Assassin's Creed (video game)

Source: Wikipedia, the free encyclopedia.
Assassin's Creed
Scimitar
Platform(s)
Release
November 13, 2007
  • PlayStation 3, Xbox 360
    • NA: November 13, 2007
    • EU: November 16, 2007
    • AU: November 21, 2007
    Microsoft Windows
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

Altaïr Ibn-La'Ahad. Through this plot device, details emerge about a millennia-old struggle between two factions: the Assassin Brotherhood (inspired by the real-life Order of Assassins), who fight to preserve peace and free will, and the Templar Order (inspired by the Knights Templar
military order), who seek to establish peace through order and control. Both factions fight over powerful artifacts of mysterious origins known as Pieces of Eden to gain an advantage over each other. The 12th-century portion of the story follows Altaïr, an Assassin, who embarks on a quest to regain his honour after botching a mission to recover one such artifact from the Templars; he does so by finding and assassinating nine targets across the Holy Land.

The gameplay focuses on using Altaïr's combat, stealth, and

hack-and-slash combat, social stealth (the ability to use crowds of people and the environment to hide from enemies), and a large open world comprising various regions of the Holy Land, primarily the cities of Masyaf, Jerusalem, Acre, and Damascus
, all of which have been accurately recreated to fit the game's period. While most of the game takes place within a simulation based on Altaïr's memories, the player will occasionally be forced out of the Animus to play as Desmond in the modern day. Here, they are restricted to exploring a small laboratory facility, as Desmond has been kidnapped by a shady corporation looking for specific information within Altaïr's memories that will further their enigmatic goals.

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,

Templar Knights and flag collecting. After completing each assassination, the player is returned to the Brotherhood and rewarded with a better weapon or upgrade before going after the next target or given another set of targets, with the player free to select the order of certain targets.[8]

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

Altaïr Ibn-La'Ahad (Philip Shahbaz), a senior member of the Assassin Brotherhood during the Third Crusade
.

In 1191, Altaïr and two fellow Assassins—brothers Malik (

Al Mualim (Peter Renaday), demotes and orders him to assassinate nine individuals in order to regain his previous position and honour:[10]

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

King Richard I (Marcel Jeannin) and exposes his crimes. Unsure of whom to believe, Richard suggests a duel to determine the truth, remarking that God will decide the victor. After Altaïr mortally wounds him, Robert identifies Al Mualim as the final conspirator, revealing that the latter has betrayed both the Assassins and Templars to acquire the Apple. Altaïr returns to Masyaf, where Al Mualim has used the Apple to enthrall the population, as part of his plan to end the Crusade and all conflict in the world by imposing order by force. With the help of Malik and several Assassins brought for backup, Altaïr storms the citadel and confronts Al Mualim in the gardens, resisting the Apple's powers and killing his mentor. He then tries to destroy the artifact, but instead unlocks a map showing the locations of countless other Pieces of Eden around the world.[10]

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

seventh-generation consoles. As Microsoft and Sony had not yet revealed their next consoles, the game's initial development from January 2004 was aimed as a PlayStation 2 title, following the same linear approach that The Sands of Time had taken.[11] As more information came in about the capabilities of the next-generation consoles by September 2004, Désilets' team considered expanding the Prince of Persia acrobatic gameplay into an open world that would be feasible on the newer systems.[11][12]

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

Hassan-i Sabbah's life and making heavy use of Vladimir Bartol's novel Alamut.[14][15] The Assassin character was fleshed out throughout the game's three-year development in an iterative fashion. The team had some idea of how the character dressed from Alamut and other historical works in all-white robes and a red belt but had to envision how to detail this in the game. One of the first concept sketches, drawn by animator Khai Nguyen, suggested the concept of a bird of prey, which resonated with the team. The Assassin was named Altaïr, meaning "bird of prey" in Arabic, and eagle imagery was used heavily in connection to the Assassins.[12] The team took some creative routes to meet narrative goals and avoid the technical limitations of the consoles. Altaïr was to be a heroic character with a bit of a badass edge, and the artist borrowed elements of the G.I. Joe character Storm Shadow, a similarly skilled hero. Rendering long flowing robes was impossible on the newer hardware, so they shortened the robe and gave it a more feathered look, resonating the bird of prey imagery.[12] Similar routes were taken with other parts of the gameplay to take liberties with accuracy to make the game fun to play. The team wanted Altaïr's parkour moves to look believable but sacrificed realism for gameplay value, allowing the player to make maneuvers otherwise seemingly impossible in real-life. Having leaps of faiths from high vantage points into hay piles and using hay piles to hide from guards was a similar concept borrowed from Hollywood films; Désilets observed that Alamut described similar actions that the Assassins had undertaken.[12]

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

apple of Eden, which the team initially thought humorous for everyone to fight over an apple; however, as they researched, the team found that many medieval paintings of royalty and other leaders holding spherical objects similar to globus cruciger that represented power and control, and recognized that an artifact named the Apple of Eden would fit well into this concept.[12]

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

Electronic Entertainment Expo (E3) focused heavily on medieval elements.[12] Later marketing materials closer to the game's release hinted more directly at the science fiction elements of the game.[16]

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.

AnvilNext and been used for most of the following Assassin's Creed games and other titles at Ubisoft.[13] Elements like wall-climbing were made more fluid, and the team worked to smooth other animation sequences; much of the improvements here came from programmer Richard Dumas and animator Alex Drouin, both of whom had worked together on the same elements in Sands of Time.[12] Level designers and artists recreating historical structures had to work together to ensure nearly every building could be climbable while still holding the game's historical appearances.[18] This also helped them to give the feeling to the player that they had as much freedom as possible within the game, a concept that had originated from the success of the Grand Theft Auto series.[18][12]

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.

AI-controlled, watched over by the player-controlled Assassin that served as the Prince's bodyguard and rescued the Prince from various situations.[11] Ubisoft's management and the development had debates on this direction; Ubisoft's management wanted another game in the Prince of Persia franchise and was not keen on releasing a game with that name where the Prince was not the lead character. The development team counters that with a new generation of consoles, they could potentially make it a new intellectual property.[13][12] Near the 2006 Game Developers Conference, Ubisoft's marketing team came up with the idea of naming the game Assassin's Creed, which Désilets recognized fit in perfectly with the themes they had been working on, including tying into the creed of the Assassins that "nothing is true; everything is permitted".[12] The prince character was dropped, and the game focused solely on the assassin as the playable character.[12][13]

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

side quests. The team spent the next five days hastily rushing to add the collecting side quests to give it more depth and ensure these were bug-free to make their mass production deadline. While a few noted bugs fell through, they had otherwise met this target.[20]

Voice acting

On September 28, 2006, in an interview with

genetic memory and a corporation looking for descendants of an assassin.[22]

"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

Patrice Desilets mentioned that the lead character's climbing and running were done by "Alex and Richard – the same guys from Prince of Persia".[26]

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

NPD Group reports that 40,000 copies of the PC title were sold in the United States in July, while more than 700,000 copies were illegally downloaded according to Ubisoft.[30][33] In July 2008, Ubisoft sued disc manufacturer Optical Experts Manufacturing, believing the company to be the source of the leak, citing poor security procedures that allowed an employee to leave with a copy of the game.[30][33]

A digital rights management-free game version was later made by

E3 press conference, a demo was shown taking place in Jerusalem. Features that were demonstrated included improved crowd mechanics, the chase system (chasing after a target trying to flee), as well as deeper aspects of parkour. This was the first time when Altaïr could be heard speaking. It was again showcased for 20 minutes on July 11, 2007. A video showed an extended version of the E3 demo and included Altaïr trying to escape after assassinating of Talal, the slave trader.[34]

Music

MySpace and his official website. The released tracks have the archaic Latin chorus and dark orchestral music, while "Meditation Begins" features a kind of Saltarello with a very ominous, dark, ambient overtone with men whispering in Latin. The atmosphere in these tracks is what Jesper Kyd is known for and is effective in situ.[37]

Assassin's Creed Soundtrack[a]
No.TitleLength
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
  1. UNKLE
    , are also not present on the soundtrack.

Reception

Critical reception

Assassin's Creed received "generally favorable" reviews from critics according to

GamesRadar,[38][39] as well as from PlayStation: The Official Magazine.[43] According to GamePro, it is one of the "finest gaming experiences ever created" if one is willing to be patient due to the lack of fast-paced action.[49] Kevin VanOrd of GameSpot gave it a 9 out of 10, stating that "the greatest joy comes from the smallest details, and for every nerve-racking battle, there's a quiet moment that cuts to the game's heart and soul."[50]

While still awarding the game decent scores, several publications cited a number of significant shortcomings. Michael Donahoe of

1Up.com gave it a B− for the story concept but felt more could have been done, writing "it's apparent that these grandiose ideas may have been a little too much to master the first go-round. ... at least the groundwork is laid for a killer sequel."[41] Eurogamer stated that the gameplay "never evolves and ultimately becomes a bit boring, and quite amazingly repetitive."[51] Hyper's Darren Wells commended the game for its "great story, great graphics and intuitive controls". At the same time, he criticised it for "some missions that don't feel right on the PC and its loopy menu system."[52] Hilary Goldstein of IGN gave the game a 7.5/10 ("Good"), stating that "a bad story, repetitive gameplay elements, and poor AI lead to the downfall of one of the more promising games in recent memory." Conversely, he complimented the combat animations and the climbing mechanic, and admired how accurately Ubisoft depicted the major cities of Jerusalem, Acre, and Damascus to their real-life counterparts.[42] In Andrew P.'s mixed review for Electronic Gaming Monthly, he wrote that the game features "a challenging parkour path of escape", and while intriguing, it is "an incomplete template based on multiple other games".[53]

Awards

Assassin's Creed won several awards at the 2006 E3. Game Critics awarded it "Best Action/Adventure Game";

Spike TV.[56] Assassin's Creed received multiple nominations at AIAS' 11th Annual Interactive Achievement Awards: "Adventure Game of the Year", "Outstanding Innovation in Gaming" and outstanding achievement in "Animation" (which it won), "Art Direction", "Gameplay Engineering" and "Visual Engineering".[57] It was listed by Game Informer at 143 in their list of the top 200 games of all time. It also received the editor's choice award from GameSpot.[58][59]

Sales

Sales for Assassin's Creed were said by the publisher to have "greatly outstripped" their expectations.

Entertainment and Leisure Software Publishers Association,[62] indicating sales of at least 300,000 copies per version in the United Kingdom.[63] On April 16, 2009, Ubisoft revealed that the game had sold 8 million copies.[64]

Sequels

A

Java ME on April 23, 2009, as well as for the Palm Pre.[67]

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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External links