Compara los precios de Assassin's Creed® Revelations en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Ubisoft Montreal. Publicado por Ubisoft. Lanzado el 30/11/2011. Disponible en PC. Géneros: Action, Adventure. Puntuación Metacritic: 80/100.

The Ezio trilogy closes here, and if you skipped Brotherhood you'll feel it. Worth it for the Constantinople setting and the hookblade traversal alone, less so for everything bolted on around them.

I came to Revelations as someone who cares more about whether a game's systems hold together than whether its story ties a bow on three entries of lore, and what I found was a game split cleanly down the middle: the half that works, works well, and the half that doesn't is aggressively in the way. Constantinople is a genuinely strong open world. Unlike the Rome of Brotherhood, nearly all of it is freely explorable from the moment you arrive, which is a small but real quality-of-life win. The city is dense, the architecture climbs well, and the hookblade actually changes how traversal feels. Ubisoft claimed it speeds up navigation by around 30 percent and for once that marketing math is roughly accurate. The hook-and-run move and zipline access give Ezio a mobility edge that makes rooftop work feel snappier than anything in AC2 or Brotherhood. That is the high point. The new mechanics piled on top of that foundation are a mixed bag leaning toward frustrating. Bomb crafting sounds meaningful on paper: collect ingredients, mix shells and payloads, produce smoke grenades, stun devices, or lethal charges. In practice you can complete most of the game without opening that menu, and the crafting loop never creates the kind of moment-to-moment tension that would justify the inventory management. The bigger offender is the tower defence minigame triggered when your notoriety gets too high and a Templar captain decides to retake one of your dens. It shows up uninvited, plays nothing like the rest of the game, and rewards you mostly with relief that it is over. Assassin den management, training recruits, and sending them on foreign missions is all carried over from Brotherhood with minor tweaks to the economy but no meaningful new decision-making. If you found that stuff thin in 2010, it is still thin here. Multiplayer is the part that actually has teeth, and it is worth flagging for anyone who dismissed the mode in Brotherhood. Revelations refines the cat-and-mouse scoring system with a meaningful speed bonus for silent kills, so aggressive runners who sprint at their targets burn time and bleed points while patient blenders come out ahead. The Deathmatch mode removes the compass entirely and shrinks the play area, forcing you to read crowd behavior and NPC body language to locate your contract. Artifact Assault adds a team-based capture mechanic with an Assassin's Creed twist: you can smuggle an artifact out of enemy territory by blending rather than sprinting, which is where the game's core DNA is at its most interesting. The loadout system with Abstergo credits, unlockable perks, and a narrative layer tied to Templar progression gives the online a loop that holds longer than the singleplayer side missions do. The problem in 2025 is that the online population is not where it was at launch, so getting populated lobbies on PC requires patience. For the singleplayer campaign, the honest read is this: the Altair flashback sequences are brief but they land, and the emotional weight of closing out both Altair and Ezio in the same game is handled better than the marketing ever suggested it would be. The Desmond first-person platforming sections inside the Animus are a well-intentioned experiment that should have stayed in a design doc. The main story runs short and the moment-to-moment mission variety does not improve on Brotherhood. Combat remains the same counter-heavy system it has been since AC2, with a new janky enemy type in the Janissaries that takes multiple killing blows and functions mostly as an interruption to the rhythm rather than a genuine challenge. If you have played two previous entries in this engine, your hands already know every button press before the prompt appears. Bottom line: Revelations is for players already committed to the Ezio story who want to see it finished. Newcomers to the series would do better starting with AC2. Veterans who burned out on Brotherhood will not find the hook they need to re-engage here, but anyone still enjoying the formula will get a solid 15-20 hours out of a well-designed city and a multiplayer mode that was quietly the most original competitive experience Ubisoft built in this era. Fred, Scout Team

Assassin's Creed® Revelations

Assassin's Creed® Revelations

30 nov 2011Ubisoft MontrealUbisoft
GamerScout opina

The Ezio trilogy closes here, and if you skipped Brotherhood you'll feel it. Worth it for the Constantinople setting and the hookblade traversal alone, less so for everything bolted on around them.

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I came to Revelations as someone who cares more about whether a game's systems hold together than whether its story ties a bow on three entries of lore, and what I found was a game split cleanly down the middle: the half that works, works well, and the half that doesn't is aggressively in the way. Constantinople is a genuinely strong open world. Unlike the Rome of Brotherhood, nearly all of it is freely explorable from the moment you arrive, which is a small but real quality-of-life win. The city is dense, the architecture climbs well, and the hookblade actually changes how traversal feels. Ubisoft claimed it speeds up navigation by around 30 percent and for once that marketing math is roughly accurate. The hook-and-run move and zipline access give Ezio a mobility edge that makes rooftop work feel snappier than anything in AC2 or Brotherhood. That is the high point. The new mechanics piled on top of that foundation are a mixed bag leaning toward frustrating. Bomb crafting sounds meaningful on paper: collect ingredients, mix shells and payloads, produce smoke grenades, stun devices, or lethal charges. In practice you can complete most of the game without opening that menu, and the crafting loop never creates the kind of moment-to-moment tension that would justify the inventory management. The bigger offender is the tower defence minigame triggered when your notoriety gets too high and a Templar captain decides to retake one of your dens. It shows up uninvited, plays nothing like the rest of the game, and rewards you mostly with relief that it is over. Assassin den management, training recruits, and sending them on foreign missions is all carried over from Brotherhood with minor tweaks to the economy but no meaningful new decision-making. If you found that stuff thin in 2010, it is still thin here. Multiplayer is the part that actually has teeth, and it is worth flagging for anyone who dismissed the mode in Brotherhood. Revelations refines the cat-and-mouse scoring system with a meaningful speed bonus for silent kills, so aggressive runners who sprint at their targets burn time and bleed points while patient blenders come out ahead. The Deathmatch mode removes the compass entirely and shrinks the play area, forcing you to read crowd behavior and NPC body language to locate your contract. Artifact Assault adds a team-based capture mechanic with an Assassin's Creed twist: you can smuggle an artifact out of enemy territory by blending rather than sprinting, which is where the game's core DNA is at its most interesting. The loadout system with Abstergo credits, unlockable perks, and a narrative layer tied to Templar progression gives the online a loop that holds longer than the singleplayer side missions do. The problem in 2025 is that the online population is not where it was at launch, so getting populated lobbies on PC requires patience. For the singleplayer campaign, the honest read is this: the Altair flashback sequences are brief but they land, and the emotional weight of closing out both Altair and Ezio in the same game is handled better than the marketing ever suggested it would be. The Desmond first-person platforming sections inside the Animus are a well-intentioned experiment that should have stayed in a design doc. The main story runs short and the moment-to-moment mission variety does not improve on Brotherhood. Combat remains the same counter-heavy system it has been since AC2, with a new janky enemy type in the Janissaries that takes multiple killing blows and functions mostly as an interruption to the rhythm rather than a genuine challenge. If you have played two previous entries in this engine, your hands already know every button press before the prompt appears. Bottom line: Revelations is for players already committed to the Ezio story who want to see it finished. Newcomers to the series would do better starting with AC2. Veterans who burned out on Brotherhood will not find the hook they need to re-engage here, but anyone still enjoying the formula will get a solid 15-20 hours out of a well-designed city and a multiplayer mode that was quietly the most original competitive experience Ubisoft built in this era.

Fred
Fred · Scout Team

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Etiquetas

Single-playerMulti-playerSteam AchievementsStealth-ActionHookblade TraversalSocial Stealth MultiplayerBomb CraftingDen ManagementHistorical Open WorldTrilogy CloserCat-and-Mouse PvP

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Intel® Core™2 Duo E4400 @ 2.0 GHz or AMD Athlon™ 64 X2 4000+ @ 2.1GHz
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Reseñas y valoraciones

Metacritic
80

Información del juego

Desarrolladora
Ubisoft Montreal
Distribuidora
Ubisoft
Fecha de lanzamiento
30 nov 2011
Clasificación por edad
PEGI 18

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singleplayer
multiplayer

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Assassin's Creed® Revelations está disponible en PC.

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Assassin's Creed® Revelations se lanzó el 30 de noviembre de 2011.

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Assassin's Creed® Revelations fue desarrollado por Ubisoft Montreal y publicado por Ubisoft.

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Assassin's Creed® Revelations tiene una puntuación Metacritic de 80/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.