Assassin’s Creed: Revelations Review

Assassin's Creed Revelations Splash

Formats: Xbox 360 (Tested) | PS3 | PC
Developer: Ubisoft Montreal
Publisher: Ubisoft
Release Date: November 15th 2011 (Out Now)

When it comes to Assassin’s Creed, perhaps the biggest revelation for the franchise was the step-up in quality from the first to the second game. While we here at Thumbs still maintain a level of calm appreciation for the original, it was the début of Ezio Auditore that truly had us begging for more. More was what we got in the form of Brotherhood, and while the single-player additions were only minor in favour of introducing a brand new multiplayer mode, it still sucked us in and devoured our spare time.

Now we come to Revelations, a third outing in as many years for Ezio coupled with a comeback for the original Animus subject, the Holy Land Hero himself, Altair. However, could this be seen as a sequel too far? After all, while Brotherhood’s “real world” ending left us on a shocking climax, it certainly seemed as though Ezio’s story had reached a natural conclusion.

Clearly Ubisoft Montreal weren’t as convinced, and thus Revelations tells the tale of an older Ezio, who has left Italian soil in favour of a trip to Turkey, Constantinople to be precise. Here, he gets himself involved with conspiracies regarding the Sultan and his potential heirs, as well as investigating a series of mysterious seals hidden deep underground. These seals appear to have Animus effects of their own, allowing Ezio to travel back to the days of Altair, as we learn what became of him following the events of the first game.

Meanwhile, the ancestor of Ezio and Altair – Desmond Miles – has a few issues of his own. Having killed his potential love interest (and it doesn’t take long to learn that yes, Lucy is dead) and found himself stuck in the Animus, he comes face to face with Subject 16, whose puzzles he has been deciphering for the past two titles.

While the key to Desmond being able to escape this limbo involves participating in Ezio’s story, he also has some missions of his own to complete. These go beyond the basic training and collection missions he has experienced in the past in favour of something completely different. Unlocked by collecting Animus fragments (replacing feathers as the main collectible) throughout Constantinople, these take the game in something of a bizarre new direction.

Although many have been expecting a Desmond-centric game to eventually conclude the franchise, it’s unlikely to be anything like what we see here. The levels see Desmond revisiting his own memories via a series of first person puzzler levels. Imagine a Portal-esque world mixed with elements of Tetris and Tron (as bizarre as it seems) and that’s what you’ll be putting up with for five short segments. Replacing the Subject 16 puzzles of the previous two games, these segments ultimately fall a little flat, and you’ll likely be longing for the days of code wheels, themed paintings and hidden images.

When in Ezio mode it’s generally pretty much business as usual, with a few changes and additions here and there. With the older Ezio having refined his Eagle Sense, it now finds itself mapped to a click of the left stick rather than a face button. In addition to this, Ezio now has the ability to craft bombs using ingredients purchased or found around the city. Mixing combos of shell-casing, gunpowder types and effects allows you to create a number of different types of explosive, for Lethal, Tactical and Diversion means. Alternatively, pre-made bombs can be purchased from black market dealers throughout the districts. Elsewhere, the Hookblade allows for easier climbing (and helps prevent falls), while ziplines provide quick movement between certain rooftops.

One of the ideas implemented in Brotherhood has been given additional depth, that being the Assassin and Templar Dens. Before, players would simply have to kill a Templar Den’s Captain in order to take control of it. While this still the case, now the actions of Ezio can lead to the Templars trying to storm the Dens and take them back again. What was previously known as Ezio’s notoriety gauge is now considered to be a Templar Awareness gauge, which fills up as you attack enemy guards, attack dens and renovate buildings. This can be reduced by bribing heralds or taking out eye-witness. No more poster tearing for Ezio this time around.

If the gauge does fill, it turns red and your Assassin’s Dens become at risk of being taken back by the Templars. If one comes under attack, you must take part in a Tower Defence mini-game in order to protect it. With Ezio in a static position, he spends morale points on building barricades and hiring assassins and troops in order to fight off the waves of Templar enemies before they can burn the Assassin’s Den to the ground. And yes, it is generally is as annoying as it sounds.

Den Defence can eventually be eliminated through another returning feature, that being the hiring and training of your own group of Assassins. Recruited throughout the city, your trainee Assassins can be sent away on missions to various locations in the Mediterranean, which earns them experience points for levelling up. When one reaches the rank of Assassin, he can be installed as the Master of an Assassin’s Den. Then, by completing a further couple of in-game missions as well as continuing to earn XP via Mediterranean Defence, the recruit can rise to the rank of Master Assassin. At this point, the Den he or she is in charge of becomes immune to further Templar assaults.

Given the Revelations subtitle, one might be expecting a series of mind-blowing plot devices to ready us for the inevitable Assassin’s Creed 3. As it stands, what we really get are a few mildly interesting developments, including closure for the Ezio and Altair stories, and preparations in place for Desmond to finish the job next time.

While it’s understandable that calling the game Assassin’s Creed: Loose Ends probably wouldn’t have shifted many units, there’s nothing here that could particularly be deemed a “revelation” – especially not the new modes. Though keeping the involvement of Danny Wallace to a bare minimum is to be applauded, especially as the lack of Kristen Bell would naturally have anyone worried that her time would be filled by Shaun’s sarcastic whining. Of course, perhaps if Desmond had plunged a knife into him at the end of Brotherhood, things could have been a whole lot better. Just sayin’, guys.

Multiplayer makes its return to the fold, with a number of solo and team-based games to try your hand at, many of which return from Brotherhood, alongside some new modes of play as well. There are numerous death-match style games where you’ll be required to take out a set or any nearby target, as well as takes on VIP protection, capture the flag and checkpoint capture amongst others. One of the more appealing new modes is Corruption, where one (or more) players begins a round “Corrupted” and infects other players by assassinating them. Corrupted earn points for infecting the others, while those who are clean will constantly accrue points for remaining clean and escaping their pursuers.

As you level up in the multiplayer, you’re able to add elements of customisation to your characters, including changing weapon load-outs and putting together custom sets of abilities that can be used to aid you either with your kills or staying alive. While it can be frustrating at times tracking down a target only to kill an identical civilian stood right next to them, it’s all part of the game. Those who love to get a whole lot stealthy with their gaming should feel right at home pitting their wits against other like-minded individuals. Those who like to run and stab, however, might find their K/D rate to be rather low.

There’s no denying that Revelations is still an enjoyable, gripping title that does demand and get your attention. The game-play at the heart of it is fun, and like the proverbial pair of comfortable slippers, you’ll be able to slide into it with no trouble at all. However, there is an underlying feeling that you’ve seen and done this all before, and that what there is that is new is a step down on the fun stakes from what it has replaced.

The historical element of the story is nowhere near as gripping as the Borgia storyline of the previous two titles, especially when it almost seems to be there solely to flesh out the build to the Altair-based missions. There is a definite buzz from returning to Masayaf after four years however, and it leaves you wondering what might have been had the first game employed the style seen in 2 and beyond. As for the Desmond levels, well the less said about them the better.

When it comes to the crunch, what worked before works here, while what’s new does seem to leave a lot to be desired. It’s clear that we’re headed towards Assassin’s Creed 3, but after three consecutive years of titles, maybe what’s really needed is a year or two away from the Animus in order to develop and perfect the next experience.