Without the antagonist, the hero does not exist. Starting from a condition of neutrality, the enemy, for a more or less solemn reason, with his work creates an abnormal condition that the paladin has to solve. In this view of Cause and Effect can be seen, therefore, the preponderance of the role of the opponent.
Ubisoft started with the intention of showing two views of the same object of analysis in a more subtle and relative manner (which can roughly be summed up with the Peace obtained by free choice VS the imposed Peace), over the years this way to show a conflict has sometimes changed in favor of a more pronounced dichotomy that sees the Assassins and the Templars represent the good and the evil.
This duality is due to some scriptwriting choices such as to show the enemies as atrocious and unprincipled. On the contrary, the characters impersonated by the player are guilty of serious crimes but for a purpose shown as more solemn.
Here, for example, between a Bill Miles who sent on a suicide mission and Lucy Clay and Vidic who sets up a double-cross and rages on the subjects of analysis, the latter arouses more resentment. This is also due to an unexpectedly deep characterization of the factions: the Abstergo to date has shown many more controversial sides than the Order of the Assassins, many more details of its identity. Torture, plots, utopian experiments and dubious ethical choices, which allowed the user to get a much clearer and detailed idea of the Templars, rather than of the Assassins. This result is in part due to the constant changes to the plot that, initially conceived for a trilogy, has been redefined for a broad spectrum saga.
As evidence of this revolutionary movement we have new parts periodically introduced.
Keeping this view of things, let’s quickly analyze the status of the nemesis in an attempt to understand or at least try to guess how it will turn the franchise in the near future, what will be its role and the role of heroes who face them.