[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.
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.
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.
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.
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.
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.
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.
What if they have to pee?
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
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.
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.
Hot diggidy dog damn. Well said broheem.
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.
That, and after you learned how to counter, fighting became painfully easy.
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.
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.
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.
Getting to scale the Dome of the Rock was worth the price of admission alone.
<3 assassins creed.
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!
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.
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.
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.
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Mike..
Good days.