It's always interesting to see what happens when one of the biggest gaming franchises in history decides to change up their development process. I'm sure I'm not the only one who thought Ubisoft's idea of taking a year off from releasing another Assassin's Creed game was a good idea. Especially after the negative sentiments stirred up by Unity. So how did an extra year of development time serve Assassin's Creed: Origins? It's kind of hard to say.
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Every now and then a game is released to mediocre reviews and practically non-existent hype, but I enjoy it all the same. The first Mirror's Edge was criticised for its empty world and bland story, while offering unique and compelling gameplay. It was short and sweet, but I loved everything about it, so the sequel must be right up my alley… right?
I have to admit that I was apprehensive about trying out what is commonly considered to be the worst entry in the Assassin's Creed franchise. This is the game that was so poorly received, Ubisoft had to eventually rethink its release schedule and get itself together. I knew going in that this might be the game that finally ends my enjoyment of the series.
Remember the good old days when the dream of kickstarting a niche game meant that you'd be supporting independent developers working on their passion projects? I do. It was years ago, before the big budget meltdowns and financial mis-management that lead to Kickstarter being a synonym for scam. Although, before I burned out on crowd funding big ideas from small game makers, I backed a local Australian family working on a game about delivering pizza, and bullying.
Originally released as a mobile companion to Assassin's Creed III exclusively on the Vita, this spin-off features some unique systems that have yet to be repeated. There are obvious limitations to starting life on a mobile system, which begs the question why some of the more interesting developments in this game never made it to mainline titles.