While Ubisoft is still withholding hands-on access to Assassin’s Creed Revelations to me and the rest of Top Tier Tactics, there’s no solid reason we can’t watch videos other sites are uploading and draw our own, better conclusions. Gametrailers recently posted some footage of two new multiplayer gameplay modes, chock full of both obvious changes and subtle tweaks. While it hasn’t been confirmed which existing modes will return (other than Manhunt), there’s plenty to absorb here.
You can watch the embedded videos after reading my long-winded observations about them.
I don’t know what the hell this mode is, but it looks like Capture the Flag with a few tweaks.Players on two teams must steal a small artifact from a given area and escape with it, smuggling it to a safe hideaway. Matches are played in a single, ten-minute round, and it looks like whether you can kill or stun enemies is tied to which team’s territory you are currently in. That is to say, when you’re on friendly turf, you’re the hunter. When you’re on enemy turf, you’re dogmeat.
Personally, I don’t find objectives other than “murder another human being” to be inherently rewarding, and I can’t imagine the existing Brotherhood user base will readily jump on board this strange mode. That said, the whole on/off predator/prey balance makes it a tad more interesting than standard CTF, and rounds should still be much more fun than 2Fort any day.
Now this is interesting; in Deathmatch Mode there are no persona duplicates, and there is no radar. You must identify your target using only a line-of-sight indicator, waltzing around a smaller map with a keen eye ready to determine where exactly Waldo is. It’s basically Wanted with a few drops of reality added, and I think the gameplay will be significantly more interesting than what Assassinate ultimately became (pretty much a game of chicken with a lot of bullshit rodeo circle-strafing). While the frenchmen in the Gametrailers video don’t do a particularly good job at sussing out enemies and avoiding death, they do a good job of demonstrating how this intense addition will work.
While I’m excited to bring my skills to the table in this installment, I am slightly worried that general balance may have taken a backseat to flashy new effects and extra modes/social features. Any developer that decides buffing Smoke Bombs is a priority can’t be too focused on building a competitive scene. What do you think of these new modes and gameplay changes?