In the hunt for its own iden­tity, Brotherhood wasn’t shy of pil­fer­ing from else­where. One early lin­ear set­piece – a horse­back gal­lop through Mon­terig­gioni – re­calls Un­charted, for in­stance. But in 2010, mul­ti­player was de rigueur, and so

Brotherhood’s glut of sys­tems was fur­ther swollen by an on­line mode. This was no mere box-tick­ing ex­er­cise, how­ever, but a tense af­fair in which play­ers tried to pass them­selves off as the AI-con­trolled crowd while hunt­ing oth­ers do­ing the same. With a stac­cato pace un­like ADHD-paced shoot­ers – matches started tense and cau­tious, punc­tu­ated by rapid sword­fights – it was a stand­out ad­di­tion to the for­mula. As such, it’s lit­tle sur­prise that it, too, was swiftly forgotten about by the close of Ezio’s tril­ogy.

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