We squeeze one hand into a fist, and flick out our wrist like Spider-Man preparing to shoot a web. Shinnnk. Out pops Ezio’s hidden blade; an instant later, it’s buried in the throat of some unfortunate guard. As a translation of Assassin’s Creed into VR, it’s the perfect three-second snippet, the kind of mechanical loop you could build a game around.
Which, we suspect, is exactly what has happened here.
Playing you can almost picture the Ubisoft conference-room whiteboard, all the component parts of scribbled in marker. Parkour. Map-syncing towers. Leaps of faith. Hiding in bushes. Disappointing combat. A time-hopping story.