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YMMV / Mario + Rabbids Kingdom Battle

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  • And You Thought It Would Fail: Oh, how people jeered and mocked this game before release. Nobody liked the game when it was first leaked, due to a long-standing grudge against the Rabbids for overshadowing Rayman. Even beyond that, the idea of this crossover being a Turn-Based Tactics game of all things made this game come across as a weird fever dream. After its formal unveiling (and especially after its release) however, the game was praised for its surprisingly deep gameplay mechanics, music, and humor, with many reviewers urging readers and viewers not to overlook the title. Selling two million plus copies worldwide and being the highest selling third-party game on Nintendo Switch in the United States as of May 2019 is icing on top of the cake.
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  • Awesome Animation: The animations under Ubisoft's engine are quite nice, especially seeing Mario and the Mushroom Kingdom crew animated much more expressively under it. Even the in-game animations look very smooth.
  • Awesome Music:
    • The E3 trailer features the fist-pumpingly awesome "It's All for Rock N' Roll" by Airbourne.
    • The opera sung by the Phantom. But, really, the soundtrack is composed by Grant Kirkhope of classic Rareware fame, so it's hardly surprising that it'd be awesome. The fact that it's performed by a classical music orchestra (specifically, the City of Prague Philharmonic) rather than an in-studio band also helps lend a feeling of epic scope to the whole score.
    • The Phantom Rabbid's song/diss track about Mario harkens back to the days of the Great Mighty Poo, and is just as catchy.
  • Base-Breaking Character:
    • The Rabbids, as always, but probably even more so in this game. There are many people who think the game actually does look really good and fun, and surprisingly deep for a Mario game, but cite the Rabbids being the main reason they're on the fence. Others, however, are hoping to look past it and, going off the trailer, note how the Rabbids don't look nearly as intrusive as they usually are in their games. Of course, there are also those who really would have preferred Rayman characters working with Mario and co. over the Rabbids.
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    • Out of the Rabbids, Rabbid Peach has proved to have been the most divisive, with some viewing her Camera Fiend personality hilarious, while others find it grating.
  • Bizarro Episode: It doesn't just end with the bizarre crossover; in this game, Mario and friends are fighting against Rabbids with arm cannons and laser bazookas, and the Mushroom Kingdom has gone completely haywire thanks to the worlds crossing over. While madness of this level is any given Thursday for the Rabbids, it's very unlike anything the Mario series has ever seen. This is exemplified by the final boss. It's not just a simple Rabbid Bowser or a Rabbid Leader like people thought; instead, the Negative Space Wedgie that's been a threat throughout the game takes the form of a phoenix that the Exposition Fairy calls "forces beyond our understanding" and possesses Bowser, nearly causing The End of the World as We Know It.
  • Breather Boss:
    • The Icicle Golem is generally considered to be easier than the bosses before and after it. It's not a Puzzle Boss like Rabbid Kong or Phantom, essentially being a souped-up Buckler, which you've already fought plenty of times before, and its Flunky Boss nature is generally negated by the massive size of the arena and the fact that most of its minions are Smashers. It's also one of only two bosses that can be hit by melee attacks (the other being the Megabug in its first and third phases), giving Mario a significantly easier time of it.
    • In terms of midbosses, Calavera is surprisingly easy compared to the ones that came before him provided the player is using up-to-date weapons. While he has a lot of HP and can draw the player's team out of cover with Scaredy Hero (or, in the case of his Peek-a-Boo support team, Magnet Dance), his offense is lacking (his primary attack is basically the Pirabbid Plant's or Sandy's, but lacking the Fire status, and since Fire already had the ability to flush the player's team out of cover neither Scaredy Hero or Magnet Dance are a particularly new threat to deal with), his flunkies can easily be beaten down in a single turn with good weapons (and respawn slowly), he lacks the Dual Boss nature of Blizzy and Sandy (not to mention his attack range is smaller than Blizzy), and he's still vulnerable to status effects at a time where the player should be drowning in weapons with a high chance to inflict statuses like Ink or Stone, which make him a sitting duck. He does have a Buckler-esque shield like the Icicle Golem, but the arena is large and open, making it easy to get around the shield, and even if that wasn't the case, by the time the player fights him they should have no trouble getting around it with explosives, Hammers, Dashes, and mobility skills.
  • Catharsis Factor:
    • Even though Mario's working to cure the enemy Rabbids of their Hate Plague and enlisting a few Rabbids of his own to do so, this is still the third game that gives the player a chance to fight the Rabbids at all, as opposed to Rayman in the console Raving Rabbids games, who merely allowed them to have their way and escaped at the end without actually confronting them. This is also the first to allow so without...
      1. Being an obscure title (the Game Boy Advance Raving Rabbids, a standard Rayman platformer with antagonistic Rabbids largely overshadowed by said console titles in the mainstream consciousness);
      2. Controversial circumstances (Teenage Mutant Ninja Turtles: Smash Up, a Platform Fighter with playable Rabbids... at the expense of key Teenage Mutant Ninja Turtles staples up to and including Bebop and Rocksteady!).
    Thus, there's a sweet satisfaction in having Mario and co. pummel the Rabbids in various over-the-top ways.
  • Complacent Gaming Syndrome: Most people use Luigi and Rabbid Peach in their teams. Luigi is the only character with a Precision weapon, granting him incredible range, and his Steely Stare can fire up to three shots and has a one-turn cooldown when fully upgraded, making him excellent at weakening the enemy. Rabbid Peach is the only character besides Peach that can directly heal allies, and since players need at least one Rabbid on their team, Rabbid Peach is picked if the player wants to use Luigi. Both of them also have a Sentry as their secondary weapon, which is useful for its power, long range, ability to hit multiple enemies, and drawing fire from enemies using Villain Sight.
  • Crack Ship: Mario and Rabbid Peach. Weirdly, the opposite (Rabbid Mario/Peach) isn't really seen.
  • Crosses the Line Twice: One of the lines from the first verse of Tom Phan's "The Hero Sucks" Song essentially fat-shames Mario note , and he directly reacts to this one. But given the nature of the song and how on-point the rest of the song is in roasting the plumber, this point is easily glossed over; the accompanying Rabbid struggling in futility to contain their laughter makes said dismissal easier. Not to mention the Hypocritical Humor caused by fact that the Phantom is far from in-shape himself.
  • Demonic Spiders: A few enemy types stand out more than others.
    • Smashers can be a real pain. They have the highest health and attack of any non-boss enemy and can move four spaces after they are attacked by everything that is not a Dash, Mario's Stomp, or Yoshi's shockwave, including the Mario characters' Overwatch abilities. They will launch a counterattack if they reach the person who hit them and starting in Chapter 2, they have an ability to boost the attack of themselves and those around them. Their attacks also hit for splash damage.
    • Bucklers are one of the most troublesome enemies in the game. They carry a shield that blocks all non-explosive damage that isn't from the flank or rear (as in 180 degrees), wield powerful Boomshots to punish you when you inevitably have to get in close to them to circumvent their shield, and they have a special ability that guarantees a Critical Hit from all enemies in its area of effect (which also guarantees their weapon's status effects). This gets very dangerous very fast if they're paired up with Smashers, which have a skill that increases weapon damage, and these buffs stack. This can happen as early as World 2, while the player doesn't get the power to do this until halfway through the final world.
    • Peek-A-Boos are another doozy, especially in packs. They can move a whopping 15 cells, their movement is a teleport so they can bypass obstacles and can't be Overwatched by the Mushroom Kingdom characters, and they supplement this with Precision weapons to attack from afar. They also have Rabbid Mario's Magnet Dance to lure enemies towards them (and thus away from cover) if you get close, turning that skill you likely abused since World 2-5 against you. You will almost always need to field a high-mobility character to deal with them.
  • Ensemble Dark Horse:
    • The Mario fangirl who invented the Supa-Merge that appears in the game's intro cinematic has gained quite a large fandom for her Genki Girl personality, despite having no known name.
    • Spawny has gained a following for his adorable design, being calmer compared to the many other Rabbids in the game, and his Shrinking Violet Woobie personality.
    • The Phantom of the Bwahpera has become a memorable character for his awesome singing moments.
    • Bwario and Bwaluigi, being Rabbid versions of already popular characters, naturally became pretty popular, with plenty of fans hoping for them to become playable DLC characters along with their Mario-series counterparts.
  • Fandom Rivalry: The production of this game has caused a dispute between the Rabbid and Sonic fanbases. Kingdom Battle represents a narratively interesting adventure with Mario while Mario & Sonic at the Olympic Games represents a sports minigame-based Casual Video Game with little to no plot.
  • Game-Breaker:
    • Rabbid Luigi can really wreak havoc on the battlefield. His Vamp Dash, when maxed out, does more damage than Mario's Goomba Stomp, dealing 160 versus Mario's 150, and, unlike Mario's stomp, can be used on two enemies in one movement turn. While the health regained from Vamp Dashing starts at only 30% of the damage dealt, it can be increased to a full 100%, which, when combined with a full damage skill for the dash, equates to 320 health, more than half of Rabbid Luigi's maximum of 500, healed just from movement. And since the Vampire effect lingers on an enemy for a turn after infliction, this means that everyone on the team can also boost their health from attacking the Vamped foes, making Rabbid Luigi an excellent Combat Medic. He's no slouch when it comes to combat either, boasting the highest chances of critical hits and accompanying Super Effects of the entire cast, with his two post-game weapons having a 100% guaranteed Super Effect on every shot; this includes the Round Shield Shocker, which inflicts Stone (which combines Honey [no movement], Ink [no attacking], and Freeze [no techniques] into a weapon that stops a single foe dead in their tracks), and Gag Me With A Spoon, which carries Vamp, allowing Rabbid Luigi to set up heals at a distance. And if he ever needs to get through dangerous territory, he can use either his Super Barrier, which negates all Super Effects and decreases movement damage taken by up to 50% and weapon damage taken by up to 60%, or Weaken, which can lower an enemy's damage output by up to 70%; Super Barrier goes especially well with Vamp Dash, allowing Rabbid Luigi to heal up and let his team do so too, without having to worry about being intercepted.
    • Rabbid Mario is a one-Rabbid wrecking crew. Nominally a Close-Range Combatant, Rabbid Mario does massive amounts of Area of Effect damage with his Boomshots and Hammers, as well as his Boom Dash. His Boom Dash deals considerable damage in a large area-of-effect note  and allows him to directly run into three opponents per movement phase, which, considering he's tied with Luigi and Rabbid Yoshi for the best non-Team Jump movement range, is very easy to arrange. Much like Rabbid Luigi, his weapons often specialize in Stone and Vampire statuses, allowing him to either completely shut down entire groups of enemies or provide a smorgasbord of healing opportunities for himself and his teammates with a single shot, assuming, of course, that he doesn't knock them out entirely with their high damage. His Boomshots also do massive damage to any cover in its cone of fire (and triggering any status traps that happen to be in range), meaning that even if he misses his targets will likely be easy pickings for his teammates. Defensively, his Bodyguard makes him virtually immune to dash damage without upgrades (and can be upgraded to full immunity as well as a decent 30% weapon damage reduction), dramatically reducing the risk to himself if he fails to clear the room. Meanwhile, his Magnet Dance lures enemies towards him, not only increasing the likelihood that he'll catch them in his areas of effect but also leaving them exposed and triggering any allied Hero Sight within range, making it even less likely that his foes will survive until their turn. His only downside is that he's likely to hurt his teammates if the player isn't careful, but with some practice and situational awareness, he's well worth the risk.
    • Yoshi might be an 11th-Hour Ranger who isn't unlocked until halfway through the final world, but he's capable of taking a huge bite out of the challenge of the end- and post-game. While his version of Hero Sight, Egg Beater, lacks the multi-shot functionality of Mario's and Luigi's and the area of effect of Peach's, it does devastatingly high damage to a single target, making him ideal for cutting down high-value targets like Mid-Bosses or Smashers. While Yoshi's Dash is mediocre, his Team Jump gives him a Ground Pound that does considerable damage to anyone within its large impact radius and, unlike Rabbid Mario's Boom Dash, does heavy damage to cover, potentially letting him expose enemies before he's even fired a shot. Yoshi's most devastating ability, however, is his Super Chance, which gives a 100% Critical Hit chance to himself and any teammate within its (potentially massive once upgraded) area of effect. Since Critical Hits don't just do increased damage, they apply Status Effects, a well-timed Super Chance combined with area-of-effect weapons (such as Sentries, Hammers, Boomshots, and Rockets, the latter of which Yoshi himself has) means coating large swathes of the enemy team in heavy damage and detrimental Status Effectsnote . And while Ink and Freeze, which Yoshi's weapons specialize in, might not completely cost an enemy their turn like the aforementioned Rabbid Mario Bros.' Stone weapons do, his ability to prevent enemies from using their standard attack or skills respectively should not be taken lightlynote . Like Rabbid Mario, he requires a certain level of caution to prevent him from accidentally harming his teammates with his Ground Pound or Status Effects from his Rocket and his teammates' area-of-effect weaponry, and getting too reckless with the Ground Pound can leave Yoshi exposed for a turn, but his pros easily outweigh his cons.
    • Sentries make a compelling argument to bring Luigi or Rabbid Peach along just to use them. Essentially landmines strapped to an RC car, Sentries relentlessly hunt down their target no matter where they runnote , exploding once an enemy (even if it's not the target) gets too close while ignoring (and damaging) cover and dealing considerable damage in their blast radius, which starts at 3x3 and is increased to 5x5 with late-game weapons. At mid-range or less, they can travel far enough to reach the target without a delaynote , making them great for wearing down targets in high-cover or Bucklers who can't be flanked that turn. If their target gets taken out before they reach them, they don't despawn, instead staying stationary and acting as landmines, which can be used as an Outside-the-Box Tactic for area denial. But what really makes them great is, counter-intuitively, the fact that enemies can destroy them. Enemies are smart enough to be rightly concerned about the bomb that is speeding toward them, and will often prioritize their own self-preservation over taking shots at the player's team. While this means that a Sentry will likely not reach a target that's particularly far away, it also means a considerable amount of damage directed away from the actual team, especially since Luigi and Rabbid Peach can each create a new Sentry every other turn. They're also immune to Status Effectsnote  (though not immune to the increased damage from a Critical Hit), meaning that enemy attacks, the player's area-of-effect attacks, or even the Tornado environmental hazard cannot knock a Sentry off-course with Bounce or Push (or stop it in its tracks with Honey) so long as the damage doesn't destroy it entirelynote . Even better, since the Sentry automatically moves at the start of the player's turn, it'll often trigger any Villain Sight that would typically be directed at the team, making pushing forward much less hazardous.
    • In the DLC, Donkey Kong himself. His main attack, the Bwananarang, can attack several enemies in a row and is unnaffected by low cover. His secondary attack is a melee ground pound that also affects everyone within the area, and ignores all cover. His Hairy Eye ability is like Hero Sight, but with the Bwananarang, which means it can attack several enemies as well. His Magnet Groove ability is just like Magnet Dance, luring enemies in range towards him, so he can make good use of the Ground Pound. But that's just the tip of the iceberg. Thanks to his use of vines, DK's range of movement can potentially encompass the entire stage. His more versatile ability, though, is grabbing, which replaces team jump. DK can grab and carry anything from allies, enemies, sentries and even destructible cover blocks. See those enemy ears that pop up form the ground, showing where enemies are going to spawn next round, potentially ruining your strategy, since they can't be attacked until they get out of the ground? He can grab those too and pull them out before they spawn, making them vulnerable. Anything DK grabs, he can throw. Throw a cover block over an enemy to damage it. Even more if it's a debuff block, which instantly applies the effect. Throw an enemy over another to damage both (and pull a potentially dangerous foe out of range from you or your allies). Pick up an enemy from the ground and throw it on top of another one that is in the process of spawning and now you have two more enemies out of the ground, ruining their chance to sneak and making them vulnerable to your allies' attacks. Grab one of your allies and get them out of range from danger or launch them to a better strategic position. If you grab and throw Rabbid Cranky, he'll do his Grump Jump attack before landing, which can damage several foes at once, and then he can do it again in his own turn. For bonus points, your allies don't get damaged when you launch them, but they will damage any enemy they land on. Plan your strategy accordingly and you can wipe out half a stage before the enemy can even make a move.
  • Goddamned Bats:
    • Ziggys are not too difficult to take down. However, they do have the ability to dash and starting from World 2, they come equipped with Villain Sight to attack anyone who moves in range. This can mean they can weaken you just enough for the other enemies to knock someone out.
    • Hoppers and their ability to Team Jump generally means they have the largest movement range of any enemy and can sneak up on you and attack when not expected.
    • Supporters have the ability to heal themselves and their allies. Their Grenaducks also mean they can attack at range, even if blocked by cover, and they have an annoyingly high chance to inflict a status effect.
  • Goddamned Boss: Taken entirely on his own, the Icicle Golem isn't a particularly hard boss, but several factors around his fight make him irritating. Peach is introduced and forced into the party at the start of the fight, not only forcing the player to learn an entirely new character mid-boss fight but also forcing Peach into using her mediocre default weapons and a preset skill tree that is not explained to the player until after the battle and isn't particularly efficient for this fight. Moreover, Peach replacing a teammate means breaking up the player's current team synergy, and because the boss cutscene is presented as an ambush, the player is locked out of changing their second teammatenote . Also, every new attempt requires watching the same roughly-minute-long boss cutscene.
  • Hilarious in Hindsight:
    • The username of Rabbid Luigi, a YouTube gaming countdown maker and Let's Player, became this after the game was leaked and officially announced. The Rabbid dressed as Luigi is even called "Rabbid Luigi." This is even alluded in Nathaniel Bandy's How Mario + Rabbids Kingdom Triggers You, where YouTuber Rabbid Luigi says that Ubisoft stole his identity.
    • Another YouTube related moment comes from SMG4's take on the game in his Stupid Mario series, where Wario takes over a Rabbid version of the Mushroom Kingdom and makes an army of Wario Rabbids. Guess who has a Rabbid counterpart in the real game?
    • The Denser and Wackier tone of the game compared to the Mario series' already lighthearted setting is even more amusing when one remembers that, when their biggest rival experimented with gunplay, the result was on the exact other end of the tone spectrum.
  • Memetic Badass: Peach. Given how she's one of the most infamous cases of Damsel in Distress, bordering on Damsel Scrappy, it's somewhat refreshing to see her as the most powerful character in the game, due to having two very useful weapons as well as having a healing jump by default. Even the production leaks seem to agree, see Memetic Mutation below.
  • Memetic Mutation:
    • A few weeks before the official announcement, internal documents were leaked of the game. They were never meant to be seen by the public, and thus they used wording that you'd never see in a formal press release and contained several typos. Peach being called "The Badass Princess" particularly caught on. It was just so hilariously off from what official documents called her.
    • Rabbid Peach was given control over the Rabbids Instagram page, and many newsblogs like Kotaku and Destructoid have made articles about its creepiness, which went viral in moments.
    • Tom Phan (or Phantom), the boss of World 3, sings a song with various namedrops to other Mario spin-offs, lampshades just about everything in the series, and does it all in a way that's making fans say that "he came for Mario's life".
    • Your mission, should you choose to accept it: find someone who doesn't describe this game with some variation of the phrase "X-COM but Mario".
  • Moment of Awesome: As mentioned above, Phantom's song is already very awesome, but the end of the first part especially stands out. After a somewhat funny part of the song, Phantom's tone gets much more serious, when he suddenly jumps into the air, and is silhouetted against the moon for a second, before swooping down dramatically and belting out one last, long note. The way the music swells in this part makes it even better!
    Just let me catch my breath,
    Then I'll 'high C' you to DEEEEEEEEEEAAAAAAAAATH!
  • Moral Event Horizon: The Megabug jumps over this when it possesses Bowser, then decides to destroy everything.
  • Narm Charm: Many have noted that despite the incredibly insane premise, the game itself works out pretty well and treats the two source materials pretty fairly, even making a number of genuinely funny jokes about how insane the premise is in the first place with characters like the world three boss, Tom Phan (aka Phantom).
  • Older Than They Think: Mario using a gun was considered way back in the original Super Mario Bros. He did wield one for an entire SNES game in Yoshi's Safari. Not to mention the presence of the ray gun and the Super Scope in the Super Smash Bros. games.
  • Rescued from the Scrappy Heap: Even long-time detractors of the Rabbids were eager to play this game, since they're not just doing their usual random crap for the sake of being annoying. The fact that you get to pummel the Rabbids silly helps, too.
  • Scrappy Mechanic: While each of the characters' individual playstyles have been praised, the Required Party Member rules that mandate having Mario and at least one Rabbid in the party has been criticized by fans, since it means you can't have an all-Mario or all-Rabbid party and dramatically cuts down on possible team synergy.
  • Signature Scene: The World 3 boss fight, due to the Phantom of the Bwahpera's "The Hero Sucks" Song being compared to the one sung by The Great Mighty Poo in the best ways possible.
  • Spiritual Successor:
    • More than a few commentators have noted similarities with Code Name: S.T.E.A.M., given that both games involve limited movement range per turn dominated by ranged attacks and strange concepts to them (Steam being a game where Abraham Lincoln leads a team including John Henry, Tiger Lily, and the Lion from The Wizard of Oz against Lovecraftian aliens, while Rabbids Kingdom Battle has Mario teaming up with the Rabbids in a world gone mad).
    • On top of that, comparisons to X-COM have been made due to the gameplay style and the distinctive Overwatch camera angle used in a very Overwatch-like move.
  • Tainted by the Preview:
    • Considering everything the Rabbids are associated with, the thought that this game would be trash was prominent before it was officially revealed. The actual debut of the game at E3 2017 was met with a lot of praise, however.
    • On a straighter note, the previews had a conspicuous lack of Mario regulars other than the playable four, such as Wario, Waluigi, Daisy, Rosalina, Donkey Kong (who eventually made an appearance in his own DLC adventure), and even Bowser. The presence of a Donkey Kong Rabbid assured most they would appear in some capacity at least, and a later preview also showed that Bowser Jr. had a prominent role as an antagonist. Bowser also appears in the game, though only at the end, a different way.
    • Some people have called the game's internal documents leaking an inversion, saying that if it hadn't been leaked beforehand, getting everyone used to the idea of Mario crossing over with the Rabbids and using a gun before the official reveal, it wouldn't have been nearly as well-received at E3 as it was.
  • That One Boss: Blizzy and Sandy are a surprisingly nasty Difficulty Spike for being the midboss of the second world. Blizzy is a sniper with range far beyond most enemies in the game, Villain Sight, withering firepower, reliable access to high ground with very little quality cover nearby to shield the player's approach, and a status effect that leaves his victims unable to activate skills. Sandy is a Mighty Glacier with an area-of-effect attack with decent range and large blast radius that ignores cover, can easily destroy cover, has a status effect that draws the player's team out of cover (and into the aforementioned Villain Sight), and a shield ability that completely negates one hit per turn and is often used to counter Hero Sight. Both need to be defeated to clear the level, they bring along a few Ziggies for extra firepower, and they have enough common sense to focus on the long-ranged and frail Luigi if the player brings him to try to counter Blizzy.
  • That One Level: Challenge S2, "Bowser Jr's Big Payback". The entire mission is luck-based; you have to, over the course of five turns, land on sixteen different designated areas. That means, assuming none of your party members dies to Bowser Jr, Bwario, Bwaluigi, and the Lava Queen, you have to use every turn moving onto a space and hope that one of the Pyroclasts, burning boxes or attacks, or Magnet Dances cause someone to end up on another such space during the enemy turn. More often than not, you'll end up further away from the unclaimed spaces, possibly so far away that you can't reach any and waste one of those turns. And even if you successfully get that lucky space, you have to make sure nobody dies. Pretty much all advice for completing the mission is "start with the middle spaces, then pray".
  • They Wasted a Perfectly Good Character:
    • While the game's plot has been praised, there are plenty of fans who are disappointed that Rayman doesn't appear in the game in any way, shape or form, despite the Rabbids having began in his franchise first.
    • The heroes encounter Rabbid versions of Wario and Waluigi, but the originals don't even get a cameo.
    • The Genius Girl's lack of appearance past the first cutscene is also rather disappointing.
  • Ugly Cute: Some people who didn't go in outright hating them have considered the Rabbids this.
  • We're Still Relevant, Dammit!: Downplayed, as they're minor allusions, but the game does reference some modern meme culture, such as Luigi doing the "dab" maneuver.
  • What Do You Mean, It Wasn't Made on Drugs?: Really, a Mario and Rabbids crossover was always going to get this reaction, and that's before we saw what the game was going to be like.
  • Win the Crowd: Before E3 2017, the rumors of this game were met with a constant stream of "What were they thinking?". After E3 2017, the game was given a lot more positive reception and hype, with many citing this game as a highlight of Ubisoft's press conference as a whole.


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