I finished playing Assassin’s Creed last night at about 4 am, and I feel decidedly lukewarm about the whole thing.
Marketing
I’ve been waiting for this game for what seems like forever. From the first moment I saw the game, I thought to myself that this was going to be a game that was truely groundbreaking. Taking the lessons Ubisoft learned with Splinter Cell and spinning them off into some wild combination of Hitman and Prince of Persia. You know the feeling you get when you see a commercial for a comedy, and it’s really funny, but when you go to watch the movie, you find out that every single funny moment in the movie was in the commercial, thus making the movie not only rarely good to begin with, but now even those moments are ruined for you?
Ubisoft could have done that, but they didn’t. Superb marketing, Grape job. Big A+ Sticker
Parkour
The whole Parkour thing is awesome. The sandbox thing was very appropriate for this game and the sheer ability to climb up nearly everything was done in an exemplary fashion. Unlike say, Spiderman, who can climb up pretty much any surface, Altair needs handholds - but can make handholds out of pretty much anything. What this means is that when he’s climbing, he’s climbing the way a real human climbs. The walls aren’t just a big sheet of chain-link fence that game be translated across. I can’t imagine how much time they must of spent on this, but it’s really, really awesome, and I don’t think I’m going to be able to deal with stealth games that don’t allow you to do this ever again. The freerunning is also awesome, and it’s a lot of fun to try to lose guards chasing you by doing your thing. The weird part about this is that it doesn’t seem to just be your thing… guards in full armor are almost as manuverable as you are. This kind of takes the wind out of my sails as a bad-ass assassin, but cool nonetheless. The major complaint I would have with the freerunning is the controls. When you’re trying to jump towards a pole, if the direction you’re aiming with an analog stick is more than about 5 degrees off, Altair decides that what you really wanted to do was jump four stories down to the ground. The section of the game in the docks is especially annoying due to this problem, as instead of nearly killing yourself from a four storey drop, you land in the water 2 feet below you and drown. What kind of asshole can scale massive buildings, is a Parkour master, and can’t fucking swim?
Social Stealth
I was really excited about this idea. The idea that you’re hidden when you’re doing things that are socially acceptable is really neat, I just would have liked to see it explored more. There are exactly four ways to hide from the guards - You can hide in these weird little huts that are on the roof and stand out like an eyesore (how do the guards not poke their head in?). You can hide in a pile of hay. You can sit down on a bench and blend in with other people, or you can fall in with some wander scholars. Now, I would note that only two of the above are actually social stealth conditions. The other two are real, I’m hiding somewhere you can’t see me conditions. Scholars appear so rarely and benches hard to pick out that I almost always ended up in a pile of hay or the hut anyway. To make any significant distance (because the cities are massive, you have to freerun like a mofo. While people comment about this, it doesn’t seem to actually bother anyone - other than the guards I inevitably end up throwing off the roof. You’re either sword out in the streets, or just walking along doing nothing in particular. I suppose when Ubisoft said they were doing this big social stealth thing I expected it to be a little more elaborate.
Fighting and AI
Some of the reviews for this game make complaints about the AI. If that’s your opinion… wow, you’re retarded. In my view, the AI is very REALISTIC, which is kind of the whole point of AI in the first place. Yeah, the guards on the roofs don’t immediately kill you for being on the roof. You know those ladders that are everywhere, that would indicate to me that theoretically citizens can get up here too. Ever been in a building at night when you’re not supposed to be there? Does the security guard draw and open fire the second he sees you?
Let’s look at some examples of good AI. Contrary to what you might think, climbing up the side of a building onto a rooftop rarely buys you an escape right away from the guards. Because they follow you up the side of the building. If it’s too hard for them, they’ve usually found another route anyway, so you’re still not out of the woods. If you get somewhere they really can’t get to, they start throwing rocks at you to knock you down.
The fighting system is awesome. Unlike many games which are a huge festival of hack and slash, Altair fights the way a skilled swordsman should fight when outnumbered. Likewise the enemies don’t swing at you all at once, but look for opportunities to break your guard. The sheer number of animations (all of which are beautiful) are astounding.
Now the problem with this is that it’s way, way too easy. Altair can take a ridiculous number of hits, while each soldier, even the ones who are generally on a similar level to Altair are getting their throats slashed and stomachs impaled. In an earlier preview of the game it was indicated that Altair was not supposed to be a tank who could take lots of damage. These fights are in fact easy enough that it’s generally simpler to kill all the guards after you instead of run and hide from them.
This is a bad design decision. The two main pillars for this game are social stealth and freerunning. The latter is usually a means to break the line of sight with your persuers so you can do the former. Allowing Altair to get into massive brawls in which he sweeps the floor is completely at odds with this model.
Story
I’m not even going to discuss it, other than to say it’s terrific, one of the most intricate and crafted plots seen in a video game yet. My only real gripe is that Altair starts the game as an arrogant jerk, and as he progresses becomes more and more wise and lucid… by killing people? Nevertheless, they’ve got some cool order-vs-chaos-nothing-is-black-or-white stuff going on, so points for that.
Overall Gameplay
Okay, I’ve sung my praises. I had to make myself finish this game, and I largely did so because Penny-Arcade told me I had to. This game had so much potential, and the things they did right were really innovative and well polished. Unfortunately, the rest of the game is just paste around these mechanics. Here is an outline of how the entire game will go:
- Get mission from boss, go to appropriate city
- Find Assassin’s Bureau, go talk to dude in there.
- Spend the next 45 minutes climbing up to the top of the 12 or so towers in area, some of which seem to be replicas of each other
- Spend the next 45 minutes doing exciting investigation activities such as “Sitting on a bench and targeting that guy”, “Walking behind someone and pushing a button”, or the classic favorite “Finding 20 flags in 3 minutes”. What is up with that, why do these assassin’s keep losing their flags all over hell’s half acre and requiring that they be cleaned up in less than 3 minutes?
- Find every single citizen being mugged and save them. They will utter one of 3 or 4 lines of dialog. There are somewhere between 6 and 15 of these guys in every mission.
- Go back to the Assassin’s Bureau, get authorization to kill
- Wander over to your target, listen to him talk for a while, use ’social stealth’ (read: scholars) to get near him and shove a knife in his back
- Run away, or just kill every guard you see
The information you obtain in the investigations is rarely useful, and extremely tedious. You’ll be bored of doing it before the end of the first mission. Tidbits like “Hey, there’s some scholars nearby that you can probably use to get close” are really inane. What’s really disappointing though is that there’s very little differentiation between the scenarios for killing the target. One has to make the comparison to Hitman at this point. In Hitman, every single kill is a unique experience, the whole level exists to provide many different ways to execute the hit, some of which are better than others. In Assassin’s Creed, you basically just have to run up and kill the guy (since you’re going to alert the guards anyway), and the ’stealthy’ solution is almost always hiding with some scholars to get close and then kill him, and otherwise involves jumping down off a wall behind the guy.
Overall I’m disappointed with the title. Ubisoft clearly made some very costly investments into getting the engine for the fighting and parkour down well. This game was not really a safe bet, they’re doing some new and unique things here. I feel bad that they did take a unique take at the stealth action genre but completely fouled up the execution on the gameplay part of things. And really the crux of it is that it’s a game, and the gameplay should be more important than anything else. Everything but the gameplay experience is absolutely top knotch in Assassin’s Creed, and perhaps for the second one they can take the engine they’ve built and build an assassination experience that is not a tedious chore. Major points for unique ways of killing or approaching each individual target.
Tags: Design, Developers, Game Ideas, Releases by Morphix
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