Now that all that nasty Op Ed facetiousness is out of the way, let’s take a serious look at Assassin’s Creed; well as serious as I’m capable of being anyway.
You’re an Assassin in the Holy Land during the Crusades. You get assigned targets on both sides of the war to take out in the hope of bringing peace to the land and sending the invaders packing. Hijinks ensue as things go awry and the plot twists are revealed (as an aside, I wonder if any game since Pong has not featured plot twists and betrayals in the story arc? Was there ever a game where everything happened as it was supposed to?).
Pretty stuff first then. This game is about as sexy as it’s going to get for a while. Sure there might be games that have more technical bells and whistles, but damn me if this doesn’t look so real that it completely immerses you in the experience. Dust billows through the streets, hundreds of people go about their daily lives around you, and the protagonist - Altair by name - moves with a kind of lithe, almost feminine grace that we haven’t seen in a game before; whether gently pushing past a beggar or rather less gently putting a sword through someone’s neck, everything is so smooth that it’s almost like dancing.
The sound is equally as accomplished at being so realistic that you don’t realise it’s there. The hubbub of everyday life in a medieval city compete with the screams, grunts and taunts of your Saracen and European enemies in combat; yes my friends, Altair is an equal opportunity murderer. The music is appropriate, but occurs sparsely and is never overwhelming. Overall the score succeeds in accomplishing the primary goal of any gaming soundscape; the immersion of the player.
Odds are that every single living creature on the planet knows about the big plot twist; but for the two of you living at the bottom of an oceanic trench that haven’t heard about it, I won’t spoil it. Suffice to say that there are two intertwining plots in two separate time periods ongoing at the same time. Whether you enjoy the plot and the non-assassination elements is up to you; I quite enjoyed the storyline, but some people apparently felt cheated by the fact that this game wasn’t just Microsoft Medieval Assassination Simulator v1.0. In fact, the only real negative I found about the storyline was that it led to the inevitable “I strip thee of all your weapons, abilities and experience, despite the fact they are deeply engrained in your brain and/or musculature” gaming cliché.
Now onto the meat and potatoes. Is Assassin’s Creed repetitive? Yes it is. Does this break the game in any way? Only if you feel the need to play the whole thing in one sitting and then bitch about it afterward.
Whether it was intentional game design or not by Ubisoft, Assassin’s Creed is the very definition of the reviewer’s bane: a game that should be enjoyed in small chunks.
The game itself plays beautifully. Anyone familiar with the Prince of Persia games will have an immediate idea about Altair’s parkour-inspired abilities; he runs, jumps, climbs, swings, slices, dices and falls to his death when you misjudge the distance to that balcony over there. Unlike the PoP games however, the movement is based in reality; no wall-running or time rewinding here, although the movement is still amazing to watch.
The game world itself is a triumph of next-gen design; huge cities with a living, breathing populace. Women carry clay pots of water from the fountains, thugs haunt the back alleys looking for someone to push around, beggars aggravate the crap out of you, and guards maintain the peace, patrolling and investigating any trouble. This realism really has to be seen to be believed; knock a civilian over, and then sneak past the guards when they come to investigate; lose your pursuers around a corner and blend with a group of scholars; climb a building and be inexplicably shot by an arrow simply for considering walking on a roof; ok, so it isn’t perfect. Nonetheless the system is the most realistic living world system we’ve seen in a game so far, and one that is sure to be emulated.
In a massive achievement for progressive game design, any surface in the game world that should be climbable in real life can be climbed in Assassin’s Creed. No longer is the player constrained by linear level design; go where you want, when you want. The sensation of freedom is incredibly uplifting, and it is possible to waste hours choosing a line and just running over the rooftops from one side of the city to the other.
The control method is what makes this free-running (and the fighting as well) such a pleasure. The face buttons work as though the player is a puppeteer with four strings attached to the character; Y controls the head, B and X the arms, and A the legs. The buttons are context sensitive depending on the situation, and are further modified by holding the right trigger, which activates High Profile mode. So while A may cause you to walk slower and blend into a crowd normally, it will cause you to jump or dodge or speed up a wall when the right trigger is held. This system makes everything from running to spying to fighting phenomenal as it is both intuitive and simply makes sense.
The tools at your disposal as a highly trained (and then inexplicably not highly trained, but we’ve already discussed that) assassin are well realised and fun to use. The sword, dagger, throwing knives, fists and assassin’s blade (a deployable punching blade of sorts) open up numerous options as you set about completing your tasks; use your throwing knives to take out the rooftop archers around a target, leap from the roof and punch your assassin’s blade into their throat, and then use your sword to fight off the remaining guards. Or don’t. Almost every option for approaching a situation is viable if you are good enough.
Unfortunately this is where the whole experience starts to fall apart a little; it is entirely too easy to be good enough at everything to bother wanting to do the more complex things that you can achieve. Whilst there is a great deal of satisfaction to be gained from dropping three enemies so quietly that their mates standing next to them speaking random Arabic don’t even notice, it soon becomes just as easy to engage them all with the sword and tap X until you’ve countered them all to death. Besides, on the off chance you die the very forgiving autosave system will just put you back to about three seconds beforehand anyway.
This is one of the fundamental flaws of the game, and one that I think caused the ire of all those angry games journos. When you’re reviewing a game, you should finish it multiple times, exploring different gameplay options and trying to find game-breaking problems. This thinking lends itself to rapidly getting through the game, and getting through a game rapidly means that the most time-effective option will be chosen for each encounter. If you need to clock the game to earn your money, why would you bother going the stealth route when you can just slash everything to pieces with your sword?
So the problem with the game isn’t so much that it is repetitive, but that the lack of difficulty will often cause the person playing the game to choose the most time effective means through a situation, thus creating a repetitive situation, and so on ad infinitum. The simple step of stopping the player from countering every enemy as they attack single file would probably have been enough alone to stop a fair bit of the whinging directed at the game.
Mind you this isn’t the only reason for the accusations of repetitiveness. The game is broken up into missions that all go pretty much the same way; go to the home base, get the name of someone you have to make life-deficient, head to the relevant city and do some research. Climb tall towers to identify objectives, eavesdrop, bash people, collect flags, kill people, pickpocket and all that other fun stuff until you know enough about Achmed bin Assassinated or Frenchy Le’Stereotype to go and plunge the knife in. It’s all pretty cool, and makes you feel like you really are a hitman of the time, feeling out the lifeblood of the city until you know where and when to act.
Unfortunately that list of different things you do is pretty much it, and you do them over and over again for every single assassination in the game; the context of the tasks may change (”kill those guards because they’re following me,” versus “kill those knights because I’m following them,”), but the tasks themselves are inevitably the same; in fact most do not even see a rise in difficulty for the entire game.
This may sound strange, but I believe that the attitude you take into this game is what will determine how much fun you have. Myself, I soon realised the limitations of the game design. Rather than take advantage of these, I chose to somewhat ‘roleplay’ (shudder) Altair, seeking to take each situation as an assassin would. And you know what? It actually worked. Completing variations of the same task suddenly became less about the task itself, and more about finding ways to perfectly slip in behind that Templar, knife him and have left the scene before the guards can even exclaim over why all these healthy knights seem to be keeling over in the street.
Ubisoft have come out with one of the most memorable new IPs in a long time with Assassin’s Creed, and have managed to make a game that is great if you play it the right way. If a single large criticism can be aimed at the game, it is that it’s up to the player to make the decision to play in this way. At the end of the day there is a fine line to walk to balance between giving too much freedom or not enough in a game; unfortunately Ubi came down too far to one side of the line. Lesson learned for next time (and there will be a next time; the game has sold well despite the lambasting it has received).
So to sum up, if you treat Assassin’s Creed as a series of individual assassination set-pieces, each to be approached in a unique way using all your abilities, then you will get a tremendous amount out of it and will experience the game the way I think the designers intended you to. If you don’t, Assassin’s Creed is pretty much Doom with unlimited BFG ammo; you can’t lose, and as cool as the power trip is at first, you’ll soon be over it.
Graphics: 9/10 (Beautiful, realistic and immersive)
Sound: 8.5/10 (See above, although less noticeable)
Gameplay: 8/10 (Add two if you play it like an Assassin, minus two if you play it like Conan)
Longevity: 5/10 (Lots of collectables and whatnot, but it’s unlikely you play it through more than once)
Overall: 8/10 (A superb gaming experience that, while flawed, is still quite unlike any other. All the ingredients are there for Assassin’s Creed 2: Electric Boogaloo to be a true masterpiece; they just need a bit more fine tuning in the kitchen)
-Tim Sweeney
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