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Assassin's Creed

 
 
CameronStewart
13:25 / 04.01.08
"This work of fiction was designed, developed and produced by a multicultural team with varied religious faiths and beliefs."

Certainly the most interesting and unusual disclaimer to prominently pop up onscreen before a game. Assassin's Creed is a stealth-based action game set in 1191AD, during the Third Crusade. After capturing the city of Acre, Richard the Third has his eye set on Jerusalem to reclaim it for Christianity. Muslim armies are amassing and intending to stop the Crusaders from reaching Jerusalem. In the chaos of war the rest of the Holy Land is being governed and exploited by nine corrupt men, who have been marked for death by a league of assassins. The player takes the role of Altair, an assassin sent to murder the nine targets (Ubisoft apparently claims that the targets are all real historical figures who died or disappeared in 1191).

Except that's not what it's about. The game is actually set in 2012, and you play Desmond, a bartender in an unnamed city who is the descendant of 12th-century Altair. Kidnapped by a scientific organization and kept captive, Desmond is forced to spend his days in a machine that allows the scientists to delve into his "genetic memory" and relive Altair's actions, so they can attain information about something of apparently great value buried in the past (I haven't finished the game yet so I don't know what it is).

The sci-fi plot is, I'm assuming, an elaborate way to justify the onscreen displays, map screens, health bars, etc, but the mashing of the two hugely different settings feels really awkward and disruptive - I'm used to seeing statistics and meters on game screens, I don't need a fancy sci-fi reason for them being there. Every time I feel immersed in the 12th century, I'm yanked back into 2012 and have to spend 10 minutes in the science lab yakking with the pretty assistant (Kristen Bell). There's a plotline developing there too, about the scientists having sinister intentions and poor Ms Bell being forced to comply, but it's not particularly compelling. I'd have far far preferred that the entirety of the game be set in 1191 and remain immersed in that setting.

The gameplay is also sort of frustrating. While playing as Altair you have two states - high profile and low profile, accessible by holding down or releasing a particular button while you perform actions. High profile moves include sprinting, leaping, climbing, etc, which attract the attention of people in the city (particularly guards). Low profile moves are stealthy and require blending into crowds or the environment. However the two states don't seem to be implemented properly - at times the most innocent of actions can alert the guards to your presence and conversely, you can hide from them in the most preposterous ways (merely sitting on a bench can apparently render you invisible to 10 pursuers). Combat also lacks finesse, performed by either mashing buttons gracelessly or waiting in a defensive stance until someone takes a swing at you, at which point you press one button and kill them with a single blow. It's really unsatisfying and more of an annoying chore you have to accomplish.

Where Assassin's Creed does truly excel, however, is atmosphere. Each of the cities in the Holy Land is vast, and fully realized (again, Ubisoft claims it is all historically accurate). The streets are packed with people, all moving around independently and interacting with one another in very convincing fashion. The crowds react to your actions, if you go charging through a dense crowd you'll topple some of them over while the rest yell in outrage, if you scale a wall they'll point and look and chatter in disbelief, if you kill someone they will scream and scatter for cover (a favourite of mine is to kill a guard on a rooftop, then throw the body to the street below and wait for the screams of horror - it never gets old). Traveling through the city is largely accomplished by climbing up to the top of a building and then doing parkour, running and leaping with extraordinary agility across rooftops, which can be exhilarating, especially when being pursued by guards. The expanse of the city is really quite impressive.

It's a truly stunning-looking game with fantastic atmosphere and gameplay that seems like it should have been given a few more months of development to work out the kinks. I don't quite know what to make of the story just yet (I think I'm less than halfway through the game) but hopefully the sci-fi aspect will come together in a satisfying way by the end.

Anyone else play this? What do you think?
 
 
Closed for Business Time
17:52 / 04.01.08
SPOILERS!!!



COMING UP! YUP!



I tried it for a few hours over Xmas on a friend's 360, and despite all the sfx bells+whistles about two hours in I lost interest. On top of the simplistic and repetitive combat, every goddamn city/quest followed the same not very inventive format! WTF?

Travel to city, find assassin's "clubhouse", get mission, kill baddie OR rescue civilian OR pickpocket dude OR interrogate+murder dude OR find viewpoints and repeat ad nauseam. The plot did absolutely zero in terms of enhancing the gameplay, and after probably no more than 30 minutes we totally stopped paying attention.

In sum, I was pretty disappointed.
 
 
CameronStewart
18:59 / 04.01.08
(Was that a spoiler?)

Yeah, near the start of the game there's a bit where you have a little mini-mission to cross a gorge and climb up into a tower to cut loose a barrage of logs to crush the soldiers below, but that seems to be the only part of the game where you are given a unique task like that - the rest of it is the same investigative tasks over and over again in different locations, which is very disappointing. There's no variation in them either - find the guy speechifying in the square, wait for him to finish, follow him to a dark alley, beat him up, wash, rinse, repeat. It's the same formula every single time.

I think development time on this game was cut short and they had to make do with what they'd already programmed to hit the release date. I get the feeling this game was intended to be far more complex but there simply wasn't time.
 
 
STOATIE LIEKS CHOCOLATE MILK
19:04 / 04.01.08
I really like this game. Yeah, it's flawed, and repetitive, and yes, the SF elements do have a nasty tendency of ruining the immersion...

...but fuck, when the immersion's working properly, it's BEAUTIFUL. I've always been the sort of person who's said "ah, but it shouldn't be about the graphics..."- this is the game that has made me eat those words.

I also LOVE the "crowbarred in to show off the engine" game element of viewpoints- yes, I KNOW what they're doing, and they're just showing off, but fuck me, they've got a lot to show off about.

And Cameron's right. Chucking guards off roofs into crowds really DOES never get old.

Read an interview with one of the developers recently, in which he said they are aiming to make this a continuing franchise, but not necessarily about Altair (the story about Desmond, I guess, being the way that'd work). I'm thinking I'd like to spend more time with Altair, but failing that, and keeping to a similar game mechanic- how'd'ya reckon a game about the Thuggee would be? I think that might just work...
 
 
CameronStewart
19:47 / 04.01.08
Another thing that never gets old is diving from the towers. I get a genuine thrill every time.

Just for a laugh I climbed up to the tallest tower I could find, then leapt off where there wasn't a haystack to break my fall. I plummeted downward and as I was approaching the ground I saw a woman standing right where I was about to make impact. I slammed into the ground, body crumpling like a ragdoll, instantly dead, and she sidestepped and said, irritably, "you fool! You could have killed me!"

Such lack of compassion.
 
 
STOATIE LIEKS CHOCOLATE MILK
23:04 / 04.01.08
Yeah. And for that matter, the crowd dynamics are pretty fucking cool. Kane & Lynch has AWESOME crowd dynamics; unfortunately the player doesn't get to move as fluidly or realistically as the crowds do.

In Assassin's Creed I LOVE the vigilante gangs... I LOVE that you can be trying desperately to get away from someone, you're doing pretty well, the crowd are on your side and are doing their best to help you get away... and you get stopped by a beggar. Yeah, it's all combinations of a very few elements, but they work together to actually seem like a real place. Which is why I agree with Cameron that the Desmond bits tend to spoil it.

But when it's good...

...fuck, when it's good, which is at least FAIRLY often...

Christ, it's great. Then five minutes later you're going "ah, right, do same shit again, OK"... but it has its moments. And boy, are they fucking moments and a half.
 
  
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