1)The concept is the same but it feels a whole lot different when buildings are as large as this
Yes I enjoy doing this part of the series.
2)American architecture is certainly not the same as London, then there's the whole frontier, like how you ignored the Caribbean btw, which included Havanna, fishing villages and islands, still, the scale of previous games doesn't hold a candle to Unity of Syndicate in terms of density and building scale. Which adds a lot to the atmosphere and believability of the game. Like in the above gif. Then there's areas like Venice or Constantinople.
3)This statement is just bullshit, a mini history lesson on the animation of the series.
Here's every single kill animation from the Ezio saga. Revelations had every animation that had been used in the games.
Ezio Era:
https://www.youtube.com/watch?v=nEdsccgOPJY
Engine change between revelations and 3, aside from some key animations the majority of animations were completely new for the era and new character. Old ones were adjusted. Contextual animations were added as well with environmental kills now being a factor. Videos of this.
https://www.youtube.com/watch?v=R4D1DU5YtPA
All subsequent games and spinoffs before Unity's released reused adjusted versions of the animations from the above while adding ones on top that were more appropriate for the character
Edward
https://www.youtube.com/watch?v=WJ3BI_f1KJo
Adewale
https://www.youtube.com/watch?v=osKV_smfYqE
Again with Unity, next gen consoles, new time period(s) and European location, a VERY modified version of the engine, etc so new animations were made with the absolute minimal amount of reuse. (I've counted less than ten reused animations for Arno) Which can be seen here
https://www.youtube.com/watch?v=hxTV8CmC9ro
https://www.youtube.com/watch?v=G5-RTpUJpo4
So far Syndicate has a lot of reuse from Unity when it comes to the walk cycle, but, i'm hesitate to say think that those are final. Based on pre-alphas/WIP videos of previous games they reuse animations as placeholders while new ones are being finished. Will see at E3 or gamescom if that's the case.
I hate hyperbole, and hate the notion that the animators were just transferring existing animations to new models. I didn't even touch on the fact that the same applies for parkour, npcs, the AI system etc, with an astound level of detail in Unity especially, Eurogamer did a really great article on it
http://www.eurogamer.net/articles/2...d-unitys-bugs-lurks-a-surprisingly-human-game
4)Did you even play Unity? Aside from chests and animus fragments it most definitely wasn't bloated. It was very cohesive with it's side content. Bloated isn't the right word. And you'll have to point me to the crouching controls in previous AC games, I seem to have missed those, oh and the parkour down maneuvers, and manual cover system, and the interiors of 1/4th of the buildings without loading screens, oh and the ship gameplay in the Ezio games, or the huge crowds, open mission design, etc etc etc you see where i'm going with this. Point is
stop blurting out statements and actually try backing up what you're saying with facts.