{"id":518,"date":"2024-06-19T15:25:21","date_gmt":"2024-06-19T15:25:21","guid":{"rendered":"http:\/\/www.ballpeenhammer.com\/?p=518"},"modified":"2025-07-02T16:30:37","modified_gmt":"2025-07-02T16:30:37","slug":"assassins-creed-mirage-iphone-15-pro-review-great-touch-controls-but-not-so-great-performance-2","status":"publish","type":"post","link":"http:\/\/www.ballpeenhammer.com\/index.php\/2024\/06\/19\/assassins-creed-mirage-iphone-15-pro-review-great-touch-controls-but-not-so-great-performance-2\/","title":{"rendered":"\u2018Assassin\u2019s Creed Mirage\u2019 iPhone 15 Pro Review \u2013 Great Touch Controls but Not So Great Performance"},"content":{"rendered":"
Assassin\u2019s Creed Mirage<\/em> is set in Baghdad, and you play as Basim Ibn Ishaq on his journey. Assassin\u2019s Creed Mirage<\/em> is set before Assassin\u2019s Creed Valhalla<\/em>, and it was originally planned to be an expansion to that before being changed into a full game in the series. It initially felt weird going back to the classic parkour, stealth, and well assassination focus compared to the full action RPG the recent games have, but I have no real complaints with Assassin\u2019s Creed Mirage<\/em> when it comes to the story and gameplay. It feels great to have a modern game with a classic series focus, and I hope we see more like this in the future in between the larger RPG entries in the series. <\/p>\n Having waited nearly two weeks since launch to see if any update releases to fix any teething or launch issues in Assassin\u2019s Creed Mirage<\/em>, I\u2019m going to assume this is what players should expect for the near future when it comes to features and port quality. On launching the game, you need to download about 7.5GB in-game. I didn\u2019t test playing with Ubisoft Connect as my aim was to play Assassin\u2019s Creed Mirage<\/em> across my PS5 and iPhone 15 Pro. I did try playing offline a few times and the game let me load my save. I can\u2019t check if this works throughout though.<\/p>\n The Resident Evil<\/em> ports and Death Stranding<\/em> play great with a controller, but are quite a mess with touch controls. Assassin\u2019s Creed Mirage<\/em> on the other hand has seen the developers actually add a bespoke touch control option for playing on iPhone 15 Pro and iPad that makes it feel like a big and modern mobile game rather than a console game ported over with a ton of on-screen buttons. This is something I hope more developers do when bringing over console games to mobile. Just slapping a virtual button for every single input on a controller isn\u2019t feasible anymore unless your game has only a few action buttons. Assassin\u2019s Creed Mirage<\/em> feels tailor made for iPhone 15 Pro when it comes to its controls at least, aside from a few tiny touch targets.<\/p>\n Customizing controls in Assassin\u2019s Creed Mirage<\/em> lets you move virtual buttons around across different control sets (swimming, base, etc), and also lets you increase or decrease button sizes. I like how the game has a red zone to indicate overlap issues as well when you are trying to tweak the layout to your liking. The issues I have with the UI in Assassin\u2019s Creed Mirage<\/em> have to do with a lot of the non gameplay sections. The touch targets in some menus are often too small. While the game is capped at 30fps as of this writing, there\u2019s no need for the menus to feel sluggish as well. I hope this aspect can be improved over time.<\/p>\n I waited a few more days before publishing this review because I wanted to try it on my new Backbone One PlayStation Edition USB-C controller, and I\u2019m glad I did. This feels like one of the first few games I\u2019ve played where it not only properly detects the controller with PlayStation button prompts, but it also has Backbone One button prompts for the menu and other non gameplay buttons. The game plays perfectly with a Backbone as well.<\/p>\n Visually, I was mostly impressed with Assassin\u2019s Creed Mirage<\/em>, but the performance is where things fall apart. Playing with the high graphics preset results in a good image, but performance is unacceptable. I ended up tolerating the game\u2019s performance in the medium settings, but combat really struggles. In addition to the unstable frame rate in these parts, frame pacing is also an issue with the 30fps cap not being perfect. Even if you play on the low graphics preset, there are drops from 30fps, albeit not as bad as in the medium or high presets. This is quite disappointing, and I hope patches can improve this at least on the low and medium presets. High will likely be best for newer iPads.<\/p>\n<\/a> Back when Apple announced multiple big console game ports for iPhone 15 Pro and iPad (with macOS in some cases), I had already experienced three out of the four games announced. The one I hadn\u2019t really played, and one I decided to skip playing until iPhone, was Assassin\u2019s Creed Mirage<\/em> (Free)<\/a> from Ubisoft. Assassin\u2019s Creed Mirage<\/em> was billed as a return to the more traditional entry in the series with a shorter runtime. That might not sound great to those who haven\u2019t paid attention to Assassin\u2019s Creed<\/em>, but despite how good most of the new games are, there has been a desire from the fanbase for older games. I enjoyed Assassin\u2019s Creed Origins<\/em> and Assassin\u2019s Creed Odyssey<\/em> quite a bit, but they are very long RPGs. Assassin\u2019s Creed Mirage<\/em> is a shorter experience, and I was curious to see how it would scale on Apple hardware. Since launch, I\u2019ve been playing Assassin\u2019s Creed Mirage<\/a><\/em> on iPhone 15 Pro and PS5 with my progress syncing between both platforms through Ubisoft Connect for this review. <\/p>\n
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