

As it is, the game can be finished and enjoyed, and is therefore not as broken as some internet comments would have you believe. I was able to play through all 12 memory sequences, complete all of the side-quests I started (read: many many) and generally tear it up in late 18th-century Paris for hours without feeling like a game-ending crash was mere seconds away. While that may sound discouraging, it shouldn’t, because even though bugs and crashes still remain, they don’t make the game unplayable. My least favourite were the very Windows-esque crashes and occasionally-unresponsive controls that got me killed or shot at inopportune moments, like in the middle of a difficult side mission. My favourite was undoubtedly the dragged corpse that continued its sideways trajectory after its dragger died on my hidden blades, and an NPC that magically traversed empty space only to end up leaning casually against a wooden post as if it was the most natural thing in the world. So far they’ve issued three patches that have addressed many of the issues, but at the time of writing it’s apparent there are still more to sort out going on my 20-odd hours with the post-patch-three game, evidenced by at least three crashes-to-the-dashboard and some decidedly odd visual glitches. A bit buggyĪll of these bugs, and more, were present in the game when it launched in mid-November, and Ubisoft has been scrambling to fix them all ever since. Unfortunately, the bits they missed were ensuring it was optimised properly at launch that it ran without crashing that the protagonist didn’t get caught on scenery to the point where a restart was required and that the crowd dynamics didn’t lead to strange things happening like hats going missing and people seeming to pop out above a sea of heads for no apparent reason. In their pursuit of that lofty ambition, Ubisoft built Unity on a brand-new engine and packed in more detail than seen in an AC game before they peppered the landscape with things to do, collect, investigate and climb and basically worked themselves to the bone to create a believable world that appeared to live and breathe independent of the player’s actions, all while integrating it into existing Assassin’s Creed lore and keeping alive the notion of exploring a long-dead person’s memories through some technological form of DNA manipulation. That’s because Ubisoft made it specifically for the PlayStation 4 and Xbox One, and did their utmost to take advantage of the new consoles’ powerful hardware by setting the game in Paris at the height of the French Revolution, populated by a huge number of restless NPCs and period-accurate buildings, and giving players so much to do that they could spent dozens of hours trying to see everything and still not succeed. Assassin’s Creed: Unity is a very complicated game.
