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Review

Assassin’s Creed Mirage: a return to old strengths – and a new creed

Luca Fontana
4.10.2023
Translation: Patrik Stainbrook

In truth, I swore off Assassin’s Creed a long time ago. There was just too much to do – too much boring stuff especially. Assassin’s Creed Mirage claims to have slimmed down, so I played the first few hours. Will my love for the Assassins be rekindled?

My rocky relationship with Assassin’s Creed

I still can’t quite process the fact that 15 years have already passed since the first Assassin’s Creed. It’d mean admitting to myself that I have got older. Way older. In this time, developer Ubisoft has taken us once across world history and back again. From Renaissance Italy to the American War of Independence to the European Viking Age.

«Not for me,» I soon decided. Don’t get me wrong: the Assassin’s Creed games have always looked stunning, with detailed cities painstakingly recreated as accurately as possible from their historical originals. And every time I saw gameplay videos of assassins literally floating over rooftops and swooping down on their prey on the ground like hawks from the sky, my fingers itched.

But who has time for all the countless and mostly boring side missions? I don’t. With age came less and less free time. You know how it is. Sure, I could just ignore the side missions and focus on the main story. But then how do I get the skill points I need to unlock the really cool abilities hidden deep in the talent tree? Exactly. It seems Assassin’s Creed and I simply grew apart after the first few games.

Until now…

A return to old strengths

Clever. I feel just as overwhelmed as Basim at first, especially after my long absence. By his side, I next find myself in Alamut, a secret desert fortress that serves as a training camp for assassins. Under the watchful eye of veteran assassin master Roshan, I train until I finally earn the iconic hidden blade – a big moment for the young apprentice.

And then – Baghdad calls.

Sneak, investigate, solve – murder

While I continue to make my way inconspicuously, I hear someone in the background shouting, «Hey! Where’s my… my money! I’ve been robbed! There’s a pickpocket nearby!» But I’m long gone.

A good two hours of play have passed at this point. At the headquarters of the Baghdad Assassins, I continue the main story. But it isn’t simply written out on a main quest line like in other RPGs, which looks like a checklist to work through. Instead, it says Investigation. After all, Mirage is primarily supposed to be a stealth game.

Admittedly, Valhalla had this too.

The game usually lets me choose how to get to my destination. I can engage in open combat if I want to, even though the sparse combat system in Mirage seems deliberately designed to be so minimalist that I’ll never want to. There are no expertly choreographed combos. I can parry, dodge, deal a light blow or a heavy one. That’s it. Stealth, on the other hand, works better anyway and offers much more variety.

Where’s the role play?

Notably, the game doesn’t award experience points. So no levelling system whatsoever. Mirage, in fact, prefers to focus on the fairly straightforward story of young Basin as he goes from defiant street thief to one of the most sophisticated master assassins of his time. Without much frippery or fuss. Brave. But the right move, in my opinion. Having to grind my way through endless boring side activities in order to collect experience and skill points is eliminated.

But role-playing isn’t completely gone. If it makes you feel better, yes, there are still talent trees. And yes, you can still unlock individual perks with skill points. You don’t get them by levelling up any more, but directly as rewards for progressing in the main story – or for completing side quests, the Missions. I accept a Mission by activating flyers at the hidden headquarters.

As you can see, Ubisoft hasn’t completely removed the role-playing aspect from Mirage. It’s just clearly downscaled. Ubisoft has put a stop to its tendency of overwhelming players with content for the sheer sake of it. Finally.

No stunning graphics, but not a flop either

In the run-up, I read many reports that were somewhat dissatisfied with the graphics. But I don’t really agree. The animated cutscenes look fantastic, and the game world itself captures the Orient beautifully in all its atmospheric glory – classic Assassin’s Creed. I was also able to play the game on the PS5 in performance mode at a solid 60 frames per second without having to sacrifice too much in terms of graphical quality.

Only during dialogue did I notice that facial animations in particular were sometimes wooden. In this scene, for example, it was primarily the deep, raspy voice of Roshan’s voice actor that suggested the assassin master was pretty ticked off. For me, however, it was only a small downer that never spoiled the fun of the game.

Verdict: I think I like Assassin’s Creed again

I’ve now spent nearly eight hours in Baghdad – uncovering just over a quarter of the map. Not a lot. But not nothing either. In fact, Assassin’s Creed Mirage could be the first game in the series that I finish within a reasonable time. That’s pretty much the highest praise I can offer.

Ubisoft does a lot of things right with Mirage that I think have gone wrong in the past. The world is still huge, but no longer overwhelming. Chests, vantage points and historical locations still make for a densely packed, but no longer staggering map. And I don’t feel like I have to slog through hours of boring side quests to level up and get skill points any more.

In conclusion, Assassin’s Creed Mirage has become a game for players who believe in the motto «less is more» and celebrate that Assassin’s Creed has become a significantly more stealth-heavy game than its direct predecessors. And if you still have nostalgia about the oriental desert climate from the first Assassin’s Creed – or Origins – you’ve come to the right place anyway.

Assassin’s Creed Mirage will be released on 5 October for PS4, PS5, Xbox One, Xbox Series X/S and PC. The PS5 Deluxe Edition was provided to me by Ubisoft for testing.

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I write about technology as if it were cinema, and about films as if they were real life. Between bits and blockbusters, I’m after stories that move people, not just generate clicks. And yes – sometimes I listen to film scores louder than I probably should.


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