Assassin's Creed Syndicate is 8th entry in Ubisoft's Assassins Creed franchise. Players in this entry will find themselves controlling two assassins for the first time Jacob and Evie Frye (also the first female protagonist in the series) as they seize control of a Victorian era London from Templar Crawford Sterrick. While the game continues to improve upon gameplay elements introduced by the excellent AC: Unity, other aspects take a step back: this game's atmosphere, narrative, villain, and supporting characters are among the series worst, and ongoing stagnation in the series parkour movement system aren't fixed by the addition of a grappling hook. While this entry is certainly more polished than it's predecessor in terms of bugginess, it's clear the developers lacked the adequate time to make a memorable and impactful game rather than yet another cookie cutter Assassins Creed experience with new drapery.
That being said, Assassins Creed is Assassins Creed. The game still scratches that dopamine itch in your lizard brain of travelling over a city wide map, killing things, and checking off each item in your list, all while unlocking new gear and skills. It may be formulaic, but at least its a fun formula. Additionally, much to my delight, the developers decided to include a modern story line, even if it is in the form of cutscenes only. This storyline was skipped entirely in AC Unity, making Syndicate, despite it's flaws, less skippable than it's previous gen 7 entry at least when measured by its ability to fit in with the rest of the series.
Gameplay
AC Syndicate plays much like every other entry in The Assassins Creed Series, which somehow after literally hundreds of hours of play over now 8 entries (I have not played any title in the series beyond this one), still manages to scratch the itch my ADHD lizard brain craves. The formula is simple: climb the tower, sync your environment, do the activities in the area navigating between each one with parkour, repeat until the map has no more activities, break this up by doing story missions. You accomplish these tasks by using various approaches (stealthy or open combat) and by using a variety of gadgets (some old, some new, none of them revolutionary)
You're rewarded with cash, crafting materials, blueprint unlocks (each series mainstays since AC II), and also now RPG-lite skills points which you use to unlock skills (introduced in AC Unity). Some of these skills are unique to Assassin Jacob, who plays more combat-focussed, and others are unique to Evie, who is more stealthy. While I found this split compelling in theory, I think Ubisoft should have gone much further with this idea than they ultimately did, because in practice, the unique skills are not unlocked until the skill trees are almost entirely completed, and they are simultaneously not enough of them and they aren't interesting or powerful enough to make Jacob and Evie play fundamentally differently.
This problem extends also to the developers approach to level design. Story missions are always either available for Jacob or Evie, never both, but in designing these missions there's no difference in approach. Both characters have the same methods available to them to complete the mission. Any distinguishment in methodology is up to the player alone. On a further note with regards to mission design, the optional/supplemental goals you can accomplish in each mission, though usually fine, are sometimes extremely poorly thought out to the point that accomplishing then might take 10 attempts and cause you to act in a way that feels completely out of place to the level. While I usually tried to accomplish the optional goals for added fun and challenge they frequently became encumbering to the experience of the mission. Much of the difficulty comes from the series dated parkour movementsystem which somehow feels less responsive than it did in the series older entries and only does exactly what I want to do about 80% of the time. While it feels really cool to pull off an assassination exactly in the manner you want to, it's very frustrating to have your attempts foiled not by the game's enemies, but because of an unresponsive movement system.
Narrative
The narrative in this game is, in a word, paper-thin. AC: Syndicate features the series most formulaic story, which is disappointing considering the opportunities the setting should offer. We know next to nothing about our heroes besides the fact that they had a famous assassin dad and that they have different approaches to assassin work. We are given no reason to care about these two twins and none presents itself as the story progresses. We know even less about our antagonists, who are mawkish simulacra of real people with real goals. I think what makes the antagonists feel so distinctly bland in this game is the fact that they are fictional, whereas in the past the series has used real people from history as their antagonists. To me, the biggest narrative draw of the series was always this secret war between the freedom radical assassins and the control obsessed Templars, and which figures from history were on which side. In this narrative, none of the heroes or villains are recognizable from history. While Florence Nightingale, Alexander Graham Bell, Charles Darwin, Karl Marx, Charles Dickens, and Alexander Graham Bell do each make side-quest appearances, I believe they should have been more integrated into the story, as their presence feels mostly ancillary. It's not a good sign when the end credits roll and you feel basically nothing besides a creeping feeling that you've done this all before, only better.
The game also does not grapple well with it's setting. England at this time was at the height of its imperial power, and London was the center of the world. This fact is told to us repeatedly, but it necer really feels true. Our villain never feels like a real threat with access to this never-before-seen access to power, and the game's conflict mostly revolves around street-thug level interactions instead of the centuries-spanning secret conflict between Assassins and Templars like it should. Additionally the game chooses to basically ignore the Victorian era's pretty egregious handling of women, religion, imperialism, and colonization, all of which I think hand ample opportunity to feature in a series whose main theme is the conflict between freedom and order.
Aesthetics
If not narratively at least aesthetically, victorian London is well-realized. Each section of the city feels unique in terms of architecture, and all of the recognizable monuments are present and well-represented. This is of course the series standard and one of its biggest draws: the chance to explore a setting as it once existed, and AC Syndicate continues this pattern of excellence. Textures and lighting are both up to series standards. I especially liked times when the London fog would roll in, as it made running around rooftops with my hood up feel especially atmospheric.
The game features a competent but forgettable sound track, though I did really like the battle music which is orchestral and especially string heavy.
Score: 3/5
A 3/5 game is a game you can enjoy but whose potential is not realized and whose flaws noticeably detract from the expeirence. It is in a word "average" or "forgettable". It may succeed in many areas but it likely offers no real innovations or fails to successfully execute new ideas. It is a game you can recommend to fans of the genre or series but are unlikely to recommend to a broad audience because competitors simply do it better.