Review

Assassin's Creed Syndicate Review

  • First Released Oct 23, 2015
    released
  • PS4
Alexa Ray Corriea on Google+

It takes two.

After completing my second ghost hunt with Charles Dickens, I decided it was about time to shut down the last factory forcing children into labor. As I made my way across Westminster, zipping between rooftops with my rope launcher, a notice popped up indicating I was approaching a bounty hunt. The objective was simple--kill an important member of my rival gang--and I decided the children could wait a bit longer. I was in and out of the mission in under a minute after dropping hanging barrels on gang members, throwing down a smoke bomb and taking out the leader with a gun to the head. I ziplined out, stopping only once more to change my outfit to one that held more throwing knives, before dropping by a black market stall for a refill and dashing towards the factory. The children of London needed me.

This is Assassin's Creed Syndicate's playground. One moment you're free-running through a borough towards the next story mission, the next you're sneaking through a dilapidated building picking off criminals as you find yourself irresistibly drawn to the promise of experience points and in-game cash--not to mention notoriety among the London underground. The organic way in which missions and side projects pop up is bolstered by their placement in a gorgeous rendition of 1868 London, complete with massive factories spewing smoke into the sky and intricately detailed copies of every major landmark you can think of--all climbable, of course. Overlaying all of this is one of the best stories the Assassin's Creed franchise has told in recent years, featuring dual protagonists that are relatable and lovable. Occasionally during climbing it can feel like your freedom of movement is limited, and controls will sometimes sabotage you with some unwieldiness and counterintuitive button placement. More of the environment has been made available for you to climb on, and the rope launcher can attach to nearly all ledges, so these small occurrences of flying off the rails are inconvenient at worst. But overall combat and movement feel great, and Assassin's Creed Syndicate's story is charming, while countless amusements will keep you lost in London for hours.

Syndicate's story is an intimate, personal tale like that of last year's Assassin's Creed Unity mixed with older Assassin's Creeds' tendencies to pack in the historical figures. The modern day elements are more toned down than they were in previous Assassin games, so much so that they're barely present. You spend all your time as Jacob and Evie Frye, assassin twins who come to London in 1868. Under the leadership of Crawford Starrick, the Templars have a stranglehold on the city, and a sinister gang called the Blighters run things to their liking.

Gang fights are wild, unpredictable, and tons of fun.
Gang fights are wild, unpredictable, and tons of fun.

The absence of any fiddling around in a present-day timeline is a boon to Syndicate's story, allowing laser-focus on the 1868 London plot. The story centers around the politics and policies of Industrial Revolution London, with Jacob and Evie fighting not only to dismantle the Templar conspiracy but also to bring justice and refuge to the city's downtrodden. Jacob and Evie also frequently fight each other, with disagreements about what it means to be an Assassin forming a tense undercurrent. Along the way, the two come into contact with a smattering of historical characters--ranging from Alexander Graham Bell (who gives the game's best items) to Charles Dickens and Karl Marx--making the Fryes tangential and sometimes integral to the great successes these individuals achieved. These interactions fit neatly into Syndicate's overall flow, and while it does seem like these figures are packed in a little too tight, the game gives breathing room to each individual story.

London feels alive. Towers breathe smoke into the sky, stations bustle with passengers and passing trains, the homeless burn fires in trash cans in alleys, and stray cats pause to look at you while you lie in wait for your target. Bystander AI can be overdramatic at times, cowering in fear indefinitely after witnessing you murder someone in front of them, but those visceral reactions are what make starting fights in public such a delight. You throw a punch in a marketplace and crowds immediately vacate the area, fleeing from your wrath. Little boys and women run and scream as you sink your blade in someone's throat. NPCs also yell at you when you loot bodies, bid you good-day as you walk by, and make whispered comments to companions about your looks. And piled on top of it all is a brilliant soundtrack, a seamless sea of tunes that capture the sadness of the poor and the determination of the Fryes. In one instance, as you climb a spire to a viewpoint, a soft soprano-and-string number kicks in, painting a picture of melancholy for the past and hope for the future. Sights and sounds combine to create an irresistible portrait of London, and make exploring for every side quest and collectible an enjoyable experience.

This doesn't look good at all.
This doesn't look good at all.

Moving and fighting in London is also a satisfying experience, at least when controls cooperate. Combat is fluid and simple and relies mostly on the D-pad, on which directions are mapped to attack, counter, stun and shoot. If you're quick, you can punch in combos that knock enemies over and trigger some final execution moves that are brutal and beautiful. It's undeniably satisfying to chain hits and kills until you're bopping around between enemies in a gang war, flying along a circle of combatants and systematically bringing them to their knees in one fell swoop.

Free-running follows this same simplicity; hold down R2 while running and press one button to go up and another to go down. You can climb pretty much everything in London with relative ease, with the city's gorgeous details offering compelling arguments to eschew fast travel. But these controls take some time getting used to and feel counterintuitive, especially while climbing. Sometimes you'll kick off a wall when you meant to climb up or go up when you try to go down; this imprecision has characterized the series controls from the start. But in Syndicate this imprecision is infrequent, and while the controls aren't perfect they do feel much better and more fluid.

Gone are the days of snapping to cover and blending into crowds. In Syndicate, a white "Threat Ring" appears around your assassin when enemies are near. Markings on the ring show you where enemies are relative to your position, which is helpful when you're crouching in an area and can't see much. This tool makes stealth much easier and allowed me to gauge who to take out first based on how close they were and whether they'd noticed me. Then you can determine which tools to whip out of your belt, be it electric bombs or throwing knives. Do I smoke bomb this group and take out the leader under cover? Or do I just escape to a rooftop and pick them off one by one with throwing knives? Or better, make them turn on each other with hallucinogenic darts? The tools at your disposal and how you combine them is entirely up to you, and Syndicate's mission design offers ample breathing room to complete each mission in your own way.

The only thing that matters here is that corgi in a purse.
The only thing that matters here is that corgi in a purse.

I can recall only using Syndicate's fast travel points three times during my entire playthrough, because with the rope launcher in your toolbox, why would you take any other route through London? The setting is so lovely, and zipping across the city like a Victorian Spider-Man makes you truly feel like the city's protector, dropping to the streets every so often to air assassinate someone. In addition to setting up aerial kills, using the rope launcher instead of fast travel allows you to organically stumble upon one of London's many sidequests and make a pit stop for extra cash. Many times, on my way to a story mission, I would zipline over a side mission and think, "Why the hell not, I'm here!" One tool helps you traverse, discover, escape, and assassinate. The rope launcher is the thing this franchise so desperately needed, and now that it's here I don't ever want to be without it.

I always feel bad for the horses in these situations.
I always feel bad for the horses in these situations.

Another new mechanic is the ability to drive carriages. I found Syndicate's vehicles relatively easy to handle. You can also do any number of things with these carriages, including hijacking them for your own purposes and hiding bodies in them. One string of side missions involved collecting wanted criminals for a policeman; I would knock them out, steal a carriage from an unwitting bystander, put the body in the car, and then drive away. In some instances the rival gang has carts on the road as well, which can devolve into some hilariously fun Grand Theft Auto-style chases. You can ram carriages as they ride up next to yours or climb up onto your own carriage’s roof to engage in fisticuffs with enemies. Hijacking moving carts is thrilling, and destruction is encouraged. There's an experience perk you can earn for destroying street lamps and other public property, so don't be shy about running people over.

Combat, grand theft carriage, and bounties all play into the game's main story, and you'll be tasked with doing all of these things over the course of Jacob and Evie's adventures. While you can switch between the twins on the fly when playing side missions, you'll be locked into playing as a certain twin for specific story tasks. Each chapter has dedicated objectives for both Jacob and Evie. Jacob's tasks cause more mayhem and utilize his talent for close-quarters combat as he seeks to bring justice to London's underdogs, often resulting in explosions and other destruction. Evie's missions mostly require sneaking around without being detected. Her objectives feel closer to the traditional Assassin's Creed story, and you'll spend time with her doing the order proud while Jacob makes a mess of everything and invests in creating his own gang, the Rooks.

"Yes, he's like this all the time."

In addition to differing personalities--with Evie constantly reprimanding Jacob while he rather humorously bumbles around achieving his squad goals--the twins have different unique skills that tie into their interpretation of what it means to be an assassin. Evie's special skills are stealth-based, with one incredibly useful ability allowing her to disappear completely while she's standing still in sneak mode. She can also hold twice as many throwing knives as Jacob and her stealth stats far exceed her brother's. She'll be the one you take with you on bounty hunting and liberation missions. Jacob is more suited for gang wars, a brawler who takes less damage and, with all skills unlocked, can bring enemies to near-death states quicker. Their differences are noticeable in gameplay, and rather than have one character you can customize either way, it's a brilliant touch to have two characters ready and available for different kinds of missions at any given time.

I cannot stress enough how deeply likeable and relatable Jacob and Evie can be. Evie is serious but sweet, tough in battle but willing to pick up the scattered papers of a stranger she bumps into on the street. She acts more like an older sister than a twin, bossing her brother around and openly deriding his more destructive decisions. Jacob is goofy, flippant, cheeky, and is more concerned about his gang and toys while his sister fulfills her oath. He makes fun of Evie's belief in ghosts and her willingness to help everyone they meet, but under all that snark it's clear he loves his sister. Their banter is sweet and at times funny, and while they are two separate entities when it comes to combat, they truly feel like two parts of the same whole. Their story is a powerful one, about duty and family, and the ease with which they communicate and the believability of their relationship showcases the draw of Syndicate's narrative. Add to this a supporting cast filled with diverse, equally believable characters, and Syndicate feels a little bit like being at a party with all of your friends.

The first rule of fight club is Evie Frye always wins fight club.
The first rule of fight club is Evie Frye always wins fight club.

In addition to leveling up Jacob and Evie, you can level up their green-clad gang, the Rooks. I became obsessed with tricking out my gang, because having strong fighters on the streets mean you'll always have backup in a fight. Using in-game currency, you can unlock perks for your gang, such as sturdier carriages and cheap access to hallucinogenic darts. You can even pay off policeman to turn a blind eye to some of your illegal activities and assemble an army of children to bring you crafting items on the streets. Micromanaging your gang is worthwhile because it completely changes your experience in London. Having this extra layer to deal with keeps you engaged in activities outside the main story and is another fun way to leave your mark on the world.

Syndicate's story is a riveting tale of compassion and greed, but the mechanics of its climax don't carry enough urgency and drama. A final boss fight usually tests the skills you've learned throughout the game, but Syndicate's is a memorable for the wrong reasons. It's an anticlimactic scramble through moving environmental obstacles to reach the boss and trigger a quick time event. This sequence of events happens several times in order for you to beat the encounter. It's a frustrating setup that tosses all narrative tension out the window.

But a disappointing final fight and some control hitches can't diminish the charms of Assassin's Creed Syndicate. The game is a triumphant return to form for the franchise, and presents a beautifully structured tale with heart and soul to spare. Ziplining through London is thrilling, and the game allows you to organically discover missions and leaves you open-ended solutions lets you to create a meaningful, personal experience within its world. Coupled with strong, loveable leads and a seemingly endless procession of ways to leave your (fictional) mark on London's history, Assassin's Creed Syndicate is a shining example of gameplay and storytelling.

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Now Playing: Assassin's Creed Syndicate Review

Alexa Ray Corriea on Google+
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The Good

  • Excellent world design allows organic discovery of missions with open-ended solutions
  • London looks gorgeous
  • The rope launcher tool is a game-changer for traversal and stealth
  • Building up your gang is rewarding and satisfying
  • Masterful soundtrack captures the hope and despair of the setting
  • Wonderful story led by two of the strongest protagonists in the series

The Bad

  • Final boss battle is frustrating and kills the drama
  • Sometimes controls can be imprecise

About the Author

Alexa Ray Corriea has made it a point to never miss an Assassin's Creed game. She finished the main campaign of Syndicate along with enough side operations to net 75 percent synchronization for this review.
1185 Comments  RefreshSorted By 
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face76

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All the people bitchin' on here about the score need to back off. Its a review. Its an opinion. Doesn't mean it's the best game in the series. It's Alexa's opinion on the game. I'm glad to see that someone who plays these time of games review Syndicate. No matter what GS can't win. Either the reviewer doesn't like or play the type of game they are reviewing or the reviewer is too excited for the game they are reviewing. Either people bitch that the reviews are bias because they are bought, too into the game since it was announced, they don't play that type of game they are reviewing, didn't play the game they were reviewing, and the list goes on and on. I can understand disagreeing with a review. Everyone has opinions. But to go to the point of where you are trying to discredit the person who reviewed the game is too far. You don't agree the score should be 9 that is fine. State your reason's that are valid. Not because of who reviewed the game or because of the game before was bad.

Just because Unity had the bugs doesn't mean this game has the same ones. Any bugs where fixed on a day one patch. For those of you that think Ubisoft should drop the game engine and make another, lets see you do that. Its not easy. It takes time and money. To say Ubisoft can't make games is just being ridiculous. You might not like the AC or Ubisoft for that matter, but that doesn't mean their games are bad. Some people feel the same about Skyrim, Uncharted, Halo, or any other game. I don't like Halo. Tried the game a few times. But that doesn't mean 343, Bungie, and MS make crappy games.

Danny not liking the game and "breaking up" with AC again is just his opinion. Maybe if he reviewed the game he would have given it a 7. But he didn't. Also if he doesn't like the game, again doesn't mean its a bad game.

People on here just want to complain because its Ubisoft. Also because its an AC game, aseptically since Unity was released. If don't have anything nice to say don't say anything at all.

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hordicus

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@face76: totally agreed with that.

cant wait for the haters to learn kojima is negociating with ubi for a splinter cell or an ass creed ^^.

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The_Mystery_Box

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@face76:

150 opinions > 1 opinion

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iabstract

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@The_Mystery_Box: No, not necessarily. 150 tools who don't know what they're talking about does not trump someone who does or someone whose opinion you respect. My suggestion? Find a reviewer whose writing and tastes you respect, then go from there. People's attitudes toward reviews is absurd at best.

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The_Mystery_Box

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Edited By The_Mystery_Box

@iabstract:

What exactly makes this man's opinion more valuable than anyone else's? Pretty sure anyone who regularly plays games is qualified to be a game critic.

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flaw600

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@The_Mystery_Box: No one is saying that this reviewer's opinion is more valuable than anyone else's. But reviewers are ideally more objective than say, someone who's main experience with the AC franchise was 3 and later. At any rate, the suggestion wasn't to listen to this reviewer, but to find a reviewer that you generally agree with and go from there. This reviewer might not be it for you, but it may be for someone else.

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AND1SALTTAPE

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I finally read the review and with all due respect to the reviewer's opinion, let me just say, that Ubisoft still doesn't know how to make games. There's still much of that 'hand-holding' in there; what a pity that I felt like it was going away with, after, Unity but it's still fudging there! to top it off, stealth is even easier because it now tells you which enemy should you approach first. Serious question: When will I get to use my brain in an AC game? Why can't they just stop hand-holding you?

Imagine an AC game where you aren't held by your hand. Imagine. Imagine one of the best stealth game ever made. Imagine the impossibility.

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PhatTuna

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@and1salttape: Play Metal Gear Solid

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Sound_Demon

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@and1salttape: Souls has no assistance. It's easily the best game ever due to that and other reasons.

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luislasvegas

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ITS A GLITCH FEST

DONT BUY 4 OUT OF 10 FOR ME NOT WORTH 90 $ UBISOFT MADE THE SAME ERRORS WICH THEY DIDNT LEARNED YET .

ACHETER PAS CE PUTAIN DE JEUX SA VAUX PAS DE LA CALISSE DE MARDE VIVE LE QUEBEC

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flaw600

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@luislasvegas: Literally no one has come out saying that it's a glitch fest.

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Verenti

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I would take the review with more weight if the reviewer wasn't gushing about the game since it was announced.

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face76

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@Verenti: There are other reviews that gave it good scores. So read those.

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Verenti

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@face76: It is not my habit to keep looking for reviews until I find the one the confirms my pre-formed opinion on the matter. That is precisely what I am criticizing.

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iabstract

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Edited By iabstract

@Verenti: lol complaining about a review not matching your pre-formed opinion. I see a couple problems right there...

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Verenti

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@iabstract: lol ikr?

Or maybe I actually took in multiple sources and opinions and correlated that with my experience (ie. empirical evidence) from other games in the series, noting what the notable changes to the formula were and formed an educated opinion based on the data made available to me.

One of the two.

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face76

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@Verenti: You weren't taking the review seriously because of who reviewed the game. I was simply saying that there are other reviews out there with just as good as scores. Maybe even ones that you would take with more weight.

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Verenti

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@face76: I did say that. Fair enough.

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GregoryBastards

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Edited By GregoryBastards

This game is actually Assassins creed Mordor Asylum bloodborne filter edition.

Im playing and kinda enjoying it....but iv realised that no asscreed game will be as good as ac iv black flag....for me at least.

Also the guy who pitched the idea for "free run down" with r2 and circle needs to be shot.

That accursed feature has caused me too much frustration.

3 • 
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triplebullet

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Not a 9... 7 is more realistic...

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blprater

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Bargain bin for me. I will wait. I am still enjoying Unity post bugs.

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advocacy

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Consensus seems to be that this game is better than AC: Unity. Relatively speaking though, a 9 would mean that this is the best AC game in the franchise.

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flaw600

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@advocacy: The 9/10 seems to be based on how this compares to the last few games, for which a 9/10 can be seen as fair. Not that I agree with the score. I'd give it an 8 personally based on what the reviewer talked about.

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timedevourer

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9? seriously? Same mechanics, same engine with the f***ing same bugs, the only good thing in this game is the atmosphere.

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PhatTuna

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@timedevourer: did they use the same 3 character models again, or did they actually give a **** this time in that regard.

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timedevourer

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@phattuna: 2 playable chars I think, I can't say much because when I realized that its the same everything as the other games (excluded the scenario), I've stoped to play instead. I'm happy that I haven't bought the game.

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iabstract

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@timedevourer: I think they're talking about the crowd/NPC models

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pbernoos

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why 9? whyyyyyyyyyyyyyy9? is that seriously game spot who got TLOU 8? icant say something! shame shame shame

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iabstract

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@pbernoos: TLOU was deserving of an 8. The gameplay in TLOU was lacking at best, and they never bothered to really take advantage of mechanics that really could have made it fun (such as combining hostile humans with the infected). In the end all it had going for it were the graphics and the story, and the story was pretty predictable, too.

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Fistan87

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F**k you gamespot, bloody liars. Anyways thats why we gamers only listen to other gamer's reviews. They dont have a tendency to lie since they are not getting money.

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JustPlainLucas

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@Fistan87: Wait, what? Explain Unity's 7 then. Also, its DLC got a 5. Don't forget Rogue got a 6.

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harharhar69

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I'll check it out when it is $1.99 on steam.

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mattcake

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Edited By mattcake

Well look at it this way. Gamespot is a big site and gets paid a lot of money from publishers to advertise their games. It's a slap in the face if that site then gives your game a crap score.

But what if you had a reviewer on the site, reknowned for giving everything a high score. You could just give them all the reviews you needed a big score for and no one could say anything about backhanders / payoffs, because "that reviewer always scores games high". The reviewer cops all the flak instead of the site.

Cunning like a foxy stoat.

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GamerSince78

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good ole gamespot...talking out of both sides of their mouths. Not even 3 days ago Danny was breaking up with this game, and then it gets a 9? This is the kind of crap that drivers gamers crazy, and the kind of stuff that makes you look at reviews from game sites and laugh.

not saying this is not a 9/10...im sure she loves the game...it just seems really duplicitous to me.

This game has added nothing new in the last 3 or 4 iterations...for those that like the game, awesome...for those that don't, cool!

My point is there needs to be some continuity, this site is all over the place.

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JustPlainLucas

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@gamersince78: You cannot expect continuity from any publication when there exists more than one reviewer. People do not think the same; their preferences and tolerances will be different. And did you pay attention to what Danny said? He said some people still love the series for what it's doing now, but he wanted the series to go in a different direction. He even said recognized Syndicate to be a great game, just no longer a game for him, and that was HIM breaking up with the series personally, not GameSpot.

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carlitosdesa

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Gamespot became spoiled by money. This is absurd. You are not even trying to undercover it. Gamespot is not a reliable web anymore. Absurd. Just absurd... Too lame.

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iabstract

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@carlitosdesa: Then quit frequenting and whining on sites that don't conform to your predisposed notions with nothing to support them.

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JustPlainLucas

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Edited By JustPlainLucas

@carlitosdesa: As I just replied to someone, explain Unity's 7 then. Also, its DLC got a 5. Don't forget Rogue got a 6.

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thecman25

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@carlitosdesa: ign just bends over

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shreddyz

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HAHAHA Is Kevin still mailing in reviews?

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DonJuanCorleone

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I always hated the way all of these games had that annoying white highlight around a targeted enemy, it really withdraws your immersion in the game imo. Batman doesnt have it and it works great there.

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salmon71

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@donjuancorleone: Batman doesn't highlight around the target, it lights up the whole target!

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IJONOI

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Edited By IJONOI

Only 980 total comments on a big review such as this? What happened to Gamespot?

Also, to each their own. But I refuse to play another Ubi game that makes me climb a tower to reveal the map and then spend 2 hours chasing icons before moving on to the next one. world looks great though.

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GregoryBastards

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@IJONOI: This one doesnt have as much side quest clutter as Unity....you should try it.

Theyv streamlined a couple of things quite nicely.

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Mogan

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Mogan  Moderator

@IJONOI: Only the first AC game actually made you spend time chasing a bunch of icons. If you don't want to clean up all the map barf, there's nothing making you do it.

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IJONOI

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Edited By IJONOI

@Mogan: The point is there's no sense of exploration. I remember following an icon in FC4 that led to this underground secret lab, and I just thought If i could have followed some hints or written text/ quest dialogue to find that place it would have been awesome. but no, it was just an icon i had to walk too.

EDIT: the fact you call it map barf highlights that it is just useless filler.

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hushed_kasket

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I played the game over much of the weekend, and honestly, this review is pretty spot on. I've played EVERY entry in the series, and this really does feel like a return to form, of sorts (especially with regards to more meaningful side activities and enjoyable protagonists).

The game looks great, with textures and lighting that make London feel alive. Free running is smooth, fairly intuitive, and as realistic as it's ever been. And the zipline/grappling gun is a blast and a needed convenience.

Though I've spent a lot of my time with it so far freeing boroughs and districts from Blighter control in side missions, the story and quest progressions I've made seem fairly straight forward and avoid some of the storytelling convolution of previous games.

The combat is a little different this time around and takes some getting used to, but I'm not going to fault Ubisoft for trying something new, especially since it's (a.) well-done and (b.) accurate to the time and setting.

Most of the technical snafus seen in the likes of Unity have been eradicated. Once or twice, I've seen a character turn invisible momentarily or disappear altogether, but in a game this size with this much going on, I honestly am surprised it doesn't happen more often. Haven't had any problem with frame rate, tearing, pop-in, etc.

Obviously this is just my opinion, but I wanted my actually experience playing and enjoying the game to be a counter to much of the negativity (which I suspect is primarily from people that haven't even played it). The series is nowhere near perfect— and I get that a lot of fans of the earlier installments are disappointed or butt-hurt by faults or changes of some of the later entries, but I've played them all, and this one feels good. It feels more like AC2 or Brotherhood to me. The fact that alot of the complainers posted their responses on or before the release date tells me that they didn't spend much (or any) time with the game before pouting up.

Just one honest gamer's opinion — take it or leave it.

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heguain

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@hushed_kasket: Is Syndicate similar to Black Flag in any way? I don't really like Black Flag...

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hushed_kasket

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@heguain: Not so much Black Flag, really... If you've played some of the other entries, it's more like a HIGHLY IMPROVED Unity mixed with Brotherhood.

What I liked about Black Flag was the seafaring, the drastic change of setting and transportation... but the mechanics and combat of Black Flag were still not great in my opinion. But both of those areas are very strong in this one.

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marvinmdrobo

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Edited By marvinmdrobo

Ubisoft did an AMAZING job with the trains and horse drawn carriages. Since AC4 Black Flag I didn't know how they were going to make up for the absence of piracy in future games. But given how much people loved boarding other ships and stealing their cargo, I'm surprised that robbing trains doesn't play as big a part in the game. I loved Black Flag because you could loot other ships and then use that loot to upgrade your ship. With the Industrial Revolution setting, I was expecting trains to replace ships. Controlling the railways means control of supply in the same way as controlling the seas in AC4. I thought you'd be able to build tracks to regions you control and buy trains using supplies stolen from trains others control. I was expecting you could invade a train station to hijack a train in the same way you would loot a warehouse in AC4. I don't know why you wouldn't build around the most exciting part of your game. Trains are to AC Syndicate almost as sailing is to AC3 instead of AC4. Where you wonder why didn't they just make a game about hijacking trains (sailing)? Instead of hours of gang fights (hunting)? P.S. I actually loved the hunting in AC3.

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Frost71

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"Sometimes controls can be imprecise"

Calling the controls imprecise is an understatement. This has been an issue with AC from the very first game and seems to be ignored by Ubi. I'm enjoying Syndicate at the moment but in my mind this is really keeping this good game from being a great game.

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jay30mcr

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Did i miss something? Your release date is shown as Oct 19th 2015 but on the Uplay site the release date is 19th Nov 2015.

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kiwi15499

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@jay30mcr: Oct 19 for consoles, Nov 19 for PC

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Assassin's Creed Syndicate

First Released Oct 23, 2015
released
  • PC
  • PlayStation 4
  • Stadia
  • Xbox One

Introducing Jacob Frye, who with the help of his twin sister Evie, will change the fate of millions in Assassin's Creed Syndicate. Rise to rally and lead the underworld to break the corrupt stranglehold on London in a visceral adventure filled with action, intrigue, and brutal combat.

9
Superb

Average Rating

692 Rating(s)

7.2

Developed by:

Published by:

Content is generally suitable for ages 17 and up. May contain intense violence, blood and gore, sexual content and/or strong language.
Mature
Blood, Drug Reference, Strong Language, Violence