ROBLOX. VIDEO GAMES. MOVIES. ORIGINAL ANIMATIONS.
CLAY TRIBUNE.
Advertisement

Assassin’s Creed Mirage Review: A Focused Return to Stealth That Stumbles on Story

Assassin's Creed Mirage review: Ubisoft Bordeaux's return to stealth, parkour and Black Box assassinations in ninth-century Baghdad scores 7.5 of 10.

By mitch·7 min read
An assassin moves silently through the crowded streets of ancient Baghdad.

Assassin’s Creed Mirage is the smallest main-line Assassin’s Creed game in years, and that is the point. Ubisoft Bordeaux built it as a deliberate return to stealth, parkour and targeted assassination, and the publisher shipped it on 5 October 2023 for PlayStation 4, PlayStation 5, Windows, Xbox One and Xbox Series X/S, with an iOS version following on 6 June 2024 for iPhone 15 Pro and iPad models. It scores 7.5 of 10 here: a sharp, disciplined game that knows what it wants to be and mostly is it, held back by a story that keeps its best material just out of reach.

The setup is the selling point. Mirage takes place in ninth-century Baghdad during the Islamic Golden Age, largely during the Anarchy at Samarra, a stretch of severe internal instability inside the Abbasid Caliphate. Players control Basim Ibn Ishaq, a street thief who joins the Hidden Ones to fight for peace and liberty against the Order of the Ancients, a faction that wants peace through control.

Basim Ibn Ishaq and the Road Out of Anbar

The game opens in 861 CE, in the town of Anbar, where Basim scrapes by as a thief alongside his closest companion, Nehal. He has been haunted since childhood by visions of a monstrous jinni, and he wants a purpose beyond petty crime. He sets his sights on the Hidden Ones.

Advertisement

That ambition goes badly. Basim infiltrates the Caliph’s palace to prove his worth and inadvertently triggers a devastating crackdown on the thieves of Anbar. He flees everything he has known.

The stern Hidden One mentor Roshan takes him in. Basim trains at the mountain fortress of Alamut and earns his place in their ranks. He is then sent to Baghdad to dismantle the Order of the Ancients, which has infiltrated the highest levels of the Caliphate. As he closes in on the Order’s leadership, unsettling connections surface between the ancient artifacts they seek and his own fractured memories. The main narrative turns on his internal struggle between his duties as a Hidden One and his desire to uncover his mysterious past.

That is a strong frame, and it is the part of Mirage that works least well. The mystery of Basim’s identity is the engine the whole thing runs on, and the game spends most of its runtime idling before it engages.

Four Districts and a Smaller Baghdad

Mirage is set principally in Baghdad, divided into four districts: the Round City, Karkh, Abassiyah with its House of Wisdom, and Harbiyah. Smaller towns including Anbar and Jarjaraya sit on the city’s outskirts, and Alamut appears in several missions but stays inaccessible outside the storyline.

Baghdad here is much smaller than the worlds of recent Assassin’s Creed titles, closer in size to the Paris of Assassin’s Creed Unity and the Constantinople of Assassin’s Creed Revelations. That is a feature. The city is dense and readable, and it rewards learning its streets instead of fast-traveling past them.

The game is also more linear and story-focused than its recent predecessors, with fewer role-playing elements. Parkour, close-quarter combat and stealth are the core. For assassination missions, Mirage adopts the “Black Box” design previously used in Unity and Syndicate, where players explore the environment to find different ways to reach and eliminate a target.

One Character, a Full Arsenal and Enkidu

Mirage features a single playable character, Basim, removing the gender choices offered in Assassin’s Creed Valhalla. He carries the signature Assassin Hidden Blade, smoke bombs, throwing knives and poison darts, and both weapons and tools can be upgraded through a skill tree that applies different effects to them.

Basim also has Eagle Vision and an avian companion, Enkidu, an eastern imperial eagle named after the figure from Mesopotamian mythology. Enkidu is used for scouting, and the bird does more for the game’s rhythm than almost any single mechanic in it.

The cast is drawn from history as well as the franchise. Basim is voiced by Lee Majdoub, and Roshan bint-La’Ahad by Shohreh Aghdashloo. Historical figures in the game include Ali ibn Muhammad, leader of the Zanj Rebellion against slavery in the Abbasid Caliphate; the Banū Mūsā brothers, scholars and inventors; Muhammad ibn Abdallah ibn Tahir, the last Tahirid governor of Khurasan and Baghdad; the Caliph al-Mu’tazz and his mother Qabiha; and al-Jahiz, al-Farghani, Hunayn ibn Ishaq, Arib al-Ma’muniyya and Wasif al-Turki.

A Valhalla Expansion That Grew Up

Mirage was originally envisioned as an expansion for Assassin’s Creed Valhalla, the 2020 game it follows. It was reworked into a standalone title to expand its scope. It is the thirteenth main installment in the Assassin’s Creed series.

It is also the first game developed primarily by Ubisoft Bordeaux, previously only a support studio. That fact matters more than the marketing around it. A support team handed a main-line entry and told to make something small and specific produced a game with fewer systems and clearer intentions than the entries built by the series’ larger teams.

The design philosophy was to return to the series’ roots by focusing on stealth, parkour and assassinations over the role-playing elements featured heavily in recent installments. Mirage combines elements introduced in those recent games with those found in the earlier ones.

Release Dates Across Six Platforms

Date Platform Notes
5 October 2023 PlayStation 4 Launch
5 October 2023 PlayStation 5 Launch
5 October 2023 Windows (PC) Launch
5 October 2023 Xbox One Launch
5 October 2023 Xbox Series X/S Launch
6 June 2024 iOS iPhone 15 Pro
6 June 2024 iPadOS iPad models

That staggered iOS arrival, roughly eight months after the console and PC launch, is worth noting. Mirage is a stealth game built around precise movement and quick target assessment, and the touch version asks those systems to survive a different input entirely.

What Works, in Order

  1. The Black Box assassination missions, which give players real freedom to scout, plan and choose an approach rather than following a marker.
  2. Baghdad’s four districts, small enough to learn and dense enough to reward that learning.
  3. Enkidu, the eastern imperial eagle, which turns reconnaissance into a fast, readable loop.
  4. The pared-back progression, which keeps the skill tree from swallowing the stealth.
  5. Basim’s arc from thief to Hidden One, which is well built even when it stalls.

What Holds Mirage Back

The Order of the Ancients is the problem. Basim hunts its members through Baghdad’s districts, and the targets are functional rather than memorable. The structure asks players to care about dismantling a conspiracy, and the conspiracy never develops a face worth remembering.

Then there is Basim’s past. The artifacts, the fractured memories, the jinni that has haunted him since childhood — the game treats all of it as the payoff and then keeps deferring it. The narrative promises a truth about his identity that threatens to reshape everything he believes, and the delivery is thinner than the setup deserves.

The single playable character is the right call. Removing the gender choices from Valhalla lets Mirage commit to one voice and one history, and Majdoub’s performance carries the quieter stretches. But commitment to a character only pays off if the writing gives that character somewhere to go, and Mirage is stingy with the destination.

The reduced scale is not the weakness. Anyone who reads a smaller Baghdad as a downgrade has the wrong frame. Mirage is closer in size to Unity’s Paris and Revelations’s Constantinople, and both of those games understood that a city you can hold in your head beats a country you cannot. The reduced role-playing elements serve the same end. Fewer numbers, more decisions.

No, the weakness is that Mirage is a game about a man discovering who he is, and it is reluctant to let him find out. The mechanics have been sharpened; the story has been stretched.

Basim’s Unanswered Questions

Assassin’s Creed Mirage is the most focused the series has been in years, and it earns its 7.5 of 10 on craft alone. The Black Box missions, the four-district Baghdad, Enkidu and the trimmed progression add up to a stealth game that respects the player’s time and attention. Ubisoft Bordeaux, a studio that spent years supporting other teams’ games, delivered a main-line entry with a clearer identity than several of the bigger ones.

What keeps it out of the top tier is the writing. Basim’s internal struggle between his duties as a Hidden One and his hunger to understand his past is the spine of the whole thing, and the game keeps that spine soft. The Order of the Ancients never becomes more than a list of names to cross off, and the revelations about Basim’s identity arrive with less weight than the hours spent waiting for them.

That is the trade Mirage makes. It gives up scale and systems to buy focus, and it spends that focus on the right mechanics and the wrong story. A sequel built on this foundation, with a script willing to answer its own questions, would be a genuine standout. As it stands, Mirage is a good game with a hole where its best idea should be.

The Notebook

Get the Notebook.

The day's best stories and every fresh verdict, in plain English, in your inbox by seven. One email a day, no more.

We send one note to confirm. Every issue has a one-click way out.

Game reviews
Advertisement

Leave a Reply

Your email address will not be published. Required fields are marked *

As an Amazon Associate, Clay Tribune earns from qualifying purchases.