A Return to the Roots

Assassin's Creed Mirage: A Return to the Roots

Estimated read time: 1:20

    Summary

    Assassin’s Creed Mirage is framed as a love letter to the early days of the franchise, shifting the spotlight to Basim’s origin story in ninth-century Baghdad. The team explains that they wanted to recapture the imagery, narrative style, and gameplay feel that made the series special, while building a more focused assassin fantasy. Parkour returns to an urban setting with an emphasis on fluid movement, verticality, and classic traversal moves like corner swings and vaulting, alongside new tools such as the pole vault. Stealth is also central, with deeper assassination options, improved enemy AI, social stealth systems, and investigative mission structures that encourage players to plan, blend in, strike from the shadows, and disappear.

      Highlights

      • The team set out to make the Assassin’s Creed game they’d most want to play themselves 🎮
      • Baghdad becomes a dense, urban playground built for parkour and rooftop movement 🌆
      • Basim is portrayed as faster and more agile, with animations tuned to sell that speed ⚡
      • New assassination animations and classic callbacks like bench assassinations return 😎
      • Enemy archetypes add new stealth challenges, including a marksman, spearman, and horn bearer 🎯
      • Social stealth expands with bigger crowds and faction-bribing tokens 🤝
      • Bureaus across the city function as hubs for contracts, intel, and Hidden Ones support 🗺️
      • Players can choose a nostalgic blue-gray filter that echoes the original game’s mood 🩵

      Key Takeaways

      • Mirage is designed as a nostalgic return to the franchise’s roots ✨
      • Basim’s journey in ninth-century Baghdad serves as a coming-of-age assassin story 🏺
      • Parkour focuses on speed, flow, verticality, and classic movement mechanics 🏃
      • Stealth is the main playstyle, with stronger AI and more assassination options 🗡️
      • Social stealth and crowd blending make a comeback for sneaky city navigation 👀
      • Black box missions and investigation boards give players more freedom in how they tackle objectives 🧩
      • A retro visual filter is included for fans who want that old-school AC look 🎨

      Overview

      Assassin’s Creed Mirage is presented as a deliberate throwback to the series’ beginnings, but not just in style—it’s built around the fantasy of being a classic assassin. The developers say they revisited what fans loved most about the older games and used Basim’s story to bring that feeling back in a fresh setting. Rather than chasing scale for its own sake, the game leans into a tighter, more focused experience centered on stealth, movement, and infiltration.

        A big part of that return is parkour. Baghdad is designed like a dense urban sandbox where rooftops, alleys, and vertical spaces all connect into a smooth traversal loop. The team emphasizes momentum and ease of use, bringing back familiar moves from earlier games while adding new ones to keep movement snappy and expressive. Basim is also built to feel more agile than recent protagonists, reinforcing the fantasy of a nimble Hidden One.

          Stealth is where Mirage really doubles down. Players are encouraged to investigate targets, blend into crowds, bribe factions, and strike at the perfect moment before vanishing into the city. The game introduces new enemy behaviors and assassination options, while black box missions let players choose their own approach. To top it off, there’s even a nostalgic visual filter for longtime fans who want the original Assassin’s Creed vibe.

            Chapters

            • 00:00 - 01:15: Returning to the Series' Roots The team reflects on wanting the next Assassin’s Creed to recapture the imagery, storytelling, and gameplay that defined the series’ beginnings. After years of different eras and heroes, they aim to return to the franchise’s roots with Basim as a new protagonist in ninth-century Baghdad, creating a modern take on the classic assassin fantasy.
            • 01:15 - 02:30: Reimagining the Classic Assassin Experience The team explains that the new Assassin's Creed game was built as a return to the franchise’s roots, asking what kind of experience fans most wanted and aiming to recreate the imagery, narrative style, and gameplay that defined the series. Set in ninth-century Baghdad and centered on Basim’s coming-of-age as a master assassin, the game is designed as a tribute to the origins of Assassin's Creed while introducing a modern take on the classic assassin fantasy.
            • 02:30 - 03:45: Basim's Speed and Parkour in Dense Baghdad The chapter focuses on Basim’s agility and movement through dense Baghdad, highlighting stealth-driven traversal and the freedom to strike from advantageous positions before disappearing again.
            • 03:45 - 05:00: Stealth, Assassinations, and Black Box Missions This chapter highlights the stealth-first design of Mirage, emphasizing shadowy movement, planning, striking, and escaping. It introduces expanded assassination options, including new kill animations and classic callbacks like bench and rooftop garden assassinations, while reinforcing Basim’s training as a Hidden One who prefers stealth over direct combat.
            • 05:00 - 06:15: Investigation Board and Hidden Ones Immersion The segment highlights a surprise for long-time fans: an optional nostalgic visual filter that recreates the desaturated blue-gray look of the original Assassin’s Creed. Stéphane Boudon emphasizes that the project is being shaped by a passionate team with its own vision of the Assassin experience, while teasing that more of Basim’s journey will be revealed soon.
            • 06:15 - 07:30: A Nostalgic Filter and What's Next for Mirage The team announces a nostalgic visual filter for long-time fans, letting players experience Mirage with the desaturated blue-gray palette reminiscent of the original Assassin’s Creed. Stephane Boudon emphasizes that the game is being made by a passionate team with its own vision for the Assassin experience, and he hints that there is much more to come, including more details about Basim’s journey.

            Assassin's Creed Mirage: A Return to the Roots Transcription

            • Segment 1: 00:00 - 02:30 [MUSIC PLAYING] When we got the opportunity to work on the next game of the series, we sat down with the rest of the core team and asked ourselves, as a fan, what kind of "Assassin's Creed" game we'd most want to play. Many of us felt the desire to revisit some of the old imagery, narrative, scene, and game plays that made us fall in love with the series. SARAH BEAULIEU: After 15 years of journeys across the ages, from the Third Crusade with Altair to the Viking expansions with Eivor, we wanted to go back closely to where it all began and pay homage to the beginnings of "Assassin's Creed." STEPHANE BOUDON: Coming off "Valhalla," we started to explore the idea of introducing a new playable hero, Basim, and creating an experience that is a love letter to the origins of the franchise, a coming of age story with rhythm mechanics to bring the feel of the early games into the modern day. We are going back to the Middle East, but this time in ninth-century Baghdad. 300 years before the time of Altair, we are telling the story of Basim and how he became a master assassin. We looked at the first "AC" games and started to wonder, what exactly defines the assassin experience to us? And from there we put all our effort into bringing our take on the assassin fantasy. [MUSIC PLAYING] As a Hidden One, parkour is a key pillar to the experience. With Baghdad as your playground, we are bringing the action back to urban environment. For parkour, we looked to our previous games for inspiration and chose to put the emphasis on comfort and fluidity. In "Mirage," parkour is easy to learn and to master. Our approach is closer to the Ezio games, where it's all about keeping the flow and momentum going, with the design centered around verticality. Many elements from past games are making a return. We have the corner swing, the ability to vault over objects, elevators to quickly reach high ground, with also new ingredients such as the pole vault, allowing you to cross large gaps between two rooftops.
            • Segment 2: 00:00 - 02:30 Of course, Basim is faster and more agile than Eivor was. And to give that feeling, we worked out animations to reinforce the sense of speed when jumping, vaulting, and free roaming. Streets are narrower, denser, and packed with obstacles to navigate. By choosing the right path through the environment, you can move from street level to the rooftops in the blink of an eye, a useful skill for any assassin.
            • Segment 3: 02:30 - 05:00 Another core focus of "Mirage"'s stealth, we want players to work in the shadows, plan their next move, strike, and then vanish. There are more ways to assassinate, with new killing animations, some leveraging a stealthy approach, others delivering a violent killing blow. We also have direct throwbacks to the first games with moves like the bench assassination that you might recognize from "AC 2." Also, kill from the rooftop gardens, an old favorite of players. SARAH BEAULIEU: We want to encourage you to be sneaky. Basim has been trained to fight by the Hidden Ones, but for him, combat is a last resort, and his main approach is to hunt and strike while remaining unnoticed. We also reworked our enemy AI to improve detection and vanishing loops, making our behaviors more responsive and readable. New enemy archetypes will also increase the stakes. The marksman can shoot your eagle and prevent you from using it, the spearman pokes through haystacks, and horn bearer can call for reinforcements. That's where your assassin skills come in handy. [KNIFE BLOWS] SARAH BEAULIEU: During his training in Alamut, Basim learns the ways of the creed from his mentor, Roshan, and his fellow Hidden Ones. We get to see him learn the tenets and philosophies that will guide him through his missions, like hiding in plain sight. STEPHANE BOUDON: Social stealth is making a return. We are bringing back the systemic blending with larger crowds that allow you to move undetected through the business location. But you can also bribe more factions with specific tokens in order to control AI groups and make your way through guarded areas. [MUSIC PLAYING] As an assassin, your core mission is to track down and eliminate the Order of the Ancients and free Baghdad of their influence. In our game, the Hidden Ones have established a network of bureaus across the city to keep an eye on the Order. The bureaus in "Mirage" act as gameplay hubs from which you can take on side contracts with various objectives, from rescue missions to assassinations,
            • Segment 4: 02:30 - 05:00 and help the Hidden Ones in their fight for freedom. SARAH BEAULIEU: We want you to feel truly immersed in the life of a Hidden One-- investigating your target's identities, tracking their movements, and sharing information with your allies. Then, when the time is right, you can strike from the shadows. We've crafted a new investigation board which replaces our most recent quest log in "Mirage." STEPHANE BOUDON: And with our black box missions, we give you the freedom to approach key assassination missions however you see fit.
            • Segment 5: 05:00 - 07:30 We know how excited our community is. We also have a nice surprise for our long-timers. We implemented a nostalgic visual filter as an option for those who wish to explore the game with the desaturated blue-gray color palette from the very first "AC" game. STEPHANE BOUDON: This is a project led by a team of passionate people who have their very own vision of the "Assassin" experience in mind. There is much to come. And we can't wait to unveil more about Basim's journey. [MUSIC PLAYING]