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Assassin's Creed Chronicles

Assassin's Creed Chronicles is a sub-series of three side-scrolling stealth-action video games in the franchise, developed primarily by in collaboration with and published by . 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, , and combat in layered environments. The first installment, Assassin's Creed Chronicles: , follows Assassin Shao Jun seeking vengeance amid the crumbling in 1526, rendered in a striking ink-wash art style inspired by traditional . Released on April 21, 2015, for , , 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. Shao Jun wields signature weapons such as a sword and , emphasizing agile combat and stealth gadgets like smoke bombs. Assassin's Creed Chronicles: India, released on , , for the same platforms, transports players to during the Sikh Empire's with the [East India Company](/page/East India Company), starring returning Assassin Arbaaz Mir from the graphic novel Assassin's Creed: Brahman. The game adopts a vibrant aesthetic drawn from traditions, with Arbaaz using a sword, boomerang, and disguises to navigate bustling markets and forts. Gameplay highlights retribution themes, blending across rooftops with non-lethal takedowns and environmental puzzles. The concluding entry, Assassin's Creed Chronicles: Russia, launched on February 9, 2016, for , , and PC, and set in 1918 during the Russian Revolution's aftermath, features Assassin Orelov and his daughter amid Bolshevik turmoil. Its propaganda poster-inspired art style evokes Soviet-era visuals, while employs a hook blade, silenced pistol, and explosive traps for a more survival-oriented experience in snowy, war-torn landscapes. A trilogy bundle, including all three titles and bonus content, became available on February 10, 2016, for the platforms, with a port following in April 2016. 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. 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.

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. 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. Assassin's Creed Chronicles: India unfolds in 1841 amid the final days of the in , just before the , 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. The trilogy concludes with Assassin's Creed Chronicles: Russia, placed in 1918 during the chaos of the following the , a time of civil war, Bolshevik uprisings, and shifting power dynamics. Players follow Nikolai Orelov, a disillusioned 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.

List of games

The Assassin's Creed Chronicles sub-series consists of three 2.5D action-adventure games developed by and published by , released between 2015 and 2016 as digital downloads. 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. The games were initially launched for Windows, , and , with a trilogy bundle released later for .
  • 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.
  • 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 comics, as he protects a powerful artifact from Templar hands. It features a vibrant, aesthetic drawn from traditions and introduces mechanics like disguises and projectile weapons. Released on January 12, 2016, for PC, PS4, and .
  • Assassin's Creed Chronicles: Russia (2016): Set in 1918 during the , players embody Nikolaï Orelov, a disillusioned Assassin from the graphic novel , on a mission for redemption while evading Bolshevik pursuers. The title adopts a Soviet visual style and includes rifle-based combat and environmental traps. It launched on February 9, 2016, for PC, PS4, and .
A Assassin's Creed Chronicles Trilogy pack, compiling all three games, became available on April 5, 2016, for , marking the series' expansion to handheld platforms. The trilogy has since been ported to additional services, including , but no further entries have been announced in the Chronicles line.

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. Stealth forms the foundation of , 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 , blending into crowds that disperse upon , or using environmental like bushes, doorways, or alcoves. 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 : Shao Jun in employs throwing knives and firecrackers for stunning; Arbaaz Mir in uses a to sever ropes or daze enemies from afar; and Nikolai Orelov in wields a silenced for precise eliminations and a to stun enemies with electric shocks. A scoring rewards pure play with higher grades (e.g., "" for zero alerts), unlocking upgrades like extended hiding durations or enhanced sprinting via collectible Animus Shards. Combat serves as a riskier to , featuring fluid but often punishing 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 for close throws, 's for boomerang-like arcs, and 's 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 and to mitigate detection risks. Platforming integrates seamlessly with and traversal, involving timed jumps, wall-running, and multi-plane 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 —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 over .

Progression and challenges

In the Assassin's Creed Chronicles , progression occurs through a linear structure of sequences, each comprising multiple interconnected levels set within historical backdrops. Players advance by completing primary , such as infiltration, , or evasion, while navigating environments via platforming elements like wall-running, grappling hooks, and ledge traversal. Levels conclude upon fulfilling these goals, unlocking subsequent sequences and contributing to overall story advancement, with sync points scattered throughout to reveal maps and locations for . 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 segments, enhanced gadget capacity (e.g., more noise darts or smoke bombs), or improved combat prowess. Collectibles like Animus Shards, hidden in levels, further support advancement by granting additional upon collection of sets of 10, with approximately 100 shards per game for full upgrades. These upgrades carry across playthroughs in New Game+ modes, allowing refined approaches in subsequent runs. 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. 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). 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. 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. Pursuit and escape sequences, common in later levels, test timing and , often culminating in high-stakes chases that demand flawless execution to avoid desynchronization. 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 in . The narrative follows Shao Jun, the protagonist and last surviving member of the Chinese Brotherhood of Assassins, as she returns to her homeland from with a personal vendetta. Having trained under the veteran Assassin , Shao Jun seeks to avenge the betrayal that led to the near-eradication of her order by Templar agents. 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. 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.

Assassin's Creed Chronicles: India

Assassin's Creed Chronicles: India is set in 1841 during the final years of the , amid rising tensions with the as the expands its influence in . 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 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 side-scrolling format, blending historical events like the buildup to the with the eternal Assassin-Templar conflict. The plot begins in , where Arbaaz infiltrates the opulent 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 , have arrived with orders to seize the from its hiding place within the palace. Arbaaz's ally, the fellow Assassin , is captured during the chaos, prompting Arbaaz to embark on a perilous rescue operation through the labyrinthine streets of and a fortified Templar stronghold. As he frees 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. 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 and weapons, he aids Afghan resistance fighters against Templar-backed troops, infiltrating a heavily guarded 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 to incite war and consolidate control over the region. Pursued relentlessly, he returns to , navigating war-torn landscapes and evading patrols amid the escalating Anglo-Sikh conflict. In the climax, Arbaaz confronts Sleeman and Burnes in a series of tense assassinations, rescuing Pyara and from Templar custody while securing the . 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 , 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.

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. As Orelov executes the , the intersects with historical , leading him to the site of the Romanov family's captivity. Tasked initially with rescuing Alexei Romanov, believed to be the key to countering Templar influence, Orelov discovers the plot has unraveled. Instead, he encounters and saves Grand Duchess Romanov, the Tsar's youngest daughter, who survives against historical accounts. 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 . The narrative unfolds as Orelov, now a , flees across a war-torn with his family and in tow, pursued by Bolshevik forces, opportunistic Templars, and even rogue elements within the Assassin who view him as a traitor. 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 by resolving the Precursor box's arc, while hinting at larger implications for the universe.

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). 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. This epilogue bridges the historical narratives of the trilogy to the contemporary saga, explicitly referencing Cormac's Precursor box from (as the recovered artifact) and advancing the Phoenix Project's arc originally teased in 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.

Development

Announcement and concept

Assassin's Creed Chronicles: China was first announced on September 22, 2014, as included in the season pass for . Developed by in collaboration with , the game introduced a side-scrolling format to the franchise, shifting from the traditional 3D open-world structure to emphasize stealth, platforming, and puzzle-solving in a linear . Set during the collapse of the in 1526, it follows Assassin Shao Jun seeking vengeance against the Templars who decimated her order, drawing inspiration from the 2012 Assassin's Creed: Blade of Shao Jun. On March 31, 2015, revealed that Chronicles would expand into a trilogy of episodic games, with the subsequent titles exploring distinct historical periods and cultural settings through innovative gameplay. Chronicles: , set in 1841 amid the Sikh Empire's conflict with colonial forces, features Arbaaz Mir from the 2011 short film : Embers, while Chronicles: Russia, placed in 1918 during the , centers on Assassin Nikolai Orelov, connecting to the comic : 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. Each entry adopts a unique visual style reflective of its locale: Chinese ink wash painting for to evoke fluidity and historical artistry, Mughal miniature paintings for to capture intricate details and vibrant colors, and Soviet posters for to convey revolutionary fervor and stark contrasts. This artistic approach, combined with the platforming, was designed to honor the franchise's themes of 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 on , , and PC.

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. 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. 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. Climax Studios, a UK-based developer, led the production in collaboration with , representing the first time a non-Ubisoft studio handled a console entry in the series. The team adopted a side-scrolling format inspired by Metroidvania-style platformers, focusing on linear paths through stylized environments to blend , , and narrative in a more accessible, episodic structure suitable for . Mobile versions were handled separately by GREE and PlayNext, emphasizing cross-platform reach. 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. 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. 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. 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. The process prioritized cohesive storytelling across standalone episodes, ensuring narrative threads connected the games without requiring prior knowledge. Development faced scheduling adjustments, with 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. Subsequent entries, initially slated for late 2015, were delayed to refine quality; released on January 12, 2016, and 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 and , , and . Assassin's Creed Chronicles: India followed as the second installment, launching on January 12, 2016, for the same platforms: Microsoft Windows, , and . Assassin's Creed Chronicles: Russia concluded the trilogy with its release on February 9, 2016, available on Microsoft Windows, , and . Each game was distributed digitally through official platforms like the Ubisoft Store, , , and Xbox Store, with physical editions limited to console versions in select regions. Priced at approximately $9.99 USD individually at launch, they were designed as budget-friendly spin-offs from the main series.

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 , , and Windows PC platforms. This bundle included all three titles—, , and —along with their respective , offering players a complete narrative arc at a combined price of $29.99. A dedicated port of the Trilogy Pack arrived for the on April 5, 2016, adapting the side-scrolling gameplay to the handheld's hardware with touch controls and optimized performance. 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, offered the Trilogy Pack for free to Windows PC users via 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 , 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 art style and mechanics alongside criticisms of repetitive and limited depth.
GameMetascorePlatform AggregateKey Notes
Chronicles: 69PS4, , PCMixed; praised for visuals, criticized for repetition.
Chronicles: 63PS4, , PCMixed; noted for historical setting, faulted for shallow mechanics.
Chronicles: 62PS4, , PCMixed; highlighted for atmosphere, critiqued for frustration.
Trilogy Collection70PS4, , PCMixed; viewed as solid value but unmemorable.
Assassin's Creed Chronicles: China, the series opener, was commended for its watercolor-inspired visuals and engaging side-scrolling , which captured the essence of the in a compact format, though reviewers found its missions formulaic and the narrative underdeveloped. IGN described it as a "decent attempt" at adapting the formula but lacking emotional investment. highlighted the strong character design and historical backdrop, yet noted the story's reliance on brief cutscenes limited player connection. The follow-up, Assassin's Creed Chronicles: India, set during the Sikh Empire's fall, received similar mixed feedback, with praise for its vibrant Indian architecture and expanded gadgetry like the smoke bomb, but detractors pointed to persistent repetition and instant-failure objectives that hindered enjoyment. appreciated the "heck of a first impression" through its atmospheric levels, awarding it a 7/10 for delivering a focused experience. criticized its "cheap gotcha tactics" as a regression in stealth design, scoring it 6/10. Assassin's Creed Chronicles: Russia, concluding the trilogy amid the Bolshevik , was often regarded as the strongest entry for its tense snow-covered environments and refined platforming, yet it faced backlash for overly punitive sections and clunky combat. called it "fun and thoughtful," the best in the series at 3.5/5, emphasizing its atmospheric . , however, found it disappointing with flat characters and infuriating insta-fail mechanics, rating it 5.8/10. The 2016 trilogy collection bundled the three games and a secret ending, earning a slightly higher Metascore of 70 for providing accessible entry into the side-scrolling at a budget price, though critics deemed it safe and forgettable compared to mainline titles. Overall, the series was seen as a worthwhile experiment in diversifying the formula, appealing to fans of concise adventures but falling short of the depth expected from the core franchise.

Commercial performance

The Assassin's Creed Chronicles trilogy, consisting of China, India, and Russia, was distributed primarily through digital platforms across consoles and PC, aligning with Ubisoft's strategy to expand its digital revenue stream during the 2015–2017 period. In the fiscal year 2015–16, Ubisoft's overall digital sales reached €446.7 million, representing 32% of total net bookings of €1,394 million, while back-catalog titles—including spin-offs like Chronicles—contributed €354.6 million. By fiscal year 2016–17, digital sales grew to €729.3 million (50% of total net bookings of €1,459.9 million), with back-catalog performance rising to €649.2 million (44.5% of total), underscoring the role of lower-budget digital releases in sustaining franchise momentum post-Assassin's Creed Syndicate. Ubisoft did not publicly disclose specific sales figures for the Chronicles series, which were positioned as affordable, episodic entries priced at around $9.99 each or bundled in a $24.99 trilogy pack. Independent estimates from PC analytics platforms indicate modest performance on , the primary digital storefront for the PC versions. Chronicles: China generated approximately $204,000 in gross with an average of 5.9 hours among players. Chronicles: India achieved about $278,000 in gross and 39,839 units sold. Chronicles: Russia earned roughly $121,000 in gross . Collectively, these PC estimates suggest sold tens of thousands of units digitally, reflecting solid uptake for a spin-off but far below the multimillion-unit benchmarks of mainline titles. Physical sales data from tracking services like VGChartz further highlight limited retail penetration, with China estimated at 0.04 million units across PS4 and negligible figures on other platforms, consistent with the series' digital-first approach. The trilogy's commercial footprint remained niche, bolstered by frequent discounts and inclusion in Ubisoft sales events, contributing to long-tail back-catalog revenue rather than launch-driven success.

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