Game Informer gave the game a rating of 8.75 out of 10, writing "a number of new features have been attempted to make Revelations feel new and different from its predecessors. In that quest for broader variety and a unique identity from the earlier games, Revelations makes some missteps that are hard to ignore. However, the game offers more of what has been great about the franchise, and that should be enough to bring most fans to the table, even if it is a poor starting point for new players." GameTrailers also gave the game a rating of 8.8 out of 10, saying that "the engine is a bit long in the tooth and some of the content isn't entirely worth exploring, but if you're looking for an unforgettable top shelf action/adventure, heed the creed".
The first Assassin's Creed game originated out of ideas for a sequel for Ubisoft's video game Prince of Persia: The Sands of Time, aiming for the seventh generation of video game consoles. The Ubisoft Montreal team decided to take the gameplay from The Sands of Time into an open-world approach, taking advantage of the improved processing power to render larger spaces and crowds. Narratively, the team wanted to move away from the Prince being someone next in line for the throne but to have to work for it; combined with research into secret societies led them to focus on the Order of Assassins, based upon the historical Hashashin sect of Ismaili, who were followers of Shia Islam, heavily borrowing from the novel Alamut. Ubisoft developed a narrative where the player would control an Assassin escorting a non-playable Prince, leading them to call this game Prince of Persia: Assassin, or Prince of Persia: Assassins. Ubisoft was apprehensive to a Prince of Persia game without the Prince as the playable character, but this led the marketing division to suggest the name Assassin's Creed, playing off the creed of the Assassins, "nothing is true; everything is permitted". Ubisoft Montreal ran with this in creating a new intellectual property, eliminating the Prince, and basing it around the Assassins and the Knights Templar in the Holy Land during the 12th century. Additionally, in postulating what other assassinations they could account for throughout history, they came onto the idea of genetic memory and created the Animus device and modern storyline elements. This further allowed them to explain certain facets of gameplay, such as accounting for when the player character is killed, similar to The Sands of Time.
While playing as the Assassin characters, the games are generally presented from a third-person view in an open world environment, focusing on stealth and parkour. The games use a mission structure to follow the main story, assigning the player to complete an assassination of public figureheads or a covert mission. Alternatively, several side missions are available, such as mapping out the expansive cities from a high perch followed by performing a leap of faith into a haystack below, collecting treasures hidden across the cities, exploring ruins for relics, building a brotherhood of assassins to perform other tasks, or funding the rebuilding of a city through purchasing and upgrading of shops and other features. At times, the player is in direct control of the modern-day character who, by nature of the Animus use, has learned Assassin techniques through the bleeding effect, as well as their genetic ability of Eagle Vision, which separates friend, foe, and assassination targets by illuminating people in different colors.
The games use the concept of active versus passive moves, with active moves, such as running, climbing the sides of buildings, or jumping between rooftops, more likely to alert the attention of nearby guards. When the guards become alerted, the player must either fight them or break their line of sight and locate a hiding place, such as a haystack or a well, and wait until the guards' alert is reduced. The combat system allows for a number of unique weapons, armor, and moves, including the use of a hidden blade set in a bracer on the Assassin's arm, which can be used to perform surreptitious assassinations.
DRM associated with accounts is weaker than most but still present, requiring online activation via a serial key or other identifiers to access online services such as multiplayer and profile stats. These games require activation through their servers and usage of their account system to do so, many even require these accounts to access the game at all.
Hardware-based DRM uses components of the PC such as the MAC address of network adapter(s) and serial number(s) of hard drive(s) to create a hash or signature which is used for identification of the PC in the DRM activation process. When a game which incorporates this type of DRM is run, it checks that the current components of the PC match the hash/signature which was created and stored during the previously completed activation. The tolerance for matching this hash varies by game, but in general if a significant component or components of the PC which comprise the hash have changed, the DRM will require a new activation to play the game. If an activation limit exists and is reached, the game will refuse to play. In most cases where this type of DRM is used, there will be methods to either revoke activations or reset the limit so a new activation is performed. These will be noted at the bottom of their respective sections below.
before some days my father bought me a assassins creed brotherhood but unfortunately my brother took it to his home and lost the serial number of it .can someone plzzz help me and give me a serial number???E-mail- email@example.com 2b1af7f3a8