Darth Slaughter
Arcane
The murder mysteries actually did have a set-in-stone culprit for each case. Accusing the wrong person would result in lowered monetary rewards in comparison. The fact that the game only indirectly informed the player about their choice was actually one of the design elements I liked about those missions. Not all missions had air-tight logic, but I felt most of them did.
Yes, they did have a culprit, but the game could cheat you, like making you suspicious of some person when it would perfectly be OK to other person be the culprit. It was only in about 3 cases that you actually could find real proof of culprits.
Also, being an completionist OCD myself, it was a chore to make 100% through unity, and I took a lot of hours into that game to finish it. I only managed by playing it through small doses, and it took a long time to finish. Syndicate is faster, and I'm now close to ending it in much less time I did unity. About combat, it's easy as all AC games. Combos are useless, I can hardly notice there's a combo counter. Combat feels like every AC game combat: wait for the cue and counter the only one guy attacking. It's like that since AC 1.
The assassination missions, it's the same way as unity, but actually it's better design in syndicate.
The Gang liberation missions although repetitive, are short and fast. The multiplayer missions from Unity were the only redeeming thing about that game, but they were also badly designed.
Only thing I hate in syndicate is the "perk" system. And crowd events.
About the story, it's the usual AC retard plot, but it's not a clusterfuck nonsense from unity.