I’ve put this one off long enough that Assassin’s Creed IV has been given away for free, but I’m still a little interested in seeing how the franchise has developed, so here we are.
AC3 does have a few good ideas. Namely the naval combat. Just about everything else has been executed sloppily. The bugs are endless. I had to limit my framerate in Rivatuner just to interact with horse wagons. I’ve rocketed up into the sky to die from a fall. I’ve been stuck in rocks and other objects until I reloaded from a checkpoint. I’ve crashed on loads, and in one case, had to finish a cutscene on youtube after it autosaved past it. Icons have randomly disappeared from my map, including the ones I needed to quick travel to. Geddan.
Even putting aside the overt bugs, the game is a full quality pass short of where it should be. Goals are sometimes unclear and mechanics are poorly explained, especially returning AC2 features I’ve long forgotten about. Objectives can be failed before you’ve been told about them. Sometimes, when imploring you to take a straight linear route to an objective, the devs failed to properly fence off the rest of the world, and you end up instantly failing because you stepped on the wrong wooden beam.
The interface feels sluggish, although I remember simple things like opening the map taking even longer in AC2. It takes a couple seconds to switch weapons. Coming from Breath of the Wild, where Link’s weapons pop up instantly on clean white tiles without first wasting a second on small flourishes, AC3 felt rather intolerable. And this is only by the standards of BotW, which was hardly unwilling to waste the player’s time. I can’t list every little thing or I’d be here all day, but one clear example of shoddy interface design would be custom map markers vanishing after quick-travel. It doubles the number of times you need to open your map.
The elaborate parkour animations feel underwhelming after some no-frills free-climbing in more recent games, too. Honestly, I don’t think it’s so bad in Boston or New York when you’re making the choice to get on top of a house, but when you’re asked to leap between a linear path of stalactites in some cave, what’s the point? You’re just looking for a crack on the wall and pushing one direction on a stick. It’s sad, and it makes me feel sad.
Although I’ve generally appreciated the Assassin’s Creed control system for delineating high- and low-profile actions with the right trigger button as a control modifier, the fact is that it’s a bit absurd that I spend 90% of the game holding it down. An analog run is a bit interesting, but probably unnecessary. I’m sure every Assassin’s Creed player has experienced the goofy jumps onto stair railings when they’re just trying to climb down some stairs, or failed-scrambles up a featureless wall when trying to turn a corner during a chase, but rather than hoping players will learn not to be pressing the right trigger in those instances, they should really be dedicating a button to those climbing actions.
Guns are a thing now, and looking for human shields does keep the combat from being too mindless. There’s really nothing to it other than learning which guards have to be disarmed, and fighting proactively enough to get a good kill-streak going (another unexplained feature I forgot about from AC2). Animal hunting diversifies the experience a little, but it’s not much worth talking about. You can whistle to lure guards, something I don’t remember from before, but there’s weird gaming logic that arbitrarily determines when Connor is capable of whistling, which is irritating, because a lure would be useful anywhere.
The homestead development was a nice improvement over what Ezio was doing in Monteriggioni. I appreciated the cast of characters and the effort that went into giving them jobs, places to be, and conversations with each other. But it’s another example of sloppy execution, too: your only real interaction with this system is the clumsy sidequest task of documenting them at work, and it seems to be based as much in RNG as time of day.
Mission quality varies; the good ones are still a little open, and, when they get difficult, you can still puzzle it out. Swimming out to a couple of ships and blowing them up is tough without being seen, but you can find your moment to isolate one guard and start opening up greater gaps in the patrols. Lesser missions are interactive cutscenes. Or they’re just chaos, like when you’re chasing after Thomas Hickey, and every NPC in the crowd chooses to leave Hickey alone and do their best to shove you to the floor. The next time you do the mission, maybe you get lucky, and Hickey takes twice as long.
And while I mentioned how I liked the cast of the homestead, the story was mostly vague morality talk without managing to sell or explain much of any position on what the assassins or templars really do or stand for, which is tiresome enough even without the long-winded death speech every jerk in the series gets. The only real takeaway the game tries to provide is that the founding fathers of America got up to some reprehensible stuff and weren’t pure heroes of good, having owned slaves and the like. I’m no history buff, but this is rather obvious. They barely even begin to cover the full extent of the Native American genocide — Andrew Jackson was a ways off, but there’s nary a word of what’s to come from the guy who puts all the cringingly unfunny diatribes in your database entries. He’d rather go on about how British colonialism wasn’t so bad. Gross.
(Personally I can’t wait to see the series clumsily address the French Revolution, maybe with a concurrent reading of the Eighteenth Brumaire. Unfortunately, I’m still like three games behind that one.)
Politics aside, the character arc wasn’t much better: young native child playing hide-and-seek and coming back to a burning hometown felt like the most cliched thing in video game plot history. Nobody could have thought that was a good idea: it was just one of those things writers force themselves through to get to the parts they actually care about. I mean, I get it: writing is hard, and filling in those bothersome gaps between your good ideas is like eighty percent of the job, but come on. When it’s this lifeless, you have to try something new, or have the guts to skip past it and find some other way to have the narrator tell you his mom died in a fire later.
Let’s get to the crux of it. After Breath of the Wild, with the insane open toolset potential (magnetic control, octorok balloons, korok leaves and all that) — and with Metal Gear Solid V still relatively fresh in my mind too, with its ridiculously polished and robust mechanics (see: cardboard box, D-Walker mech) — what does Assassin’s Creed, as an open world stealth combat series, really have going for it? Purely as a game, and not just as a historical odyssey? Here in Assassin’s Creed III, we do QTE fights with bears. We push two control sticks to try and keep two irate villagers from punching each other. We get a checklist of period events and look on in disbelief as these are crammed awkwardly into missions, with little care as to whether these events might be mechanically suitable… such as tagging along on Paul Revere’s ride, or that joke of a mission where you trot between groups of soldiers and command them to shoot their guns (as if they couldn’t possibly have figured that out for themselves). I’m not at all surprised to see from a cursory glimpse at Wikipedia that both subsequent Assassin’s Creeds — Black Flag & Rogue — stuck with the naval combat theme. After all, it was their only good idea.