Nothing focuses the mind more than someone else's inspiration. I was reading something in the latest edition of EDGE - one of the editorials. Big Picture Mode, by Nathan Brown (p34). In his piece, he talks about how when he plays a game he is
"...obsessed by the notion of playing games properly. Not as their designers intended, or in accordance with accepted best practice, but what I think is the best way to play them."
This got me thinking about how I approach these Assassin's Creed games and why, pretty much all the time, I end up being somewhat frustrated/irritated/bored/fascinated/indifferent and disappointed witht them all in one way or another, including this latest, Syndicate. I'm the fool who insists he will walk pretty much everywhere in the AC worlds - not run, never run (because you wouldn't do that in the real world, would you, right? It would just be physically impossible to possess those levels of physical stamina). I've wilfully kept young Connor out of the trees in AC III, ensured Edward Kenway does as little sailing as possible in Black Flag and I avoid riding horses (unless restricting them to a walk, not even a canter) in AC III, while making every effort to stay away from the carriages in Syndicate. I want to try and treat AC worlds not as the designers intended (which equates pretty much to: have fun!) but quite the opposite: so, no running, as little fighting as possible and - in Syndicate - no grapple line; and climb everywhere, just like I'd have to in the, erm, 'real world'.
I think this is why AC and I fall out with each so often. It is, after all, one thing - whilst I stubbornly keep wanting it to be another.
It comes down to this: I have a particular idea of what I want an Assassin's Creed game to be. In my mind's eye it's a fully-formed, somewhat more realistic version of what, just about every year now, Ubisoft eventually delivers. My idea of AC doesn't involve untidy scuffles with street gangs, silly immersion-breaking carriage races down crowded London streets, or some ridiculously po-faced sci-fi sub plot. It doesn't involve time travel, bumping into famous people from the eras concerned or running everywhere and zip-lining between buildings like Batman.
The 'Cal-proper' way to play (and I suppose create) an AC game is so fundamentally different to what Ubisoft keep sending me that I wonder why I keep going back for more. If I was 14 years old (not 52, as I am) would it make an difference? Perhaps. I think I love the idea of Assassin's Creed but I'm somehow never satisfied with the final execution of that idea - too goofy, too frivolous, too...well, yes, too unrealistic.
I watched
Anita Sarkeesian's review of Syndicate over the weekend. The bulk of her review seemed perfectly valid to me. One thing I did particularly agree with is her observation that in Ubisoft's pseudo-historical worlds
you have to get on board with the idea of an altered reality: worlds within which real issues of race and gender do not exist as they actually did back in the real world eras in which they take inspiration from. This helped me to better accept the jarring - almost crowbarred in - concessions to modern liberal values in these games. To see them not as any genuine attempt at historical reality (or, as I have always suspected, revisionism), but more as an alternative universe in which there is
some familiarity with famous dates, names and places - but that these games are ultimately a fantasy barely anchored in little more than flimsy - very ambiguous and flexible - references to actual history.