
You can rob them to your heart’s content with very few ramifications, so this no kill policy is not really about the lead character, Ezio, having morals, it’s simply because killing random people is disruptive to the big action set pieces the game wants to focus on. Despite being an assassin, you’re not allowed to kill normal people – if you do, you can be desynchronized. Don’t do what the game likes, and you’re punished. In-game death) hangs over players’ heads like the Sword of Damocles. The threat of being “desynchronized” (the in-game term for having the player’s link between the modern person and his ancestor’s memories – ie. It’s used as a crutch to prevent players from breaking some rather strict rules within what is meant to be an open world. Only, despite having six (!) developers working on this year’s project, Revelations still suffers, rather than benefits from, the game-within-memory gimmick. We all more-or-less expected Ubisoft’s developers to get a handle on it later on. In the first game, this was a reasonably intriguing premise and the gameplay flaws that came with it were reasonably forgivable. For the few who haven’t played an Assassin’s Creed game before, it works like this: modern man is able to inhabit the memories of his ancestors, and the game is about reliving those genetic memories.

The game is broken right down to its concept. What kicked of as a fresh franchise with real potential, Assassin’s Creed has been ripped to shreds in the pursuit of yearly releases and throwing too many crap ideas into the mix. The man is a horrible human being for ruining some movies that had real potential, but Revelations is in a whole other league.

In fact, I’m doing Michael Bay a disservice in bringing him into this conversation. Not in terms of its technical production values – it looks and sounds the part of a blockbuster video game, but if Michael Bay over in the film industry has taught us anything, these blockbuster looks do not guarantee a quality experience. Assassin’s Creed Revelations is a terrible, broken game.
