![]() When it came to actually playing Unity as it was intended, I found myself most often shaking my head in disappointment. The most enjoyment I managed to wring from Unity was in darting and weaving my way through the city, taking in the sights and marveling at what upgraded technology could offer this long-running series. This is by far the most incredible looking game in this series, with landmarks and characters rendered in unbelievable detail- when they're properly rendered, of course. And while there are moments of genuine awe in Unity, almost all of them are visual in nature. Unity is packed tighter with missions, side ventures, and collectible doo-dads than any Assassin's Creed before it, but so little of it is truly of interest, giving the game a weighed-down feel as you try to figure out what's worth pursuing, and what's merely a distraction. Yet so much of that revolution seems to be happening away from you as you navigate the streets and rooftops of the city, plugging away at a plot that's far more preoccupied with a boilerplate revenge story than the violent political upheaval unfolding all around you. The first of the series targeted at the current generation of consoles, Unity plops you down in the middle of the French Revolution, presenting a vision of Paris enormous in scope and bursting with seething unrest. ![]() Unity is a game of great breadth and beauty. This is the story of Assassin's Creed: Unity, a game that presents a number of tantalizing possibilities for top-flight stealth action gameplay, and manages to kneecap them at almost every turn through problematic design choices and endless technical woes. Assassin's Creed has never looked better than it does in Unity, but those looks aren't enough to make up for its many technical problems. I get to do all of this over again, including watching the cutscene, which is unskippable. By the time I'm down to just a couple of guards, I'm about ready to exit the area, only to have the game hard lock on me. There are an awful lot of guards though, so I throw another smoke grenade and thin their ranks a bit, which I am able to do with surprising quickness. When the scene ends, I am returned to gameplay, and turn to make my retreat. I watch, and wait for my chance to make my escape. Walking through the smoke, I approach my target and shank him, which results in a cutscene made up of the target's scattered memories. Out of pure instinct, I toss down a smoke grenade, which sends every enemy into fits of coughing. At this point guards are running in from all sides. Instead, I have to jump out of cover, then run back at the wall to go after him. I try to hastily leap over the wall to grab him, but the cover mechanic doesn't let me do that. He comes running at me, which alerts my target's bodyguards. Then, suddenly, a guard I hadn't noticed from the opposite side sees me. ![]() I use the new cover snap ability to press up against a low wall, and wait for him to approach. So, I descend to the ground and try to find a good position to sneak up on my target. ![]() Initially I begin to creep around, picking off scattered guards here and there, but then he begins to move and I worry that I'm going to lose him if I don't make my play quickly. He's meeting with associates in a barely lit cemetery, surrounded by enemy guards. I've been tasked with assassinating a shadowy figure who has key information pertaining to the game's overarching conspiracy. There's a particular sequence I experienced in Assassin's Creed: Unity that I think best sums up the whole of my time playing it.
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