53.7 hours played
Written 29 days ago
AC Mirage is weird.
Mechanically it is an improvement on the last 3 "RPG AC" games, but plotwise it is so goddamn lukewarm I could barely care about anything regarding Basim's story.
The game features a smaller, and therefore much more involved and lively city which you learn to navigate far better than any other city of the past 3 games, and each area has a couple of animus fragments which reveal themselves as codex entries.
This in my oppinion is what every AC game should've been doing with their codex, and should be doing from now on. You find a new area, you discover a place of interest with an animus fragment, and the games shows the history of that place, while being accessible both via an icon on the map, or by going into the codex and then pointing it out in the map. Brilliant, simple, good.
Movement is an improvement over the other AC RPG's for two reasons: more control on the part of the player, and a city that ACTUALLY supports parkour.
Who would've thought that creating AC games set in time periods where there are barely any densely packed buildings would NOT create an environment conducive for parkour?
Anyways, I love The Round City of Baghdad in every way shape and form.
The puzzles are for the most part fun and they will reward with unique stuff, so good job there as well.
Some are dependent on upgrades you get on your tools, but I think that's alright.
Combat is a mess, however, it's boring and dull, but at least incentivizes stealth play. But what is truly awful about combat are the use of Adrenaline to insta kill enemies. The issue isn't insta-killing mind you, it's the fact that Basim teleports around like a goddamn superhero. A "return to roots" my ass.
You could've easily made it so Adrenaline tags enemies for insta-kills and faster assassinations both inside and outside combat, so you could tag the most annoying enemies, and if or when you had to deal with them, you could dispatch them without issue.
Assassinations are awful though, they feel brutish and "un-Assassin-like", mostly because this game "grew" from AC Valhalla's engine as a dlc, and gained sentience. The only "sneaky" assassination you get is when stealth-killing a man, while Basim is sitting on a bench.
Mechanically, the missions of this game are truly a "return to form".
You get three Assassin Bureaus that you must restore to their former glory, and it involves slaying 3 high value targets, all the while killing lesser value ones.
Good job again.
All in all, it's a meh experience, but it points in the right direction.
Now make a story that is actually good, a combat that doesn't feel like it belongs in a Devil May Cry game, stealth assassinations that actually make you feel like an Assassin, and keep doing what you did well here.