BROTHERS IN ARMS
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.