Ubisoft are often criticised for taking elements from one of their games and repeating them almost wholesale in another. The most recognisable symbol of this homogenisation are those oh-so-familiar towers: climbable obstacles that each reveal nearby points of interest on your map once scaled. In Assassin’s Creed, they also present an opportunity to take in the majesty of these massive virtual worlds, the camera spinning around you as you reach the peak, orchestral music swelling as you take in the sights.
Since their introduction in 2009, Ubisoft towers have made an appearance in the Far Cry series, Watch Dogs, and even open-world racing game The Crew. People use their inclusion to make an easy joke about this approach to open-world game design - an excuse to mock Ubisoft for a lack of imagination, despite the fact that those towers are such a clever way to reveal a game world that even Nintendo borrowed them for The Legend of Zelda: Breath of the Wild.
As we're on the topic, if you haven't decided if you want to play Assassin's Creed Origins, make sure to read our review.
But these criticisms began when Ubisoft forgot a crucial function of their towers. If you have ever climbed a high hill or a mountain, you will know the feeling of achievement that washes over you as you reach the top. It is the same feeling you get when you leave the gym after a hard workout and feel the cold air hit your face - you earned that air.
from PCGamesN http://ift.tt/2nl9kUd
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