Assassin's Creed artwork

Assassin's Creed Review

2007Ubisoft MontrealGame

A stunning proof of concept that mistook nine repetitions for a game.

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The first Assassin's Creed is all thesis, no second draft. The thesis was extraordinary for 2007: three dense Crusades-era cities rendered with living crowds you could part, blend into, or climb over, a parkour system that read architecture as a continuous surface, and the Animus framing device, genetic memory as a diegetic excuse for HUDs and desynchronization, which remains one of the smartest wrapper fictions in games.

Altair's arc from arrogance to doubt, and a target roster who each die mid-sermon about why they deserved better, give the story more texture than it gets credit for. But the C in gameplay is the load-bearing grade. Every one of the nine assassinations is prefaced by the same eavesdrop, pickpocket, and interrogation chores, combat collapses into counter-kill waiting, and the flag collectibles are padding in its purest form. The engine and ambition made a franchise inevitable; the structure made a sequel necessary.

Reviewed Sep 7, 2026 · Last verified Sep 7, 2026 · How we grade

Assassin's Creed at a glance

Official site
Platforms
PS3, Xbox 360, PC
Developer
Ubisoft Montreal
Year
2007

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