

Stephen: Maybe I’m just a sucker for things in open-world games that create the feeling that the world is moving even while you’re doing other stuff. It was too slow to make it worthwhile to use it as transport and it was never used for something cool like a getaway. We’ve had mobile command posts in the sailing games and they were actually mobile…the novelty of the train moving was almost entirely lost, since every time you went to start a mission the train was nowhere near your start point. Luke: I actually thought the train was a big disappointment. Pretty fun way to make me want to take the time to get a collectable. I also liked the Animus fragments that you could only get by carefully placing the grappling line. It’s great to be able to set your own vantage points in a game where vantage points are kind of the end-all-be-all. Kirk: Yeah! I loved dangling way above a target, waiting for him to glow red so I could drop down. It was just so good, not just for traversal, but stealth/combat as well (I LOVED using it to glide across a target then dropping down to kill them). And surely they will keep the grappling hook, at least for games set in the relevant time periods. Not specifically as an object, but the player can jump much higher than they used to be able to in older games. I can’t imagine playing without one, unless the game is set in the wilderness or something. I felt similarly about Ezio’s hookline in Revelations? But the Syndicate grappling hook is much more of a game-changer. Man, I wonder if I’m going to be ok with any future AC games that don’t have the zipline.
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And I loved trying to figure out how to grapple from one side of the river to the other without dropping into the water. Stephen: I enjoyed discovering that I could slip into the doors in the side of some of those chugging boats. I really feel for that one NPC dude who keeps taking a dive. I would do anything to keep from falling in. Kirk: It helped that the water looked so frickin nasty. Well, the whole thing with getting on and off moving objects (the trains as well) was great, but the way they made the Thames a kind of Frogger minigame was excellent. Kirk: The Thames! Yeah, the Thames is probably Syndicate‘s version of a “non-city” area. It’s the best parkour and assassination playground in Syndicate, and it looks - and sounds! - so distinct. Stephen: Maybe that’s why I liked the Thames so much in Syndicate. It’s a small thing, but those little elevations make the whole place seem more believable.
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It’s not just an endless flat landscape littered with climbing objects, it’s full of these little alleys and nooks that are’t just behind buildings, but above and below them as well. It feels more alive than any other city in terms of its design and architecture. Luke: See, I think Syndicate‘s London is my favourite. Brotherhood turns out to have been my favourite single-city AC because it has just enough outskirts to make the game feel geographically diverse.

Stephen: The Jack The Ripper DLC takes you outside of the city a little more and helped me realise that my ideal Assassin’s Creed does have some non-urban sections. That point of comparison interests me, though - in a lot of ways Syndicate felt like Unity done right.

They just did everything so much better this time around. Like Unity, it was another game that pared back the oceanic extravagances of AC IV and AC Rogue and focused on a single city. For the most part, the game really held together, which was interesting because it felt similar to Unity in some ways, but that game didn’t hold together well at all. Kirk: I did get a little worn out near the end, though that always happens to me in these games. Good mission variety, but could’ve been a share better. It was better than I expected it to be, though I must say it was beginning to wear out its welcome by the time I was finishing the final act. London gangs! Grappling hooks! Twin protagonists! A dog named Desmond! None of us wrote the official Kotaku review, but I gather that the two of you liked it. This time, Assassin’s Creed Syndicate, which I just finished a few days ago. It’s been a while, but the three of us are finally gathered once more to discuss an Assassin’s Creed game.
