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Assassin’s Creed: Revelations Review — The Most Uneven, Most Moving Chapter of the Ezio Trilogy

Assassin's Creed Revelations review: Ezio's last chapter in Constantinople, the Hookblade, bomb crafting, and why it's the trilogy's most uneven game.

By mitch·5 min read
An assassin surveys the sprawling city of Constantinople from a high rooftop.

Assassin’s Creed: Revelations closes a trilogy, and it knows it. Ubisoft Montreal released the game on PlayStation 3, Xbox 360 and Microsoft Windows in November and December 2011, and it carries the weight of two prior chapters on its back.

It is the fourth major installment in the Assassin’s Creed series and a direct sequel to 2010’s Brotherhood. The trilogy belongs to Ezio Auditore da Firenze, and Revelations is where he gets old, gets slow, and gets a hookblade to make up for it.

The result is the most interesting uneven game in the franchise. It is also, at its best, the most moving.

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Trailer, via Emabulator.

Ezio Auditore Goes to Constantinople

The setup is clean. In 1511, an aged Master Assassin Ezio travels to Masyaf, the old Assassin stronghold, looking for a library Altair sealed centuries earlier. Templars have taken the fortress and try to execute him. He escapes, learns Altair locked the library with five keys, and follows them to Constantinople.

The Ottoman capital is the game’s real achievement. Four districts are open to explore: Constantine, Bayezid, Imperial and Galata. It is roughly the size of Rome from Brotherhood, and it renovates the same way, through armories, book shops and apothecaries you buy and upgrade.

Constantinople is not Rome with a new coat of paint. The city sits at the rise of the Ottoman Empire, and the architecture, the crowds and the politics all carry that. Ezio befriends Yusuf Tazim, the local Assassin leader, and a young prince named Suleiman.

Sofia Sartor and the Best Material in the Game

He also meets Sofia Sartor, an Italian bookshop owner. She is the best thing in the game. Their scenes are quiet, adult and unhurried, and they give Ezio something Brotherhood never did: a reason to stop.

The main plot carries its own weight. A civil war brews between the Ottoman princes Ahmet and Selim over the Sultanate, and a faction of Byzantine Templars exploits the chaos, raising an army to overthrow the Ottomans and reclaim the city. Ezio has to untangle that conspiracy while racing for the keys.

Ezio also travels briefly to Cappadocia, part of it a completely underground city populated solely by Templars. It is a striking location, and the game does not linger there long enough.

The Hookblade and the Bomb Crafting

The mechanics are where Revelations gets practical. Ezio’s second Hidden Blade is broken at the start, so the Hookblade replaces it. It speeds up navigation by around 30 percent, which matters when your hero is old and climbing hurts.

The Hookblade lets Ezio reach further ledges, jump large gaps and ride ziplines across the city. It also works in combat, with new moves like grabbing and yanking enemies into a combo. It is a small addition that fixes a large problem.

Bomb crafting is the bigger swing. Introduced early in the story, it lets Ezio combine shells and ingredients into bombs with different effects, from smoke that distracts guards to lethal explosions that clear groups. There are around 15 variations, though only three can be equipped at once.

That three-slot limit is the whole design in miniature. The system is deep, and the game keeps one hand tied behind your back.

The tower defense minigame is the misstep. It arrives when Templars attack a district you hold, and it turns a stealth game into a lane-management puzzle. It is not broken. It just does not belong here.

Multiplayer returns from Brotherhood with expanded maps, characters and modes. It remains a genuine curiosity, a competitive mode built on the same social-stealth ideas as the campaign. It was never going to carry the package, and it does not.

Three Men in One Story

Revelations runs three protagonists at once, and this is the structural gamble. You play Ezio in Constantinople. You play Altair in flashbacks, experienced through the Masyaf keys, which hold his memories and span the years 1189 to 1257 AD.

Reportedly, the Hookblade speeds up navigation by around 30 percent.

You also play Desmond Miles. After falling into a coma at the end of Brotherhood, Desmond is trapped in the Animus 2.0, in a safe mode called “the Black Room.” With help from the preserved consciousness of Clay Kaczmarek, Subject 16, he hunts a “synch nexus,” a key memory linking him to Altair and Ezio, so he can reintegrate his splintered subconscious and wake up.

The Desmond sections are first-person platforming, and they are the weakest content in the game. They are also the connective tissue that makes the ending land. That is an awkward trade.

The cast is consistent. Nolan North voices Desmond, Cas Anvar voices Altair, and Roger Craig Smith voices Ezio. Smith has the hardest job, aging a character across three games without turning him into a different man.

Altair’s chapters are the emotional core. Watching the first game’s hero grow old, fail, and hand off a legacy is more affecting than anything Ezio does with a blade.

What Revelations Actually Gets Right

Here is the ranking that matters, from strongest to weakest:

  1. Constantinople and the Ezio-Sofia material, which give the game a heart the previous two lacked.
  2. The Altair flashbacks, which pay off a character the series had left behind.
  3. The Hookblade and bomb crafting, real additions that change how you move and fight.
  4. The multiplayer suite, expanded and competent but never essential.
  5. The Desmond Black Room sections, which are a chore you endure for the story.
  6. The tower defense minigame, which fights the rest of the design.

The case against Revelations is that it is Brotherhood again with new furniture. The base gameplay is virtually unchanged. The city is a similar size. The structure is the same loop of climbing, stabbing and renovating.

The case for it is stronger. Brotherhood was a better pure game. Revelations is a better story, and it is the only entry in the trilogy that is about something other than revenge.

This is the part worth watching: Ubisoft Montreal did not try to make Ezio younger. It made him slower, gave him tools to compensate, and let him consider stopping. That is a braver choice than any bomb recipe.

The tower defense and the Desmond sections keep this from being a great game. They are not small blemishes. They are the two places where the design stops trusting the player.

8.2/10 on the IGDB critic aggregate, drawn from 7 outlets. Revelations is the weakest of the three Ezio games to play and the one you will remember longest.

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