Tag Archive: Templar


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A jolly good time

Assassin’s Creed is one of gaming’s constants. Like a sports title or Call of Duty, the Assassin’s Creed series has maintained a high-level of quality on an annual basis for a long time now (since 2009) and has turned into a solid go-to for everyone who needs a regular action-adventure fix. Until last year.

Assassin’s Creed Unity dropped the ball in terms of what people expect from the series in terms of gameplay, narrative, and general design, putting an unusual amount of pressure on 2015’s annual entry to right the course—or risk potential ruin for Ubisoft’s crown jewel. Luckily, Assassin’s Creed Syndicate does indeed strike true with its hidden blade, plunging the series back into the conversation for favorite fall games after jettisoning multiplayer and focusing on trying to put together the best single-player experience possible.

Once again, players assume the role of an Initiate, using their hacked Helix—a home entertainment version of the Animus that allowed you to relive ancestral history in the franchise’s early games—to help the Assassin Brotherhood in their search for Pieces of Eden that can turn the tide of their struggle against the Templars back in their favor. This time, you are sent to Victorian Era London, and for the first time in the series, you can freely switch between two protagonists as you step into the boots of the young, brash, yet highly effective Jacob and Evie Frye.

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If nothing else, this is one of the more memorable narratives the series has seen yet. Jacob and Evie not only have a great rapport with each other, but each has their own separate arcs that watch them grow and change in different and compelling ways. Jacob’s brashness and charm sometimes goes too far, and Evie’s single-minded approach to things costs her in ways she doesn’t necessarily realize in the moment. Each of their respective decisions has consequences on their lives—as well as the lives of those they’ve sworn to protect in London—and will keep you entertained throughout. The siblings even play differently, with Jacob being a plodding bruiser, and Evie the truer, stealthy assassin, with many side missions offering you a choice of who to play as.

Upon arriving in London, Evie and Jacob have a singular purpose: to bring down Templar Grandmaster Crawford Starrick. His crippling grip on London’s infrastructure has made the Templars strong, so the goal of breaking it makes playing the game far more interesting—especially when the Frye twins handle Starrick in their own one-of-a-kind ways. A strong, clear counterpoint to our respective heroes is something the series has lacked since the Borgias butted heads with Ezio and the narrative flows more smoothly from it.

The only point where the narrative stumbles at all is in the present day aspect of the series. Your Initiate character again remains chained to the Helix for the entirety of the game. While you do get a larger glimpse into the present day, meeting new assassins and seeing old friendly faces like Shaun and Rebecca from the Desmond days, things unfold as little more than long cutscenes.

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Playing around in the present day—last available to us in Black Flag—was beneficial in that it afforded a brief respite from the intense situations of the main game, with puzzles and conversations giving players the chance to catch their breath and let what just happened to them sink in more. It also aided the pacing of the game, allowing for drastic movement in time in a more cinematic way. Because we don’t have that here, we really see all of Syndicate play out in what feels like a few days, and at that point, why even bother with the idea of breaking up story beats into “sequences” besides as a cute reference to early titles in the series?

And since I mentioned puzzles, I do wish those would return to Assassin’s Creed. There is one puzzle in all of Syndicate, and another scavenger hunt for legendary armor. At the very least, in order to mix up the gameplay a bit, there is a special sequence that unlocks about halfway through the narrative that fast-forwards us in time to a World War I London about one-third the size of the Victorian Era one. It’s an extremely fun twist that doubles as a critical chance for moving the present-day story forward—unlike the weird, minigame-esque time jumps we saw in last year’s Unity.

And speaking of Unity again, I do have to mention there are some major, welcome differences between Syndicate and its predecessor that are clear indicators of the series being back on track. One of those is the setting, but I’m not just talking time or geography-wise. 1868 London feels more alive, more vibrant, and more like its own character than late-18th century Paris ever did. NPCs call out to Jacob and Evie with unique dialogue as the duo runs around town. Train stations are bristling with life as people rush to the platform to get on trains that actual speed around London. And, the addition of horse-drawn carriages mingling with pedestrians on city streets gives the illusion of authentic hustle and bustle that you’d expect from the heart of the civilized world.

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The most impressive aspect of this digital London, however, is how each section of town feels truly inimitable. Whether slumming it near the asylum in Lambeth, or sipping tea at 10 Downing in Westminster, London’s districts give off a specific tone that makes it easier to navigate and, again, feels more authentic and alive.

Speaking of navigation, Syndicate adds a lot on this front. The previously talked about carriages are hijackable and everywhere in London. The map may be massive, but who knew two-horsepower could get you across it so quickly. The handling of the carriages does take some time to get used to due to their wobbly nature, but with enough practice, you’ll be racing down London’s streets in no time and covering distance faster than in any Assassin’s Creed game to date.

Not every situation, or space for that matter, is ideal for a horse drawn carriage. This means that the series’ traditional parkour returns, and feels as smooth as ever. The addition of tapping the left-bumper to hop in windows, combined with what feels like more intuitive transitions between last year’s up and down movements, means scaling buildings has never felt better.

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The biggest upgrade to traversal, though, may be the much talked-about rope launcher. London’s most famous towers and buildings now can be scaled in a fraction of the time when you get close to their base, or you can swing across the city’s wide avenues when firing the rope launcher from rooftop to rooftop. Unlike the carriages and traditional parkour, I thought this new piece of equipment needed a bit more work, though.

For starters, the rope launcher has no aiming reticle, so you often lack the precision you’re looking for when using it, especially when moving horizontally. Also, there’s no clear definition of how far you can fire the rope launcher, or what edges you can latch onto with it and which ones you can’t. Just “eyeing it up” gets tiresome, especially if trying to make a quick escape—so the rope launcher definitely needed to either latch onto anything, or be something that should have offered clearer working parameters. The in-between ground the device found is okay, and when it works it works well, but you’ll be on top of a church asking yourself why you can’t just launch down to a building below way too often.

The rope launcher isn’t just for navigation, however. While it doesn’t come into play in direct combat, it’s great for creating stealth opportunities when looking to assassinate someone via the air. By creating a zipline between buildings or across a courtyard, Jacob and Evie can position themselves directly above their targets and drop, blades drawn, onto their unsuspecting victims. A new “kidnap” mechanic also helps players be stealthy. By slowly approaching an enemy from behind, our heroes can wrench their prey’s arm and guide them around guard patrols, using them to make it seem like they actually belong and not drawing the ire of nearby foes. If you wander too close to an enemy, however, the ruse is lost. These are just a couple of new ways you can infiltrate enemy spaces and minimize your risk of being detected, and more options are always a good thing when trying to be sneaky.

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Combat has also seen a marked improvement in Syndicate. New offensive weapons like the “Voltaic” stun bombs and hallucinogenic darts—which make enemies temporarily fight on your side—allows you to whittle down enemy numbers before a full-blown fight erupts. Once melees do ensue, taking on a horde of guards at once can still prove difficult, but combat isn’t nearly as punishing as it was in Unity thanks to the return of the counter. Even better, a much clearer counter window allows Jacob and Evie to pull off some spectacular combinations that lead to supremely cinematic, bone-crushing multi-kills when several opponents are all near death.

Whether the gameplay is new or old, one thing Syndicate also does well is ease players into its mechanics. Side activities like fight clubs and carriage races are great opportunities to practice driving and fighting, while the Gang War missions—Jacob Frye’s one-man march towards unifying the underworld of London under his banner—freshens you up on old techniques, even if they have new twists or if your hidden blade happens to be a bit rusty.

The Gang War side content also acts as a great way for players to clearly follow their progression in the game. A bit like an RPG, Evie and Jacob level up as they unlock and learn new assassination abilities, weapons, and armor, including some specific to each character. As they grow, they can more easily handle enemies of higher difficulty. While it’s not impossible for a level five Evie to stealthily assassinate a level eight Templar, should the hit be botched, she’s more likely to walk away from that encounter if they are closer in level.

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With that in mind, the sections of London are similarly labeled, usually housing enemies of a level equal to the location, ranging from Whitechapel’s two up to Westminster’s nine. By freeing London borough by borough from Crawford Starrick’s gangs, both characters level up. Jacob and Evie each max out at level 10, and thankfully, they’ll both earn points toward reaching that goal no matter who you’re playing as. This paves the way for an easier time in the story, while also providing that satisfying feeling of accomplishment that comes from freeing the entire city from Templar control and snagging a couple hundred collectibles along the way—and which Unity made nearly impossible with its cluttered map and unclear progression system.

As good as Assassin’s Creed Syndicate is, it does share one familiar trait with Unity, however: there are a fair amount of bugs in the game. Syndicate froze up on me several times, mission objectives would glitch (forcing me to reload checkpoints), and both Jacob and Evie fell through the world or got stuck in walls far too frequently. It makes one wonder if the yearly Assassins Creed cycle is just too much for Ubisoft to handle, because—while not nearly as bad as Unity—this is back to back years where my gameplay was noticeably hindered at times due to technical issues.

Assassin’s Creed Syndicate is a return to form for the most part for Assassin’s Creed. Sure, the removal of all multiplayer might ding the replayability of the title, but I’d rather have an awesome 30-40 hour experience that I’ll one-hundred percent once and be done with—which is what Syndicate is—than the feeling of being forced into online play to try and squeeze a few more hours out of it. Syndicate features a compelling story with great protagonists, some terrific gameplay, and a beautiful new world and time period to explore, which remains Assassin’s Creed’s calling card. If Ubisoft can just work out those last few kinks, Assassin’s Creed would be ready to truly take new-gen by storm. As is, Syndicate is a strong addition to the series’ ever-expanding timeline that should reassure fans who were questioning its viability after last year.

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Developer: Ubisoft Quebec • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 10.23.15
8.5

A fair amount of bugs and lack of a present-day scenario detract from what is otherwise a strong return to form for Assassin’s Creed. Syndicate touts not one, but two great protagonists, strong gameplay, and Victorian Era London is neck and neck with Renaissance Italy as the best place the series has been to.

The Good London may be the most impressive setting for the series yet. Strong narrative and gameplay.
The Bad Glitches galore. Lack of present-day scenario. Rope launcher could use some work.
The Ugly I wonder if PETA will come after Ubisoft for all the horses I killed during high-speed carriage chases.
Assassin’s Creed Syndicate is available on Xbox One and PS4 and is coming later to PC. Primary version reviewed was for Xbox One. Review code was provided by Ubisoft for the benefit of this review.

We all know that Ubisoft has gone on record saying they wanted to get back to the roots of the Assassin’s Creed series with Syndicate. It’s why they removed multiplayer and co-op, turning their sole attention onto the single player experience. Until I was able to go hands-on with a couple of the game’s early sequences last week at a special London event, however, I wasn’t sure just what that would entail.

Well, it meant we’d get what could be some of the most memorable characters the series has yet to offer. New villain Crawford Starrick, the Templar Grandmaster who has wrapped an iron fist around 19th century London, made his power felt right from the get-go of our time with Syndicate. A cruel, ruthless man, Starrick takes no prisoners when it comes to making sure things are done his way, and has zero tolerance for the Assassin Brotherhood.

His early emergence in Syndicate was a welcome sight, as it gives the Frye twins a clear and ever-present goal throughout the narrative. Eliminate Starrick and save London; not since Rodrigo Borgia and Ezio have the battle lines between Templar and Assassin been so clearly drawn. Nor have they been so fun.

Getting to Starrick is, not surprisingly, going to be very difficult. Between him and our would-be Assassin heroes are Starrick’s seven lieutenants, each in charge of a key part of what keeps London ticking. High-rolling bankers, members of Parliament, even the city’s most prominent crime boss all get their marching orders from Starrick, and only by drawing them out and removing them first from their respective territories will you have a chance of luring out the Grandmaster himself.

To do this, you’ll have to perform a variety of both new and familiar side quests. As an added bonus, many of these missions take advantage of the new mechanics introduced courtesy of the time period. For example, one set of side quests requires you to kidnap key Templar targets and then transport them via stagecoach across London for interrogation. Others missions more recognizable to fans of the series will require you to tail a particular target and listen in for information, or remove a certain number of Templar thugs from an area before claiming it in the name of the Brotherhood. Thankfully, new devices like the rope launcher make it easier than ever to traverse across rooftops or line up air assassinations in large, open courtyards.

Not all the memorable characters have aligned themselves with the Templars, however. Some of history’s greatest faces from the Victorian era have thrown in with the Assassins—although not all knowingly. Famed author Charles Dickens is a man about town, is as well connected as they come, and the Frye twins will surely use his contacts to ascertain vital information. Inventor Alexander Graham Bell provides the Frye twins with some of their greatest weapons and gadgets, as well as a kind ear to bounce ideas off of. Not since Benjamin Franklin or Leonardo da Vinci have we had such a colorful confidant standing side-by-side with the Brotherhood. And then there’s Henry Green, the Indian Assassin mentor who guides Evie and Jacob throughout their adventure and knows just where, who, and when to strike the Templars to cause the most harm to their cause. There’s even some comedy relief from Agnes, the train conductor, who maintains the Assassin’s locomotive base of operations.

Yes, you did not misread. Much like Monteriggioni or Café Theatre, the Frye twins have their own base of operations. And in fitting Industrial Revolution fashion, it’s always moving. Through a series of fortunate events, the twins come to acquire an entire train, and enlist the aid of its conductor, Agnes. From there you can collect coin from parts of the city you’ve liberated from Templar control, receive new quests, keep track of upgrades, and more.

But, of course, the most important characters in the game are the ones you play as, and Evie and Jacob are as different as they are similar. Jacob’s brashness and Evie’s thoughtfulness provide some brilliant banter between the two, whether in the company of others or on their own, planning their next movie. Their ever-growing personalities will surely influence you when it comes time to take control of one or the other while exploring the open world Syndicate provides. The other aspect of this is that they both play very differently, each with their own set of upgrades, equipment, and special abilities that can be unlocked as they level up by exploring and freeing more of London from Templar control.

There is still one more character that I haven’t touched on yet, though, and that is London itself. From its iconic architecture like Big Ben and St. Paul’s Cathedral, to the small alley markets teeming with life, London gives off a personality unlike any city we’ve seen yet from Assassin’s Creed. Each neighborhood truly comes across as unique, with stark contrasts that you can see and feel. You’ll instantly be able to recognize when you’ve moved from the seedier parts of town like Devil’s Acre or Whitechapel to the more affluent avenues of high society in Westminster or Buckingham. Syndicate’s London may be the most impressive city Assassin’s Creed has recreated yet.

If getting back to the early days of Assassin’s Creed was the plan all along for Syndicate, then from the two sequences I played, it could well be on its way to doing that. The team at Ubisoft Quebec seem to be crafting a narrative and a setting that looks to suck players in right from the start, and lead them by the nose through one of the deepest adventures the series has provided yet. We’ll just have to wait for October to see if it can follow through and deliver on this lofty promise.

 

50 Shades of Shay

With so little information out there right now about Assassin’s Creed Rogue, I admit I was very worried about what I’d see when I finally got to play it. I was convinced that last-gen games couldn’t offer up as enjoyable an experience as their new-gen counterparts. But if Rogue proves to be the swan song for Assassin’s Creed on Xbox 360 and PS3, there seems to be no better title to possibly do it with.

Over the course of about four hours, I was able to play Sequences 3 and 5 in Rogue, where we first get to see Shay Cormac fall in with the Templars, who would tempt him away from the Assassin Brotherhood. They show him a different way of doing things—a possibly better way of doing things—and then we see his meteoric rise up through their ranks.

During these two sequences, what I found most interesting was watching how Shay reacted to how the Templars went about fighting the war, how he questioned his own motivations, and even second-guessed orders from Haytham Kenway, the Templar Grandmaster of North America at the time. This small cross-section of gameplay made me realize this was much more than a simple revenge story.

Shay has the potential to be one of the deepest, most complex protagonists we’ve seen from the series, because he’s constantly fighting a war within himself—as well as in, and around, colonial New York City. The underlying themes of “How far would you be willing to go to feel safe?” and “How much does freedom cost?” were also constantly on display each time Shay had one of those integral moments of doubt, making him highly relatable given the current temperature of world affairs.

I was also pleasantly surprised by the gameplay. When I first heard that the game was set in New York City again, there was definitely some trepidation that we’d see a lot of copied and pasted elements from Assassin’s Creed III. And, yes, the layout of the city’s roads seem to be similar to what we saw then, but because this game takes place 20 years before the bulk of Connor’s story, it’s a very different New York—one that’s not been touched yet by the Great Fire of 1776. This means new buildings to climb and new things to see, even if some will definitely serve as callbacks to previous games.

Speaking of the time period, though, I think the thing that excites me the most about Rogue is that, although you’re not playing as a Kenway, the game really seems to serve as the bridge for Assassin’s Creed III and IV, filling in key gaps in the story and tying up loose ends. Since it comes after those two games, though, it’s taking the best elements of both of them and mashing them together.

The sailing is just as good as ever, and the idea that you can now be boarded while traversing the high seas adds a brand-new dynamic to the North Atlantic and Hudson River Valley that Edward Kenway’s Caribbean in Black Flag didn’t have. Shay’s Fleet is also very different from Edward’s because while Shay is fighting the Assassin-Templar War, the Seven Years’ War is going on around him, and he can send his ships into the naval conflict of the war and actually have a more direct say in a huge historical event instead of just sailing for more coin.

Some old ideas also return in new ways in Rogue. A new economy system has been instituted so that as Shay liberates more districts from enemy control, he’ll see more money flow into his bank account. He can also spend money to fix up key buildings in and around New York to promote further development of his own wealth, all in the hopes of not only making his own life better, but hopefully better for the people he hopes to protect in the Colonies.

Rogue also brings new weapons. Besides iconic stuff like dual hidden blades and an assortment of swords from the time period, Shay will meet up with his old friend Ben Franklin, who’s working on a grenade prototype that Shay can attach and launch from his rifle. This is, surprisingly, historically accurate—Franklin did make a grenade prototype that never saw mass production. And maybe that’s because Shay was running around, using it for Templar plots instead!

We also see the return of the Stalker enemy type; they were prevalent in Assassin’s Creed: Revelations and would dress in civilian garb and try to sneak up on and attack Ezio. Similarly here, Shay’s stalkers won’t just hide in plain sight but also in outhouses and bushes to try to get the drop on him when he least expects it.

Despite my early fears about Assassin’s Creed Rogue, this short preview demo allayed much of my worries. As soon as I picked up the controller and started running around New York and then sailed out on the high seas while listening to some classic sea shanties sung by my crew, it felt like I was coming home to an old friend. But while there’s more than enough here to make Assassin’s Creed Rogue feel extremely familiar, there’s also just enough new stuff to keep you on your toes. Couple that with Shay’s compelling story, and Rogue does more than enough to remind us that last-gen isn’t quite dead yet.

Team Edward

Change is never easy. But often, it’s for the best. Assassin’s Creed IV: Black Flag is a prime example, since it brings plenty of changes for Ubisoft’s flagship franchise.

From a hardware perspective, Assassin’s Creed IV comes during a console shift, launching with next-gen while still catering to the old. Black Flag also marks the first game where Desmond Miles is no longer the present-day protagonist. Instead, players take on the first-person perspective of an Abstergo Entertainment employee who must “research” 18th-century buccaneer Edward Kenway for the sake of a Pirates of the Caribbean rip-off movie the company wants to make. At least, that’s what they say—but if you look carefully, you’ll see there’s a lot more lurking beneath the surface.

The biggest change, though, comes in the story of Black Flag and how it’s told. In Edward’s tale, the Assassin-Templar war gets pushed into the background and serves as little more than white noise compared to the battle Edward has within himself. It almost feels like the series is trying to ease you back into this overarching conflict that consumed the last couple of Assassin’s Creed titles, making Black Flag the best time in a while for newcomers to jump into the action. The lack of overall narrative progression might worry longtime fans, but the story also seems to be laying the foundation for future games by introducing a lot of new pieces.

The story pacing also sees a dramatic shift compared to previous titles—and it’s a far cry from the dragged-out exposition of Assassin’s Creed III. From the second you start the game, you’re thrown right into the thick of it, piloting a ragtag ship in the middle of a raging storm. From there, Edward quickly acquires his hidden blades, his ship (the Jackdaw), and a first mate. Soon, he’s pirating and plundering with the best of ’em. Quite literally, in fact. Blackbeard, Calico Jack, Ben Hornigold, and every other infamous Caribbean captain of the early 18th century knows Edward somehow—and when you see them, rum will be drunk and laughs will be had. In fact, I wish the game offered the opportunity to work with each one a bit more, but since the cast is so large, you only scratch the surface of all your pirate brethren, and it becomes more noticeable as you peel back all of Edward’s layers.

But through all these interactions, we see a blending of personalities we haven’t really seen before from a single hero in the series. Edward exudes charm and charisma that’s only dashed by his own brash stubbornness, similar to Altaïr from the original Assassin’s Creed. But Edward’s also an established man right from the get-go, with deep-rooted relationships and a reputation that’s well-known—similar to a much older Ezio from the Assassin’s Creed II trilogy. He may not get his proper Assassin training until later in the game (which made me wonder how he became so quickly accustomed to the hidden blades), but he’s been sailing for several years when we meet him, and his backstory’s only fleshed out through short flashbacks.

Despite the advanced life experience Edward’s acquired by the time we first meet him, he also has enough room to still undergo a dramatic character shift over the course of the game. While Black Flag may take place within the short time period of only a few years, Edward grows as a character through each subsequent Animus sequence until he evolves into someone worthy of upholding the Creed, and he takes on a persona that will be quickly recognized by fans who read the Assassin’s Creed book, Forsaken. It’s simply the most dramatic character shift of a single character in one game in the series since Altaïr.

Speaking of things we haven’t seen since Altaïr, that brings me to the gameplay. Making a huge return in Black Flag is an emphasis on stealth. Infiltration missions are a frequent task for Edward to further his cause, and though getting spotted won’t always lead to a mission restart, it will lead to dozens of guards swarming you—and unless your swashbuckling skills are top-notch, it might as well be an instant fail.

Aside from the infiltration missions, Ubisoft’s made some tweaks to the infamous tailing sequences—mostly in the form of an overhauled Eagle Vision system. Now, besides seeing the group affiliation of everyone in a crowd, you can also tag your targets. This allows you to see them through walls and buildings so you can follow them from a much farther distance than in previous entries. I’m afraid this new vision is way too overpowered, though. X-ray vision and Eagle Vision should not be one and the same, and this is just overkill, making these missions easy to the point they feel like a waste of time. And if you want to go old-school and not use it at all, the layouts of the island paths aren’t really set up for that design, so you’ll fail a lot more than the developers intended—and it can become frustrating.

One change that most fans will be thankful for, however? The new gun mechanics. They’re akin to what you might find in a more traditional third-person shooter, which makes taking aim and pulling off headshots a breeze. Of course, sometimes you need to take into consideration the bobbing of your boat when boarding an enemy ship out in the ocean, since that can easily throw off your shot.

Now that I mention your ship, the biggest gameplay element in Assassin’s Creed IV is being out on the Caribbean Sea. This is easily one of the most addictive and well-put-together game mechanics I’ve had the pleasure of playing in quite some time; it was a blast using my spyglass to look for enemy ships, boarding them, and then having that ship’s crew at my mercy. When the game’s story made me go back on land, I was honestly disappointed, because I never wanted to leave the water.

There’s so much to do out on the open seas that it’s easy to become lost in the search for buried treasure, hunting sharks, laying waste to smuggler coves, and violently seizing military forts—and you forget there’s actually a story tying all this together. If you make a speed run and just do the story, you’re probably only going to get a 15-to-20 hour game. But if you’re a completionist, you should double those numbers.

Another part of what makes sailing in the open world so enjoyable is the attention to detail. Seeing whales jump out of the water for a breath of fresh air, Spanish and English ships suddenly engaging each other several nautical miles in the distance, or a storm randomly coming together overhead and you have to start swerving and taking cover to avoid waterspouts and rogue waves was phenomenal. And everything looked crisper and clearer than you’d think was possible on next gen.

What really makes the pirate life so fitting for an Assassin’s Creed game is the freedom—with sailing virtually wherever you want, plundering whatever you wish, and stabbing whoever you want in the face serving as the perfect metaphor. The game’s story holds your hand just enough so that by the time you’re done with the first quarter of the tale, you’re ready to roam about and do whatever you wish. In regards to upgrading your ship and Edward’s belongings, there’s a bit of a grind when it comes to the Jackdaw, since you need to board other ships to get the necessary materials and loot. By contrast, you can buy all the pelts necessary to craft Edward’s upgrades directly from shops if hunting animals isn’t your thing.

Besides the story, there’s also the meta-game revolving around Kenway’s Fleet, which allows you to take captured ships, slap a black flag on them, and send them on special missions around the Caribbean—think recruiting Assassins in Brotherhood, Revelations, and Assassin’s Creed III. If your ships successfully complete the missions, you get cash. Unfortunately, this segment would’ve been more enjoyable if the ships got stronger the better they did—much like how you can upgrade the Jackdaw here or how assassins would level up in previous games. One unique difference is the ships can get into a battle minigame to help make trade routes safer—and increase the likelihood of a successful voyage.

Kenway’s Fleet also takes full advantage of the Black Flag iOS companion app so that you can actually send ships out and make money in-game and work with friends to clear trade routes without being tethered to a console. It’s a cool idea, but all it really made me want to do was get back to my controller faster so I could go back out on the ocean and get more ships for my fleet.

So, the single-player’s pretty damn expansive, but that doesn’t mean there aren’t any multiplayer additions. The one that will draw everyone’s eye, of course, is the Game Lab. This allows players to fully customize multiplayer matches like never before, drawing from every other mode in the game. Also, Wolfpack has seen an upgrade, with new objectives besides group killing added—including protecting treasure chests or killing multitudes of “infected” soldiers.

In all, this is one of the most complete Assassin’s Creed releases to date. I think longtime fans will appreciate Edward’s story and how tight everything feels, but it might be shocking how little the Assassin-Templar conflict actually moves forward. Think of this as laying the groundwork for the next story arc—almost like a monthly comic book. The pieces are being put in place, and during the process, you’re getting to play the greatest pirate game ever conceived.

Black Flag might not topple Assassin’s Creed II from its perch as the pinnacle of the franchise, but if you love swashbuckling and high-tension adventure on the high seas, this is as good as it gets.

Developer: Ubisoft Montreal  • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 10.29.13
9.5
Assassin’s Creed IV: Black Flag doesn’t move the franchise forward as a whole—but it doesn’t need to. Instead, this is probably the best pirate simulation in gaming history that successfully lays the groundwork for what’s to come in the series.
The Good The high-seas adventures add a whole new dynamic to the Assassin’s Creed franchise.
The Bad Overpowered Eagle Vision.
The Ugly 18th-century dental plans.
Assassin’s Creed IV: Black Flag is available on Xbox 360, PS3, Wii U, and PC. The game will be available on PC on November 19th, and is a launch title for PS4 and Xbox One. Primary version reviewed was for PS4.

Back to the past

Assassin’s Creed may well be the greatest videogame history-based epic we’ve ever seen. Each chapter finds a way to add nuance and layers to some of history’s most intriguing moments. Full of rich, vibrant characters outshined only by the detailed re-created and authentic historic cityscapes, Assassin’s Creed has become a favorite of gamers and history buffs everywhere due to its intriguing plot and stellar gameplay. So, how does the fourth chapter in this landmark franchise stand up overall?

Revelations picks up shortly after the end of Brotherhood. Modern-day protagonist Desmond Miles’ extended use of the Animus has left him in a coma; trapped inside the program, he must continue experiencing his ancestors’ memories in hopes of finding a way out of the machine to which he’s been tethered. As all this unfolds, Desmond experiences an Ezio adventure from later in his life that will see his Florentine ancestor travel to Ottoman Constantinople in the hopes of finding five keys to unlock a long hidden Altaïr library. In the process, Ezio has his own Desmond-like experience, as he uses these artifacts to relieve key moments in the Syrian assassin’s life—and begins to unravel the mystery that’s come together over the first three games of the series.

Though the narrative’s ostensibly always revolved around Desmond as he tries to learn what his ancestors knew, these games have always really been about the characters you play as in the past—so this is still primarily Ezio’s story. Revelations wraps up his tale beautifully—but, in true Assassin’s Creed fashion, it still leaves the door open for so many more potential twists down the line. Not to mention that by revisiting Altaïr as Ezio, we really get a sense of how all the characters are interconnected—and can now appreciate Ezio and Altaïr for their stark differences: Altaïr’s quicker on his feet, while Ezio feels heavier and more powerful.

Assassin’s Creed isn’t just about the story, though—it’s also about the amazing simulations of historical locales. Revelations doesn’t falter on this end: Constantinople looks straight out of a history book, and you can even pick out spices in the marketplace while clearly seeing just how unkind age has been to dear old Ezio. This is a testament to how long Ubisoft’s been working with their engine; they can now get every drop of juice out of it to provide a trio of tremendously different settings. Whether it’s Altaïr’s 13th-century Masyaf, Ezio’s warm, vibrant 1500s Constantinople, or a TRON-like VR world that Desmond works his way through, Revelations delivers the visual goods.

But one other key addition just doesn’t jibe with me. In Brotherhood, Ezio had to conquer Templar towers in order to help quash the Order’s presence in various areas. That element’s returned, but there’s a new wrinkle in Revelations: Templars can now retake the areas they lose. Ezio, taking on more of a commanding-general role, guides various types of assassins around rooftops and barricades streets to subdue advancing enemy waves. A good idea in theory, but it’s implemented via a tower-defense mechanic—which works in Flash-based games, but not so much in Assassin’s Creed. Though the conceit makes sense in the context of Revelations—after all, Ezio’s getting up there in years and can’t risk taking on 20 Templars at once—it still feels like the developers tried to cram in too many different elements at once. Aside from this odd addition, the rest of the game stays relatively similar for Ezio, aside from the hookblade providing zipline assassinations—which never get old—and a variety of new bombs that provide some interesting effects depending on how they’re utilized.

Revelations’ multiplayer definitely takes a step forward for the franchise, though, and it’s one of the more novel online experiences available. You’ll play dual roles as both a killer and as a detective trying to sniff out enemies—that, combined with new play modes, will keep this game in your system for quite some time. In the end, Revelations gets the Assassin’s Creed formula as right as any entry before it—a compelling story tempered by familiar, entertaining gameplay makes this the latest and greatest chapter in this ongoing gaming epic.

SUMMARY: Ezio’s tale wraps up beautifully in this final chapter of his trilogy, but elements like a tower-defense minigame seem out of place.

  • THE GOOD: An epic, fitting conclusion to Ezio’s trilogy
  • THE BAD: New tower-defense element works but feels out of place
  • THE UGLY: The salt-and-pepper look isn’t very flattering on Ezio

SCORE: 9.0

Assassin’s Creed: Revelations is available on Xbox 360, PlayStation 3, and PC. Primary version reviewed was on the Xbox 360.