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User blog comment:Master Sima Yi/Assassinews 12-05-'15 — Assassin's Creed: Syndicate has been revealed!/@comment-24760042-20150528165943/@comment-13471981-20150529133919: Difference between revisions

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I like it when the optional objectives tell us more about the protagonist - like when Edward gave absolutely zero shits about Torres' inspirational speech and just pickpocketed the three Templars or when Shay managed to avoid getting hurt and killing anybody while escaping the Homestead. Those kind of objectives lend something to the narrative imo. 
I like it when the optional objectives tell us more about the protagonist - like when Edward gave absolutely zero shits about Torres' inspirational speech and just pickpocketed the three Templars or when Shay managed to avoid getting hurt and killing anybody while escaping the Homestead. Those kind of objectives lend something to the narrative imo.  


Unity's objectives were very trite; it felt like the developers had a made up a list of optional objectives and then randomly added them to missions (like "make 3 cover kills" or "make 2 poison gas kills").
Unity's objectives were very trite; it felt like the developers had a made up a list of optional objectives and then randomly added them to missions (like "make 3 cover kills" or "make 2 poison gas kills").

Latest revision as of 01:09, 10 July 2026

I like it when the optional objectives tell us more about the protagonist - like when Edward gave absolutely zero shits about Torres' inspirational speech and just pickpocketed the three Templars or when Shay managed to avoid getting hurt and killing anybody while escaping the Homestead. Those kind of objectives lend something to the narrative imo.

Unity's objectives were very trite; it felt like the developers had a made up a list of optional objectives and then randomly added them to missions (like "make 3 cover kills" or "make 2 poison gas kills").