From the previews, I was really looking forward to the whole investigating aspect of the game, hunting for information and stuff. Climbing towers to scout out guard locations, coming up with a strategy to infiltrate places, you know...using your brain? But that turned out to be a completely meaningless "beat up three guys to get a big X on the map" mechanic. None of the "information" gathered from the laughable dialogues of the investigations had any sort of consequence. In the end, I even stopped listening, knowing I would just get a big fat X on the map anyways, and all I can do is walk to it and then beat up more guys with swords.
Lots of wasted potential there...
I completely agree. That made it too easy. I initially thought that I would be getting clues and have to find my assassination targets based on the information that I obtained...."he is reportedly hiding out in a warehouse near a church" ....I would then have to find the church with a warehouse near it. ...Instead, the game gives you an X on the map, showing you where to go. Though, I suppose you DO have the option to turn off the map points and only go off the clues.
Another cool thing would have been to have a real-time night/day element to the game (like in Majora's Mask) where you'd get information that a target would be somewhere at a certain point in the day....and you would have to be there at that time to complete your objective. Or things like, during the day, the streets are more crowded and you have a lot of opportunities to get lost in the crowd, shops and buildings are open and less guarded. At night, the streets are mostly empty and you can sneak and hide in shadows but there are no vigilantes to help you flee from guards, buildings and locations are more heavily guarded. During the day, you can be spotted by guards from further away. At night, they don't see you unless you are closer, etc... There is a lot of potential that was missed and could (hopefully) be covered in future Creed games.