Hey guys!
Did you see the trailer and stuff for Assassin’s
Creed: Syndicate? It’s a brand new
start for the franchise, and the game that will do next-gen consoles
justizzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz…
Yeah. Like
I could keep that one up for long.
I know I’m not always the most open-minded and
impartial of people (which is exactly why you should never, EVER consider
anything on this blog to be a “review”), but I have to be honest here. I watched the debut trailer for Syndicate, and had to fight my way to
the end, despite it being about two minutes long. And I actually tapped out from the ten-ish
minute gameplay walkthrough thing; it only took me about thirty seconds of the
horse-drawn carriage sequence to think “So it’s just like Watch Dogs now.” So I shut
it off and went to go throw up.
Yes, I know it’s incredibly unfair to the game --
the game still months away from release -- to pass judgment and preemptively
back away from it. I mean, I like the
concept. It’s Victorian England…which I’m
going to pretend hasn’t already been done in Bloodborne and The Order:
1886. But a new city! Technology!
Culture! Aaaaaaaaaaaaand…then you
find out that you play as some smug jerk who goes on about the plight of the
poor, and taking the aristocracy down a peg, and waking up the masses, and it’s
making me think that Ubisoft is about to go down the DmC route, in which case I’m ready to throw up again.
Not to go off on a tangent, but can fiction (games
in particular) just back off from making the bad guys evil corporations or
businessmen or the wealthy or anyone with any sort of authority? I’m not saying that there aren’t crooks out
there in power, but damn has this
trope been worn out. But I suppose it’s
for the best if it saves the creators the effort of making unique and
interesting villains. Who needs thoughtful
design and memorable, thematically-dense characters when you can just go “Yo, FUCK
THE MAN!” and call it a day?
I can’t say I’m impressed by what I’ve seen. Okay, sure, there’s a playable female
character now, which is good. But there’s
still a lot that needs to be proven, the quality of said female character chief
among them. It’s hard to know for sure
when she was added (i.e. if she was only added because Ubisoft took some heat),
but I’m still worried. Supposedly,
leading man Jacob Frye dominates the promotional materials, to the point where
he has a trailer on AC’s official YouTube page, while his
sister…doesn’t. And what sort of
enlightening insights do we get into his character?
Oh, he’s brash and reckless. And he has a bunch of toys. And thanks to that grappling hook he’s
getting even closer to the
Batman singularity. Huh.
I haven’t even played the game yet, and I’m bored.
Ubisoft needs to win back a lot of fans with their
biggest franchise, and based on the comments circulating, that hasn’t happened
yet. I’ve seen exasperation and distrust
in spades -- lots of cynicism and suspicion instead of the hype so desperately
needed at this point. (The debut trailer
didn’t help; notice that it didn’t even have enough new gameplay footage to
fill two minutes -- and this game is five months away, supposedly, but still
uses pre-alpha footage. Red flag?) I guess that if these games are on two-year
development cycles -- I assume -- then the real
revolution will come from the next game.
So basically, Syndicate is
potentially just a stopgap…even though Unity
was a super-ultra-mega stopgap.
Speaking of which, let’s talk about Unity.
Don’t worry, we’ll get through this together.
My brother picked up a copy of Assassin’s Creed: Unity on day one,
because of course he did. And he asked
me to play through it from start to finish, because of course he did. And I played it for no more than an hour the
night of release before getting bored and frustrated and going to bed, because
of course I did. True story.
Okay, I know that’s not exactly fair to that game, either. After all, let it be known that I want to give
the series its fair shot, and a chance to prove itself so it can go without
ridicule. But Unity didn’t make that easy.
I was lucky enough to avoid some of the now-infamous glitches (barring
getting glued to a chair for a few seconds during a chase), but the experience
was a little scattershot. By which I
mean pretty scattershot. And, you know, not great.
The game starts with some guy using a lightning
sword (huh?), and then cuts to Arno
as a kid so players can putz around, and then cuts again to him as a hyper-smug Aladdin wannabe who walks around with
a sword in broad daylight and can naturally do the standard parkour because…uh…is
he already an assassin? Or is he just
that good already? Well, whatever. I guess it’s explained at some point. But what happened at the outset didn’t click
for me. I can say it’s not as
aggressively awful as Watch Dogs, but
the tradeoff is that it’s aggressively boring.
Weirdly, Unity
made me think back to The Wind Waker. You start off as a sleepyhead hero in a
lobster shirt, but you’re given an objective -- get a present from Grandma -- to
advance the plot. You have all the time
you need to do that, but until then you’re free to explore Outset Island. You can jump on rocks to get Rupees, chat it
up with locals who’ll chat back (and teach you gameplay mechanics, like crawling
and carrying pots), swordfight with Orca, and just plain enjoy the sights. Humble beginnings, for sure, but stronger
because of it.
Compare that to Unity. You’re playing as
some guy in red and white who’s suddenly tasked with chasing some other guy
while there’s a big fight happening all around you. So you follow that guy and beat him, but you
get stabbed by cutscene’s end. Then you
flash forward to kid Arno, and you have to follow some girl and steal an apple
(so a guard who I swear wasn’t there
before can spot you and teach you some of the stealth mechanics). Then you get another cutscene where Arno’s
dad is found dead, which would be a bit more impactful if we’d spent more than
three minutes with the guy. Just a bit,
though.
And then you’re adult Arno (who looks eerily
similar to Jake
Gyllenhaal for some reason) and have to escape from some smithy
brutes. And then you have to go follow a
carriage. And then you have to sneak
into a manor or whatever because there’s a letter that has to be delivered right now. And then those same brutes catch up to you
somehow -- setting aside the fact that they had to sneak in too, albeit through
an open door -- and they fight you. And
then I lament having to go through a combat sequence in an AC game in a world with, well, take
your pick. And then you escape again. And then you have to sneak into a ball.
Don’t worry.
It’s about 5% more riveting than I make it out to be.
What really gets to me about Unity is that despite popping up on these spiffy new consoles, I didn’t
feel like the game even tried to sell itself.
Okay, sure, I’ll concede that virtua-France looks good, with all the
awe-inspiring architecture and attention to detail you’d hope for, but it all
rings hollow. Unless there’s a mission
to be dished out, you can’t have any meaningful interaction with NPCs other
than bumping into them. In all fairness
you can watch them interact with each other -- a couple being lovey-dovey, for
instance -- but you’re an observer and nothing more. You’re invisible to the world before you even
put on the hood.
I understand that adding in Zelda-style interactions for everything and everybody would be
impossible. And on top of that, I
understand that games -- AC or
otherwise -- are all about creating illusions, and giving the feeling of depth
without actually providing it. But the
illusion in Unity wore thin from the
get-go. It’s a feeling I share with AC3; I broke off from following some
dude to chase after a thief who stole an apple, and followed him into an
alley. But when I finally made my
approach, the thief stopped cold, dropped the apple, and went straight back to
walking aimlessly -- just like the hundreds of NPCs lining the streets.
I just don’t get it. I can’t get a handle on the design philosophy
here. Okay, I’ll give the franchise the
benefit of the doubt and assume that I’m just the square peg getting mashed
into its round hole. But even so, am I
being crazy here? Am I really so wrong
to wonder what the appeal for this franchise is? Am I really, considering how much dissent
there is and how many comments express concern at best? I have issues just
with that philosophy; it feels like for all the effort put into rendering these
worlds, it’s all for naught because the core of the game is largely “go here
and kill this guy”. And if Unity’s start is anything to go by, you
could charitably add “follow this guy” or “avoid those guys”.
It seems like Unity
is the straw that broke the camel’s back, but if you ask me that camel was
already a shambling corpse. I mean,
didn’t AC3 pretty much flay
everyone’s expectations and become a black spot on a franchise noted for issues
notable since AC1? I know there’s some kind of blind faith in
the franchise that keeps the zombie camel trucking along, but at this stage in
its life can we at large keep pardoning it?
Should we? If Ubisoft is content with doling out stories
of varying quality and gameplay with long-noted faults, why is it that a
bug-riddled, microtransaction-pushing, embargo-abusing game is some perceived
“last straw” for a franchise that saw fit to push three incrementally-changed
editions of a sequel?
And so I have to ask: do we need Assassin’s Creed anymore? Because the way things are now, I say no.
I want to like this franchise. I really do.
I like history, like my father before me -- and the idea of exploring
fully-realized worlds leaves me chomping at the bit. But that’s the clincher; I want fully-realized worlds, not just
facsimiles of them. Maybe that’s why I
like the Zelda games; they’re
exponentially smaller, sure, but even the decade-and-a-half-old, single-town Majora’s Mask managed to infuse a level
of character into its world that you’d never expect, or even ask for.
The impending doom affected them, and they in turn
affected you, while you --the hero -- went on to affect both by resolving the
conflict. There was weight to be had
there, even if you spent a day talking with the apologetic Anju, or a night
with the postman. (Don’t think too hard
about the sexual implications of that line; I know I didn’t.)
But as much as I praise Zelda, I recognize that modern games -- AC well among them -- have the potential to go WAY farther. You get to be a part of history, conceptually
speaking; you get to experience life in that world, learning and understanding what
it was like to be in colonial America, or revolutionary France, or whatever
comes our way next (after London). And I
don’t mean having an assassin forcibly inserted into the midnight ride of Paul
Revere, or being there for the signing of the Declaration of Independence; I
mean making them a part of the setting.
An active participant, rather than an observer.
It’s to the point where I find myself thinking,
“Hey, maybe we don’t need Assassins, or Templars, or Animus, or Abstergo, or
any of that. Just have the setting and
be done with it.” I’m not even
joking. Historical fiction is an
established, viable genre, and it has been for years. It’s true that the games would lose their
overarching plot and connective tissue, but sometimes I wonder if that’s really
such a bad thing. Do you need assassins and ancient rivalries and
conspiracy plots in history, which has more than enough exciting clashes in its
own right? I say no. Cool stuff has happened in the past; you
don’t need lords of stabbing and future VR to embellish what’s already
interesting. If you did, then we’d all
be hailing 47 Ronin as a cinematic
masterpiece…which it is certainly
not.
I’ll concede that (ideally) the appeal of Assassin’s Creed is the ability to chart
out and execute the assassination plots of your design. I’ll also concede that combat and murder
aren’t immediate failure-states in games -- because if I didn’t, I’d have to
hate Bayonetta 2. And of course, I don’t have a clear-cut
answer on how I’d handle conflict in a hypothetical, hyper-historical AC game of my own. I have ideas, but they’d probably only appeal
to S-tier nerds (“Press X to Improve Your Social Standing”). So if you like that -- and the franchise in
general -- then you’re not wrong for it.
There is merit to the
franchise.
That all said, I thought that the appeal of Black Flag was its ability to turn you
into a pure pirate, and minimized the franchise’s conventions (the assassin
storyline well among them) for the sake of making you a scourge of the
seas. Likewise, I thought that Black Flag was one of the best-received
games yet, if only because it eased the sting of AC3 while also being NOT about Ezio again. So what does it say about the franchise when
one of the most well-received of the franchise is also one of the biggest
departures from the franchise? And where
do you go from there when you can’t rely on naval adventures without playing
fast and loose with geography?
Maybe the guys at Penny Arcade had it right. Maybe this
franchise is rudderless.
I’m not so cold as to say that Unity (or Syndicate) should be the last AC game ever. I agree with the common opinion: Ubisoft
needs to stop with these yearly releases -- and yikesy mikesy, 2014 had two of them -- and spend time figuring
out how to take the franchise to the next level. From what I can gather, Unity isn’t it, and Syndicate
might not fare any better; if anything, both of them are a symbol of
non-progression. They tell me that
Ubisoft isn’t just content with staying in a rut, but letting the cement pool
around its neck. That’s not a good place
to be in, especially when the same
company once implied that new hardware would promote innovation.
But I have to go back and ask the same question as
before: do we need Assassin’s Creed anymore? Think about it: a lot of the mechanics it
paved the way for, like stealth and parkour, have been co-opted by other
games. Its combat can’t compete with
games that have a stronger emphasis on it (the Arkham series) and/or style in spades (insert any given Platinum
title here).
If you’re looking for a meaningful story with
meaningful characters, you can get that from a handful of BioWare titles, at a
bare minimum. Any given triple-A release
is downright guaranteed to have big setpiece moments, and that cinematic appeal
so often spoken so highly of. And if
you’re hungry for innovation -- as we all are -- then, well, you can look
virtually anywhere else. Anywhere.
The nicest thing I can say about Unity is that it looks good. And that it lets me visit Paris. And that I could meet Napoleon at some point,
I guess -- assuming I ever touched it again.
But if I can replicate two of those three (maybe all three, ostensibly)
just by cracking open a book or running a Google search, then maybe -- just
maybe -- something has gone wrong.
Now then.
Let’s see how The Division turns
out.