previous games in the series had
no such limitations, and they were
carefully designed to reward
players who took the time to search
for alternate routes.
Similarly, rope arrows – a
series stable – are now nothing
more than items used to solve
movement puzzles in very specific
circumstances. In the previous
games, rope arrows were very
rarely disallowed except when
they’d have made things far too
easy. Here, they’re so scarcely
employed that they feel like a
worthless party trick. There’s also
an ever-present feeling throughout
40 The OverClocker Issue 29 | 2014
that The City lacks personality. It
feels devoid of life, which cheapens
your interactions with it.
When you’re not messing around
in The City, the story missions
themselves are brilliant. I love the
design of the levels, all of them so
purposefully put together. They’re
all quite meaty too, each one taking
a satisfying amount of time to
carefully work your way through.
Their layouts are more strictly
linear than we’re used to, but
nevertheless each one manages
to provide multiple methods of
approach, and each one is filled
with loot and secrets to reward