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Changing the Face of Gameplay: Assassin's Creed

Jenn Schruga

Issue date: 12/5/07 Section: Entertainment
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The video game isn't like others, want to know why…find out for yourself.
Media Credit: pop.game guru.ru
The video game isn't like others, want to know why…find out for yourself.

Like an eagle high above, the assassin stalks his prey from the rooftops waiting for the perfect time to strike. Cloaked all in white, he merges with ease into a crowd of monks. No one in the busy streets notices that prior to his escape, he successfully slit his victim's throat.

Assassin's Creed, created by Ubi Soft, is one of most revolutionary new games. The game takes place in the summer on 1191, around the time of the Crusades. The creators thoroughly studied the time period, which is one key factor that puts this game in a category of its own. All of the historical facts are accurate.

Back then, the order of assassins, which were a group of hired mercenaries sent to kill political leaders or anyone who opposed them, had to make a sacrifice to prove their loyalty. Their ring finger on their left hand was severed in an initiation ceremony, and replaced with a spring-loaded blade, which is activated by a ring on the pinkie. The assassins always slay their victims up close, and rarely use any other weapon. They lived by the creed "Nothing is true. Everything is permitted," which means everything is an illusion and you can do whatever you desire.

In the game, you play as the assassin Altair and what sets this game apart is the controls are unlike any other. With the controls in most games, every action has a reaction. For example in Mortal Kombat 3 when you fight Motaro (the second to last boss) and you go to jump kick him, he in turn will always counteract with a roundhouse kick. This is very typical AI reaction and occurs in every other game, except Assassin's Creed. The creators approached the controls very differently, and the way the player controls Altair's actions are compared to playing with a marionette.

Each button does something different depending on the situation at hand. X controls his feet, Square will direct arm movement with weapons while Circle will use his arms without weapons and Triangle dictates his head. Matt Miller, from Game Informer, explained in a recent review, "In a fight, your open hand button might grab a foe, but when running along rooftops the same button will reach for a distant ledge." Assassin's Creed gives the player the freedom to make their own choices, not only where to go but how to get there.

Most games make the player follow certain rules, but Assassin's Creed offers different options. The player can either use his legs and hurdle a low wall, or use his arms to vault over it. There will be no need to study combos, since each action depends purely on situational observation.

The non-played characters (NPC) are quite unique. Typically when an NPC is approached, they will attack you to the death. But in Assassin's Creed, each NPC acts differently. If you are seen in broad daylight, the people on the streets will react to your odd behavior and they may throw things at you or guards will sprint after you. Each NPC will also give a personal response, such as animosity for example.

However, if you help a certain group of people, like in reality, they will happily return the favor in your time of need. If you aid the monks, when you need an escape route, they will help you blend in with them so that you may stealth away and restore the order in the streets. Your enemies will also display different responses, some might stand and fight. While flankers will attempt to surprise you from behind, or they may climb up the nearest rooftop to get a better view of you.

Jade Raymond, the producer, stated, "One thing that is important to us is establishing a connection between the predator and his prey - between the assassin and the person being assassinated." Altair is far from a cold blooded killer. His mission is not to slay as many people as possible, but to eliminate those who are corrupt and prevent the loss of innocent lives.

The Assassins are trying to help end the Crusade. Each assassination will carry emotional weight; you will be able to see the fear and agony on each victim's face. Right before he makes the kill, the camera will zoom in and everything will go in slow motion. "There's a moment between two human beings. And that's important to me," explain the creative director Patrice Desilets. It all comes down to facing the moral dilemma of slaying for the greater good.

There is also a twist that goes beneath the surface. True, this is a game about a medieval assassin during the Crusades, but there is another character that plays a huge part. The game will be played out through a character far in the future, an ancestor of Altair. This is unique, the idea of genetic memory is a new concept and it will play a major role. The twist is very Matrix-like; nothing is what it seems.

This ground breaking game, that took over two years to make, is available for both PS3 and Xbox 360.


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