Stepping away from RPG bloat and spectacle, Hexe rewrites the Creed with fear, stealth, and restraint—can Ubisoft reclaim its identity, or is this a calculated risk that might fail spectacularly?
Ubisoft is quietly getting ready for what could be the most important fix the company has had in years. There are no plans for Assassin’s Creed Hexe to be an annual game or a safe follow-up. It is being put in place as a tone adjustment. Better. Less big.
On purpose uncomfortable. After years of big RPGs and lots of maps, this project is a conscious move back toward tension, identity, and restraint. That choice doesn’t seem like a mistake to an editor who is constantly under financial and cultural pressure.
Hex didn’t just appear out of nowhere. Inside Ubisoft, rumors about the project went around for years before it was officially announced in 2022.
The project had an air of insecurity about it that reflected the company’s overall stance. At the time, Assassin’s Creed Infinity was released as a long-term platform plan that would bring together several projects into a single ecosystem that would grow over time.
Jason Schreier reported that Hexe, which used to be called Project Neo, was paired with Project Red, which is now called Assassin’s Creed Shadows. While the statement was ambitious, it was also defensive.
Setting is important. In 2022, Ubisoft was coming off the economic success of Valhalla, but they were already losing money. There was more to the Infinity show than just creative ideas. It was meant to reassure investors as problems with running the business got worse.
Stock prices went down not because fans were upset, but because the company’s core values were being tested. Missed goals could not be made up for by high volume reveals. The plan was similar to what had happened in the past, but Bethesda didn’t have the acquisition lifeline that would have changed its future.

Hexe is unique not only because of the time, but also because of who wrote it. The project is being run by Ubisoft Montreal, which made Black Flag, Origins, and Valhalla. When Montreal takes point, people are more excited. This is not a test release for something new. Ubisoft has made it clear that Hexe is not an RPG. That difference is very important.
For almost ten years, Assassin’s Creed has been an RPG, complete with leveling levels, gear scores, and huge skill trees. Getting rid of that structure is a major change in style.
That choice is stronger with creative leadership. Clint Hocking is working on the project. He is a director who is known for creating drama through systems rather than giving players power. His work on Far Cry 2 put more emphasis on immersion, impact, and fragility than on spectacle.
Reports from Tom Henderson say that Hexe follows that way of thinking. People say the game is more focused and linear, and it takes ideas from early Assassin’s Creed games while adopting a much darker tone based on survival rather than control.
The setting makes that change stronger. It is said that Hexe takes place in Central Europe in the 1600s, during the Holy Roman Empire’s witch trials. During this time, there was fear, anxiety, and violence in institutions. The main character is a female spy with the code name Elsa. She is said to use stealth and manipulating her surroundings instead of physical force. One reported mechanic involves taking over animals to distract enemies, which is a choice that puts more emphasis on avoiding and being desperate than on power fantasy.

It’s not enough to just have tone. The writing will show if the plot works or falls apart under its own weight. In this case, Darby McDevitt’s participation is important. He is a seasoned writer who has worked on some of the most acclaimed Assassin’s Creed stories.
He has been vocal about his dislike of recent entrants’ excessive structure. It has always been clear what he wants to say and how to tell a story. That restraint may be very important for a project that deals with past trauma.
Ubisoft’s problems can’t be fixed by Hexe alone. Years of mistakes in operations can’t be fixed with a single update. But this project doesn’t seem like it’s following a trend. You can read it as “recalibration.” A reminder of what Assassin’s Creed used to be all about before it became too big and lost its character. It’s still not clear if Hexe will really make a comeback. That much is certain: Ubisoft is finally ready to try something new. That alone makes this part worth paying close attention to.
