TheOverclocker Issue 29 | Page 40

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