games  anime  |  toys
Destructoid is gaming news, community, videos, and sometimes love. Take the tour or jump in with Facebook:

 


Revisted: Assassin's Creed photo

[Whenever possible, Destructoid critiques overlooked design aspects of games both old and recent for our "Revisited" series.]

Taken as a whole, Assassin's Creed garnered some very mixed reviews. Our own Anthony Burch praised the visual design as well as the free-running and combat mechanics but panned its repetitive gameplay and weak storyline. These are valid complaints and I can not at all disagree with the review.

Reflecting back on the game, however, reveals one aspect which Ubisoft Montreal absolutely nailed in their execution. This particular feature is one which I do not believe enough attention was brought to, despite it offering something that developers of all games could stand to learn from. It should not be subtle and, yet, manages to be such nonetheless.

If you will indulge me beyond the jump, let me tell you what Assassin's Creed has accomplished that few other games manage to tackle with the same level of grace.

Assassin's Creed

The biggest twist to Assassin's Creed comes in the first five minutes of the game. How Ubisoft successfully hid the fact that the entire game is actually set in modern times and not the Crusades is one of the most staggering triumphs I have seen in gaming. That a high-profile title managed to keep largely under wraps what is a truly fundamental aspect of the game -- not some plot twist in the second act but the true setting itself -- is nothing short of an achievement.

Incredible as this may be, it is not specifically the ability of the developer, publisher and PR firm to keep a secret that interests me so much about this. Rather, it's the level of freedom that the layered approach to a setting gives other aspects of game design. By distancing the player from Altair, the character they control through the vast majority of gameplay, the designers paradoxically create a greater level of immersion within the story.

To begin with, it gives players a point of identification with the game's true main character, Desmond. Unless you happen to be a medieval scholar, there is an excellent chance that your knowledge of the world in that time period is far more limited than that of a character such as Altair. As such, it could be difficult for a player to identify with him as a protagonist. By introducing the character of Desmond, who has similarly limited knowledge of the time and its people, it is easy to assume his role as an onlooker.

Assassin's Creed

The background setting also helps in the fight against that long-existing enemy of immersion, the HUD. As games have progressively tried to focus more and more on putting the player as much in the shoes of the figure represented onscreen as possible, the HUD has become a sticking point. Information needs to be provided to the player which indicates the current status of the game, such as the physical condition of your character, how much ammunition he has, etc. Because we are not actually the character we play and do not have access to their particular memory or share any of their senses beyond sight and hearing, displaying relevant information in the corners of the screen has simply become the standard.

It's not very believable, however, and some games have attempted to create a more realistic method of conveying the information. Take, for example, 2005's Call of Cthulhu: Dark Corners of the Earth. This game completely threw the HUD out the window. Not only that, it eliminated any such record of the information from the access of the player, relying on visual elements and even gameplay limitations to reflect status. Dead Space opted to display the info on the character model itself, and further maintained the fourth wall with a series of menus accessible by Isaac Clarke which provided all the functions of in-game menus without ever removing the player from the experience.

Assassin's Creed keeps the HUD in its entirety and uses it to display everything you would expect under the guise of the Animus, the machine Desmond is strapped to which displays his genetic memories of Altair. Similarly, pause menus are presented as being menus within the Animus' interface, maintaining the illusion that the events are not just a game. It completely sidesteps the issue of in-game details and menus disassociating the player by simply making the interface part of the story

Assassin's Creed

This same artifice serves to convenience in other ways. It is rarely necessary for the player to make an arduous and boring trek that serves no purpose in furthering the narrative. Often, the Animus will simply skip ahead to the next relevant moment in Altair's life. Similarly, the concept of "fast travel" -- skipping the passage of well-worn routes -- is made more believable in the same way, presenting a list of locations that the player may wish to visit in a menu which is still believeable in the context of the machine.

Is it all a clever ruse? Of course, but it's one that actually works... almost. If there's one mistake Ubisoft made in devising this ploy, it lies in them not taking it far enough.

Sadly, this little bit of phatasmagoria does not actually extend out into Desmond's "real" world. While it is true that the HUD disappears, giving the portions of the game in which you drag the bartending abductee around the laboratory a more realistic feel, the whole thing comes tumbling down in two ways.

Assassin's Creed

First is the prompt given when Desmond is able to interact with something in his environment. Now, I understand that the designers wanted to make sure that players did not miss out on something of importance by notifying them of an object they could check out. What I don't understand is why they should have to tell us with text in the bottom corner of the screen. Any number of visual cues could have sufficed, and the things you can reach out and touch are fairly obvious anyway.

Not to mention that the Animus has already given the player plenty of instruction in how to control characters within its framework. Why were these controls not simply extended into the real world and left for the player to experiment with? All it would have taken to realize that everything worked the same way is for someone to be annoyed by Desmond's painfully slow saunter around the lab and pull the right trigger, moving the character into a light jog. Hell, every time I've played the game, I've executed the same maneuver either on instinct or out of blind hope that I could make the bastard at least jog. From there, players could have easily extrapolated that other controls may function similarly and we're off to the races.

The other manner in which the illusion is shattered while outside of the Animus is that the game can be paused. While probably overlooked by gamers as simply being a convention of the medium, it could have been far more effective at giving a sense of urgency and reality if the capability for the player to pause the action while in the "real world" was snatched away. In fact, I can't think of a single, logical reason for the player to have to pause at all in these sequences.

Besides these two issues, however, few games have managed to simultaneously feel like a game while offering a rational explanation for why it feels that way. For that, Assassin's Creed should be applauded. It may not be a brilliantly fun game, but the method of telling it through the eyes of one protagonist looking upon another is both novel and, for the most part, executed well.


Continue: More Revisited stories





prev next

39 comments | showing # 1 to 39

Aurain's Avatar
Aurain at 07/20/2009 17:05
It's a shame they couldn't be arsed with Production Value.
No Subs. That's a disgrace.
500+ Flags for nothing? That's sucky.

The fact it was so crashy would suggest that Quality Assurance was fired to give Jade Raymond a bonus, On the premise that if the execs did so, "She would bone us."

I'm so unfunny.
Magnalon's Avatar
Magnalon at 07/20/2009 17:08
I recently went back and did a re-review for the PC version. It adds 4 new mission types, which I believe, eliminates the repetitive nature of the console versions.

If the repetitive nature of the game put you off, I highly suggest picking the game up for PC: everything else is executed so well, from the voice acting to the storytelling. It's insane how many steps back Ubisoft Montreal took with Prince of Persia.
OldSkull's Avatar
OldSkull at 07/20/2009 17:13
I also thought that the game was very immersive... even being repetitive, I had great pleasure in just walk around and discover that little pateo bathed in afternoon sunlight... then climb a wall and hear someone with a delicious accent: "Oh,he´s gone mad!"
accidentprone88's Avatar
accidentprone88 at 07/20/2009 17:17
"In fact, I can't think of a single, logical reason for the player to have to pause at all in these sequences."

What if they have to pee?
Kris S's Avatar
Kris S at 07/20/2009 17:19
@Magnalon

Lol, I feel stupid. I thought on Twitter you were saying it only had 4 extra missions O_o You've heard me moan just about every time this game is mentioned how much I think the repetitiveness ruined what could have been a brilliant game. It would seem like this will be the second game I'll buy because of you!

@Aurain

I can't say anything but agree with your last statement :P
Droll's Avatar
Droll at 07/20/2009 17:19
I think it was known, even as early as demos of the game from 2006, that there was some science-fiction element to the storyline. Greg Kasavin, former EIC of Gamespot, mentioned it on an episode of their podcast, the Hotspot, that there was some Science fiction thing in the game that the developers "weren't talking about right now", proof positive that the science fiction was key to the storyline. Even Jeff Gerstmann went so far as to predict it was some kind of "holodeck" virtual reality thing. Obviously, the specifics were different, but I think a ton of people knew about the Sci-Fi before the game was released.
Me, I had zero interest in the game before it was released, and didn't really pay any attention to Jade Raymond or the way Ubisoft was pimping her out. I bought the game based on the positive Gamespot review, and I found the game divine. The core gameplay was so interesting and so cool, providing so many "Holy Crap" moments that I never even noticed the "repetition" until I started reading negative reviews of the game. Assassin's Creed is certainly the game that is fun(well, popular) to hate on, but I thought the game was fucking terrific.
And for all game players talks about how games should have deeper, more symbolic meaning and a deeper storyline, Assassin's Creed presents a powerful look into that most false of all game notions; that we have total freedom in video games. "Nothing is True, Everything is Permitted" represents the gamer consciousness in games, the sense of entitlement and desire for "badassery" that Alair embodies at the beginning of the game. By the end, Altair realizes the meaning of that sentiment. "Just because nothing is true, doesn't MEAN that everything is permitted". This is the designer's law, the means they use to design a game.
And then there is that Piece of Eden, that mysterious artifact that made religion happen, that controls the minds of believers with tricks and magic. Sounds an awful bit like the way a designer controls the player to me.....
Anyway, I'm just here to give big ups to Assassin's Creed. I love that damn game, no joke.
kauza's Avatar
kauza at 07/20/2009 17:23
Awesome points. I really had never thought too much about the role of the Animus in the way that you describe it.

I don't know if it really helped me relate to any of the characters any more, as I didn't really feel connected to them in any way. I think, with a better story, I might have felt this and perhaps even noticed the effect of the Animus and the modern-day setting upon my level of immersion and enjoyment of the story.
Justice's Avatar
Justice at 07/20/2009 17:29
Nice write up, I can't wait for the sequel.
storyr's Avatar
storyr at 07/20/2009 17:30
@Droll

Hot diggidy dog damn. Well said broheem.
Demiath's Avatar
Demiath at 07/20/2009 17:32
Certain oretentious developers may have serious philosophical issues with traditional HUDs, but I think it's fair to say that the vast majority of gamers (myself included) really don't care whether it's "realistic" or "immersive" enough to have a clearly visible HUDs or not; as long as the player is provided with the information needed we really don't care whether it's "gamey" (whatever that means) or not...
aZZmodan's Avatar
aZZmodan at 07/20/2009 17:34
Good article...! By the way, what's a "Revisted"...? :)
Coldbrand's Avatar
Coldbrand at 07/20/2009 17:39
Why would anyone come back to this turd?
Dragonzigg's Avatar
Dragonzigg at 07/20/2009 17:43
Great article. I always felt Assassin's Creed was a game that stood very well on mechanics alone - the parkour was awesome, the settings spectacular - which was enough for me to get past the poorly designed missions. Here's hoping the sequel will fix that up.
DJP3DRO's Avatar
DJP3DRO at 07/20/2009 17:53
I think the game's fantastic for its engine alone. It manages to have crowded environments that are completely huge and can be looked out upon in their entirety. And every person and building is incredibly detailed, with unique, believable reactions to every situation, and every single brick you could think of as scalable being actually scalable. It's absolutely marvelous. It's just a shame that they had this fantastic technology and gave some incredibly repetitive missions with it with mind-numbingly simple freerunning controls.
Uziwood's Avatar
Uziwood at 07/20/2009 17:54
@accidenprone
Real gamers wear diapers!
Actually, there's no need to pause in those sequences, there is no story-telling and no danger anyway. Just put the controller down and go make a rainbow.
-PL-'s Avatar
-PL- at 07/20/2009 17:55
I just thought it was a great game. Keep in mind that I seem to love boring, repetitive games. I loved Far Cry 2, Prince of Persia (new), Final Fantasy XII, GTA4. I think I just love sandbox games, and the idea of freedom or nonlinearity. So, it's nice to see someone saying something good about AC for a change.
TheBigFeel's Avatar
TheBigFeel at 07/20/2009 18:04
I was also impressed by their hiding the true setting and nature of the game. It immediately brought up memories of Metal Gear Solid 2's introduction to Raiden. I can't say this was the most positive association, but it's cool when a game throws you for a complete loop like that.
grafkhun's Avatar
grafkhun at 07/20/2009 18:06
This is exactly one of the few reasons why I enjoyed AC. But there were just too many negative aspects that really dragged it down. I hope AC2 realizes the potential of the first game and goes even further, because there was just so many good ideas and stuff in AC that didn't come off well.
DaedHead8's Avatar
DaedHead8 at 07/20/2009 18:07
This was a great read. I loved Assassin's Creed and have long thought it to be highly underrated and unfairly picked on.
Holyetheline's Avatar
Holyetheline at 07/20/2009 18:37
The animus was a huge disappointment to me at first. I still wish that they would have had a more 'traditional' take on a game that takes place during the crusades and whatnot.
The White Light's Avatar
The White Light at 07/20/2009 18:51
I rather enjoyed Assassin's Creed. While I cannot disagree that the side missions needed far more variety, one of the things that people often complained about, the combat system, was actually one of my favorite parts of the game. Perhaps they made the counter-attacks a little two powerful, causing a lot of people to feel that that was what the system boiled down to. However, if you mixed things up, not only would you be more successful and quick in your fights, but they'd also be a lot of fun.
pedrovay2003's Avatar
pedrovay2003 at 07/20/2009 18:51
I loved Assassin's Creed, but I hated how repetitive it was. That was my only gripe with the game.

That, and after you learned how to counter, fighting became painfully easy.
Comrade Snarky's Avatar
Comrade Snarky at 07/20/2009 19:11
Uh, I was under the impression that everyone knew, as I did, that the game did not actually take place during the Crusades before the "twist" was revealed. In fact, the wikipedia page for the game noted this "twist" months before the game was released.

Hence, the clear shot of the animus screen with labcoat-wearing doctors in the background at the end of the *first* demo of the game at X06.

Not exactly a well-kept secret.
Cuba Gooding Jr's Avatar
Cuba Gooding Jr at 07/20/2009 19:26
What really ruined the game? 3.5 words: UNSKIPPABLE FUCKING CUT-SCENES. The pretentiousness of a developer to think that anyone should be forced to listen to the drawn-out drivel between Altair and Al Mualim after every successful assassination, along with the countless other cut-scenes, is, frankly, appalling. For me, it depreciated the replay value dramatically since the option isn't given to skip even after completion of the game, and if it is not fixed in the second game, I'm not even going to think about picking up another Assassin's Creed game. Pure unwarranted self-importance.
Tubatic's Avatar
Tubatic at 07/20/2009 19:29
Good points for a revisit!

I also liked that the animus had a "Stop being a weirdo" meter, which guided you towards playing the role of Altair as opposed to just gaming the game by being a random jerk. A little restrictive, but a reasonable conceit to keep your players on task.
Corak's Avatar
Corak at 07/20/2009 19:35
Good write up and I agree. I'm anxiously awaiting the sequel.
DanMazkin's Avatar
DanMazkin at 07/20/2009 21:24
Surprisingly, nobody ever talks about how the game had the option for the player to turn off the hud completely. I think that the designers put a lot of thought into this feature, and if anything, i imagine that working to find your target without a HUD and buy relying on subtle visual cues in the environment was how the designers actually intended the game to be played.

Sure, it made it more difficult to traverse the map without a minimap, but it didn't break the game, it just made it more challenging. Rather than just running randomly through the town until a particular icon appeared on your map that you could head to, turning off the HUD meant that you would actually have to perform the task of searching through the city to find your targets just as the protagonist would. The cues weren't obvious, but they were there: conversations being overheard, people acting suspiciously, an strangely large amount of guards in a particular area, and so on. Having to actually pay attention to what was around you and use your wits to track down your target made the eventual kill that much more rewarding.
Chronic Logic's Avatar
Chronic Logic at 07/20/2009 21:24
There is NO twist when you begin the game. When the game starts the screen and evironment is all schizo and you hear voices and stuff, then you find Desmond on the Animus. Did you truly believe the main character you control is Altair and not Desmond?
Comrade Snarky's Avatar
Comrade Snarky at 07/20/2009 22:26
I should add that I really enjoyed AC, not as a game (I didn't find the missions or the storyline compelling) but as a 12th Century Levantine city simulator.

Getting to scale the Dome of the Rock was worth the price of admission alone.
Nerdy Suit's Avatar
Nerdy Suit at 07/20/2009 22:52
So is the game worth playing now? I've thought about getting the game, but I haven't because I felt the time has already past.
ZServ's Avatar
ZServ at 07/20/2009 23:43
chronic logic; he was talking about how it was a part never MENTIONED when the game was brought up. it wasnt until it came out we learned of desmond.


<3 assassins creed.
lou's Avatar
lou at 07/21/2009 00:40
Good article. I *just* got this game and beat it over the weekend. (I'm behind I know.) Other than the big complaint everyone seemed to have in the reviews (it is repetitive etc) and other minor shortcomings I loved the game. And I guess I must have telepathically transmitted this topic to Conrad or something because I still can't get over how incredibly novel the Animus is as the game-within-a-game interface thingie.

Every once in a while I'd see some weird graphical glitch like a soldier falling out of the world. The biggest one is when I touched a hanging lamp while sitting on a view point and it started knocking around wildly, and eventually it starts revolving around the view point at incredibly high speed. Normally this breaks the immersion, but since you already know the game takes place in a virtual re-enactment of the protagonist's mind, you just write it off as a bug in the Animus itself! Brilliant!
Elsa's Avatar
Elsa at 07/21/2009 08:23
Good point about the HUD... a good revisit!
ChaosTeaCup's Avatar
ChaosTeaCup at 07/21/2009 08:59
I loved how the screen glitched when your health got low - great effect. I too loved this gamer (repetition aside), and feel it's quite harshly dissed. I still believe Altair to be one of the best animated avatars ever. His movements were so graceful and believable.
silvain's Avatar
silvain at 07/21/2009 10:59
I thought that everything that involved the future in this game was massively heavy handed and boring.

The free running and counter heavy combats made this game for me, despite the future, the overzealous boss ai, and the other problems with the game. I'm not sure I want regenerating health explained. I was fine with it as a silly game mechanic.
welkstar's Avatar
welkstar at 07/21/2009 12:00
I loved absolutely everything about Assassin's Creed and I have a hard time finding something negative to say about it. However, I did notice the pausing-in-"real"-life thing at the time, and it kind of annoyed me.

The context button notifications that pop up in ALL modern games drive me crazy. Whatever happened to the days of yore when you would go around the game world blindly hitting 'A'? When you figured out how something worked, it was really great, but nowadays they hold your hand and blatantly tell you everything that will work.
Dexter345's Avatar
Dexter345 at 07/21/2009 14:07
I remember thinking this exact thing when I played AC, and specifically that I thought it was weird that they let you pause during the out-of-the-Animus sections. It's not like there is any chance for you to die or miss anything story related during those times were you not at the controller.
socialnorms's Avatar
socialnorms at 07/23/2009 14:16
Just remember that everything actually happened because of Desmond's "protective parents."
smang's Avatar
smang at 07/27/2009 05:48
i hate accusations of this game being repetitive. it a free running assassin game. yes, you'll be doing a lot of free running and killing. not all of it is mandatory either.

no one complained about halo 3 being repetitive even though its about 10 hours of just killing people over and over. by the very nature of video games they are all repetitive.
prev next

Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

Comments policy

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?

Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!

 
New on Destructoid.TV play all videos

Loading
Loading Destructoid Videos




    Win this!
    Reminder: We're giving away six copies of Magnacarta 2!



    Dtoid Twitter    Got news?   tips@destructoid.com

    Reviews & Previews
    Mahjongg Artifacts 2 review
    Dragon Age: Origins review
    Lost Winds: The Winter of the Melodias review
    Osmos review
    Space Invaders Extreme 2 review
    Half-Minute Hero review
    JU-ON: The Grudge review
    Kenka Bancho: Badass Rumble review
    Thexder Neo review
    Domino Rally review
    more reviews
    PS3's 256-player MAG
    Rooms The Main Building
    Skate 3
    Hudson's bringing back the Bonk
    James Cameron's Avatar
    Bomberman Battlefest
    Calling
    Bad Company 2's multiplayer
    Partying like it's 1959 in BioShock 2's multiplayer
    BioShock 2 through the eyes of Big Daddy
    more previews


    - The Dtoid Army is 49543 strong -

    Showing Cblogs with 3+ faps   show all

    Call for entries: do the wrong thing

    New to Dtoid? Read the survival guide




     Originals
    Jim Sterling: Ten 'classic' games that did not age well





















    More Destructoid Originals




     Popular now more
























    Destructoid's editorial lovefest is:
    Nick Chester
    Editor-in-Chief
    Jim Sterling
    Reviews Editor
    Dale North
    News Editor
    Hamza Aziz
    Community Manager
    Anthony Burch
    Features Editor
    Rey Gutierrez
    Video editor & director
    Niero
    Founder, publisher
    Letters to the editors
    tips@destructoid.com
    Associate Editors
    Ashley Davis Jonathan Holmes
    Brad Nicholson Jonathan Ross
    Brad Rice Jordan Devore
    Chad Concelmo Matthew Razak
    Colette Bennett Tom Fronczak
    Conrad Zimmerman Topher Cantler
    Dyson Samit Sarkar
    Contributors
    Adam Dork
    Ben Perlee
    Daniel Lingen
    Joseph Leray
    Joe Burling
    Mikey
    Will Maddock
    Stella Wong





     

     
      get involved

    register or login
    post a blog
    post a forum
    enter a contest
    contribute a news tip
    suggest a feature
    be a guest editor
    support

    new member's guide
    login assistance
    tech support
    report abuse
    email our editors
    read our dev blog
    nuclear crisis?
    keep in touch

    RSS feed
    Twitter
    Facebook
    Myspace
    Flickr
    Game nights
    Meetup+play online
    seriously

    about Destructoid
    advertising
    terms of use
    privacy policy
    jobs at MM
    buy our crap
    our network

    Tomopop
    Japanator
    Despingation?




    Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press
    living the dream since March 16, 2006