Assassin’s Creed Unity was a total mess. A plethora of bugs, performance woes and lacklustre features had me wondering whether this once thrilling franchise had devolved to become a cynical cash in. Ubisoft could and should have done much better.

With Assassin’s Creed Syndicate, the ninth game in the series, the French-Canadian developer has sworn to mend its ways. The unnecessary fat of multiplayer mode has been cut, with every effort placed on creating a campaign of impeccable quality. Thankfully, the result of all this penance is a triumphant return to form.

A clearer view

One of the first things to note, and one of Syndicate’s greatest improvements, is its map. Mission management has always been a sore spot for Assassin’s Creed, and is one of the main reasons why I eventually gave up on Unity. That game’s map was both woefully cluttered and functionally useless.

The aerial view of London is both easy on the eyes and totally readable. 3D models have been been applied to prevent your guide from looking flat and homogenous, and the new key is infinitely more helpful than the series of bemusing hieroglyphics in the last game.

Missions are divided logically between the main campaign, tasks for famous pals like Charles Darwin, and more run of the mill jobs for your allies in London. It all makes perfect sense. You’ll feel free to enjoy Syndicate’s many escapades without constantly gaping at a mess of streets like a gormless tourist.

Gangs of New Cross

There’s a clear sense of linear progression when tackling missions from ‘known associates’, which allow the game’s two protagonists (the Frye twins) to wrest control of London back from the Templars. London’s boroughs are divided up into smaller segments, each containing one of these missions, which vary from straight-up assassinations to the liberation of child labourers. As each segment is brought under the rule of Jacob’s gang, The Rooks, the segment on the map clears.

Watching the jigsaw of London’s different areas slowly change from red (indicating Templar dominance) to clear is deeply satisfying and gives a great visual representation how much enemy control you’ve managed to bite into.

Crooks, Rooks & left-hooks

The Rooks, and gang warfare in general, are a great addition. Members of your gang can be found littering London’s streets and recruited to aid you with a spot of fisticuffs. This opens up some interesting combat options, such as using your underlings as a distraction whilst you pick off members of the opposing gang, The Blighters, with throwing knives from the roof.

Once a borough is nearly under total Rook dominion, the gang leader of that territory will try and slaughter you with an army of minions before running away. If you can catch and kill the gang leader, the borough is yours. If they manage to escape, then you’ll have to face them later in a street war.

In essence, these are extended team fights where you get to brawl against the big boss rather than slay them via assassination. These skirmishes can be immensely chaotic, and I got the impression that my presence in them wasn’t really required to secure victory other than to shank the enemy leader.

Superior Stalking

When not fighting up close and personal, the twins are engaging in AssCreed’s trademark stalking.

Unity suffered from cramped indoor environments that were often terribly frustrating. Syndicate has clearly been designed with greater concern for the tools available; most of the action takes place outdoors in places where the twins can easily pick off their prey from above. In this game there’s no need to constantly hide yourself away in the bizarrely omnipresent curtained boxes that filled the palaces of the Parisian nobility.

When indoors, Ubisoft has wisely opened up most of the spaces in a way that respects the game’s core mechanics. London is filled with sprawling warehouses and train stations where it’s possible to stalk from the rafters and more easily attain the height advantage.

Eagle vision has also, finally, been redesigned so that targets marked in this mode are still visible once it’s switched off. No longer will you be constantly hiding the game’s sublime vistas behind a glaring white filter. Switching your assassin’s eye on and off has always been a royal pain in the backside and now, at last, it’s functional without being intrusive.

A much-improved urban sprawl

Getting around Paris often felt like a trudge. The environments of the series had grown exponentially but the tools on offer to navigate had lagged behind.

Syndicate, on the other hand, amplifies players’ mobility to match its urban sprawl. The introduction of vehicles allows quick transit between locations, and adds a regular change of pace. Carriages are useful, and horse-driven chases exhilarating. Trains, on the other hand, are fairly useless for getting around because the right one never arrives when you want it to. Just like in real life, then.

Luckily, the most useful new tool for getting around London’s streets is kept in your pocket at all times: the rope launcher. The twins can now propel themselves to the top of roofs with ease or fire connective lines horizontally for easy access between two high places.

Of this new toy I only have two criticisms: firstly, the surfaces at which it can be fired at seem remarkably inconsistent - sometimes the game will simply refuse to let you attach yourself to a ledge that you know with absolute certainty, you should be able to hook on to. Secondly, the rope launcher provides often makes a mockery of the outdoor assassination missions. Killing a single target surrounded by allies is now a simple case of dropping down and zipping back up, and I found myself clearing objectives well above my recommended skill level using this technique.


I understand that this may lead some adolescent brains to explode, but yes, you can play as something called a woo-man in Assassin’s Creed Syndicate. Frankly, it’s inexcusable that Ubisoft has taken this long to present us with a female protagonist, but for everyone’s benefit I’ll cut this diatribe short and just say ‘about bloody time’.

It’s possible to play as either Jacob or Evie, and the twins can be easily switched between using the in-game menu. Some story missions require that you play one or the other, but when you’re out and about in the city the choice is yours.

This dual setup works elegantly. Jacob and Evie share experience and a collective cash pool, but both possess separate skill trees and loadouts, allowing each to be customised as players see fit. The only real difference between the two is that each has access to three unique skills unavailable to the other - Jacob’s being combat focused, and Evie’s concerned with stealth.

Towards the end of my playthrough my Evie could one-shot opponents with her throwing knives from the shadows whilst my Jacob was a walking juggernaut capable of flinging himself into enemy hoardes. The ability to switch between play styles is welcome and switching between the twins keeps the experience fresh. My only worry is that Ubisoft can only play the ‘twin assassins’ card once - how would they go about doing it again?

Birds of a feather shank together

I’ve never been a fan of AssCreed’s combat system, which to me has always resembled a sluggish version of Arkham Asylum. Unity’s swordplay was a torpid mess where I actively avoided fights because they were so unbearably tiresome.

Syndicate goes a long way to bringing the series combat back to fighting form. It’s still far from perfect, but I actually found myself looking forward to engagements.

The twins can choose from a selection short blades, knuckledusters, and sharpened canes as their weapon of choice, the former more ideal for killing, the latter better at stunning. Skirmishes with these new instruments of death are close quarters and far quicker than the drawn-out sword battles in Paris.

Each blow lands faster, and it's now possible to pull of interesting combinations of attacks with melee weapons and the gun. Pressing triangle at the appropriate moment also allows ranged attacks to be blocked and countered, meaning that ranged enemies no longer shut down melee fights and some much needed complexity is added to proceedings.

Assassin’s Creed Syndicate Verdict

Ubisoft has focused its efforts on clarity and mechanics and the result is rather splendid. London has been recreated in loving detail and, unlike Unity, Syndicate doesn’t rest on its visual splendour and historical fetishism. Instead, it remembers that Assassin’s Creed is still a game rather than a walk-into-the-past-simulator.

In my entire playthrough I encountered almost no performance issues to speak of. Other than small oscillations in frame rate and a single bug that saw me locked permanently in a train carriage, the build I received was entirely stable. All of this means you get to fully enjoy a crime-fighting Charles Darwin, unexpectedly accurate cockney accents, and more ‘stabbing people in the name of world peace’.

Syndicate may be predictably Creed-y, but it ensures the series is stonking good fun again.

Stuff says... 

Assassin's Creed Syndicate review

Fixes the old toys and offers a whole suit of new ones. In-Creed-able.
Good Stuff 
Vehicular madness, from trains to steamboats
You get to play a lady-assassin. Finally.
Enhanced combat and stalking
Cleans up Unity's messy interface
Bad Stuff 
Essentially more of the same Assassin's Creed
Rope launcher breaks some mechanics