AssCreed is one of those series with a lot of good ideas but often horrible execution. So there's a lot of potential for fun but the frustration can at times be difficult to overcome. Let me give you some examples:
- Parkour: this can be awesome when done right; jumping across rooftops, swinging from pillars, climbing sheer surfaces etc is thrilling and frequently open-ended. However, the camera often gets in the way, the control system requires you to jump in unintuitive directions and the overall implementation of 'sticky' surfaces means that you will occasionally latch onto objects when you're actually trying to run away, because there's just one control for both run and climb.
- Combat: The first time you get into a fight with several guards and take them down one by one with swift counters, you feel like a serious badass. But that's all there ever is to it. The game gives you so many fighting styles, weapons, moves etc but most of them have very little application. The most efficient approach to every combat boils down to "lock onto target, wait for attack animation, hit counter button, win." And then the camera has a frustrating habit of getting stuck in a wall while you're trying to fight.
- Stealth: When you can enter an area without drawing an entire army upon yourself, there's a huge element of satisfaction involved, especially if you do everything right: stabbing guards with the hidden blade and then hiding the bodies, blending in with the crowds, leaping from a rooftop or a haystack to take down a target etc. But the implementation of this is often frustrating. It lends itself to considered, lengthy planning and scoping out the patrol routes of guards and the movements of civilians before you go in: but often the mission is on a timer and if you don't go fast enough you lose. Other times the camera and controls will get in the way when you have only a few seconds to get to a bench or into a crowd before a guard gets alerted, and you start humping a nearby pillar instead.