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Don't Count Out Assassin's Creed Rogue Just Yet


Crypto

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A Rogue's Legacy

 

Let's state the obvious: Assassin's Creed Rogue is a continuation of Assassin's Creed IV, and as such, the two have a lot in common. Sailing and ship-to-ship battles in Rogue function much as they did in ACIV. In fact, some of the new toys at your disposal on the Morrigan are simply more elaborate variations on the Jackdaw's arsenal, so while the battles might be cosmetically different, the strategy for success on the seas remains largely unchanged.

Similarly, playing on-foot as Assassin-turned Templar Shay Cormac isn't all that different mechanically from playing as ACIV's Edward Kenway--aside from a few new weapons. But it's the addition of firecrackers in particular that tie into what is possibly one of the most brilliant additions to the Asssassin's Creed single-player experience, both mechanically and how it so perfectly fits with Rogue's overarching narrative.

Shay hears whispers that alert him to the presence of nearby assassins. Switching to eagle vision reveals a circle-radar that points you in the general direction of the assassin, but it gives no indication of height in relation to your position. That assassin might be above you. He or she might be below you. Either way, if you don't spot them quickly enough, they will pounce and do what assassins do. If you spot them first and they're in the open, you can stealth your way over and either kill them outright, or if they're hiding, flush them out with the firecrackers and let Shay's hidden blades do the rest.

For reasons that were teased in our brief time with an early portion of the game, Shay leaves the Assassin order and joins the Templars, the Assassins' bitter rivals. So, it stands to reason that the Assassins would want to take him out before he volunteers any sensitive information to his new cohorts, so these conflicts sit nicely with Rogue's story.

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This aspect of the game, the feeling of being hunted, brings a different vibe to Assassin's Creed single-player experience that invigorates normally mundane missions. Granted, these AI-controlled assassins in Rogue aren't necessarily as clever as human-controlled assassin's found in the series' multiplayer modes, but it's a similar experience and the added threat of instant death is enough to keep you on your toes. Plus, the whispers that play during these moments are super creepy and only add tension to an already intense moment, but in the grand scheme of things, it all logically fits in with what Rogue tries to accomplish.

The rest of my brief playthrough with Assassin's Creed Rogue reminded me of why Assassin's Creed IV was such an engaging experience. Much like its predecessor, the world in Rogue is expansive and the desire to explore every single island and every shipwreck feels just as strong due to the new locations4. And like ACIV, Rogue looks gorgeous.

Sure, it won't have the eye-catching visuals of Unity, but it makes up for it other ways. Seeing the French armada bearing down on my fleet against the backdrop of a setting sun, and traversing through white-out conditions in frigid North Atlantic terrain, are just some of the visually stunning moments I encountered. And I can't wait to see more, but it will be interesting to see if those visual touches, some new gameplay mechanics, and (presumable) closure on the Assassin's Creed Americas trilogy are enough for players to experience Rogue from beginning to end.

 

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