One of the most unforgettable scenes in the entire Assassin’s Creed series occurs early in Assassin’s Creed 3, where Haytham Kenway successfully assembles what appears to be a group of assassins in the New World. Throughout the early stages of the game, Haytham's use of a hidden blade, his charisma akin to the beloved Ezio Auditore, and his heroic actions, such as freeing Native Americans from captivity and confronting British redcoats, lead players to believe he is an assassin. However, the revelation comes when Haytham utters the iconic Templar phrase, "May the Father of Understanding guide us," exposing that players have been following the Templars, the sworn enemies of the Assassins, all along.
This surprising narrative twist exemplifies the true potential of the Assassin’s Creed series. The initial game introduced a compelling premise—hunting, understanding, and eliminating targets—but struggled with a lackluster story, with both protagonist Altaïr and his targets lacking depth. Assassin’s Creed 2 improved by introducing the iconic Ezio, though it still fell short in developing its antagonists, such as Cesare Borgia in the spinoff Assassin’s Creed: Brotherhood. It was only with Assassin’s Creed 3, set against the backdrop of the American Revolution, that Ubisoft truly devoted time to fleshing out both the pursuer and the pursued, creating a seamless narrative flow and a harmonious balance between gameplay and story that has not been replicated in subsequent titles.
While the current RPG-focused era of the series has received positive feedback, there is a consensus among players and critics that Assassin’s Creed has been on a decline. Discussions often revolve around the increasingly fantastical elements, such as battles against mythological figures like Anubis and Fenrir, the introduction of varied romance options, and the controversial use of historical figures like Yasuke in Assassin’s Creed Shadows. However, I believe the true cause of this decline lies in the series' shift away from character-driven narratives, which have been overshadowed by expansive sandbox environments.
Over time, Assassin’s Creed has incorporated numerous RPG and live service elements, including dialogue trees, XP-based leveling systems, loot boxes, microtransactions, and gear customization. As the games have grown larger, they have paradoxically felt more hollow, not only in the repetitive side missions but also in their storytelling. While a game like Assassin’s Creed Odyssey offers more content than Assassin’s Creed 2, much of it feels less polished and immersive. The scripted, focused narratives of the earlier action-adventure titles allowed for well-defined characters, unlike the broader, player-driven narratives that can sometimes feel disjointed and less engaging.
This shift has led to a noticeable break in immersion, making it clear that players are interacting with AI rather than complex historical figures. This contrasts sharply with the rich storytelling of the Xbox 360/PS3 era, which produced some of the best writing in gaming. From Ezio’s passionate declaration, "Do not follow me, or anyone else!" after defeating Savonarola, to Haytham’s poignant final words to his son, Connor:
"Don't think I have any intention of caressing your cheek and saying I was wrong. I will not weep and wonder what might have been. I'm sure you understand. Still, I'm proud of you in a way. You have shown great conviction. Strength. Courage. All noble qualities. I should have killed you long ago."
The narrative quality has also suffered in other ways. Modern games often adhere to a simplistic good versus evil dichotomy—Assassins as the heroes and Templars as the villains—whereas earlier titles explored the moral ambiguity between the two factions. In Assassin’s Creed 3, each Templar challenges Connor's beliefs with their final words. William Johnson suggests the Templars could have prevented the Native American genocide, Thomas Hickey questions the realism of the Assassins' mission, and Benjamin Church highlights the subjective nature of their conflict. Haytham himself tries to undermine Connor's faith in George Washington, a claim validated when it is revealed that Washington, not Charles Lee, ordered the burning of Connor's village.
By the end of Assassin’s Creed 3, players are left with more questions than answers, a narrative strength that has been lost in subsequent games. Reflecting on the series' history, the iconic track "Ezio’s Family" from Assassin’s Creed 2's score resonated deeply with players, becoming the series' theme. The PS3 games, especially Assassin’s Creed 2 and 3, were fundamentally character-driven, with "Ezio’s Family" reflecting Ezio's personal loss more than the game's setting. While I appreciate the expansive worldbuilding and graphics of the newer Assassin’s Creed games, I hope the franchise will one day return to the focused, character-centric storytelling that initially captivated me. However, in an industry increasingly favoring vast sandboxes and live service elements, such a return may not align with current business models.