Assassin's Creed Chronicles
Assassin's Creed Chronicles is a sub-series of three 2.5D side-scrolling stealth-action video games in the Assassin's Creed franchise, developed primarily by Climax Studios in collaboration with Ubisoft Montreal and published by Ubisoft.[1][2] Released episodically between April 2015 and February 2016, the trilogy expands the franchise's lore by exploring lesser-known stories of Assassins during pivotal historical moments, with gameplay focused on infiltration, parkour, and combat in layered 2.5D environments.[1][3] The first installment, Assassin's Creed Chronicles: China, follows Assassin Shao Jun seeking vengeance amid the crumbling Ming Dynasty in 1526, rendered in a striking ink-wash art style inspired by traditional Chinese painting.[1][4] Released on April 21, 2015, for PlayStation 4, Xbox One, and PC, it introduces core mechanics like multi-plane navigation, where players shift between foreground, midground, and background layers to evade guards or set traps.[1][4] Shao Jun wields signature weapons such as a sword and hidden blade, emphasizing agile martial arts combat and stealth gadgets like smoke bombs.[1] Assassin's Creed Chronicles: India, released on January 12, 2016, for the same platforms, transports players to 1841 colonial India during the Sikh Empire's conflict with the [East India Company](/page/East India Company), starring returning Assassin Arbaaz Mir from the graphic novel Assassin's Creed: Brahman.[5][6] The game adopts a vibrant miniature painting aesthetic drawn from Indian art traditions, with Arbaaz using a talwar sword, chakram boomerang, and disguises to navigate bustling markets and forts.[1][6] Gameplay highlights retribution themes, blending freerunning across rooftops with non-lethal takedowns and environmental puzzles.[5] The concluding entry, Assassin's Creed Chronicles: Russia, launched on February 9, 2016, for PlayStation 4, Xbox One, and PC, and set in 1918 during the Russian Revolution's aftermath, features Assassin Nikolai Orelov and his daughter Anastasia amid Bolshevik turmoil.[7][8] Its propaganda poster-inspired art style evokes Soviet-era visuals, while Nikolai employs a hook blade, silenced pistol, and explosive traps for a more survival-oriented experience in snowy, war-torn landscapes.[1][8] A trilogy bundle, including all three titles and bonus content, became available on February 10, 2016, for the platforms, with a PlayStation Vita port following in April 2016.[9][2] Across the series, players embody these Assassins in narratives tied to the broader Assassin's Creed conflict between the Assassins and Templars, with mechanics rewarding stealth over direct confrontation—such as whistling to distract enemies or using vantage points for reconnaissance—while offering brushstroke-like collectibles that unlock concept art and alternate costumes.[1][3] The games' episodic structure and accessible difficulty modes make them a distinct, experimental branch of the franchise, emphasizing cultural immersion through location-specific level design and soundtracks.[1]Overview
Premise and setting
Assassin's Creed Chronicles is a trilogy of 2.5D side-scrolling stealth-action games developed by Climax Studios and published by Ubisoft, where players control assassins navigating historical turmoil while upholding the creed's principles against Templar threats. The series emphasizes themes of revenge, retribution, and redemption, with each installment featuring a distinct protagonist on a personal quest intertwined with the eternal Assassin-Templar conflict central to the broader franchise lore. While the games are largely standalone, they share narrative ties through artifacts and events that echo the larger Assassin's Creed universe, such as the pursuit of precursor relics that influence global history.[1][10] The first game, Assassin's Creed Chronicles: China, is set in 1526 during the declining years of China's Ming Dynasty, a period marked by internal corruption and external pressures leading to the empire's eventual fall. Players embody Shao Jun, the last surviving member of the Chinese Brotherhood of Assassins, who returns from training in the West to avenge the purge of her order by Templar-allied forces and restore the Assassins' presence in her homeland. The setting vividly recreates 16th-century Chinese architecture, landscapes, and cultural elements, including the Great Wall and imperial palaces, blending historical accuracy with stylized 2.5D visuals inspired by traditional ink wash paintings.[1][11] Assassin's Creed Chronicles: India unfolds in 1841 amid the final days of the Sikh Empire in colonial India, just before the First Anglo-Sikh War, capturing the tension between local rulers, British colonial influences, and espionage. The protagonist, Arbaaz Mir, a master assassin, pursues retribution against those who have wronged his family and the Indian Brotherhood, employing disguises and local weaponry in a quest that highlights themes of loyalty and cultural preservation. The environments draw from vibrant depictions of 19th-century Indian forts, bazaars, and palaces, rendered in a colorful, hand-painted aesthetic that evokes the region's rich artistic heritage.[5][11] The trilogy concludes with Assassin's Creed Chronicles: Russia, placed in 1918 during the chaos of the Russian Revolution following the October Revolution, a time of civil war, Bolshevik uprisings, and shifting power dynamics. Players follow Nikolai Orelov, a disillusioned Russian assassin seeking redemption for past failures, as he protects a young girl and retrieves a powerful artifact from Templar hands amid the frozen Siberian wilderness and war-torn cities. The setting incorporates revolutionary propaganda art styles, with snowy trains, factories, and battlefields stylized in a bold, graphic novel-like filter to reflect the era's ideological fervor.[12][7]List of games
The Assassin's Creed Chronicles sub-series consists of three 2.5D action-adventure games developed by Climax Studios and published by Ubisoft, released between 2015 and 2016 as digital downloads.[1] These titles expand the Assassin's Creed universe through side-scrolling gameplay inspired by historical events and artistic styles, each focusing on a different Assassin protagonist in a unique cultural setting.[2] The games were initially launched for Microsoft Windows, PlayStation 4, and Xbox One, with a trilogy bundle released later for PlayStation Vita.[11]- Assassin's Creed Chronicles: China (2015): Set in 1526 during the decline of the Ming dynasty, players control Shao Jun, a female Assassin seeking revenge against the Templars who decimated her order. The game emphasizes stealth, parkour, and combat in a watercolor art style inspired by Chinese ink paintings. It was released on April 21, 2015, for PC, PS4, and Xbox One.[3][1]
- Assassin's Creed Chronicles: India (2016): Taking place in 1841 amid the Sikh Empire's conflict with British colonial forces, the story follows Arbaaz Mir, a returning character from Assassin's Creed comics, as he protects a powerful artifact from Templar hands. It features a vibrant, miniature painting aesthetic drawn from Indian art traditions and introduces mechanics like disguises and projectile weapons. Released on January 12, 2016, for PC, PS4, and Xbox One.[11][13]
- Assassin's Creed Chronicles: Russia (2016): Set in 1918 during the Russian Revolution, players embody Nikolaï Orelov, a disillusioned Assassin from the Assassin's Creed graphic novel The Fall, on a mission for redemption while evading Bolshevik pursuers. The title adopts a Soviet propaganda poster visual style and includes rifle-based combat and environmental traps. It launched on February 9, 2016, for PC, PS4, and Xbox One.[11][12]
Gameplay
Core mechanics
Assassin's Creed Chronicles is a trilogy of 2.5D side-scrolling action-adventure games that emphasizes stealth, platforming, and traversal in layered environments. Players control assassins navigating historical settings through a combination of linear levels divided into multiple depth planes—typically foreground, midground, and background—which can be switched between to evade enemies or access hidden paths. Core movement mechanics include running, jumping, climbing walls and ceilings, hanging from ledges, sliding under obstacles, and performing contextual actions like vaulting or leaping into haystacks for concealment. A signature tool, the rope dart or grappling hook, allows players to pull distant objects, swing across gaps, or latch onto surfaces for rapid repositioning, enhancing both exploration and escape sequences across all three titles.[1][15] Stealth forms the foundation of gameplay, with players encouraged to observe enemy patrol patterns and vision cones—limited to approximately 20 feet in most scenarios—to avoid detection. Hiding options abound, such as crouching in shadows, blending into crowds that disperse upon alarm, or using environmental cover like bushes, doorways, or alcoves. Distraction tools, including whistles to lure guards and noisemakers for diversions, enable non-lethal manipulation of foes, while silent assassinations from behind or above allow body disposal to prevent alerts. Each game introduces assassin-specific gadgets that refine stealth: Shao Jun in China employs throwing knives and firecrackers for stunning; Arbaaz Mir in India uses a chakram to sever ropes or daze enemies from afar; and Nikolai Orelov in Russia wields a silenced rifle for precise eliminations and a mechanical winch to stun enemies with electric shocks. A scoring system rewards pure stealth play with higher grades (e.g., "Shadow" for zero alerts), unlocking upgrades like extended hiding durations or enhanced sprinting via collectible Animus Shards.[15][16][17] Combat serves as a riskier alternative to stealth, featuring fluid but often punishing melee encounters with swords or fists against groups of enemies. Players can chain attacks, counter strikes, and incorporate environmental kills, such as dropping chandeliers or shoving foes off ledges, but direct fights are generally discouraged due to vulnerability and checkpoint reloads on death. Ranged options vary by title—China's wrist-mounted blade for close throws, India's chakram for boomerang-like arcs, and Russia's rifle for long-distance shots—adding tactical depth without dominating the experience. Animus Helix abilities, earned through progression, provide temporary boosts like brief invisibility, one-hit kills, or corpse vanishing, particularly prominent in India and Russia to mitigate detection risks.[1][16][17] Platforming integrates seamlessly with stealth and traversal, involving timed jumps, wall-running, and multi-plane navigation during chases or infiltration segments. Levels often culminate in high-tension escapes, where players freerun through collapsing structures or pursued by alerted guards, testing precision and momentum. Collectibles like scrolls and shards encourage replayability for full synchronization—achieving all objectives, such as no-kill runs or finding hidden items—without altering the core loop. While mechanics evolve slightly per game to reflect cultural and narrative themes, the trilogy maintains a consistent focus on deliberate, shadow-based assassination over brute force.[15][16]Progression and challenges
In the Assassin's Creed Chronicles trilogy, progression occurs through a linear structure of sequences, each comprising multiple interconnected levels set within historical backdrops. Players advance by completing primary objectives, such as infiltration, assassination, or evasion, while navigating 2.5D environments via platforming elements like wall-running, grappling hooks, and ledge traversal.[18] Levels conclude upon fulfilling these goals, unlocking subsequent sequences and contributing to overall story advancement, with sync points scattered throughout to reveal maps and objective locations for strategic planning.[19] A core aspect of progression involves performance-based scoring, where mission completion yields points based on stealth efficiency, minimal alerts raised, and objective fulfillment; higher scores unlock permanent upgrades via the Helix menu, such as increased health segments, enhanced gadget capacity (e.g., more noise darts or smoke bombs), or improved combat prowess.[18] Collectibles like Animus Shards, hidden in levels, further support advancement by granting additional health upon collection of sets of 10, with approximately 100 shards per game for full upgrades.[20] These upgrades carry across playthroughs in New Game+ modes, allowing refined approaches in subsequent runs.[21] Challenges emphasize replayability and mastery, with each level featuring 3–5 optional tasks tied to 100% synchronization, such as remaining completely undetected, achieving zero kills, or collecting all secondary items within time limits.[21] Success in these yields bonuses like extra projectiles or ability enhancements, while failure restricts upgrade access and encourages stealth over direct confrontation, given the protagonists' limited health pools (often 2–3 hits to death).[22] Variations across titles include China's focus on brushstroke aesthetics for hiding, India's color-coded guard vision cones for evasion, and Russia's sniper segments requiring precise first-person aiming, all heightening challenge through escalating enemy patrols and environmental hazards.[18][22][21] Difficulty scales organically via guard awareness levels—low initially but rising with alerts—and higher modes like Plus Hard, which increase enemy awareness and damage taken.[18] Pursuit and escape sequences, common in later levels, test timing and resource management, often culminating in high-stakes chases that demand flawless execution to avoid desynchronization.[22] Overall, these elements reward patient, tactical play, transforming routine advancement into a test of precision and adaptability.Plot
Assassin's Creed Chronicles: China
Assassin's Creed Chronicles: China is the first installment in the Assassin's Creed Chronicles trilogy, set in 1526 amid the crumbling Ming dynasty in China. The narrative follows Shao Jun, the protagonist and last surviving member of the Chinese Brotherhood of Assassins, as she returns to her homeland from Italy with a personal vendetta. Having trained under the veteran Assassin Ezio Auditore da Firenze, Shao Jun seeks to avenge the betrayal that led to the near-eradication of her order by Templar agents.[1][4][23] The story serves as a direct sequel to the 2011 animated short film Assassin's Creed: Embers, in which Shao Jun is introduced as Ezio's apprentice following the events of Assassin's Creed II. Upon arriving in China, she discovers that the Templars, operating through influential figures within the imperial court, have systematically dismantled the Assassin Brotherhood. Shao Jun's primary objective becomes the systematic elimination of eight key Templar leaders responsible for the purge, using her skills in stealth, parkour, and combat to navigate historical landmarks such as the Great Wall of China and the Forbidden City.[24][23] Told through stylized cutscenes resembling traditional Chinese ink wash paintings, the plot emphasizes themes of vengeance, redemption, and the eternal conflict between Assassins and Templars. Shao Jun's journey involves not only assassinations but also the recovery of a mysterious artifact tied to the Brotherhood's legacy, ultimately aiming to restore the order in China. Supporting characters include remnants of the Assassin network and Templar enforcers, highlighting the geopolitical intrigue of the era's eunuch-dominated court.[25][24]Assassin's Creed Chronicles: India
Assassin's Creed Chronicles: India is set in 1841 during the final years of the Sikh Empire, amid rising tensions with the East India Company as the British Empire expands its influence in India. The story centers on Arbaaz Mir, a Master Assassin of the Indian Brotherhood, who first appeared in the graphic novel Assassin's Creed: Brahman. Two years after the events of that novel, Arbaaz undertakes a mission to safeguard the Koh-i-Noor diamond, a powerful Piece of Eden artifact coveted by the Templars for its ability to control minds and influence events. The narrative unfolds in a 2.5D side-scrolling format, blending historical events like the buildup to the First Anglo-Sikh War with the eternal Assassin-Templar conflict.[1][26][16] The plot begins in Amritsar, where Arbaaz infiltrates the opulent Summer Palace under the cover of night, not only to rendezvous with his lover, Princess Pyara, but also to thwart an imminent Templar incursion. Unbeknownst to him initially, the Templars, led by the cunning Major William Sleeman and his subordinate Alexander Burnes, have arrived with orders to seize the Koh-i-Noor from its hiding place within the palace. Arbaaz's ally, the fellow Assassin Hamid, is captured during the chaos, prompting Arbaaz to embark on a perilous rescue operation through the labyrinthine streets of Amritsar and a fortified Templar stronghold. As he frees Hamid and uncovers clues about the diamond's significance, Arbaaz delves into an ancient Precursor site riddled with traps, revealing the artifact's otherworldly power and the Templars' broader scheme to manipulate the Sikh Empire's leadership.[27][28][16] Arbaaz's quest extends beyond India's borders into Afghanistan during the First Anglo-Afghan War, where British forces clash with local tribes. Disguised and leveraging his chakram and talwar weapons, he aids Afghan resistance fighters against Templar-backed British troops, infiltrating a heavily guarded castle to disrupt their supply lines and gather intelligence on Sleeman's movements. Captured and deprived of his equipment, Arbaaz escapes with the help of local allies, reclaiming his gear and stealing Templar documents that expose their plot to use the Koh-i-Noor to incite war and consolidate control over the region. Pursued relentlessly, he returns to India, navigating war-torn landscapes and evading patrols amid the escalating Anglo-Sikh conflict.[27][28] In the climax, Arbaaz confronts Sleeman and Burnes in a series of tense assassinations, rescuing Pyara and Hamid from Templar custody while securing the Koh-i-Noor. The resolution sees Arbaaz thwarting the Templars' immediate plans, preventing the diamond from falling into their hands and averting further manipulation of the Sikh Empire's fate. However, the story hints at lingering threats, with Arbaaz's actions influencing future Assassin operations in India, including the legacy passed to his son, Jayadeep Mir. The narrative emphasizes themes of retribution and cultural preservation, though critics noted its brevity limited deeper character exploration.[27][29][30]Assassin's Creed Chronicles: Russia
Assassin's Creed Chronicles: Russia is set in 1918, during the Russian Revolution and the ensuing civil war, specifically amid the Bolshevik execution of Tsar Nicholas II and his family in the Ipatiev House in Yekaterinburg. The story centers on Nikolai Orelov, a veteran Russian Assassin seeking redemption for past failures, including his involvement in the Tunguska event years earlier. Orelov, who has a wife and two daughters, receives a final mission from the Assassin Brotherhood: infiltrate the Winter Palace in St. Petersburg to assassinate a high-ranking Templar official and recover a powerful Piece of Eden artifact known as the Precursor box, which has passed through Assassin hands from previous eras.[7][31][17] As Orelov executes the assassination, the mission intersects with historical events, leading him to the site of the Romanov family's captivity. Tasked initially with rescuing Tsarevich Alexei Romanov, believed to be the key to countering Templar influence, Orelov discovers the plot has unraveled. Instead, he encounters and saves Grand Duchess Anastasia Romanov, the Tsar's youngest daughter, who survives the massacre against historical accounts. Anastasia exhibits latent Assassin abilities, subtly influenced by visions or guidance from Shao Jun, the Chinese Assassin from the series' first installment, connected through the Precursor box's lingering effects. Orelov's family becomes entangled in the chaos, forcing him to abandon his planned defection from the Brotherhood.[31][17] The narrative unfolds as Orelov, now a fugitive, flees across a war-torn Russia with his family and Anastasia in tow, pursued by Bolshevik forces, opportunistic Templars, and even rogue elements within the Assassin Brotherhood who view him as a traitor. Gameplay sequences depict tense escapes through snowy landscapes, abandoned trains, and urban ruins, emphasizing stealth and survival amid the revolution's propaganda-laden atmosphere. Orelov's journey explores themes of loyalty, sacrifice, and the blurred lines between historical upheaval and the eternal Assassin-Templar conflict, culminating in a desperate bid for freedom and the artifact's safeguarding. The story ties into the broader Chronicles trilogy by resolving the Precursor box's arc, while hinting at larger implications for the Assassin's Creed universe.[31][17][12]Secret ending
The secret ending of the Assassin's Creed Chronicles trilogy is an optional modern-day cutscene exclusive to Assassin's Creed Chronicles: Russia, unlocked after completing the game's main campaign by entering nine hidden numerical codes—three from each title in the series—into a dedicated menu option. These codes are concealed behind interactive Assassin insignia located in select levels across China, India, and Russia, visible only when achieving a perfect "Shadowfly" synchronization style (no alerts or deaths).[32] In the cutscene, Templar operative Laetitia England contacts Juhani Otso Berg via secure communication, informing him that a Precursor box—recovered by Abstergo from Assassins in 2014—has been secured after being stolen during prior operations. Berg personally delivers the artifact to Dr. Álvaro Gramática at a clandestine facility, where Gramática reveals its role in Project Phoenix, a high-priority Templar research endeavor to genetically re-engineer a Precursor entity. Drawing on data from the box and the Shroud of Eden (acquired in London), the project seeks to unlock and transfer Isu genetic memories into a human-compatible vessel, potentially creating an immortal hybrid being to tip the scales against the Assassins.[33] This epilogue bridges the historical narratives of the trilogy to the contemporary Assassin's Creed saga, explicitly referencing Shay Cormac's Precursor box from Assassin's Creed Rogue (as the recovered artifact) and advancing the Phoenix Project's arc originally teased in Assassin's Creed Unity through Gramática's experiments on John Standish. It underscores ongoing Templar pursuits of Isu technology amid the Assassins' interference, without resolving the project's ultimate outcome.[33]Development
Announcement and concept
Assassin's Creed Chronicles: China was first announced on September 22, 2014, as downloadable content included in the season pass for Assassin's Creed Unity. Developed by Climax Studios in collaboration with Ubisoft Montreal, the game introduced a 2.5D side-scrolling format to the franchise, shifting from the traditional 3D open-world structure to emphasize stealth, platforming, and puzzle-solving in a linear narrative. Set during the collapse of the Ming dynasty in 1526, it follows Assassin Shao Jun seeking vengeance against the Templars who decimated her order, drawing inspiration from the 2012 graphic novel Assassin's Creed: Blade of Shao Jun.[34] On March 31, 2015, Ubisoft revealed that Chronicles would expand into a trilogy of episodic games, with the subsequent titles exploring distinct historical periods and cultural settings through innovative 2.5D gameplay. Assassin's Creed Chronicles: India, set in 1841 amid the Sikh Empire's conflict with British colonial forces, features protagonist Arbaaz Mir from the 2011 short film Assassin's Creed: Embers, while Assassin's Creed Chronicles: Russia, placed in 1918 during the October Revolution, centers on Assassin Nikolai Orelov, connecting to the comic Assassin's Creed: The Fall. The concept aimed to deliver concise, self-contained Assassin tales outside the mainline series' scope, allowing for experimental mechanics like dynamic perspective shifts and environmental interactions that enhance stealth without overwhelming scale.[35] Each entry adopts a unique visual style reflective of its locale: Chinese ink wash painting for China to evoke fluidity and historical artistry, Mughal miniature paintings for India to capture intricate details and vibrant colors, and Soviet propaganda posters for Russia to convey revolutionary fervor and stark contrasts. This artistic approach, combined with the 2.5D platforming, was designed to honor the franchise's themes of freedom and conflict while providing accessible entry points for new players and fresh narratives for veterans. The trilogy's development emphasized affordability and brevity, with each game priced at $4.99 or bundled in a $12.99 pack, targeting digital distribution on PlayStation 4, Xbox One, and PC.[36]Production
The production of Assassin's Creed Chronicles began in 2014 when Ubisoft announced Assassin's Creed Chronicles: China as a digital side-scrolling spin-off included in the season pass for Assassin's Creed Unity, marking the franchise's first exploration of Asia with a female protagonist, Shao Jun.[37] Originally conceived as a single title, the project expanded into a trilogy during development to allow for broader storytelling across distinct historical periods and civilizations, incorporating narratives linked by shared Assassin lore.[38] This shift enabled the series to feature unique protagonists—Shao Jun in China (1526), Arbaaz Mir in India (1841), and Nikolai Orelov in Russia (1918)—while maintaining core franchise elements like stealth, parkour, and historical fiction.[38] Climax Studios, a UK-based developer, led the production in collaboration with Ubisoft Montreal, representing the first time a non-Ubisoft studio handled a console entry in the Assassin's Creed series.[39] The team adopted a 2.5D side-scrolling format inspired by Metroidvania-style platformers, focusing on linear paths through stylized environments to blend action, stealth, and narrative in a more accessible, episodic structure suitable for digital distribution.[40] Mobile versions were handled separately by GREE and PlayNext, emphasizing cross-platform reach.[39] Ubisoft's Carston Myhill described the project as "a wonderful opportunity to expand the universe, expose new settings to our fans," highlighting its role in diversifying the franchise beyond 3D open-world titles.[40] A key aspect of production involved crafting distinct visual styles drawn from historical art forms to evoke each era's cultural essence, with the trilogy's aesthetic evolving progressively. For China, the team drew from 16th-century impressionistic ink paintings and traditional brushwork to create a fluid, painterly look.[37][40] India shifted to vibrant lithographs and watercolors inspired by Sikh Empire motifs, while Russia incorporated early 20th-century constructivist posters and photography for a bolder, more angular style.[40] Climax's art director Glenn Brace emphasized pride in "taking the core concepts of illustration, 2D traditional art," noting the challenge of balancing these artistic boundaries with responsive gameplay mechanics.[40] The process prioritized cohesive storytelling across standalone episodes, ensuring narrative threads connected the games without requiring prior knowledge.[40] Development faced scheduling adjustments, with China launching on April 21, 2015, for PlayStation 4, Xbox One, and PC as a download-only title priced at $4.99 or via season pass.[39] Subsequent entries, initially slated for late 2015, were delayed to refine quality; India released on January 12, 2016, and Russia on February 9, 2016, allowing the full trilogy to conclude in early 2016. This iterative approach addressed the complexities of producing interconnected yet independent episodes under tight digital release windows.Release and distribution
Individual game releases
Assassin's Creed Chronicles: China was initially released on April 21, 2015, for Microsoft Windows via Ubisoft Connect and Steam, PlayStation 4, and Xbox One.[3][4][41] Assassin's Creed Chronicles: India followed as the second installment, launching on January 12, 2016, for the same platforms: Microsoft Windows, PlayStation 4, and Xbox One.[5][6][42] Assassin's Creed Chronicles: Russia concluded the trilogy with its release on February 9, 2016, available on Microsoft Windows, PlayStation 4, and Xbox One.[8][43][42] Each game was distributed digitally through official platforms like the Ubisoft Store, Steam, PlayStation Store, and Xbox Store, with physical editions limited to console versions in select regions.[44][45] Priced at approximately $9.99 USD individually at launch, they were designed as budget-friendly spin-offs from the main Assassin's Creed series.[4]Collections and ports
The Assassin's Creed Chronicles trilogy was compiled into a single collection known as the Assassin's Creed Chronicles Trilogy Pack, released digitally and physically on February 9, 2016, for PlayStation 4, Xbox One, and Windows PC platforms.[11] This bundle included all three titles—China, India, and Russia—along with their respective downloadable content, offering players a complete narrative arc at a combined price of $29.99.[11] A dedicated port of the Trilogy Pack arrived for the PlayStation Vita on April 5, 2016, adapting the 2.5D side-scrolling gameplay to the handheld's hardware with touch controls and optimized performance.[11] This version maintained the core stealth and platforming mechanics while incorporating Vita-specific features, such as rear touch pad integration for navigation. On November 9, 2021, Ubisoft offered the Trilogy Pack for free to Windows PC users via Ubisoft Connect as part of a promotional giveaway celebrating the company's 35th anniversary, available for claiming until November 12, 2021. No official ports have been released for other platforms, such as Nintendo Switch, macOS, or mobile devices, as of November 2025.Reception
Critical response
The Assassin's Creed Chronicles trilogy received mixed reviews from critics, with aggregate Metascores ranging from 62 to 70 across the individual titles and collection, reflecting appreciation for its innovative 2.5D art style and stealth mechanics alongside criticisms of repetitive gameplay and limited depth.[46][47][48][49]| Game | Metascore | Platform Aggregate | Key Notes |
|---|---|---|---|
| Chronicles: China | 69 | PS4, Xbox One, PC | Mixed; praised for visuals, criticized for repetition.[46] |
| Chronicles: India | 63 | PS4, Xbox One, PC | Mixed; noted for historical setting, faulted for shallow mechanics.[47] |
| Chronicles: Russia | 62 | PS4, Xbox One, PC | Mixed; highlighted for atmosphere, critiqued for frustration.[48] |
| Trilogy Collection | 70 | PS4, Xbox One, PC | Mixed; viewed as solid value but unmemorable.[49] |