Assassin’s Creed
January 24th, 2008While I’m waiting until tomorrow for Burnout: Paradise to finally make its way onto UK shelves (almost a week after the US release, the bastards), I’m going to do something of a retrospective review of Ubisoft’s “Assassin’s Creed” which came out just before Christmas, but whose Massive Attack-backed, relatively indescriptive trailers still litter the ad breaks.
Part of the reason for the inscrutibility lies with the major plot twist in the story; this is already twisted, however, about 4 seconds after opening the box and reading the manual. For those of you that ignore the manual and load the game straight away, that number is possibly nearer to 30, about the point where you’ve just made it past the screen that tells you that the game was developed by a team of multicultural, multifaith, shiny, hug-happy flower-children. The reasoning behind this statement seemingly that if they include it then the inevitable backlash caused by the game involving stabbing religious extremists and arabs in the face might slighly longer in coming.
To avoid fucking around too much and based on the fact that as soon as you start the game, or read the manual things will be instantly given away, I’m going to spoil the plot twist now by way of telling you that, despite what the back of box description tells you, this game does not involve you playing a 13th century assassin named Altaír. Instead, you control the 21st century descendant of said assassin, an incoherent moron of a bartender called Desmond, who has been kidnapped by a shadowy organisation and is being manipulated into reliving the genetic memories of his 13th century forefather for an unknown purpose in a nefarious conspiracy plot.
The sci-fi basis for the game serves as a plot device to avoid any inconvenient deviations from history should you cock things up and wind up skewered by a crusader or saracen, who are somewhat miffed about the fact you’ve been running around stabbing their friends. Instead of health, you instead have a “synchronisation bar”, and if your actions deviate from “true” history then you will lose synchronisation with your ancestor and have to start again from the most recent save point. Fortunately, the game is relatively good at saving after you have completed tasks and sub-missions, so there’s not too much ground to be retrodden should you “die”.
The action throughout the game takes place between three of the most important cities in the medieval holy land: Acre, Damascus and Jerusalem, as well as the castle fortress of the Assassins in Masyaf. Periodically, the game revolves around the events of the Third Crusade and features appearances (and indeed killings of) historical figures of the age. For the purposes of gameplay however, the vast plain and desert sprawl of the holy land has been somewhat condensed to that of an average sized city centre, where you’d expect to travel more by some kind of park and ride hopper bus, rather than a horse.
Horse-based travel in the game is somewhat inconvenienced by the fact that should you try to move at anything more than a slow walk, any nearby soldiers will immediately turn on you with the full intention of height-reduction by sword. This is largely more an irritation than anything else, as the Assassins seem to be the only group that posesses horses for majestic galloping across the holy land with cloaks billowing in the wind purposes, and any pursuers tend to get left behind rather quickly.
All of the games locales are universally gorgeous, making incredible use of the graphics power now capable on modern console systems, with small attentions to detail that add to the overall realism of the game; smoke rises from chimneys, washing lines are strung between rooftops, nest birds scatter as you flit across rooftops in pursuit of a target and so on.
The free-running aspect of the title has been handled in a simplistic, but effective manner. At the pull of a trigger you can switch between low and high profile states, depending on whether you’re sneaking up on someone with intent to relieve them of breathing priviledges, or making a fast escape when you manage to fuck this up. In high profile mode, Altaír will sprint, leap and grab ledges within reach to continue your forward momentum. While somewhat simplistic, it does give the movement a significantly greater degree of fluidity to look at than if all these actions were controlled in their entirety by the player.
If you approach the game, initially like I did, expecting it to draw heavily on stealth aspects to the extent of, say, the Thief series, then you may find yourself disappointed, as the game does involve a significant amount of combat. The latter third in particular - by which time most of the city guards have figured out that the guy in the cloak covered in sharp objects might not be there to take the dog for a walk or do the laundry. Enemies opt for the kung-fu movie goon approach of surrounding you in a circle and then attacking one at a time, and once you’ve worked this aspect out, then combat consists largely of parry-counter-stab in eye. Death animations are fairly visceral, but become repetitive after a while. On the plus side, however, at no poiint I can recall there being any quick-time-event button-mashing sequences.
Before you can assassinate your target, you have to undertake an investigation to learn about your next victim’s habits and wherabouts, this would be an exciting prospect, were it not that it consists of a combination of the same four minigames for each of the nine potential poppy-pusher-uppers. Meaning that each of the increasingly dramatic and risky set-piece assassinations is separated by increasingly dull menial tasks.
A further with each mission is that it invariably starts at the top of your home castle, requiring you to make all your way down to the bottom of the hill on which it’s sited, through the peasant town at the bottom, to the stables, across the holy land at 3mph or pelting it with the entire Third Crusade behind you and then into the city itself, which generally requires disguising yourself amongst some conveniently placed scholars, whose sole purpose of study seems to revolve around sneaking assassins into walled medieval cities.
Voice acting in the game is largely quite good, though there are only a few samples of dialogue for each of the guards and minor NPCs, basically consisting of arab beggar woman, english beggar woman, saracen guard, crusader guard. Overall the weakest work is from Altaír himself, whose soft American accent seems rather at odds in the holy land. I realise that you’re not technically Altaír and are his future descendant reliving the past for reasons too incomprehensible to identify, but still, it wouldn’t hurt to make him fit in a little better with the surroundings.
Once you’ve got all the slog out of the way, the game becomes genuinely tense as you negotiate your way around guards, taking out any that might hinder your entrance or escape and plotting a route to the target that avoids being noticed, prior to relieving them of any further concerns re: breathing. The guards however are not your only hinderance in this process, as the towns are also littered with lepers and lunatics, who will shove you out of the way - generally into the path of a patrolling guard - resulting in another frantic dash towards the nearest hiding spot. The other annoyance comes in the form of beggar women, who take aggressive panhandling to an entirely new level, following you across several streets bitching about their lack of money, until you get annoyed, try to dissuade them with a gentle left hook to the temple and once again find yourself running for cover.
Anyhow, the assassinations themselves gradually become increasingly dangerous as the game progresses, with you being required to strike within often a more limited timeframe from a more exposed position. While Altaír can capably handle a sword, certainly moreso than everyone’s favourite steampunk antihero Garrett was ever able to in the Thief series, being chased down by 20 or so pissed-off hired goons does narrow one’s odds for survival, requiring one to make use of rooftops, crowds, market stalls, passing groups of scholars and other means to make good your escape.
Before you can even think about making a quick exit though, after each assassination follows a good few minutes of plot exposition, as instead of a few poignant last words, your victims tend to rattle off their entire life story and motivations behind their deeds. While this does give you a chance to catch your breath after you’ve sneaked your way in for a stealthy kill and are steeling yourself for the frantic chase to follow, it does somewhat break immersion by taking place in what is, essentially, the Matrix “loading dimension”.
Inbetween all the slog of tedious sub-quests, the game does have a rather absorbing story, both in the past and current timelines, and over the course of the game, these become increasingly intertwined. While the execution is not perfect, Assassin’s Creed, like a number of recent titles, is the first part in an intended trilogy of games, so hopefully developers may take some of these concerns already mentioned by the community on board for later sequels.
Overall, while there is a certain degree of style-over-substance going on, it certainly wasn’t lacking enough to put me off finishing the game, and if you can stick through some of the more tedious side quests, there’s a lot of fun to be had with the assassinations proper and free-form rooftop clowning about. Replay value is lacking, though completionists may wish to undertake the various “collect the flag” tasks scattered across the game world. As a start to a brand new franchise, it’s not as strong as, say, Mass Effect, but is still a solid foundation for the series to build on in future.





