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Assassin's Creed: Revelations Review

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  • X360

The laws of diminishing returns have started to affect Assassin’s Creed, and while Revelations doesn’t quite live up to the promise of its subtitle, there’s still plenty to like about what may be Ezio Auditore’s final adventure.

Istanbul. Or Constantinople. Whatever!
Istanbul. Or Constantinople. Whatever!

Last year’s release of Assassin’s Creed: Brotherhood came saddled with concerns that Ubisoft was too quick to capitalize on the success of Assassin’s Creed II, a terrific adventure that went to great lengths to address the issues of elegance and repetition of the still-ambitious original. Brotherhood allayed these concerns with meaningful additions to both the gameplay and the story, and a general sense of cohesion that you might not expect from a game of such scope turned around in just one year’s time. Now we have Assassin’s Creed: Revelations, the third game in the series in as many years. The production values are as strong as ever, and it retains most of the tricks that kept Brotherhood from feeling like an also-ran, like the ability to build your own assassin’s guild and a surprisingly engaging suite of multiplayer modes. The additions Revelations makes on top of those features, though, don’t feel quite as essential to the experience, sometimes adding complication just for the sake of it. Assassin’s Creed: Revelations, the name alone, suggests a certain amount of closure, but the greater Assassin’s Creed story feels like it’s starting to spin its wheels.

Let me just say right now, if you’re not current with the Assassin’s Creed series, or if this would be your first Assassin’s Creed game, you should probably stop reading here and get yourself caught up. Though it tries gamely with a quick-cut “previously on...” montage to get folks up to speed, the story of Revelations is so intrinsically tied to the previous games that it makes for a series introduction that’s confusing at best. Desmond Miles, the seemingly mild-mannered bartender whose genetic memory has been the stage for the Assassin’s Creed series up to now, is in a bad way after the events of Brotherhood. Left catatonic, with his mind fragmented between his own experiences, and those of his ancestors Altair and Ezio Auditore, Miles has been jacked back into the Animus as a sort of mental life support. Inside the Animus loading program he meets Subject 16, or at least what’s left of him, who lays out the plot pretty simply: Desmond needs to see Ezio and Altaïr's stories to their conclusion if he ever hopes to wake up.

Templars come in all shapes and sizes.
Templars come in all shapes and sizes.

Even though the entirety of Revelations takes place inside Desmond’s mind, he’s barely a guest star here, with the focus primarily on Ezio, and, to a lesser extent, Altaïr. There is a peculiar set of optional side levels--abstract, awkward, first-person puzzles--you can load up from inside the Animus that offer some insight into Desmond’s back story, albeit in a shockingly dry, casual manner. Most of the time, though, you’re playing as Ezio, now a bearded, weathered old man, whose dogged campaign against the Templars has led him to Constantinople, where he hopes to find a set of five keys necessary to open Altaïr’s library back in Masyaf before the Templars do. There are major subplots in Constantinople concerning political maneuvering within the local Sultan’s family, as well as Ezio’s growing affection for a local book dealer who is assisting him in his search, but other than the typical, largely anonymous Templar forces working against him, there’s not much of a central conflict here--just a task that needs doing.

The keys to Altaïr’s library, it just so happens, are made from the same material as the Apple of Eden, and with each key Ezio finds, he’s given a brief glimpse into Altaïr’s life. (This means that Desmond’s experiences as Altaïr here are twice removed, though the game never gets all Inception with exploring the layering of reality.) Unlike Ezio, who has the full run of Constantinople, the episodes where you play as Altaïr are highly constrained, taking place almost exclusively in and around the guild castle at Masyaf from the first Assassin’s Creed. These sequences aren’t much to play, and though they provide some insight into snippets of Altaïr’s life after the events of Assassin’s Creed, their implications for the fiction at large seem limited. Yes, we know more about Altaïr’s family and his turbulent relationship with his guild, but it all goes by so quickly that it’s hard to get terribly invested. Generally speaking, Revelations is more interested in filling in back story than it is in maintaining forward momentum. There is an ironic paucity of revelations in Revelations.

"Dude, let go of my fannypack!"

It’s much easier to like Revelations if you’re not here for the story, as the fundamental action of dynamic urban traversal and timing-based combat that’s both lightning-quick and thick with arterial spray still feels terrific. With a few, minor exceptions--like the ubiquity of horses--Revelations brings back nearly all of the bells and whistles that helped make Brotherhood so good, such as the ability to cultivate your own assassin’s guild, send assassins out on international assignments, buy up local business for added income, take over Templar strongholds, and take on missions for the local mercenaries and thieves guilds.

On top of all this, Revelations piles on a few of its own systems. Ezio has had one of his standard hidden blades replaced with a locally sourced hookblade, which mostly just makes climbing up sheer buildings a bit faster and allows you to make use of Constantinople’s plentiful, conspicuous ziplines, though it also serves some minor combat and evasion purposes. The combat generally still moves at the same bracing speed as it did in Brotherhood, though you’ll eventually encounter enemies that require slightly more strategy and patience to take down--assuming you don’t just call in your guildmates to finish them off for you. Ezio also gets introduced to the craft of bomb-making, which allows you to combine different types of reagents you find, buy, or steal for different explosive results, which I regularly found quite handy.

Revelations makes a certain effort to unify some of its disparate systems, though by creating interdependencies between the assassin’s dens you establish in Constantinople, Ezio’s current “heat” level with the Templars, and the experience levels of the assassins you’ve been training, it’s more difficult for you to dabble in one while ignoring the others. Basically, if you don’t protect your dens, the Templars can try and steal them back. In order to retain control, you have to play through what is essentially a brief tower defense scenario, placing different types of assassins on rooftops and barriers in the streets to fend off waves of Templar attackers. Or, if you find the tower defense stuff as tedious as I did, you just let the Templars take over, then just sweep back in, murder the Templar captain, and take control again.

Sooner or later, everyone gets stabbed.
Sooner or later, everyone gets stabbed.

If there's one area that Revelations makes some unequivocal improvements over Brotherhood is in the multiplayer, which features more maps, more modes, more playable characters, and more customization options as you level up. Subtle tweaks make it easier to defend against an attacker, and the choice in certain modes to remove the directional radar in favor of a simpler, less explicit proximity meter means you have to pay closer attention to make sure the person you're following is your intended target. If there's a critique, it's that some of the modes can seem a little complicated at first blush, though a training room allows you to familiarize yourself without drawing the ire of Internet Teens.

For the most part, what was great about Assassin’s Creed: Brotherhood is still good in Assassin’s Creed: Revelations, but the new stuff doesn’t do much to improve the experience, and all the best moments just feel kind of familiar. Even though the game takes place in an entirely new city, the old-world aesthetic isn’t that radically different. This is probably overstating the shortcomings of Revelations, but when I finished the game I was left concerned about the future of the Assassin’s Creed franchise. Ubisoft seems completely intent on making Assassin’s Creed an annual franchise, and at this rate, I’m afraid it will have exhausted its goodwill before we get to see a proper Assassin’s Creed III.

70 Comments

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ProfessorEss

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Edited By ProfessorEss

I'm sure I will personally get 5 stars worth of enjoyment with this one but I agree, Assassin's Creed (like so many other franchises) is doing itself a disservice by insisting on trying to be an annual franchise.

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jessej07

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Edited By jessej07

Slowly but surely Giant Bomb's use of "laws of diminishing returns" has started to irk me. It's the law of diminishing returns, and it doesn't exactly apply to video games in the way that it is said to on many a Bombcast.

If the case were made that so many people worked on the Assassin's Creed series to the point that design choices appear to be convoluted or confusing, then the law of diminishing returns applies. Too much of a good thing in a game to the point where it becomes less enjoyable has nothing to do with the law of diminishing returns; this would be more aptly described as "cloying" (which happens to be my least favorite word). The argument that too many similar games (too many Assassin's Creed games, for instance) leads to less enjoyment of the next installment of the similar game also does not apply to the law of diminishing returns. The law refers to factors of input into the end production... we can argue whether the input is Assassin's Creed and the output is your enjoyment, but we would be stretching the principles of economics too far at that point, no?

But, everyone knows what is meant when a GB staffer says "law of diminishing returns" while referring to a game... so I guess my economist mind is just being a nit picking jerk :)

I love GB, just clearing my chest on the internet like a regular sane person.

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megalowho

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Edited By megalowho

I would feel much better about spending $60 on incremental Assassin's Creed sequels if they actually delivered meaningful, interesting plot advancements to make up for the gameplay and setting fatigue. Hence, "Revelations." But just like Brotherhood, this game seems to tell a story that could probably be distilled into a cutscene or two during a more meaningful entry in the series, if it even had to be told at all.

This whole series, which has an interesting premise and thousands of years of history to draw upon as source material, seems to be content with being a drawn out cocktease when it comes to meaningful story beats with small drips of exposition here and there. I"m sure it's still quite fun to stab dudes, climb towers and mess around in these old cities. I'm just not sure if Ubisoft deserves my money for an unnecessary but competent game I never asked for. At least not at $60 they don't.

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megalowho

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Edited By megalowho

@bio595 said:

@vhold said:

It looks like for Giant Bomb, and many like minded gamers, this is the year of "Very good sequels that we have to acknowledge are awesomely made, but aren't innovative enough to excite us."

For Assassin's Creed I don't need annual innovation. Bi-annual maybe.

In general I don't think that you need innovation to impress. If you've been running in place like Call of Duty, perhaps, but even then it's still fun.

Besides, true innovation is way harder and potentially harmful because customers hardly ever know what they want otherwise they'd have more helpful things to say than "be innovative".

With Assassin's Creed though, I think it would be clear to Ubi the things that would get people genuinely excited - a different time/place in history, a new assassin to control, or some meaningful followup and payoff on Desmond's increasingly drawn out arc. There's been two full games now that don't really touch on any of that stuff. They don't need to reinvent the wheel, innovation alone isn't really what these games need since the gameplay is so refined, but they shouldn't just keep staring at it and spinning it either.

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Sooty

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Edited By Sooty

@bio595 said:

@vhold said:

It looks like for Giant Bomb, and many like minded gamers, this is the year of "Very good sequels that we have to acknowledge are awesomely made, but aren't innovative enough to excite us."

Call of Duty, perhaps, but even then it's still fun.

no it isn't.

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probablytuna

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Edited By probablytuna

I'm enjoying it so far. It's not that different from Brotherhood or Assassin's Creed II, but that's not a bad thing at all. However, I hope Assassin's Creed III will bring upon greater changes/improvements (anywhere from combat/gameplay to visual/graphics department).

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SteamPunkJin

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Edited By SteamPunkJin

This review laid out exactly what I wanted to know about. 
They're dicking around with the story, passing on this and any future games in the series.

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dvorak

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Edited By dvorak

@CloneTrooper said:

From what I've read over the last few months, Assassin's Creed III was potentially going to be the last yearly iteration of the franchise for awhile.

I think they've gone for this model because they want to be able to release the true third part of the series in 2012, because that's when it all takes place blah blah.

I honestly thought that this game was going to be the Assassin's Creed III we were waiting for after the ending of the last one, but after they announced Revelations, I looked at the timeline and realized this was some kind of ultimate marketing strategy for lining the game's crazy world ending 2012 timeline up with the release window.

I'm excited for the possibilities of some kind of alien race or whatever returning to earth for an ultimate mindfuck climax, but I hope its framed up with Desmond smoking and/or stabbing dudes in a modern environment. Something I've wanted since the end of the first game.

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arkasai

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Edited By arkasai

Ubisoft is slowly killing Assassin's Creed year-by-year.... I finished Brotherhood in like half the time AC2 took me, and played multiplayer for all of one match. Don't add multiplayer to a game unless you're willing to devote an equal amount of time and energy to make it compelling. I would have preferred significantly more single player content at the expense of there being a multiplayer mode, and virtually everyone who likes these games feels the same. I spent more time in virtual training killing dozens of guards and racing against the clock in the free-running challenges than I spent in multiplayer.

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upwarDBound

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Edited By upwarDBound

Eh, story's not the main reason I play these games anyway, but I can see the formula getting old from a game play standpoint as well. I hope they really make some great improvements for the next game.

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ColonelT

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Edited By ColonelT

Ryan nailed it, again. He really does write the best reviews.

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bio595

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Edited By bio595

@megalowho said:

@bio595 said:

@vhold said:

It looks like for Giant Bomb, and many like minded gamers, this is the year of "Very good sequels that we have to acknowledge are awesomely made, but aren't innovative enough to excite us."

For Assassin's Creed I don't need annual innovation. Bi-annual maybe.

In general I don't think that you need innovation to impress. If you've been running in place like Call of Duty, perhaps, but even then it's still fun.

Besides, true innovation is way harder and potentially harmful because customers hardly ever know what they want otherwise they'd have more helpful things to say than "be innovative".

With Assassin's Creed though, I think it would be clear to Ubi the things that would get people genuinely excited - a different time/place in history, a new assassin to control, or some meaningful followup and payoff on Desmond's increasingly drawn out arc. There's been two full games now that don't really touch on any of that stuff. They don't need to reinvent the wheel, innovation alone isn't really what these games need since the gameplay is so refined, but they shouldn't just keep staring at it and spinning it either.

I agree with this counterpoint

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rmanthorp

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Edited By rmanthorp  Moderator

INTERNETS

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BisonHero

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Edited By BisonHero

@jessej07 said:

Slowly but surely Giant Bomb's use of "laws of diminishing returns" has started to irk me. It's the law of diminishing returns, and it doesn't exactly apply to video games in the way that it is said to on many a Bombcast.

If the case were made that so many people worked on the Assassin's Creed series to the point that design choices appear to be convoluted or confusing, then the law of diminishing returns applies. Too much of a good thing in a game to the point where it becomes less enjoyable has nothing to do with the law of diminishing returns; this would be more aptly described as "cloying" (which happens to be my least favorite word). The argument that too many similar games (too many Assassin's Creed games, for instance) leads to less enjoyment of the next installment of the similar game also does not apply to the law of diminishing returns. The law refers to factors of input into the end production... we can argue whether the input is Assassin's Creed and the output is your enjoyment, but we would be stretching the principles of economics too far at that point, no?

But, everyone knows what is meant when a GB staffer says "law of diminishing returns" while referring to a game... so I guess my economist mind is just being a nit picking jerk :)

I love GB, just clearing my chest on the internet like a regular sane person.

Don't even get me started on how almost nobody uses "begging the question" in the proper fashion. It isn't actually synonymous with "raising the question", but that usage has gone uncorrected for so long that it's basically a lost battle at this point.

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Equal_Opportunity_Destroyer497

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After playing the first few hours of this, I am right concerned about the future of Assassin's Creed. The tower defense/heat level stuff borders on terrible and the other additions, like the hookblade, are pretty superficial and don't add much to the experience. Frankly I'm bummed. I loved the last two games and was hyped for this one but "meh" additions to the gameplay are really bringing me down. This franchise needs a break but we all know it's not going to get one. I also feel compelled to throw a WTF out there for changing the function of the Y/triangle button after three goddamn games.

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Roger778

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Edited By Roger778

I'm still going to buy this game, because I love the series. However, I'm bummed that the story doesn't seem to be as good as the first 3 game. My only request is that if they make this an annual franchise, at least try to freshen up the gameplay a bit. Other than that, I can't wait to see Altair and Ezio again.

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Lingxor

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Edited By Lingxor

I just don't care about the setting anymore. I want a game dedicated to the present day stuff.

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BIRD02

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Edited By BIRD02

The tower defense stuff is terrible but at least they are trying to keep the game fresh and entertaining. I'd rather deal with the bad then have the game get to repetative.

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chrswk

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Edited By chrswk

I usually buy every AS game on day one. Somehow this has changed with Revelations. Don't know what it is, maybe AS fatigue?