Assassin's Creed: Bloodlines

geniasis
Review by
10 Feb 2024
Terrible
3rd percentile
55
To pick up the PlayStation Portable and engage with Assassin’s Creed: Bloodlines is to hold a contradiction in one’s hands. We are promised the grand, violent poetry of decolonization—the expulsion of the Templar Order from the island of Cyprus. Yet, what we are given is a hollow simulation of liberation, a revolution shrunk down to fit a small screen, stripped of its soul, and rendered mechanically inert. Here, the struggle against the oppressor does not ignite the spirit; it becomes a chore, a rote bureaucratic exercise in violence that mirrors the very drudgery of the colonized subject.

We must look at Cyprus as it is presented in this digital artifact. In the Fanonian sense, the colonial world is a world cut in two. In the console predecessors, this division was vibrant, alive with the tension of the crowd. In Bloodlines, however, the world is not merely divided; it is empty. The streets of Limassol and Kyrenia are depopulated zones of non-being. The "people"—those for whom Altaïr supposedly fights—are reduced to low-polygon set dressing, silent ghosts haunting a geometry that feels unfinished. When the Assassin navigates this space, he does not move as a fish in the water of the masses; he moves as an alien entity across a barren stage. There is no revolutionary praxis here, only the lonely athleticism of the vanguard, detached from the very soil he seeks to liberate.

The narrative premise implies a critique of commodification: the Templars have purchased Cyprus from Richard the Lionheart. The land and its people are exchanged like currency, a historical reality of the Third Crusade. But the game fails to make us feel the weight of this transaction. instead, we are subjected to the "boss rush"—a structural colonial hierarchy where we systematically decapitate the leadership. But this violence lacks the cleansing, cathartic force necessary for true decolonization. The combat is stiff, repetitive, and plagued by a heaviness that feels less like the weight of history and more like the limitations of hardware. We press the buttons, and the avatar strikes, but the rhythm is disjointed. It is a violence that does not liberate; it merely processes data.

Furthermore, we must confront the relationship between Altaïr and Maria Thorpe. Here, the game attempts to bridge the Manichaean divide between Assassin and Templar, between the liberator and the colonial enforcer. But the dialectic is clumsy. Their banter, intended to be the friction of two ideologies grinding against one another, often dissolves into the petty neuroses of a bad romance. It suggests that the colonizer and the colonized can find common ground not through the restructuring of society, but through a shared, weary cynicism. Maria, the woman who represents the order of the enemy, is not truly deconstructed; she is merely assimilated. It is a liberal fantasy of reconciliation that ignores the blood on the floor.

Ultimately, Bloodlines suffers from a paralysis of ambition. It is a transitional object, a bridge between eras that belongs to neither. It occupies a space of historical stagnation. The game mimics the gestures of a grand epic—the speeches, the assassinations, the hidden archives—but it lacks the material conditions to realize them. It is a revolution comprising only half-measures.

In the end, we are left with a neocolonial artifact: a game that sells us the fantasy of breaking chains while binding us to a loop of dull, repetitive labor. We march through Cyprus not as liberators, but as tired workers on a digital assembly line, producing freedom that feels suspiciously like boredom. The Archive is opened, the secrets are revealed, but the consciousness remains dormant.
Mini Review: To play Bloodlines is to witness a revolution shrunk to a small screen, stripped of its soul. Cyprus is not a vibrant battleground but a zone of non-being, populated by silent ghosts. The violence lacks the cathartic force of true decolonization; it is merely a rote, bureaucratic exercise. We march not as liberators, but as tired workers on a digital assembly line. It mimics the gestures of an epic but lacks the material conditions to realize them—a hollow simulation of freedom.