New Assassin’s Creed Games Need to Follow the Tight Design and Manageable Length of Assassin’s Creed II

I’ve been somewhat obsessive about the Assassin’s Creed series basically since its start. Only “basically” because the first one felt like a great concept with a story worth following, but with gameplay that proved more tiresome than enjoyable after a couple of hours. The second one, though? It left such an impression on me that I remember the circumstances that brought me to it. I was reviewing games back then, too, and had a break during the very busy holiday season of 2009 to play something of my own choosing. I had a coupon that would let me knock $30 off the price of a new game, so I grabbed Assassin’s Creed II in the hopes it would at least feel like I didn’t pay full price if it was another disappointment.
Instead, it was one of the greatest games released in a period of time absolutely stuffed with titles you’d now consider classics. It remains one of the single greatest jumps in quality from initial game to sequel that I’ve ever experienced… and its own sequel, Brotherhood, was even better. In fact, to this day, I consider Assassin’s Creed: Brotherhood the apex of the series. It featured an exceptionally tight but enthralling narrative, an expertly crafted city with worthwhile secrets to explore, variety in missions and locations, new modes featuring a small army of assassins at your disposal, downloadable content that was more than worth both the price of admission and reentry into Renaissance-era Rome, and a protagonist that the series still hasn’t found an equal to, even if they’ve come closer in recent years than in the ones right after Ezio Auditore da Firenze completed his arc in this particular universe.
I’m not someone who only likes the Ezio games, either. The entire Americas trilogy, featuring Assassin’s Creeds III, IV (Black Flag), and, to a lesser extent, Rogue, had their high points. III is one I enjoyed more on replay, and Black Flag spun out an entire excellent game from the sailing elements of III. The series started to get bogged down after Black Flag, though: the return to cities and large crowds in Unity also came with a complete waste of a setting as rich as the French Revolution’s, because the game just played horribly and restrictively, and the campaign was split between single-player and elements that were only available through online co-op. As crowds and pure stealth were later deemphasized post-Unity in favor of more complex combat—and more of it in general, with your skill as an assassin taking a backseat to your skill as a warrior—they eventually led to the heavy RPG elements contained in the last three Assassin’s Creed titles: Origin, Odyssey, and Valhalla. The series had shifted from having specific walls in place tied to the memories of whichever present-day character was living through Assassin’s Creed’s particular brand of storytelling, to installing new ones tied to what your character’s level and gear were. And there were so many levels, and so, so much gear.
All three are massive open-world games. Too massive, actually, in that they don’t quite justify their size with worthwhile things to do. I’ve praised Origins and Odyssey again and again—longtime No Cartridge listeners know what’s up—but in quite different ways than with the Ezio games. The three titles featuring everyone’s favorite Renaissance Italian protagonist were, as mentioned, fairly tightly constructed affairs. They were narrative heavy, yes, but there was real intrigue, and purpose, and certainly plenty of freedom of movement for the time, even with the memory walls in place that gated certain areas until later chapters. If you didn’t want to perform the more optional side missions—the ones that had you helping out the populace and so on, not the ones that were fleshed out missions and dungeons on par with anything the main story presented you—that was fine: there were other ways to earn the funds you’d need to upgrade your gear and outfit Ezio, and you didn’t have to worry about falling behind. With the newer games, though, and a level system that created far more obvious player-character statistics to track and upgrade, and the constant need for new and better gear, you were always fighting in a world that was far more restrictive than the seemingly less-open Renaissance-era titles ever were.
The side missions are not truly optional in something like Assassin’s Creed: Odyssey. You don’t have to complete all of them, because there are just so many of the things that you can avoid that fate, but the length of the game has been somewhat artificially inflated by the sheer volume of rote rinse, repeat missions that exist within. Which is a shame, in the sense that it makes what used to be thrilling historical tourism for nerds into something of a chore. You can’t just push on to the fireworks factory in modern Assassin’s Creed games: you’re here for 80-100 hours, whether you want to be or not. In 2020, when Assassin’s Creed: Valhalla released, I didn’t pick it up—that’s the first time I didn’t at least give an Assassin’s Creed game a shot, and it’s because I was preemptively exhausted by the mere idea of playing through another Odyssey-style title. I find now that all I want is for Assassin’s Creed games to be something else than what they are: I want them to only be as long as they need to be to tell the story they’re telling, to shrink their scope, cut off the fat and leave the meat, whatever descriptive cliche you want to utilize. I don’t want Ezio back: I want the tight, purposeful design that made those games worthy vehicles for their charming protagonist back.
It’s not necessarily just the difference in length that’s the issue. It’s a difference of purpose, of justification for said length. Comparing anything to The Legend of Zelda: Breath of the Wild is pretty unfair, but the differences between Ubisoft’s version of open-world freedom and what Nintendo and Monolith managed are stark. I’ve played Breath of the Wild three times since its release in 2017, at over 100 hours each time. I just praised Monolith’s solo effort, Xenoblade Chronicles 3, despite having to spend 110 hours to get to the end of the thing. Clearly I’m not against videogames with triple-digit lengths on principle. There just has to be a reason for it that serves the game and the player, and isn’t just because some shareholders have got it in their head that the people who complain about the dollars to hours ratio of videogames should be the ones developers cater to.