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So I was thinking about Assassin's Creed Unity

I am currently playing Assassin's Creed Origins and loving it. However similar to Black Flag I love it in spite of it being an AC game. Since the first game in 2007 released AC has struggled to find its niche and quickly moved away from the social stealth aspects. ACU was the series first attempt to return to the gameplay themes of the original and for numerous reasons didn't get there. I was going over some developer interviews and what caught my attention was the mention of the adaptive missions. If someone you follow notices you they may bolt or fight you, if they die you might find a note on them which leads to the location but there maybe more guards. I can't remember anything like this in the game, was there? The Notre dame Blackbox mission was the highlight of the game for me. It was the first assassination mission and got me so keen to see the rest, only to realise later on that was the strongest one. It seems whenever AC deals with a new engine such as with AC3 and ACU it fumbles. ACU could have been the Breath of the Wild for AC, a return to what the series was meant to be. I wonder if it was a success on all levels would these new games be any different.
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Assassin's Creed fans,let's talk about stealth[Long post warning]

Stealth has always been one of the core gameplay pillars in the AC series and has seen the most changes through the series,even more so than the combat. From hiding in a group of monks,assassinating from hiding places to hiding in large crowds and setting up unique assasinations. Yet it feels like it's one of the more undercooked gameplay elements throughout the series and it's implementation has always been somewhat wonky.
I'm a huge fan of stealth games,going as back as the original Splinter Cell game and I'm very much a fan of the AC series. Although for a long time the stealth wasn't the focus of the series,in more recent titles we're starting to see a resurgence towards better stealth,yet it still has some issues that need to be ironed out.
Here's my summary of the stealth in each of the main titles:
  • AC - Like many things in the original Assassin's Creed,stealth just felt clunky. It was also pretty hard to stay stealthy,since the guards were pretty observant and you had many obstacles,like the "harasser" archetype. You could only blend in in groups of monks to get into guarded areas and the reliance on the "focus" key to aim the throwing knives sometimes meant that you couldn't react in time. Still,the idea of playing an assassin in Middle Ages was very innovative and I totally got hooked into the game.
  • AC II - Assassin's Creed 2 completely improved upon every aspect of the original game,stealth included,which is why it is regarded as one of the best games in the series. We also saw a lot of improvements to the stealth - the ability to swim and freely blend into groups of people,assassinations from hiding spots,easier air assassinations and double assasinations,the addition of the restricted areas on the map,poison blade,hiring factions to fight or distract etc. This made stealth a whole lot more doable and fun,albeit still a bit clunky since you couldn't take cover or crouch.
  • AC Brotherhood - Brotherhood's stealth was largely the same as AC2 with the addition of the all-powerful crossbow and the poison darts. We also got the Assassin recruits,which sometimes felt like a "get out of jail-free" card during stealth,but due to enemy placement were necessary to complete certain mission challenges. The Leonardo missions were great fun to stealth.
  • AC Revelations - As the case with Brotherhood,Revelations' stealth built upon the existing foundation and gave us the ability to throw bombs,see the enemy's path in eagle vision and pit enemy factions against each other. It also featured plenty of stealth opportunities and due to the reiterative nature of the game it felt like it had the best stealth in the Ezio trilogy.
  • AC III - Assassin's Creed III sure changed a lot about the stealth mechanics. The hireable factions were removed,but it added the running assasinations,the "stalking zones",the ability to hide behind a corner,whistle and lure enemies towards you. The ability to free-aim with the bow and the rope dart,but to me both weapons felt mechanically weird to use. The stealth was by no means perfect though - the AI was dodgy,there was a ridiculous amount of guards both on rooftops and on the ground,crowd stealth was there,but honestly didn't serve much of a purpose. The stalking zones were sparsely spread and you'd often stand up while in them,either because you got too far towards the edge or because someone started spotting you and you couldn't hide again. Stealth in ACIII generally felt really clumsy.
  • AC IV/Rogue - AC IV reiterated upon ACIII and has the most fun stealth mechanics in the franchise for me. This was probably partially helped by the overall enviroment AC IV was set in - the Caribbean and their many little islands and jungles provided much more opportunities for stealthy gameplay. Plenty of missions offered stealth opportunities and incentivized the players to play stealthy either through better rewards or through secondary challenges. AC IV also added the "bell system",which let guards call for reinforcements if you were spotted. There were even stealth segments with ships,which sound a bit weird at first,but I actually really liked once I got used to the game rules. This was also the first time we saw the sleep and berserk darts(which were influenced by the previously encountered poison darts). The ability to free aim was also much improved than the one offered in AC III. All in all AC IV has the most fun stealth in the series for me - the combination of gorgeous enviroments and sneaking through the jungle and pulling enemies in the foliage just to finish them off felt very fulfulling. I'm adding Rogue in this category since both games play very simularly and are very enjoyable to stealth through.
  • AC Unity - It can be argued that Unity added "proper" stealth to the series. Unity's stealth certainly had many faults,but it's heart was in the right place,which is why to me it's the best stealth game in the series. Unity returned the ability to pit factions against each other,added the Phantom Blade(which replaced the throwing knives and blowpipe from the past),much more realistic social stealth(you can't just crouch in a crowd and pretend to disappear),the blackbox assassinations,the ability to pick locks and open new pathways,the ability to take cover,stealth-related gear,the "disguise" ability,the skills tree(although that locked some basic abilities behind skills) and most importantly - the ability to crouch. The challenging enemies and generally higher difficulty definitely helped incentivize the stealth and you were often forced to pick your engagements and retreat ASAP when facing 3 or more enemies. That adds up for possibly the most realistic and fullfilling stealth to date in the franchise when it actually worked.
    But here come the numerous technical issues and puzzling developer decisions to take away from your enjoyment. Enemy AI was absolutely terrible - regular guards can be painfully stupid outside of combat,yet enemy snipers spotted you almost instantly at times,which combined with their lethality lead to some nasty moments. During chases enemies will often shoot you with their pistols with extreme accuracy and high damage,which made the smoke bombs your best ally. On top of that the "fanatics" will attack you for no reason the second they see you,which forced me into many encounters I didn't enjoy nor wanted. Whistling was removed and the firecrackers,which were supposed to help you lure enemies to a certain location were extremely lacking,especially combined with the dodgy enemy AI. On top of that the many interiors of the game were chock-full with a ridiculous amount of enemies and some rooms were literally impossible to stealth through,unless you had a decent amount of berserk darts to thin out the ranks. The poison bombs were ridiculously underpowered,considering how late you get them in the game,being able to kill only the lowest of enemies. Anyone mid-high level will be able to freely walk outside of the cloud with fairly little overall damage done and you were only limited to 2. Sticking to cover was extremely clunky and annoying to do under the pressure of being spotted.
  • AC Syndicate - The latest entry in the series that tried to build upon Unity's foundations. Sticking to cover is much easier to do now and you can freely aim and throw knives or grenades. The ability to whistle and lure unsuspecting enemies is back. Syndicate also added enviroment interactions,which were sadly very limited to hanging barrels you can drop on your enemies. Throwing knives are also back and due to them being the only stealthy ranged tool were also extremely overpowered,but still fun to use. You can also use them as a distraction. The assassin recruits mechanic is also back in the form of the Rooks you can hire and let them attack/distract enemies for you. The Blackbox missions are also back and very much improved upon than Unity's with Unique(and truly badass) assassinations for each major target. The rope launcher felt like a "get out of jail free" card a lot of the times,but it was certainly necessary to move between rooftops and sped up the scaling of the building quite a bit. The skill trees were back and expanded,although felt a bit mundane. A lot of the upgrades were merely passive upgrades and didn't really change the way you played. There weren't really any gamechangers other than the much discussed "Chameleon" ability,which admittedly is ridiculous,but I didn't find myself using it too much,since the only time I stopped was to stick to cover,where I was safe either way.
Overall,Syndicate has a mechanically better stealth than Unity,but it's not the better stealth game. Why is that? The answer is simple - because of the game's difficulty or a lack thereoff. Unity incentivized the use of stealth through it's generally higher difficulty. Guards reacted fast(sometimes way too fast),hit you simultaneously and hard. Their aim was dead on. You had to plan your route and limit your engagements. Syndicate offers better stealth mechanics,but is much more lenient in it's general difficulty. AI was still dumb and the only combat difficulty came from using low level equipment against really high level enemies,which artificially prolonged the battles by a ton. Enemies didn't look different,didn't wear any armor,yet inexplicably took tons of slashes and cuts simply because of a passive health boost due to their level.
Now that's done,what can the Assassin's Creed series improve in the future? For me there are three critical areas Ubi needs to work on to make stealth better.
1. AI - First and foremost is the enemy AI. Simply put,it's dumb as bricks. AI was never a strong suit in the AC series,but it's been getting especially stupid and buggy in the more recent games. Which is why the series needs a lot of work in this area. Stealth games live and die because of their AI and while AC has never really been a stealth focused title,it needs to improve upon it for the benefit of everyone. Better AI means more interesting and challenging combat,more tactics used by the enemies,less random stealth sections and more predictable AI behavior(although that can be seen as a negative). Obviously,in a huge game like AC AI will never be perfect,but it desperately needs to be worked upon.
2. Fluidity - The second critical thing that needs to be adressed is the fluidity of stealth. The transition in and out of stealth,the sticking to cover,the animation when transitioning between cover,the different corner assasinations - all of them need to be as fluid as possible. The camera needs to be just away enough for you to be able to observe your enviroments without someone sneaking behind your back. Simply put,if the stealth is clunky,the players will dislike it and start playing loudly,since the combat is usually the more fluid experience of the two.
3. Incentive - The third of the critical aspects that need to be looked at is the incentive for stealth. In many of the series the combat is so easy(and in many ways a lot faster) than silently sneaking around picking off your targets,which is why a lot of people prefer to massacre their way through the levels with very little consequence. There is simply no incentive to go stealthy other than the fact you want be stealthy.
There are many ways to incentivize stealth. Obviously a lot of people don't like insta-fail missions if you get spotted and while that's a good way to incentivize the players to be stealthy,it's certainly not a perfect solution and should for the most part be avoided. The side challenges are a good motivation,however they need to reward the player for completing them,other than the 100% sync. Syndicate added small XP and money bonuses to their side challenges,but honestly the amount was super pathetic - like 10% or so extra,which in the grand scheme of things is absolutely nothing. There needs to be a larger reward,like 30% or even more. I feel like Ubisoft's own Splinter Cell Blacklist did the rewards for different playstyles perfectly - loud players got the least amount of points,silent(but lethal) players got more points,silent(but non-lethal) got even more and pure ghosts(that never touched anyone or raised any alarms) got the biggest amount of points. In the end even the loud players can unlock what they want,but the more patient players got a lot more money and could unlock stuff a lot sooner than the rest. Obviously this can't work in the same way in Assassin's Creed,but a simular reward system should be added for the more patient and stealthy players.
A different incentive would be game difficulty - difficult enemies and combat will obviously force the players to think a bit more before acting. Ubisoft,as a business,want as many players as possible to buy their games. But on the other hand the Assassin's Creed franchise is widely regarded as being way too easy and forgiving to play. I don't see Ubisoft making the franchise super hardcore anytime soon,but as I've suggested many times on this subreddit the ability to choose your game difficulty would certainly help. The perfect way to do this in my opinion would be this - 3 difficulties,Recruit(Easy),Assassin(Normal) and Master Assasin(Hard). Easiest difficulty allows you to rampage through the levels as the previous games in the series. Normal difficulty would be simular to Unity in terms of difficulty and you'll have to pick your engagements. Hard difficulty would obviously completely incentivize playing stealth and smart and combat with more than 1 enemy will be severely punished. Obviously that suggestion goes hand in hand with the overall AI improvement.
If I had to wish the addition of any new elements that would be non-lethal play(with proper rewards),because for a sneaky assassin you sure kill a lot of ordinary guards who were in the wrong place at the wrong time. I know recent games have the ability to choke your enemies,but that is possibly the most unrewarding and boring thing you can do.It's slow,it's clunky and requires you to hold the button for 5 or so seconds. An assassination with the hidden blade takes you only a single second and a single button press. Some form of martial art like Krav Maga that knocks out your enemies would be very cool,lore-friendly and possibly add something fresh for the franchise. Obviously it shouldn't be Krav Maga,since it's way too new to be put into any of the games,although the same can be said about the parkour.
So,here are my thoughts on the stealth in the series. Props to anyone who reads all of that. Now I want to ask about your opinion on the stealth in the series. Which game had the best stealth and which had the worst? Feel free to discuss the stealthy weapons and gadgets,level desing,blackbox missions and whatever else that comes to mind.
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