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Why Murderer’s Creed 2 and three Had the Greatest Writing the Sequence Has Ever Seen

March 15, 2025
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One of the crucial memorable moments in all the Murderer’s Creed sequence occurs close to the beginning of Murderer’s Creed 3, when Haytham Kenway has completed rounding up his band of assassins within the New World. Or at the very least, the participant is led to imagine they’re assassins. Haytham, in any case, makes use of a hidden blade, is simply as charismatic as earlier sequence protagonist Ezio Auditore, and has – up till this level within the marketing campaign – performed the a part of a hero, busting Native People out of jail and beating up cocky British redcoats. Solely when he utters the acquainted phrase, “Could the Father of Understanding information us,” does it grow to be clear we have now truly been following our sworn enemies, the Templars.

To me, this stunning setup represents the fullest realization of Murderer’s Creed’s potential. The primary sport within the sequence launched an intriguing idea – discover, get to know, and kill your targets – however fell brief within the story division, with each protagonist Altaïr and his victims being totally bereft of character. Murderer’s Creed 2 took a step in the precise route by changing Altaïr with the extra iconic Ezio, however failed to use the identical therapy to his adversaries, with the massive dangerous of its spinoff Murderer’s Creed: Brotherhood, Cesare Borgia, coming throughout as notably underdeveloped. Solely in Murderer’s Creed 3, set through the American Revolution, did the builders at Ubisoft commit as a lot time to fleshing out the hunted as they did the hunter. It lent the sport an natural stream from set-up to payoff and, in consequence, achieved a fragile stability between gameplay and narrative that as but hasn’t been replicated since.

The underappreciated AC3 options the sequence’ greatest stability of gameplay and story. | Picture credit score: Ubisoft

Whereas the present RPG period of the sequence has largely been nicely obtained by gamers and critics, a wealth of articles, YouTube movies, and discussion board posts agree that Murderer’s Creed is in decline, and has been for a while. What precisely is liable for this downfall, nonetheless, is topic to debate. Some level to the more and more unrealistic premises of the trendy video games, which have you ever face off in opposition to gods like Anubis and Fenrir. Others take challenge with Ubisoft’s implementation of a assorted spectrum of romance choices or, within the hotly-disputed case of Murderer’s Creed Shadows, changing its hitherto fictional protagonists with a real-world historic determine, an African samurai referred to as Yasuke. My private nostalgia for the Xbox 360/PS3-era video games however, I’d argue it’s none of those. As a substitute, such decline is a results of the sequence’ gradual abandonment of character-driven storytelling, which has by now gotten buried deep inside its sprawling sandbox.

Through the years, Murderer’s Creed has padded its authentic action-adventure formulation with a slew of RPG and reside service-ish parts, from dialogue timber and XP-based levelling techniques to loot bins, microtransaction DLC, and equipment customization. However the greater the brand new installments have grow to be, the emptier they’ve began to really feel, and never simply with regard to the numerous climb-this-tower, find-that-object side-missions, but in addition their fundamental storytelling.

Whereas a sport like Murderer’s Creed Odyssey technically has extra content material than Murderer’s Creed 2, a lot of it feels wood and underbaked.

Though permitting you to decide on what your character says or does ought to theoretically make the general expertise extra immersive, in observe I’ve discovered it typically has the other impact: as scripts get longer and longer to account for a number of potential situations, they really feel like they lack the identical stage of polish as a sport with a extra restricted vary of interplay. The centered, screenplay-like scripts of the sequence’ action-adventure period allowed for sharply outlined characters that weren’t pulled skinny by a sport construction that calls for its protagonist be compassionate or brutal on the whim of the participant.

Thus, whereas a sport like Murderer’s Creed Odyssey technically has extra content material than Murderer’s Creed 2, a lot of it feels wood and underbaked. This sadly breaks the immersion; it is too typically very apparent that you’re interacting with laptop generated characters relatively than advanced historic figures. That is in stark distinction to the franchise’s Xbox 360/PS3 period, which in my humble opinion has produced a number of the best writing in all of gaming, from Ezio’s fiery “Don’t comply with me, or anybody else!” speech after besting Savonarola, to the tragicomic soliloquy Haytham delivers when he’s in the end killed by his son, Connor:

“Do not assume I’ve any intention of caressing your cheek and saying I used to be flawed. I cannot weep and surprise what might need been. I am certain you perceive. Nonetheless, I am pleased with you in a means. You could have proven nice conviction. Energy. Braveness. All noble qualities. I ought to have killed you way back.”

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Haytham Kenway is considered one of Murderer’s Creed’s most richly-realized villains. | Picture credit score: Ubisoft

The writing has suffered in different methods over time, too. The place the trendy video games have a tendency to stay to the simply digestible dichotomy of Assassins = good and Templars = dangerous, the sooner video games went to nice lengths to indicate that the road between the 2 orders isn’t as clear-cut because it initially seems. In Murderer’s Creed 3, every defeated Templar makes use of their final breath to make Connor – and, by extension, the participant – query their very own beliefs. William Johnson, a negotiator, says the Templars may have stopped the Native American genocide. Thomas Hickey, a hedonist, calls the Assassins’ mission unrealistic and guarantees Connor that he’ll by no means really feel fulfilled. Benjamin Church, who betrays Haytham, declares it’s “all a matter of perspective,” and that the British – from their standpoint – see themselves because the victims, not the aggressors.

Haytham, for his half, tries to shake Connor’s religion in George Washington, claiming the nation he’ll create will probably be no much less despotic than the monarchy from which the People sought to liberate themselves – an assertion which rings all of the extra true once we uncover that the command to burn down Connor’s village wasn’t given by Haytham’s henchman Charles Lee, as beforehand thought, however Washington. By the top of the sport, the participant has extra questions than solutions – and the story is stronger for it.

Wanting again on the franchise’s lengthy historical past, there’s a purpose why one monitor from the Jesper Kyd-composed Murderer’s Creed 2 rating, “Ezio’s Household,” resonated with gamers to the purpose of turning into the sequence’ official theme. The PS3 video games, notably Murderer’s Creed 2 and Murderer’s Creed 3, have been – at their core – character-driven experiences; the melancholic guitar strings of “Ezio’s Household” weren’t meant to evoke the sport’s Renaissance setting a lot as Ezio’s private trauma of dropping his household. As a lot as I like the expansive worldbuilding and graphical constancy of the present era of Murderer’s Creed video games, my hope is that this out-of-control franchise will sometime scale itself down, and as soon as once more ship the type of centered, tailored tales that made me fall in love with it within the first place. Sadly, in a panorama dominated by sprawling sandboxes and single-player video games with reside service-style ambitions, I worry that’s simply not “good enterprise” anymore.

Tim Brinkhof is a contract author specializing in artwork and historical past. After learning journalism at NYU, he has gone on to put in writing for Vox, Vulture, Slate, Polygon, GQ, Esquire and extra.



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