The interiors of certain buildings are jaw-dropping, but many are just rooms.
Assassin's Creed has changed, something I could tell in my first few minutes of play. Unity feels more like a return to the original Assassin's Creed than a continuation of everything Assassin's Creed II started. The city feels dirtier and more realistic. Part of this is the architecture, which is amazingly detailed. There's more buildings with available interiors this time; Amancio said one-fourth of Paris has explorable interiors, as opposed to the smattering of explorable buildings in AC III and Black Flag. The other part is the citizens. The crowds are bigger; stepping into a city hot spot means dealing with crowds of hundreds of people. They're everywhere and they react to each other. Extremists bully citizens, criminals steal or kill, and the National Guard reacts to these events. In some cases, it's actually better for you to let the guards handle trouble within the city instead of taking things on yourself.
Unity feels more like a return to the original Assassin's Creed.
The rooftops are blessedly-bare this time around, because who needs to patrol the roofs when there's so much happening below? That meant I had time to play around with the new parkour system. Here's how it works: holding down the right trigger shifts you in Parkour Mode. If you just hold down that trigger, Arno will navigate on roughly the same plane he's already on. If you're on the ground, he'll stay on the ground. If you're on a rooftop, he'll try to work around the same height. You switch elevations by also holding either Parkour Up (A button on the Xbox One controller) or Parkour Down (B button).
It took me a moment to get used to, but once you understand the system, you'll also see the possibilities. It's also important to get the subtle points of Parkour Up and Down. If you jump off a low roof with with just the Parkour Mode trigger held, it'll work like classic Assassin's Creed: you'll leap outwards from the roof in a long jump. With Parkour Down, you'll drop straight down. When you mix and match all three Parkour modes, getting where you want to go becomes easier. Free-running around Paris is a lot of fun when Parkour works.
Arno could be stuck here. At least digital Paris looks great.
Unfortunately, here's where one of the rough edges appears. If you remember the first Assassin's Creed, then you'll remember that the movement system would work... until it didn't. Yeah, all that is back. While I was playing him, Arno got caught in spots and corners where he just wouldn't do anything. He'd be there hanging off a corner, I'd hit the button to drop, and he'd just sit there. Eventually, I'd figure out a direction that would get Arno moving again, but until then you're just flailing around and hoping something works. You'd run into the same kind of thing in Assassin's Creed III with trees or ship rigging, but if feels like the buggy nature of Arno's movement is a step back from Edward's game. I'd say the combination of more natural architecture and the new Parkour system are adding together to create a few issues here and there.
Bringing Back The Stealth
Assassin's Creed Unity is about deciding what the core of Assassin's Creed is. Ubisoft Montreal's answer is "stealth over combat". Combat is still the same counter-and-attack action that we've all gotten used to, but things are on the harder side in Unity. The chain kill and counter kills are gone, meaning it's not as easy to take down enemies. Countering is still easy - just hit the parry or dodge button when you see the enemy attack indicator - but you won't get that instant kill afterwards. You also have to contend with enemies who are more willing to stab you in the back while you're attacking their friends.
This shifts the gameplay back towards the first Assassin's Creed, where running into more than three or four guards was a problem. In later games, counters and chains meant you could dispatch whole regiments without issue. Now, it's better to run away when things get heated instead of standing your ground.
Hide in plain sight.
Unity borrows heavily from another Ubisoft title, Splinter Cell: Blacklist. Left Trigger shifts Arno into a low-presence mode, making this the Crouch button fans have been asking for since the first game. Pressing A snaps Arno in nearby cover; you can disengage by pulling directly away from the cover or hitting A again. Blacklist also hands Unity the Last-Known Position indicator: a ghostly-outline of Arno that shows where the enemy believes he is. Line-of-sight is way more important in Unity, meaning Smoke Bombs, corners, and those new building interiors are major tools in your arsenal.
"This game is different from other Assassin's Creed games. It's played differently. That's the whole point."
Unity creative director Alex Amancio
Ubisoft wants you to rely on stealth again and these options make utilizing that stealth easier. The missions have been re-tooled to be less linear, giving you more ways to reach and dispatch your target. More ways in, more assassination spots, and more ways to escape once the deed is done. There's also a move away from one major crutch, Eagle Vision. Instead of it being a mode you toggle on-and-off, it now lasts for a specific period of time and comes with a short cooldown. I can see this change being a contentious one for many fans, but I got used to it after an hour of play. Eagle Vision in its new form is something you turn on quickly to see around corners, instead of keeping it on to monitor enemy movements.
Running like a bat out of hell to kill a target is still possible in Unity, but getting back out again is harder now. Fighting your way out against overwhelming numbers tends to end in death. Stealth seems to be the go-to playstyle. Assassin's Creed Unity is just a slower, more methodical game than Black Flag was. I'm not sure how fans will adjust to the new (old?) style, because there's a definite sense of weakness in Arno compared to his invincible, army-murdering brethren. And that's completely intentional.
Life in Paris
Paris can be a city of grime and death.
You'll unlock new areas by ascending to a tall spire and looking out on the city, just like every other Assassin's Creed. The synchronization still shows the the immediate area in a 360-degree pan outwards, but I saw some stutter and what looked like screen-tearing. I don't know if that's an Xbox One problem or a Unity problem, but you now have a heads-up.
Synchronization shows you many of the available missions within the region. These missions include direct Campaign tasks, Paris Stories, Murder Mysteries, Treasure Hunts, and other small actions you can undertake. Campaign missions will further the story and tend to follow one target or set of targets for the entire sequence.
"We're back to something that looks a bit more like Assassin's Creed 1," said Amancio. "Every sequence that ends in an assassination, we spend that sequence introducing you to the assassination target. If you don't know who you're killing, it's just murder. If you get to know the character, it becomes more meaningful."
I think it's still murder, just the meaningful kind. I assume that's better?
Paris Stories are the new Brotherhood missions with a narrative twist; they break down to the normal go here/kill people/steal stuff mission structure, but they involve smaller historical figures or legends. In one series of missions, I stole back severed heads for wax sculptor Marie Tussaud, while in another I killed a series of people under the mad orders of the fortune telling Marie Anne Lenormand. The characters popped up in later Paris Stories as well, giving the missions a sense of continuity. They're definitely side missions though; while quest givers are fully-voiced, there doesn't seem to be any lip-syncing.