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With AC Unity, what little fun to be had quickly runs dry when you stop poncing around collecting crap.
Fighting in the previous games was shallow but flashy. Combat in this game is shallow and stiff. There's no weight, few options.
There's a skill tree, but skill points are locked behind story progress. You can do eighteen boring scavenger hunts to find a mystical set of armor that does precisely nothing. AC Rogue had a lot of padding, too, but the naval gameplay and Templar twist on gameplay saved it. Unity struggles to say anything new on the eighth consecutive outing.
The map in this game is useless. Two hundred useless chests are clogging the screen, and you can't do anything about it because the lockpick skill isn't available until a later chapter. There are hundreds of redundant weapons and armor pieces to collect and buy. There's a currency devoted entirely to upgrading equipment. Every side mission is repeated ad nauseam a dozen times.
In short, All of the thousands of painstaking hours of artistic labor gathered to create one of the most boring games of the franchise

This review contains spoilers

I liked several aspects of the game - Haytham is a great protagonist, and the setting is unique for video games. However, Connor and his story are just so DULL. He only gets to display emotion and express a damn personality a handful of times throughout the story; everywhere else, he's just being ordered around or reacting flatly, and the rest of the characters don't fare much better.
The cutscenes are also dull. Characters remain in one spot at all times, mannequins delivering their monologues with little to no human expression, and the background audio remains dead silent.
The cherry on top is the ending, where you have a worldwide apocalyptic event you've been building toward for five full-length AAA games; how do they stop it? Desmond puts his hand on an orb and dies.
How does it work? What exactly is happening to stop massive solar flares from cooking the earth? Because the game decided that THIS method, the most important of them all, wasn't worth explaining beyond "it will work."
It felt like an insult to everyone who invested their time, money, and energy into the previous four games and built up their expectations for what the saga's conclusion would play out.

Fallout 4 is a big game, yet at the same time, there isn't much of it. Strip away the disconnected settlement building and ignore the randomly generated fetch quests, leaving you with 100 odd missions. Each one of these involves shooting some dudes or giant bugs. A great game would dress these tasks up with a neat story. Fallout 4 can only offer ear-grating dialogue and bald-cliche. The problem with the shedding of RPG elements is that it leaves the game with less legs to stand on. Without interesting quest design, memorable dialogue, or novel character progression, most of the game relies on shooting and looting. But the shooting is clunky, and the horrendous UI and encumbrance hamper looting. The combat in New Vegas wasn't hot either, but that game succeeded by offering so much more beyond killing dudes. If you want a shooter, play Borderlands. If you want a looter, play Dying Light.