unity


The act of hunting and efficiently dispatching an important target has been incidental to the series for too long, so I'm glad Unity does it justice. Targets are hidden away in in sandbox locations—castles, prisons, palaces—that you have to crack like a violent puzzles. At the start of the mission Arno, poised like a fancy Batman on some dark rooftop, assesses the area to pick out gaps in the target's defence and note local disturbances that could serve as a distraction. When the mission starts you're free to find your way in and approach the target however you wish.

These missions remind me favourably of Hitman: Blood Money. The levels lack the complexity of IO's sandboxes, but manipulating them is great fun. I whipped a cover off a hidden stash of food in front of a starving crowd. They flocked angrily to the cart and offered cover that got me closer to my target. I've set fire to sniper towers to expose targets, dabbled with poison and done other terrible things best left to discovery.

These missions are facilitated by a new stealth system. Unity finally has the crouch-walk the series has always needed, which means you can dart between cover spots without standing casually upright in full view like a gleaming beacon of guilt. There's also a clunky cover system that I found far too fiddly to use, and a new weapon—the phantom blade—a wrist-mounted miniature crossbow that lets you kill targets silently at range or send them berserk to cause a distraction.

Assassinations may be good, but the campaign is padded out with numerous set-up missions. While these are generally fine, and Arno puts in a good turn as an affable diet-Ezio, you're still following NPCs along dramatic rooftop routes, stealing things from heavily guarded areas, tackling street thieves and saving civvies from criminals—very familiar stuff for series fans. The close focus on everyday assassin business also puts more pressure on Assassin's Creed's core traversal systems, and while the freerunning moveset has been expanded for Unity, it can't quite handle the artfully crooked geometry of Paris.

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