Yeah, the Parkour is the thing for me. When they said Unity was going to add Parkour up and down buttons I thought that would be great. Then I played Syndicate and it's...yeah. Same old.
Combat does need a complete overhauul. One of the weird things is that most of it's superfluous. Got half or two thirds of the way through brotherhood without hitting counter. Did the same for Revelations. I don't seem to do quite so well in Syndicate, but that only brings things back to "wait to spam counter."
Aerosteam said:
I just want them to go to Asia already. :|
Or diversify at all, in my case. I mean, we had three games in Ezio's lifetime, then we had three games (if you include Liberation, and I think there was another portable) set in roughly the same time period, albeit on different sides of the pond at least. Syndicate is at least 100 years-ish later (And Black Flag significantly earlier, IIRC), but still treading on similar territory.
Hey, remember when there was going to be a Mayan installment? Ancient New World shit? That would be cool. So would Asia, a proper title. But right now, anything different would be nice. There's so much fertile ground for exploration, and we're not seeing it.
Dalisclock said:
1.) Cut the bloat. Remember in AC I when there wasn't any money? I didn't either. AC II decided to do the villa renovation mini-game, both as a distraction, a way to feel like you were building a new home/HQ and to provide cash flow for better weapons. Except then it became part of the series for pretty much every game , because Ubisoft hasn't seen a good idea that they didn't want to drive completely into the ground till everyone is tired of it. Same with the Crafting from III.
Sadly, it seems this won't happen. In Syndicate, the money flows much slower, and I think it's solely so they can sell you Helix credits. Now that they've monetised money (and crafting items, and so on), I think we're stuck.
But yeah, the systems here are annoying. Scrap them.
The forts were a nice change of pace in IV but now Rogue has forts and strongholds in the cities that need to be conquered.
Keep in mind that you had to deal with this in Brotherhood and Revelation as well, more or less. And in Revelation, you needed the towers for the maps and shops in centralised parts of the game. So not so novel. I prefer Syndicate, because at least going loud was a real option (even if it's kind of antithetical to what we're told about Assassins, but then...so is Jacob)
2.) Have some kind of goal you're working towards. I may be one of the few people who misses the 2012 storyline from the first 5 games, because at least it was going somewhere. Oh, it was going very slowly but at least each game was making some kind of progress and there was a purpose to delving into the memories of each ancestor other then because history was cool. While I'm not hugely fond of brotherhood(mostly for turning you into a landlord, introducing the "Capture the towers" thing to the series and generally feeling like AC 2.5), at least it tied Desmonds storyline and Ezos storyline together by having Desmond literally follow in Ezios footsteps to discover the old Assassin vault under the villa and later find the Apple in the vault under the Colosseum.
I would rather they scrap it entirely, but I'm flexible. Shit or get off the pot, as they used to say. They used to be chasing Maguffins, but for a reason. Why are they chasing them now?
So Abstergo doesn't get them. Yawn.
However....
Since they saved the world in III, the whole thing in the present has just kind of stagnated. They keep hinting that Juno is up to something and, aside from the whole thing with the Sage in IV, not much has happened with that in 3 games(that I can tell). It's just more "Assasins and Templars want precursor artifact. Intrigue and Stabbing ensue. Any progress you made in this game will be undone in the next one".
I've not played 3 or 4, so maybe this is the status quo, but the WW1 missions made it seem like Juno was going to feature prominently in the next one.
Have the assassins make some actual fucking progress for once in the present,
AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
...sorry, that was mean. >.>
But seriously, yeah. Using the framing device to advance a plot seems like a no-brainer. Unfortunately, Ubisoft seems to be even less of a brainer.