to bolt out of there, Xbox right trigger / PS3 R2 button plus movement allows you to go, but just because you're in a hurry doesn't mean that you want to sprint. Sometimes you have to move quickly and quietly.

There are a lot of spots throughout the game world that look like perfect cover, but they are not coded as cover spots so pressing A next to them does nothing. I'm guessing this was simply an issue of there being too many for them to catch every one.

How I would fix it:

Spoiler: Highlight to view

Like the two most recent Splinter Cell games, while you're in cover you should be able to look around at other cover spots and tap Xbox A button / PS3 cross button to dive for them. This should also work when you're stalking around with Xbox left trigger / PS3 L2 button. Make cover easy to get into and move around in.

When in cover, tapping Xbox A button / PS3 cross button to get out of cover should be a higher priority for the game engine. It's too sticky and needs to allow you to get out of cover and move quickly at a moment's notice. Or change the key mapping – since Xbox A button / PS3 cross button makes you switch to an alternate cover, use a different button to get out of cover, like Xbox B button / PS3 circle button.

Leaping forward over the object you were hiding behind requires you to press Xbox right trigger / PS3 R2 button + Xbox B button / PS3 circle button. Why can't we just press Xbox A button / PS3 cross button?


Cooperative Multiplayer

What's good:

Spoiler: Highlight to view

Holy hell is this fun. I've been waiting for this since I first played the original Assassin's Creed in 2007. This feature alone makes most of the game's cons a lot easier to swallow.

While sneaking around in the dark and slitting throats is always a great time, doing it with a friend is even better. You can work together for some spectacular feats, or you can compete to see who gets to the goal faster or who can get the most kills. Sometimes you'll even try to sabotage your friend(s) by leading enemies to them while they're trying to be stealthy.

I felt that the adversarial multiplayer in previous AC games was interesting, but it never really held my interest for long. Co-op, on the other hand, I think will keep me playing for months, perhaps years.

What's bad:

Spoiler: Highlight to view

Dealing with Uplay is never a fun time. Setting up a decent profile on the website is a pain, the service itself is often laggy, and apparently there are matchmaking issues (I haven't done co-op with strangers yet).

You are required to play these missions to unlock a lot of the gear. Some people have no interest in multiplayer and playing the missions solo, while it's great to have the option, often ends up being overly difficult because the missions were specifically designed to have multiple people working together to succeed.

How I would fix it:

Spoiler: Highlight to view

I haven't spent enough time with it yet to have any real concerns that need to be addressed. I just wish co-op had been in this series earlier.

Appearance Customization

What's good:

Spoiler: Highlight to view

We no longer have to wear the same clothes for years in a row! You can customize your clothing for a (small) variety of looks. Personal expression is always a good thing.

What's bad:

Spoiler: Highlight to view

It's too limited. We have separate parts from what, eight outfits? Mixing and matching pieces between outfits looks terrible, so it's not really an option if you care about how your Arno looks. On top of that, most of the outfits look pretty lousy and don't fit with the game's setting.

Stats are tied to gear. If you want stats that support your specific gameplay style, you don't get much choice in appearance. What's worse is that in order to maximize specific stats, you have to mix and match pieces from different sets. You'll be kicking some ass with your optimal stats, but you'll look like a clown doing it.

You can't customize your face. I understand that this is primarily a single-player game and they wanted Arno to look a specific way. But it sucks in multiplayer when you've got a team of clones running around.

How I would fix it:

Spoiler: Highlight to view

Stats should be separate templates from appearance. I should be able to strive for the stats I want while retaining the appearance I want. There are several good ways to do this, as evidenced by a number of other games (especially MMORPGs).

Unlocking equipment shouldn't have such specific requirements. If anything, provide a currency that is only used for gear and allow the player to pick and choose what they want. I shouldn't have to play through a long mission that I don't like three times just to unlock the one piece of gear I want. Especially when it's a piece of gear that has a higher rank version that will just be replacing it later.

Allow for some facial options that only appear on our character when in multiplayer. Let us change the facial hair style, hair color, and let us toggle the hood up or down. Hell, the hood toggle should work for single player too.


Lockpicking

What's good:

Spoiler: Highlight to view

Um, nothing...?

What's bad:

Spoiler: Highlight to view

This lockpicking system is terrible. It is a cheap excuse for a mini-game that in no way mimics real lockpicking. It's only there to add challenge and a chance to fail the pick. What for? We don't need a mini-game, just let the lockpicking expert on my screen pick the damned lock already.

How I would fix it:

Spoiler: Highlight to view

I would eliminate the mini-game. Make it take time, forcing Arno to be vulnerable while working. The tougher the lock, the more fiddling it takes. Upgrading the lockpick skill speeds up the process. This is how it works in Mark of the Ninja and it was still fun and exciting picking locks while staying out of sight.

To make it more interesting, you could still have the graphic show up and watch the pins fiddling with the tumblers.

No need for a finite count of lockpicks. Just have the character always have a kit on him that doesn't break.


Improvement Suggestions

This is always the most controversial part. But seeing as how a lot of things I've lobbied for have in some way or another appeared in subsequent AC games, I'm going to put my suggestions out there just in case.

Spoiler: Highlight to view

  • Hopping over/sliding under stuff is great, but I'd also like to see a sideways twist or spin to shortcut corners of objects, like crates, instead of having to run around them with a wide berth (in fear of the game making you climb up onto them).
  • When you kill from cover, you should reach up with one or both hands and pull the enemy down to the ground behind cover and stab him there. It's kinda lame how Arno jumps out in full view, stabs the guy, then ducks back into cover, pulling the guy with him. If a guard sees that, instant red alert because they saw Arno. Instead, if a guard just saw his buddy lunge/fall to the side, he'd go investigate instead of instant combat mode.
  • Similar to the previous point, if you're sneaking and you kill a guy, you should yank him to the ground and stab him there, rather than standing up in full view to make the kill.
  • If an enemy is on a platform less than 2m (6 feet) above you, you should be able to kill them from ground level rather than having to climb up onto the platform and (almost always) blow your cover. If their feet are at your head height, knock their feet out so they fall on their back and then stab them. If they're waist height, just grab them and yank them to the ground (ledge kill style) and stab them on the ground.
  • Borrowing Splinter Cell's "last known position" silhouette is a great idea, but enemies shouldn't come to a dead halt three feet before it and just peer around. Realistically (and more fun in gameplay) they should run past it a bit, stop and look around, then start searching. This is worst in the underground where you obviously just went further down the tunnel but they stop looking completely. Imagine breaking line of sight at a T-shaped intersection (street or tunnel) – enemies should run out into the intersection, look all around, then pick a direction and start searching.
  • Many enemies don't investigate when they catch a glimpse of Arno. They see him and go into the yellow alert status, but they just stand there and shout. I can understand a sniper not wanting to leave his perch, but even brutes on the street will behave this way. Are they just big cowards? What a crock, that's no fun. Slap a pair of gonads on them and have them investigate like in previous games.
  • Related to the previous point, enemies don't seem to care about seeing dead bodies as much as they used to. They used to curse loudly, move over to them quickly, examine the body and then start searching angrily. In Unity they saunter over very slowly, let out a quiet remark like "Hey, somebody killed Fred", look around a bit, then walk away like it never happened. WTF? Put it back like it used to be. If my buddies treated my death like that, I would haunt them for eternity.
  • Why can't we move corpses anymore? It may not be quite as useful in Unity since the guards don't seem to care as much anymore, but they should care and we should be able to move them. Even if it's just a slow drag or rolling a body off a roof.
  • Make loot more specific to enemy types. Snipers should always have ammo, for instance.
  • If you have max medicine stock and you loot a medicine from a corpse, instead of it being lost it should automatically refill your health.
  • Change the button to synchronize at sync points back to Xbox Y button / PS3 triangle button. If you wait more than a few seconds after the sync animation ends, you have no option to climb down – you can only eagle dive off. If you press Xbox B button / PS3 circle button to try to climb down, it replays the (painfully) long sync animation.
  • Give us back the ability to jump on the spot. Sometimes there are objects above us we want to jump up and grab but there is no vertical surface to run up, so we have no way of doing it. It's kind of baffling why this was taken out.

Okay people, let's hear your pros, cons, and suggestions!

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Leo K
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Incredible, incredible post.
I do have to say about the story, without any spoilers yet (but once you beat it I will tear it down to hell and beyond with all my reasoning) - it doesn't pay anything off. It seriously feels like nothing major gets paid off. Yes, we learn which people are in charge of which people. Yes, we learn who's the biggest bad. Sure. Cool. Fine. But the game never does anything actually interesting with this.

It's a mystery for the sake of a mystery.

I grew up on mystery books and shows. I love it as much as the next Assassin, truly.

It's just that by the time the Unity story finishes - it doesn't explain anything.

My problem with the AC Unity story is that it seriously feels like a filler. The overall Assassin's Creed plot is barely advanced, and only minimally by text logs.

In order to get ANY significant story out of Modern Day, you have to grind every Rift enough times to unlock all of the Assassin Intel. I don't really mind that since Rifts are actually a super fun game mode - but the entire Modern Day story is in text.

(I did, however, GREATLY appreciate seeing that my plot prediction yet again came true. With some very important characters from AC1-3 all being integral to the shreds of Modern Day we got.)

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Well that's a great post if ever I saw one.

"...and if I had no self-awareness, I think I'd know."

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Fantastic post, Asaic. It's great to see you back again!

"Now you shall get an earful of my beloved sword! Behold, Pillow Talk! Let's rock, baby!"

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LisaMurphy wrote:
Fantastic post, Asaic. It's great to see you back again!

I actually second this! I think it's safe to say we've all missed you. *short hug*

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Great post Asaic, I haven't played the game so its good to have a nice summary from a credible poster.

Im sorta over the series because I don't like yearly releases, one of the reasons why I became so attached to the series when it first started out is because AC1 had so much replay value, and the gap between AC1 and AC2 made me replay it a lot and speculate as to what the story would bring next, a bit like MGS.

However with yearly releases, I feel its not worth getting attached to an AC game because the next one is going to be released. I don't study the missions in depth and don't care much for the plot because I know it will be irrelevant in a few moments. I suppose I will wait for this one to come to the weekly rental as well before I play it, I have a lot of fine games waiting for me in this fashion.

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Thanks guys. Smile

I haven't been around much because, like a lot of you, this series has really lost its luster. AC3 was long and had some great new mechanics, but it didn't fix any of the problems that have plagued the series since the beginning. And I hated the ship parts. I didn't feel compelled into 100%-ing AC3, and all I ended up doing post-story was run around New York picking fights with guards. With such an easy combat system, that got old fast. I never went back for any DLC, despite the fact that I think I bought the season pass. Oh well.

AC4 felt like a hollow version of AC3. Less interesting character, less compelling story, far less interesting locals. I only made it several hours in before giving it up. I'm not even going to bother with Rogue.

Unity seemed to be back to the basics – no ships, a more concentrated story, a mystery to unravel, basically all the stuff I loved about AC1 (and that no AC since has outdone). There is a lot of fan service in Unity for AC1 lovers. There's fan service for every game in the series, in fact. I really enjoyed that. But Unity feels closer to AC1 than any other AC game, and that alone buys it a lot of bonus points in my book.

That said, it wasn't without its faults. A whole hay cart of them. So many great ideas, but so little good implementation. Like others have said, when the good stuff works, it works well. The rest of the time its kind of sloppy.

In my mind, the biggest overall issues with Unity are the free-running mechanics and the combat. The combat is all new, and frankly I don't care for it. It's sloppy, it's mechanically unsound, and it's just not smooth or fun. I'd rather play the super easy AC3 combat than this. But I guess the plus side of poor combat is that you want to avoid it at all costs. Tongue

The free-running mechanics are still mostly unchanged from even the very first game. Many of the same issues still persist, and it blows my mind how they just keep trying to add new things into an outdated system rather than re-writing it from scratch. By this point you would think that that would be faster. Tongue

Anyway, I have now finished the game and I won't deny that it doesn't pay anything off at the end. But I'm okay with that fact – revenge is always hollow, so I was sort of expecting this. I see this as more of a setup for a larger story, rather than just a standalone that is now complete. It's like the way The Matrix ended; it ended too quickly and unsatisfactorily, but it was mainly to get an origin story told and set up bigger things for the future. Let's just hope any future Arno DLC/full games don't suck like the 2nd and 3rd Matrix movies. FLAE's eye roll

At least we know that there is indeed more story. Arno's status post-story is obviously different from how it was at the end of the game, and the ending had a flash forward. So there's still plenty of stuff to tell. How much we'll get and how good it will be is still left to be seen. But here's hoping. Beer

Speaking of completing the game, did anyone hate that last mission? Worst gameplay mechanics I've seen in a very long time. That was the only mission I gave a 1-star rating.