Our
hero this time around is Orelov, a Russian assassin on a job at the
turn of the 20th century. He's charged with recovering the Precursor
box, a key item from the previous two Chronicles games. In the middle of
his duties, sneaking into and rummaging through the royal palace for
the box, he just so happens to run into one of the more legendary
touchstones of Russian history: the execution of Czar Nicholas II and
his family at the hands of the Bolsheviks. Legend has it the youngest
daughter, Anastasia, escaped the massacre somehow. Assassin’s Creed
takes things a step further. Not only does Orelov smuggle the frightened
princess out of the palace after running into her during his own
escape, but Anastasia discovers that she might have a little bit of
Assassin in her.
Like many of the best plot contrivances in the Chronicles
series, the game has a prime setup here in tying the legend of Anastasia
to the game’s lore, but ultimately fails to capitalize. What’s
particularly damaging here is that it drags China’s protagonist, Shao
Jun, down with it. Anastasia doesn’t come across her power naturally,
it’s a latent possession by the unexpectedly angry ghost of Shao Jun,
who has awakened by contact with the Precursor box. As a result, the
game does little to develop the character of Anastasia, and makes Shao
Jun a petty murderer in the process. On the flipside, Orelov is stuck in
“protect the princess” mode for the entire game, and never develops
either. Storywise, the whole thing is a wash.
If nothing
else, the gameplay benefits from Anastasia being able to fend for
herself. While ACC: China and India had only the single assassin
protagonist, Russia splits its time between Anastasia and Orelov.
Anastasia can’t get into straight up hand-to-hand fights, but she is
able to use the Helix Powers from the previous game, allowing her to
vanish into thin air for short periods, invisibly dash between hiding
spots, and disappear corpses she leaves behind. Orelov can't employ any
of these powers but can engage enemies head on--though his fighting
style is a bit more stiff and unwieldy--and access to a veritable Batman
utility belt. He has smoke bombs and a rifle to pick enemies off from
afar. He also has a grappling hook to pull obstacles down, which can be
used to latch onto electronics and send a pulse to knock it out.
Ironically, bringing this style of gameplay into the modern
age seems to have watered it down. Despite a few new devious obstacles
and perils to traverse--the presence of phones, pistols, and automobiles
for starters--there are few surprises to be found. Running, jumping,
and hiding from vision cones are all competent on a base level, but
China had novelty on its side, while India doubled down on pure parkour
and platforming. Russia seems confident that splitting the abilities of a
single assassin into two characters would keep things fresh, but this
doesn't work in its favor.
It doesn’t help that both
China and India, at their most mundane, at least had captivating
presentations. China had its watercolors, India had its henna art.
Russia’s art style succeeds in small doses, taking its cue from the
utilitarian blocky propaganda of its time period, but the muted grays
and reds create an oppressive atmosphere that starts to wear on you as
time goes on.