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Assassin's Creed: Rogue is more than the cash-grab it could have been

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  • Assassin's Creed: Rogue is more than the cash-grab it could have been

    Remember when people complained about Assassin's Creed releasing once every year? Yeah... The fact that Ubisoft is now launching two full-sized games from the same series on the same date is fairly ridiculous, but at least the company has not been too coy about its motives. Focusing just on Assassin's Creed: Unity would have excluded the large number of console owners still without a PlayStation 4 or Xbox One, Ubisoft has said, and more to the point would have excluded a large slice of the annual Assassin's Creed cash pie.
    And so Rogue was born, specifically for fans still on PlayStation 3 and Xbox 360 (and next year, Ubisoft has just announced, on PC). If it sounds like something of a quick turnaround, it is - and playing it feels like a you're running through a greatest hits of recent gameplay systems. It's not difficult to spot where various pieces have been borrowed from - there's the fun naval gameplay from AC4, the reused New York city map from AC3, a few weapons from AC4's Freedom Cry DLC. Even elements from the series' old multiplayer mode have been included.
    There's no attempt here to try and match Unity's fancy new-gen engine, refined control mechanics or co-op mode (in fact for the first time in years there is no multiplayer element at all). Rogue's main attractions are its characters and story. It feels like a similar situation to the hastily-made Assassin's Creed: Revelations, which gifted a third game to Renaissance hero Ezio so Ubisoft could keep working on the more technically advanced AC3 in the background. Revelations busied itself tying up loose plot threads and revisiting some fan-pleasing faces from earlier games - which is exactly what Rogue focuses on here to help wrap-up the recent Kenway saga.
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