When I started playing Assassin’s Creed Mirage Valley of Memory, it was like stepping into a mini adventure that actually takes note of my time. I have played a lot of open-world games, long in nature, which sometimes feel draining on me. It seemed so calming and inviting to play through the day’s tiredness when I reached home from school.
I observed a distinguishable vibe in the new city as I stepped in. Unlike the old reuse of existing zones, Ubisoft did make something new. The market seems lively, with roofs being sharp, the cobbled stone walkways lined with the small narrow interstices, making the place look so real. I spent a fair bit of time just running on rooftops as everything was so close to one another and simple to climb.

The story of Valley of Memories opens very quietly. The valley enters into a peaceful breast nestled asymmetrically with some denouements. The power is cast from certain cave-throngs that operated in shadows. Every time one moves somewhere new in the story, a little more backstory is insinuated into the mix. Stories like these engage me, I think, because one can’t help feeling involved with them. It doesn’t have a lot of complexity, yet it engages.
Forget memory from Mirage: this installment stands on its own. Certainly, the characters are all-new, but their motivation is thereafter slowly described and made known. Mere simplicity is what I like in a storyline, with less history attached. The game concludes in satisfying completeness without minimal distortion or grand shock.
The missions are very busy. You follow clues, you investigate suspect situations, you sneak into closed-off zones, you gather scraps of details en route to reality. Some remind you of hints and pieces of a puzzle-like solving the task of the school assignment, where suddenly everything starts to join and make sense to the final answer.
Because the surroundings are tighter, Parkour and stealth feel better-formed in the gameplay. The roof runs, jumps, everything never gets repetitive. I liked how narrow the city was in terms of its own textures. Quick escapades are possible with climbing or running through small alleys between buildings without being seen by the guards. I found movement in this game more enjoyable than some of the other Assassin-type titles, basically because there is always something unexplored that is captivating.

The eagle is as useful as ever. It will notify you of an enemy’s presence, suggest a path within the vicinity, and point you to the best hiding spots. Because I would look at the eagle most of the time to discover potential entry points into a secure area of the city, it proved to be my aid in planning. One time, though, I found myself permitting the eagle to soar high up so I could admire the valley below. It’s a serene sight to behold.
The tools have been kept simple. The smoke bombs, throwing knives, noise gadgets, and hidden blades have performed just fine for what I’ve asked them to do. I’m a coward; I run away from getting into trouble-lone soldier situations when I’m outnumbered. And combat really kills me; I found stealth the better course. The one time I actually got caught, I was a goner! The foes would hit hard and keep the pressure on you.
Side activities are relatively quick but fun. You could initiate some investigative tasks and a few personal challenges to breathe life into the cities. Oh, and I found a few hidden nooks, some with clues that made me feel like I had found a special thing. Those moments are what make the world appear natural rather than contrived.
The puzzles are considering the scenario when traveling around and actively depicting the likes of Guarder Patrols, mysterious hidden doors, following trails, and more environmental stuff. Successive puzzles are more bizarre than an enriched story.

The Little-by-little leveling system is what actually makes it good. XP gain is still there along with some small upgrades, so thanks. That too keeps it simple, which should be good. In more straightforward terms (and that is getting rare in game descriptions), AC is really for fun and should be fun. For the most part, this game is subdued, not a whirlpool in which you have to grind away all day long just to have access to the image known as Mirage Valley of Memory.
The graphics of the Valley of Memory are really beautiful. Light glows of warmth in the market, the rooftops seem to shine in sync with the setting of the sun, when shadowing into tight alleys. I have tested the performance mode since I prefer playing this way, and it worked really well for me as I have not encountered a single hitch. You may also be interested in: Croc Legend of the Gobbos Review – A Nostalgic Comeback That Feels Just Right
