Assassin's Creed (video game)
Assassin's Creed | |
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Scimitar | |
Platform(s) | |
Release | |
Genre(s) | Action-adventure, stealth |
Mode(s) | Single-player |
Assassin's Creed is an action-adventure game developed by Ubisoft Montreal and published by Ubisoft. It is the first installment in the Assassin's Creed series. The video game was released for PlayStation 3 and Xbox 360 in November 2007. A Microsoft Windows version titled Assassin's Creed: Director's Cut Edition containing additional content was released in April 2008.
The plot is set in a
The gameplay focuses on using Altaïr's combat, stealth, and
Upon release, Assassin's Creed received generally positive reviews, with critics praising its storytelling, visuals, art design, and originality, while criticism mostly focused on the repetitive nature of its gameplay. Assassin's Creed won several awards at the 2006 E3 and several end-year awards after its release. The game spawned two spin-offs: Assassin's Creed: Altaïr's Chronicles (2008) and Assassin's Creed: Bloodlines (2009), which exclude the modern-day aspect and focus entirely on Altaïr. A direct sequel, Assassin's Creed II, was released in November 2009. The sequel continues the modern-day narrative following Desmond but introduces a new storyline set during the Italian Renaissance in the late 15th century and a new protagonist, Ezio Auditore da Firenze. Since the release and success of Assassin's Creed II, subsequent games have been released with various other Assassins and periods.
Gameplay
Assassin's Creed is an action-adventure game,
The player is made aware of how noticeable Altaïr is to enemy guards and the state of alert in the local area via the Social Status Icon. To perform many assassinations and other tasks, the player must consider the use of actions distinguished by their type of profile. Low-profile actions allow Altaïr to blend into nearby crowds, pass by other citizens, or perform other non-threatening tasks that can be used to hide and reduce the alertness level; the player can also use Altaïr's retractable hidden blade to attempt low-profile assassinations. High-profile actions are more noticeable and include running, scaling the sides of buildings to climb to higher vantage points, and attacking foes; performing these actions at certain times may raise the local area's awareness level. Once the area is at high alert, crowds run and scatter while guards attempt to chase and bring down Altaïr; to reduce the alert level, the player must control Altaïr as to break the guards' line of sight and then find a hiding space, such as a haystack or rooftop garden, or blend in with the citizens sitting on benches or wandering scholars.[8] Should the player be unable to escape the guards, they can fight back using swordplay maneuvers.[9]
The player's health is described as the level of synchronization between Desmond and Altaïr's memories; should Altaïr suffer injury, it is represented as a deviation from the actual events of the memory rather than physical damage. If all synchronization is lost, the current memory that Desmond is experiencing will be restarted at the last checkpoint. When the synchronization bar is full, the player has the additional option to use the Eagle Vision, which allows the computer-rendered memory to highlight all visible characters in colours corresponding to whether they are allies (blue), foes (red), neutral (white), or the target of their assassination (gold). Due to Altaïr's memories being rendered by the computer of the Animus project, the player may experience glitches in the rendering of the historical world, which may help the player to identify targets, or can be used to alter the viewpoint during in-game scripted scenes should the player react fast enough when they appear.[8]
Plot
In 2012, bartender
In 1191, Altaïr and two fellow Assassins—brothers Malik (
- Tamir (Ammar Daraiseh), an arms merchant in Damascus selling weapons to both the Crusaders and Saracens.
- Knights Hospitalier, who conducts mind-altering experiments on patients at his hospital in Acre.
- Talal (Jake Eberle), the leader of a gang of slavers in Jerusalem.
- Abu'l Nuquod (Fred Tatasciore), a pompous trader and regent of Damascus stealing money intended to fund the war.
- William V, Marquess of Montferrat (Harry Standjofski), Acre's cruel and abusive regent.
- Majd Addin (Richard Cansino; based on Baha ad-Din ibn Shaddad), a tyrant who rules Jerusalem through fear by holding public executions.
- Knights Teutonic, who plans to betray the Crusaders by blocking the ports of Acre.
- Jubair al Hakim(also Tatasciore), a scholar using his position to seize and destroy all written knowledge in Damascus.
- Grand Master of the Templars, who has been taking advantage of the Crusade to further his Order's ideological goals.
As Altaïr eliminates each target, he discovers all nine are Templars who had conspired to retrieve the Apple, revealed to be a relic of a long-forgotten civilization said to possess god-like powers. He also comes to question the nature of Al Mualim's orders while slowly becoming more humble and wise and making amends with Malik. During his assassination attempt on Robert, Altaïr is tricked with a decoy: a Templar named Maria Thorpe (Eleanor Noble). Maria reveals that Robert had anticipated the Assassins would come after him and went to negotiate an alliance between the Crusaders and Saracens against them.
Sparing Maria's life, Altaïr confronts Robert in the camp of
In the present, the Assassins launch an unsuccessful attack on the Abstergo facility to rescue Desmond, resulting in most of them being killed. After completing Altaïr's memories, Vidic reveals to Desmond that Abstergo is a front for the modern-day Templars, seeking to find the remaining Pieces of Eden. With Desmond no longer useful, Vidic's superiors order him killed, but Lucy, who is implied to be an Assassin mole, convinces them to keep him alive for further testing. Desmond is left alone in his room, where he discovers strange drawings describing an upcoming catastrophic event.[10]
Development
After completing
Désilets wanted to move away from the lead character being a prince simply waiting for his reign to start, but a character that wanted to strive to be a king. He came upon one of his university books on secret societies and its first material related to the
To drive the story, the team had to devise a some goal that both the Assassins and Templars were searching for. Philippe Morin suggested using the
Among this work was the idea of the Animus, which came about after the team decided to focus on the Assassins. The team considered that the player would travel through several cities and potentially recount numerous assassinations over the past thousand years, including notable ones such as
The game cost $15 million to $20 million to develop.[17]
Design
Initial work on the game was to expand out various systems from Prince of Persia to the open world concept with a team of 20 at Ubisoft Montreal.
In contrast to Prince of Persia, where the general path that the player takes through a level is predefined, the open-world approach of this game required them to create cities that felt realistic and accurate to historical information but which the player had full freedom to climb and explore. Outside of special buildings, they crafted their cities like Lego bricks, with a second pass to smooth out the shapes of the cities to help with pathfinding and other facets of the enemy artificial intelligence.[12] To encourage the player to explore, they included the various towers that help to reveal parts of the map. Historically, these cities had such landmark towers, and inspired by those, the developers incorporated them into the map, making these points of interest and challenges for players to drive them to climb them.[12] Another factor was guiding the player and devising missions for the player that still gave the player freedom for how to approach it but still created specific moments they wanted the player to experience. For these cases, they used simple animations developed in Adobe Flash to lay out the fundamentals of what actions they wanted and then crafted levels and missions around those.[12]
As they started to recognize the need for cities in this open-world game, Désilets wanted to make sure they were also able to simulate large crowds, as this had been a limiting factor due to hardware limitations during the development of The Sands of Time; with the PlayStation 2 hardware, they could only support having up to eight characters on screen for The Sands of Time, but the next-generation hardware was able to support up to 120 people.[18] Having crowds in the game also led to the concept of social stealth, where the main character could mask themselves in the open, in addition to staying out of sight on rooftops.[12] Désilets had come from an acting background, and one element he had incorporated into the game was to make the player-character feel more like they were controlling parts of a puppet so that the character would appear more human. This led to the use of high- and low-profile action in gameplay, which partially expressed the character's emotions and allowed the player to continue to control the character during the game's cutscenes.[16]
The fundamentals of gameplay were completed within nine to twelve months, and another year was spent improving it before they presented the game to Ubisoft's executives in Paris.
Following the 2006 E3 presentation and the name change to Assassin's Creed, the Ubisoft Montreal team grew to support the last year of the game's development, with up to 150 persons by the end of the process.[13] Added team members included those that had just finished up production on Prince of Persia: The Two Thrones, as well as former staff that had recently been let go from Gameloft, another publisher owned by Ubisoft's co-founder Michel Guillemot.[12] The Scimitar engine was completed, allowing the team to transfer their work and improve detail and art assets.[12]
According to Charles Randall, the lead AI developer for the game's combat systems, the game was initially only based on the main missions of assassinating the main targets and had no side quests. About five days before they were to have sent the
Voice acting
On September 28, 2006, in an interview with
"It's actually really interesting to me. It's sort of based on the research that's sort of happening now, about the fact that your genes might be able to hold memory. And you could argue semantics and say it's instinct, but how does a baby bird know to eat a worm, as opposed to a cockroach, if its parents don't show it? And it's about this science company trying to, Matrix-style, go into people's brains and find out an ancestor who used to be an assassin, and sort of locate who that person is."[22]
— Kristen Bell, 2006
Actor
Release
The game was released for PlayStation 3 and Xbox 360 on November 13, 2007, in North America, November 16 in Europe, and November 21 in Australia and New Zealand.[27][28]
It was made public in April 2008 that Assassin's Creed would be sold digitally and available for pre-order through Valve's software distribution, Steam. The PC version of Assassin's Creed was released in North America on April 8, 2008. Four bonus mission types, not seen in the console versions, are included. These four missions are archer assassination, rooftop race challenge, merchant stand destruction challenge, and escort challenge. Because of these four exclusive missions that are only available on the PC, it was released and is sold under the name of Director's Cut Edition.[29]
A
A digital rights management-free game version was later made by
Music
No. | Title | Length |
---|---|---|
1. | "City of Jerusalem" | 3:11 |
2. | "Flight Through Jerusalem" | 3:39 |
3. | "Spirit of Damascus" | 1:31 |
4. | "Trouble in Jerusalem" | 4:04 |
5. | "Acre Underworld" | 3:24 |
6. | "Access the Animus" | 9:34 |
7. | "Dunes of Death" | 1:46 |
8. | "Masyaf in Danger" | 3:43 |
9. | "Meditation Begins" | 2:47 |
10. | "Meditation of the Assassin" | 3:43 |
11. | "The Bureau" | 3:12 |
- UNKLE, are also not present on the soundtrack.
Reception
Critical reception
Aggregator | Score |
---|---|
1Up.com | B−[41] |
Eurogamer | 7/10 |
Famitsu | 37/40 |
Game Informer | 9.5/10 |
GameSpot | 9/10 |
GamesRadar+ | |
GamesTM | |
IGN | 7.5/10[42] |
Official Xbox Magazine (US) | 8.5/10 |
PlayStation: The Official Magazine | [43] |
Assassin's Creed received "generally favorable" reviews from critics according to
While still awarding the game decent scores, several publications cited a number of significant shortcomings. Michael Donahoe of
Awards
Assassin's Creed won several awards at the 2006 E3. Game Critics awarded it "Best Action/Adventure Game";
Sales
Sales for Assassin's Creed were said by the publisher to have "greatly outstripped" their expectations.
Sequels
A
Assassin's Creed II was released in the United States and Canada on November 17, 2009, and in Europe on November 20, 2009.[68]
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