PC Port Report: Assassin's Creed Syndicate

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Let’s ‘ave a butcher’s at the PC version

Assassin’s Creed has had a rough time on PC. Not only did the very first game control poorly, but later both the third gameand the infamous Unity both had a glut of technical issues, bugs, and suffered with very poor performance on PC. As much as I love the series, its PC ports have been pretty arse.

Even when ignoring the port problems, last year’s iterationwas a major low-point. On every platform it was buggy, Arno was a total prick, the combat was heavily balanced against you with an emphasis on ranged weapons that you simply couldn’t counter, and the co-op play felt like a complete afterthought just rammed on in there. I’ve played and enjoyed every single maingame, and I did enjoy Unity as long as I forgot it was an Assassin’s Creed and could ignore people’s faces suddenly going missing, but it was still ultimately a massive disappointment.

So how does the latest installment, Victorian-based Assassin’s Creed Syndicate, compare to its less than impressive predecessors? Surprisingly well on PC, as luck would have it.

Rig: AMD FX-8320 3.50GHz Eight-Core processor, 12GB of RAM, AMD HD 7970, Windows 10 64-Bit. Framerate measured with Raptr. Game played at the “High” graphics preset.

First things first, as a technical productAssassin’s Creed Syndicateis definitely one of the best of the series on PC. The graphics options are incredibly descriptive, so those who may not quite understand which ambient occlusion or anti-aliasing settings would be best for them aren’t left in the dark. I particularly like the little bar in the top-right corner that shows just how much of your video memory is being used, letting you tweak the game to be as high quality as your card will allow.

The game supports 4K resolutions for people with absolutely monster rigs and big enough screens to run them on, as well as widescreen resolutions (up to 2560×1080) and borderless windowed mode for easy swapping between applications. However, there are also some important options missing, such as the ability to change the FOV. This is a third person game though, so it probably isn’t as big of a problem for the majority of people as it would be in a first person ganme. Some people do still suffer from motion sickness when playing third person games though, so the option to change it could have been beneficial.

Also worth noting is that Syndicate features full and complete key remapping, adjustable mouse acceleration, and full controller support for Xbox 360, Xbox One and PS4 controllers. Disappointingly, the menus suggest there is a way to remap controller inputs, but this doesn’t actually appear to be possible. After spending so long playingAssassin’s Creedon PC, trying to play it with an Xbox 360 controller felt unnatural to me. The ability to tweak which button does what thing would’ve been nice. As I mentioned,Assassin’s Creedhas never been known for its stellar PC ports.Assassin’s Creed IIIandUnityin particular suffered from poor optimisation, and I struggled to hit even a steady 30FPS on them with the rig described above.

I’m not a framerate perfectionist who demands 60+ FPS in all things (even though I also understand people wanting to get what they’ve paid for out of their expensive hardware), but even then being able to get solidly 40+ FPS inSyndicateon the high preset felt like a breath of fresh air. Even in the most expansive or detailed areas I noticed very little drop in my framerate and considering how big the game is, that is a massive achievement.

The only times there was a notable drop was on initially loading into the game (which is somewhat expected), and unfortunately during the carriage portions.Syndicatereintroduces drivable vehicles to the series, but whenever I picked up the pace or caused some carnage, the game would drop to around 20-25 FPS. This may be due to moving quicker through the world than it could load, but it was a bit of a disappointment none the less. Overall, I would have to say I’ve had a better time withAssassin’s Creed Syndicate’sport than withUnityorAC3, and it’s even arguably running better than the better games in the series likeRogueorBlack Flag.

When I played thedemo at EGX, I came away feeling incredibly disappointed. At the time, it was just as buggy asUnity,without building on any of the mechanics introduced. It felt like one big rehash, and it left me worried for the future of the series. Now that I’ve been let loose on the final version, I can safely say that I was totally wrong.Syndicateis right up there as being one of my favourites in the entire series. It has its problems, but I can confidently place it alongsideBlack FlagandAssassin’s Creed 2as being one of the series high points.

Victorian London is recreated beautifully. The detailed streets, the steam trains barging down the tracks, the Thames chock-full of boats…the entire game feels like you’ve stepped into a Charles Dickens novel. One that involves lots of stabbing and the threat of naked hologram aliens, but a Charles Dickens novel none the less. Weirdly, I’d argueSyndicateborrows and improves on a lot fromWatch_Dogstoo with just how many moving parts the city has. Carriages, trains and boats make London feels a lot more dynamic than previous cities in the series, and at times can allow for some really cool getaways.

A big problem I had with combat inUnitywas how effective ranged weapons were against you. Almost every enemy carried a gun, and there was no way to counter against them, meaning armed enemies at range had a massive, massive advantage and frequently proved fatal. This problem was elegantly solved inSyndicate, where now you can simply dodge shots at any time. You don’t even need a human shield anymore.

To balance it, melee combat is a lot trickier now. Gone are the days of simply countering everything and killing everyone all in one combo. Now you have to be smart, do damage when you can, and often running away to get an advantage later on is the better solution. It really helps encourage stealthier play, while also not being an instant death sentence should you decide to be a bit noisy.

Speaking of stealth,Syndicatetakes a lot of emphases away from the series’ cornerstone of “social stealth”. Instead, you now have a stealth button that will cause Jacob and Evie to crouch down and pull their hoods up. A lot of the creeping is based more around hiding behind walls and staying out of sight, rather than hiding in plain view as has always been the core of the series up to now.

Blending into crowds just doesn’t feel all that important anymore, and at times I actually found it almost impossible to do. For example, bumping into other people can cause crowds to break up just enough to leave you exposed, but when you want to close the gap on an enemy using the crowd as cover you’ll be bumping into people a whole lot more. I’m still not sure whether this change is good or not, as when you’re placed into environments designed for it the new stealth system feels involving and effective, but it does make the game feel a bit lessAssassin’s Creedto me as well.

The changes to player movement inSyndicatecan be a bit of a mixed bag. I love the new line launcher that lets you quickly scale buildings, across entire streets, and opens up lots of new tactical possibilities in dealing with enemies. Being able to jump in, cause some damage, and then zip away again really made me rethink how to handle enemy encounters, as now the strategies I’d learned from the earlier games simply wasn’t the best way of dealing with things.

On the other hand, the parkour system does frequently suffer from weird pathfinding issues.SyndicateadoptsUnity’ssystem of having one button to move up and another to move down, but moving down often resulted in me getting caught up on bits of scenery and winding up heading in a totally different direction than what I was intending.

While it’s certainly nowhere near the broken state ofUnity,Syndicatedoes still suffer from some bugs. Aside from the pathfinding issue I’ve already mentioned, I’ve notice plenty of people teleporting around in crowded areas, random deaths when pinned against stationary trains, and enemies running around in tiny circles. It’s by no means a bug-free game, but they’re minor hitches in a massive game, so I personally could look past them.

Assassin’s Creed Syndicatedoes have problems, but that doesn’t stop it from being the most enjoyable, interesting and different entrysinceBlack Flag.The setting is great, and the changes to combat, movement and stealth mean you can’t play it the same way as every other game in the series. It’s a bit buggy, and there are some minor performance issues, but please don’t let that stop you from picking upSyndicate.For both ardent fans and those who are a bit tired of the formula, chances areSyndicateis what you were hoping for.

[This PC Port Report is based on a retail build of the game provided by the publisher.]

Update:Since writing this PC Port Report, I have upgraded toan NvidiaGTX 980. I can now confirm (albeit only anecdotally) that people with Nvidia cards may struggle with getting acceptable performance out of the game.

The GTX 980 is a high-end card in Nvidia’s range, and can easily get a steady 60FPS in every other game I’ve tried so far with it. However, when settingSyndicateto max settings (which is what it recommended for me), I rarely hit 60FPS, and instead generally hovered somewhere around 45-55FPS. For my old card, I considered this acceptable because of its age and mid-range status, but for something like the GTX 980 I would really be expecting better performance.

One thing that weirdly became more noticeable once I’d upgraded were the cloth physics, which are for some weird reason locked to 30FPS. Even if you’ve somehow got the game running at a smooth 60, Jacob and Evie’s capes will look incredibly jerky. Fortunately,PCGamingWiki has a simple .ini tweakthat will uncap the cloth’s framerate.

Overall, I’d say that the previous reports of Nvidia kind of struggling with this game are accurate. It still plays at a framerate I’m personally happy with, but I would’ve expected more out of my sparkly new card. Optimisation seems to be somewhat worse, and I noticed graphical glitches were a bit more frequent than before. It’s still by no means a broken port on Nvidia-powered PCs, but it’s something to keep in mind.