Video summary
Ubisoft Is Worse Than You Thought
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Key takeaways
Overview
The video argues that Ubisoft’s rise and later decline follow a recurring pattern: early innovation and strong IP growth, followed by repeated “formula recycling” and increasingly aggressive monetization that ultimately damaged trust with players.
Early Growth and Success (1980s–Early 2000s)
- Ubisoft traces back to the Guillemot brothers, who expanded from an agricultural machinery supply business into computers and then software distribution.
- In 1986, the brothers invest in Ubisoft (initially focused on software distribution/publishing), then quickly realize they need game development talent.
- Early games are described as often mediocre, until Rayman (1995) becomes a breakthrough that brings major financial momentum.
- Ubisoft goes public in 1996, enabling rapid expansion into studios across multiple cities worldwide.
- The company acquires and leverages major brands connected to Tom Clancy’s universe, bringing:
- Rainbow Six
- Ghost Recon
Monetization via Business Strategy and Regional Incentives (Late 1990s–2000s)
The video highlights how Ubisoft Montreal benefited from Canadian/Quebec tax and subsidy programs, allowing aggressive hiring by lowering labor costs.
Ubisoft’s output during this period includes multiple well-regarded franchises and hits:
- Ghost Recon (2001)
- Splinter Cell (2002)
- Prince of Persia: Sands of Time (2003)
- Rainbow Six Vegas / Ghost Recon Advanced Warfighter (mid-2000s)
These successes culminate in Ubisoft’s biggest new IP jump: Assassin’s Creed.
Assassin’s Creed as the Template (2007–2012)
Assassin’s Creed (2007)
- Framed as innovative overall (parkour + stealth + open-world verticality)
- Also described as flawed, with issues like immature stealth and repetitive quests
Assassin’s Creed II (2009)
- Portrayed as a major refinement:
- better story and combat
- expanded systems (pickpocketing, disarming, improved parkour)
- more cities and side content
- The video presents strong sales alongside growing controversy.
PC DRM and Trust Issues (as described)
Using the PC version of Assassin’s Creed II as an early example of harming player trust:
- Ubisoft adds DRM requiring a constant internet connection.
- A DDoS attack cripples access on launch weekend, preventing legitimate play.
- Pirates later break the DRM and can play offline, while legitimate customers remain blocked during outages.
- Even after removing DRM, the video claims launcher/updates/login issues persist, and the platform evolves into Uplay.
Formulaic Expansion and Escalating Controversy (2013–2018)
After Assassin’s Creed II’s success, the video claims Ubisoft “locks in” the formula and starts releasing annual sequels with iterative changes:
- Brotherhood/Revelations (new cities/modes)
- Far Cry series, described as formula-driven:
- outposts, towers
- stealth/“actives”
- increasingly structured content
Assassin’s Creed III (2012/2013)
- Presented as failing to deliver promised breakthroughs
- Engine/character/time period changes are said to be undercut by pacing/mission issues and technical problems
- The video also claims content is carved into preorder bonuses
Monetization and Trust Erosion Across Titles
- Assassin’s Creed IV: Black Flag: generally loved, but adds problematic transactions/DLC packs
- Assassin’s Creed Unity: praised visually, criticized for:
- bugs and save issues
- AI problems
- heavy microtransaction practices, including retailer-exclusive items
- mobile-app requirements for loot
2015–2016
- Assassin’s Creed Syndicate criticized as “copy-paste,” with fatigue setting in; sales/profits drop
- The video says major creative leadership leaves Ubisoft (including creators/writers tied to earlier AC)
Watch Dogs (2014)
- Positioned as a major downgrade from marketing claims (with Ubisoft denying the downgrade)
- The video argues Watch Dogs reveals a deeper issue: the “same open-world structure everywhere,” including:
- collectibles
- towers
- outposts
- similar missions
Rainbow Six Siege and The Division
- Siege: described as difficult and misrepresenting promised customization
- The Division: marketed as having no microtransactions, then microtransactions appear later, with shifting explanations criticized
Attempted Reset with Origins/Odyssey/Valhalla—Then Monetization Intensifies (2017–2020)
- Ubisoft is alleged to pause annual Assassin’s Creed releases due to criticism and the need to change.
Assassin’s Creed Origins (2017)
- Framed as a successful reinvention via loot/skill trees and a larger open world
Assassin’s Creed Odyssey (2018)
- Described as when the premium store becomes dominant:
- large Helix store presence (cosmetics, boosts, map unlocks, time-saving items, etc.)
- The video claims:
- enemy/mission level gating pushes players toward side content or purchases
- a “story creation” XP-farming feature is reportedly shut down quickly
Valhalla
- Still described as problematic (with more simplified activity design)
- Still profitable due to the monetization model
Corporate and Acquisition Battles (2010s)
The video covers financial/investment pressures, including:
- Vivendi gaining a major stake in Gameloft and attempting to seize more of Ubisoft
- Ubisoft and related parties seeking other investors
- Tencent buying a stake, helping Ubisoft access the Chinese market
- Vivendi eventually exiting
Late-Franchise Issues: Ghost Recon Breakpoint (2019) as a Low Point
- Ghost Recon Wildlands is described as well-received, but the format shifts toward heavier monetization/looter mechanics.
- Breakpoint (2019) is heavily criticized:
- portrayed as a hurried looter/ARPG-style game with RPG color coding
- parts of the main story allegedly locked behind DLC
- requires online access
- microtransactions and a crowded in-game store are cited
- after criticism, time-saving packs are removed (the video notes this was allegedly due to a “misclick”)
- bugs, weak AI, repetition, launch delays, and harsh reviews
Conclusion: Trust Breakdown, but Financial Resilience
The video’s overarching claim is that Ubisoft repeatedly reuses the same open-world structure and monetization approach across franchises for years:
- huge maps
- bloated repetitive content
- outdated mission structure
- many editions
- microtransactions
Despite player backlash, Ubisoft remains profitable:
- stocks rise
- Assassin’s Creed Valhalla reportedly brings in over $1 billion
After Breakpoint, Ubisoft says it is improving production pipelines and taking longer per release.
The video ends with a warning that changes are about to get worse—implying promises won’t fully resolve the underlying issues.
Presenters / Contributors
- NordVPN (sponsor segment; narrator/voice implied but not named)
- No other specific presenter names are provided in the subtitles.
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