MGB MAGAZINE Issue 7, April 2015 | Page 7

dark corners. Another feature Ubisoft could take from the Splinter Cell series is Sam Fisher’s various movement speeds. Different amounts of pressure on the stick result in eight different speeds for Fisher, which gives a feeling of control that’s missing from Assassin’s Creed. Obviously these additions would mean a complete revamp of the control system. 1. Don’t Release One This Year That’s right, don’t bother. Ubisoft is always keen to point out that the games are in development much longer than a year, with work starting on sequels a game or two back from release. The thing is, not everything’s about length. After the recent uproar about Assassin’s Creed: Unity being more buggy than Starship Troopers, not only would a delay allow time for more polish, but it would also placate fans – it’d be almost as if Ubisoft cared how we feel, changing its strict schedule to make us happy. I’m not talking about a short delay, either – a couple of years would be ideal. A fortunate side effect of Assassin’s Creed going away for a bit is that we might actually miss the series by then. Absence makes the heart grow stabbier, or something like that. It would also give Ubisoft time to get these next bits in... 2. More assassinations For all the reported issues, Unity did make a few baby steps towards improving the series – one of these steps was putting the focus on assassinations and making the player more vulnerable in combat. I mean, it’s not like it’s called Guard Murderer X: Counter Edition. Assassin’s Creed should be about silent killing and graceful escapes, all while looking rather dapper. Keep pushing the series in the direction of Unity, with the aforementioned vulnerability and the murderous sandboxes – the game still telling you the number of sentries and entrances – but give the player more options. Place more entrances and exits, let players come up from the sewers or slip through a skylight – allow them to walk through the front door if they wish. There could even be routes into the building unique to that mission: hiding in a delivery cart, stealing a disguise, blowing a hole in the side of a building, that sort of thing. These unique instances could also improve the assassinations themselves. 3. Hitman-Style Assassinations If you’re going to give the player a sandbox, you should also give them a spade and a bucket. Wrist blades are cool and everything, but we’ve seen it all before. Unity had a few unique assassinations: drawing someone into a confessional and stabbing them in the face, poisoning someone… and then stabbing them in the face. The point is, the outcome is always the same – someone’s getting stabbed in the face. Obviously the Brotherhood doesn’t want its kills to be interpreted as accidents, the organisation thrives on fear, so these other options need to be at least as dramatic as a stabbed face. Apparently explosions and falls from a great height leave a terrible mess. It would be interesting if you could somehow manipulate the environment to take out specific targets. Think: ‘Curtains Down’ in Hitman: Blood Money. 4. Better stealth mechanics There’s an easy way to fix Assassin’s Creed’s hit and miss stealth – get the people who made Splinter Cell: Blacklist to design the stealth. Sam Fisher was pretty nimble in Blacklist, he also managed to stick to the bit of cover you wanted him to, climb the righ Ё