Assassin's Creed Revelations review

We've ventured off to Constantinople in search of the mysteries of Altair as Ezio Auditore da Firenze in Assassin's Creed Revelations, the latest game in the series from Ubisoft.

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At the end of Assassin's Creed Revelations, the aging Ezio Auditore da Firenze explains the true meaning of his clan's creed. "We must be the shepherds of our own civilization," he explains. "We are the architects of our actions."

Less than two minutes later, Ezio says he was forced into his life. Whether a gaffe or intentionally bad writing, this identity conflict runs deep throughout the entire Assassin's Creed Revelations experience. It's a game that tries too hard to do too many things, becoming everything the series is known for and somehow, much less.

I should make it clear that I thoroughly enjoyed Assassin's Creed Revelations. Once again, it provides what we've come to expect from the franchise: a gorgeous landscape to explore and a variety of ways to decimate adversaries. Upon arriving in Constantinople, where the bulk of the game takes place, Ezio is greeted by a young assassin who provides him with information and a new hook-blade attachment. Using the hook-blade, Ezio can utilize wholly historically accurate zip lines and scurry up walls faster than ever. Though it completely throws a wrench in the ideal of a stealthy and shadowy figure by giving him a traversal accessory that makes so much noise, it's functional and fun to use.

Ezio's journey brings in to the region in order to locate five keys, created and sent into hiding by the franchise's original star, Altair Ibn-La'Ahad, for the Assassin's secret library. Upon his arrival, Ezio learns of another Templar conspiracy and commits to a host of new characters that he will solve their problems, his advanced age and bulky body be damned. Discovering each key unlocks a short section starring Altair that runs the gamut of his life from before the events of the original game to the character's final days. Altair is fleshed out here, his emotions and motivations are revealed, and his actions redeem any ill-will I had been awkwardly holding onto.

Then there's Desmond, the character who is "living out" the memories of his ancestors Ezio and Altair through the use of the Animus machine. In a game where Ezio continues to charm and Altair develops into an interesting and emotional character, Desmond's existence is sleep-inducing. Revelations continues where Brotherhood left off; Desmond is in a coma and has become trapped within an Animus test construct alongside the consciousness of his mysterious predecessor Subject 16. The game barely touches on the shocking last moments of Brotherhood, mentioning the fate of certain characters only in passing with little in the way of emotion.

Animus Island is the setting for a few voice-overs that outline what is happening around Desmond's lifeless body as well as some Desmond-focused side-missions, which unlock after collecting "data fragments" as Ezio. These side-missions feature first-person spatial puzzles while Desmond blandly details--but mostly whines--about his life to random flashing images. The levels themselves start strong, but eventually deteriorate and feel like walking through concept sections of a bad Portal clone. And that's it for puzzles. The mysteries hidden within classic works of art from past games, for example, are gone and all that remain are Desmond's emo home movies. Even the franchise's amazing puzzle rooms, which put expert players to the test, are almost all completely missing from Revelations.

I don't decry Ubisoft for trying to add new elements to the game. But, most of the "new" concepts included in Revelations grind the pacing of the story to an halt. Assassin dens can be contested by Templar's by way of a new Tower Defense-like mini-game. It completely takes players out of the role of assassin master and compartmentalizes Ezio's role as nothing more than a supervisor yelling commands at his troops from a rooftop. It's slow and and lacks creativity. It's essentially a skin for a genre you're bound to find better version of for free on your web browser. Luckily, you're only ever forced to do it once and you can work to avoid ever doing it again. It's just another addition to a game that's trying to do too much at once.

Brotherhood's inventive multiplayer also returns, and remains wonderfully entertaining. The newest mode here is the creatively-named "Deathmatch." This works much like Brotherhood's "Wanted" mode, where assassin's are given a single character to hunt and kill all while being hunted themselves; however, it has one fundamental difference. "Wanted" paints a giant compass on the screen, tipping players off to your position as soon as you're in their vicinity, which makes attempting to blend into the crowd a waste of time. "Deathmatch" removes this compass and--though it still throws out indicators to your target's position--it forces players to carefully examine characters. There's a suspense that exists here that is absent from other modes. I had a blast playing through the game's modes, but my attention was usually drawn to "Deathmatch."

Overall, the core of Assassin's Creed remains intact here. The story is interesting, as much as it has gone completely off the rails, and the world is joyous to explore; however, it's the least accessible of the series. Revelations really expects players to have some idea what has happened throughout the series, meaning newcomers will be "narratively misplaced." The stories of Ezio and Altair are wrapped up nicely, giving each character a proper farewell. Combat is still love-it or hate-it, but I've always adored the counter-focused system that was introduced in the series. But the game suffers from multiple moments of identity disorder. It shifts between three characters, its puzzles force you out of the established experience and into first-person levels, and it throws Tower Defense in there for some reason. It feels like three different ideas, which makes sense since five other internal development houses at Ubisoft helped its primary Montreal studio create the title.

Assassin's Creed Revelations may have a few of missteps throughout its adventure, but it's still at a level of quality that few franchises have managed to retain throughout their lifespan. It is however the third game in as many years, and while it has yet to overstay its welcome, Ubisoft needs to be inventive for the series to continue annually and retain its current crop of would-be assassins.


[This Assassin's Creed Revelations review is based on the retail Xbox 360 version of the game, provided by Ubisoft.]

Xav de Matos was previously a games journalist creating content at Shacknews.

From The Chatty
  • reply
    November 22, 2011 1:00 PM

    Xav de Matos posted a new article, Assassin's Creed Revelations review.

    We've ventured off to Constantinople in search of the mysteries of Altair as Ezio Auditore da Firenze in Assassin's Creed Revelations, the latest game in the series from Ubisoft.

    • reply
      November 22, 2011 1:39 PM

      I'm enjoying this game a lot. It is definitely more of the same, but that is fine with me.

    • reply
      November 22, 2011 11:53 PM

      The ending contradiction has been in the game since the beginning. It was very purposeful. Altair after discovering Al Mualim had betrayed them went into how their Creed forces them to obey just like the Apple demands. Yet at the same time they need to let civilization make its own choices.

      Its that contradiction that continues to allow the Templars to dominate the Assassins. How do you operate with a Creed that contradicts itself.

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      November 23, 2011 1:49 AM

      i love the game, but the tower defense minigame is full of shit. i had to level up all my assassins to get rid of that crap. i coulnd't even progress with the story because i was in control of too many areas .. maybe i'm doing it wrong :)

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        November 23, 2011 3:57 AM

        i'm not that far into it but the first time i got so renowned i had to defend i lost the area and re-assasinated the guard dude straight away. i swore i'd never get the renowned again.

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        November 23, 2011 5:34 AM

        If you never let your Templar Awareness get high you never have to do a Den Defense.

        If it does get high, like after you take over a Templar area, just get it down as quick as possible.

        I only had to do one, and it was the one the game forced me to do ... and I'm 92% synch currently.

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          November 23, 2011 6:31 AM

          What sucks is that they took out the removal of wanted posted to knock down the awareness. Granted, we're talking the Templars vs regular guards/population, but the heralds seem very few and far between and pretty much any action you take that is "good" in progress (including unlocking stores!!!) bumps that up.

          But yea, I've always bee-lined towards heralds or the like to keep the awareness down, and since then, never had to den defense. Interesting idea but totally flawed in execution.

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            November 23, 2011 8:35 AM

            In my entire game I was only forced to do it twice. The first time you HAVE to do it, and once when Templars attacked a den and I didn't realize that was a thing.

            After that, I forced the game in to those situations to play it some more, but it's not good.

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      November 23, 2011 5:29 AM

      Wow now you put a review for the game after like a week after... not cool

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        November 23, 2011 6:26 AM

        There are like 700 other review sites and they're easily accessible via aggregate sites like gamerankings and metacritic if you really have to get someones opinion on a game. Asscreed is probably like a 50 hour game, give Xav a fucking break.

      • reply
        November 23, 2011 8:15 AM

        Our reviews are based on when we receive the game. Since we received our copy of Assassin's Creed Revelations late, the review was late.

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