repetitive, repetitive, you have no idea how repetitive it is

Ok, I ponied up a wodge of cash for a ps3 and a few games (and paid the tax for a few movies too). I got Uncharted:Drake’s Fortune and Assassins Creed (grammar note: this is a creed that covers all Assassins, so I think the apostrophe should come after the s).
Well, Uncharted is just fun. I’m still a newbie to controller based gaming, but over all, I am impressed. The puzzles and combat just seem to work well; mind you I’d be hard pressed to find that many mercs on any one island. You would need to pay them a hell of a lot of money to stay once they start getting killed with any degree of regularity. Reality aside, it just works as a game. The visuals are great and the game play is well paced and just combines to give us a good experience
Not so Assassins Creed. Booooring is probably the best expression for it. Boring in the same way that performing the same, repetitive missions time and time again gets really damned boring. You get to the city, save the person in distress and then sneak in in the company of a bunch of monks. That’s the only way in. Then once you get in you have to perform a minimal set of a handful of styles of missions in order to get to the real mission.
You can go everywhere…. so bloody what, it doesn’t help in the complete absence of variety in the missions.
The visuals are great… No, they’re good, put a few more pixels on Outcast and it would probably beat Assassins Creed hands down.
For a company like Ubisoft who have produced an excellent run of 3D games in the Prince of Persia series (which got boring, but made up for it in the puzzles) I am stunned that they could produce such a band title. I’m left wondering if they were just scared to produce something that had a bit of excitement in it due to the fact that they set it in a contentious time period (which even then is a huge cop-out, god how I have another rant stored about that).
Oh for another Beyond Good And Evil, Damn, that game is a milestone that needs to be shown to people as an example of how to make a game that reaches out to the player.