Assassin's Creed
2007 · Action Adventure · PC / Steam
Assassin’s Creed arrived in 2007 as one of the most visually stunning and conceptually ambitious games of its generation. The idea of reliving genetic memories through a machine called the Animus, combined with a historical open world set during the Third Crusade, generated enormous excitement. Community sentiment looking back is a mixture of respect for what the game attempted and honest acknowledgment that the execution fell short of the vision. It was a proof of concept that happened to ship as a full-priced game, and the franchise it spawned would quickly outgrow it.
The game casts players as Altair Ibn-La’Ahad, a master assassin stripped of his rank after a botched mission. To redeem himself, he must assassinate nine Templar targets across the cities of Jerusalem, Acre, and Damascus. The historical setting is richly realized, with bustling streets, towering minarets, and a population that reacts to your presence in ways that felt revelatory at the time. The problem is that what you actually do in those cities barely changes from the first target to the ninth.
The Holy Land Brought to Life
World-building is where the original Assassin’s Creed still impresses. The recreation of the Holy Land during the Third Crusade captures the tension between cultures, the weight of religious conflict, and the daily rhythms of medieval city life. Citizens go about their business, beggars harass you in the streets, guards patrol their routes, and the crowd-blending mechanic lets you disappear into groups of scholars to avoid detection. In 2007, this level of social simulation in an open world was genuinely new.
Parkour traversal defined the game’s identity. Climbing any surface, leaping between rooftops, and performing synchronization leaps from towering viewpoints created a sense of freedom that few games had offered. The animation system gave Altair a fluid, acrobatic quality that made movement itself feel rewarding. Ascending a cathedral and surveying the city below remains one of gaming’s most iconic moments, and the series has chased that feeling in every entry since.
Altair’s character arc is often overlooked in discussions that focus on the game’s mechanical shortcomings. He begins the story as arrogant and dismissive, stripped of his abilities as punishment for his hubris. Over the course of nine assassinations, his conversations with his mentor Al Mualim reveal a growing philosophical depth. By the end, Altair has evolved from a tool of the Brotherhood into someone questioning the very nature of the conflict he’s part of. It’s a subtler progression than Ezio’s more dramatic journey in the sequels, but players who engage with the dialogue find a surprisingly thoughtful narrative buried beneath the repetition.
Nine Targets, One Formula
Mission structure is the game’s fatal flaw. Each assassination follows an identical pattern: ride to a city, climb viewpoints to reveal the map, complete a set of investigation activities (eavesdropping, pickpocketing, interrogation), then carry out the kill. This cycle repeats nine times with minimal variation. The investigation activities themselves are shallow and become tedious by the third or fourth target. What should feel like a tightening noose around increasingly dangerous prey instead feels like filling out the same checklist in a slightly different neighborhood.
Combat compounds the repetition. Fighting relies heavily on a counter-kill system where you wait for enemies to attack, press the counter button at the right moment, and watch Altair dispatch them with a cinematic animation. Once you learn the timing, most fights become trivially easy. There’s no real progression in combat difficulty or variety, and the lack of meaningful weapon or ability upgrades means your approach in hour one is essentially identical to your approach in hour ten.
The modern-day framing story, featuring Desmond Miles in an Abstergo facility, was divisive from the start. Some players found the sci-fi wrapper intriguing, appreciating the mystery of the Animus and the hints at a larger conspiracy. Others found the interruptions jarring and resented being pulled out of the historical setting for corridor-walking segments with minimal interactivity. This tension between past and present would persist throughout the franchise, but it was at its most awkward here.
The PC version, released in 2008 as the Director’s Cut Edition, added four new investigation mission types but didn’t fundamentally address the repetition problem. It runs well on modern hardware and supports controllers, though the port has occasional quirks that reflect its console-first origins.
The Blueprint That Changed Everything
Assassin’s Creed is best understood as the foundation that made everything after it possible. The parkour, the historical settings, the social stealth, the viewpoint synchronization, and the Assassin-Templar conflict all started here. Every element that the sequels refined, expanded, or reinvented can be traced back to what Ubisoft Montreal built in 2007. The game’s ambition outstripped its execution, but that ambition pointed in a direction that would produce some of the most popular action-adventure games of the following decade.
Should You Play Assassin’s Creed?
The original Assassin’s Creed is for completionists who want to experience the franchise from the beginning and players who value atmosphere and world-building over mechanical variety. If the idea of roaming a beautifully realized 12th-century Holy Land appeals to you regardless of what you’re doing in it, there’s genuine pleasure here. The story also provides important context for the Ezio trilogy that follows.
Skip it if repetition is a dealbreaker. The game asks you to perform the same activities over and over with almost no variation, and no amount of atmospheric quality can disguise that. Players coming from later entries in the series will find the controls stiff, the combat simplistic, and the mission design primitive by comparison. There’s a reason the franchise took such a dramatic leap forward with its sequel.
The Verdict
The original Assassin’s Creed is a game of enormous ambition and limited follow-through. Its world-building, traversal system, and central concept were years ahead of the industry, and Altair’s quiet character arc rewards patient players. The repetitive mission structure, shallow combat, and rigid investigation loop drag it down from the heights its best moments reach. It’s a historically important game that launched a massive franchise, and it deserves credit for that vision even as its successors do nearly everything better.