Spoiler free review, because it's nice
to push "new game" not knowing what you're about to
discover. Assassin's creed makes a good impression right from the
beginning; not many games immerse the player in an original setting,
with interesting locations, complex gameplay and an deep storyline.
From a gameplay point of view, the game expands the Prince of Persia
recipe, refines it, in a free roaming universe, placed sometimes
during the Crusades.
Speaking of this game, let's ponder first the following motto : "It doesn't matter WHAT you're
doing, it matters HOW you're doing it". If this sounds ok to you,
there's a big chance you'll be quite impressed by this game. If not,
there's an equal chance to abandon it after a few hours, pissed off
and frustrated by the wasted potential of the game. And that's
because it's obvious AC could have been an instant classic, a game
emulated or copied by the competition, but in it's current form, it's
only practical purpose is serving as a launch pad for the sequel.
It's a good game, but not an extraordinary game, close, but not close enough.
Assassin's
Creed major problem is repetitivity . Everything which doesn't add up
to the universe, animations, combat system or the main quest is
horribly repetitive. It's quite obvious, unfortunately, regardless of
how optimistic you're looking at the problem. There are 4 types of
secondary missions: interrogation, eavesdropping, pickpocket and save
the citizen. All of them repeat endlessly. Not even the NPCs speech
is different, it makes your head hurt. You're running around the
city, and you're listening the same town cryer message over, and
over, and over again, it's making your ears bleed. And the icing on
the cake is some central market in Jerusalem, where there are 2 of
these guys, place a few meters apart, saying the exact same thing,
with a few seconds delay: medieval cacophony. Everything random
in this game repeats itself.
The above paragraph represents
the Achilles heel of this game. It's the "game breaker",
the element which will make a lot of people just give up. With a
little bit of patience however, those of you who will close their
eyes to these inconveniences, and will discover the story, and the
universe, and all the different things you can do will not be
disappointed. As follows:
I don't know by what extent the
producers' rants about the authenticity of the universe are true, but
I know this: the moment you enter the game, the impression of "I'm
here, it looks real" is quite obvious. Starting with the
architecture, and the NPCs clothes, and the interior design of the
buildings. It seems authentic, and it goes a long way immersing the
player in the universe. Another great thing is the way the game's 4
major cities (Jerusalem, Damasc, Acre, Masyaf) are populated. We all
know the publicity around other games trying to recreate a "living,
breathing world", but Assassin's Creed pushes the concept to a
new level. Every single city is full of non playing characters
walking around, doing their daily routine; there is no complicated
system of "now I sleep, now I eat", like in Oblivion, but
one thing is clear: it's way better than Bethesda's game, because of
the sheer number of them, and the way they just seem...natural, doing
their thing. There's literally tons of NPCs roaming the streets in
Assassin's Creed; there's so many of them you literally have to push
your way through them, trying to get out of the crowds. They scream,
shout and run around, they drop what they're carrying if pushed, and
if the situation becomes dangerous (for them), they call the guards.
Sure, after a few hours of gameplay you're already sick and tired of
hearing the same tired old line used when an NPC calls for help, but
at least from a visual standpoint, everything looks and feels great.
And, when the city's crowds start to get on your nerves,(there
are characters especially designed to piss you off, like the beggars)
you can always go the way of the roofs. And once you reach the roofs,
you realize there is no other game which manages to even get close to
what Ubisoft Montreal has managed to achieve with the game's free
running system. Altair, the main character, runs without interruption
on any surface, "switches" from different types of
animations without any hitches, without seeing where the different
frames change, without those little "dead" moments between
animation types, with such fluidity and grace it leaves you floored
in front of your TV. You move your character using the left stick,
you hold Right Trigger, and push A. By doing that, Altair will
correctly detect the surface he's running on, every single time, and
will run, jump or climb according to the situation. You don't have to
do anything; the game knows if there is a wall in front of the
character, a ledge, a big drop from the roof, or anything else. And
Altair will continue running, regardless of the obstacle, in such a
natural and great way it makes you wish this game had a "replay"
feature. It's impossible not being impressed at least a little when
you see Altair running through the city. It's impossible not to
appreciate the amazing freedom you have, the mind blowing animations,
and the fact that there's virtually no surface you can't climb. And
if you really can't, it just means you would have fallen out of the
map if you did. The sheer number of different animations is mind
blowing; after over 20 hours of play, right at the end of the game,
in the final battle, before the credits, I saw a new combat move.
There are THAT many.
Assassin's Creed encourages you to
explore with the amazing freedom you have, to do anything, be it on
the city streets, or up on the roofs. Besides, the only way to
"discover" the map, and it's points of interest is by
climbing the tallest building in the area, where a "discover"
option appears, and you scout around the city before you with an
impressive fly-by camera. You do this thing a lot in Assassin's
Creed, but in never gets boring, because the game is so well put
together from this point of view you just sit there watching, in awe,
how Altair climbs what seemed to be an impossible ascent. The main
character grabs on the smallest pieces of rock, the smallest ledges
or any other element of that wall which offers grip it in such a
natural way you just want to do it again. And I never ever saw him
climb something "the wrong way". If there is no surface
which might offer a bit of grip, it means that surface can't be
climbed. The synchronisation between Altair's animations and the
actual landscape is almost flawless. Impressive. The combat system
is equally fluid, and impressive. The entire system is based on
counter attacks and precise timing of your hits. Classical attacks
can be performed, as well as dodging, and grabbing/throwing your
opponents. The heart of the system however is the defensive stance
Altair has in each battle, waiting for his opponent to strike,
dodging the blow and then executing him with an extremely brutal a
precise attack. The actions which can be performed during a fight
(and during the entire game, for that matter) are contextual, meaning
the buttons' mapping is changed depending on what you do on screen.
It sounds complicated, but in fact it really isn't. A fight is won
(or lost) not because of the poor interface, but the skill the player
has to precisely time his attacks, and dodge his opponents. And,
speaking of which, I really hope this interface will be properly
ported to the PC, when it will hit stores, next year. Altair's
arsenal isn't especially complex. He only has a sword, two types of
knives (regular one, and the throwing variety), and the assassination
spike, hidden under his sleave. If you feel particularly skillful
during a fight, the spike can be used for counter attacks, which is
quite difficult, as a missed blow leaves you open to the opponent's
sword, not having a proper weapon to block his attack with. Speaking
of the assassination spike, the game is called Assassin's Creed for a
reason. You have 9 distinct targets who must be assassinated
throughout the land, for reasons I'm not going to go into, because
I'll have to ruin the story. Each target has it's story, shown by
usually kick-ass cutscenes before the actual assassination, and
different ways to be reached, and killed. All the secondary
missions I was talking about earlier server to gather information
about your target. Not all of them must be completed in order to
"unlock" the assassination, however. You only need the
basics: where the target is, when it will show up, and preferably how
many people are defending it. For the perfectionist, if all the
secondary missions are accomplished, there are achievements crafted
exactly for this purpose. The assassinations start with unguarded
merchants roaming through the city, and then move on to important
military figures, heavily guarded in fortresses and such, towards the
later part of the game. After the cutscene, which can be partially
controlled by the player, you're free to assassinate the target as
you see fit, and then the chase starts. The whole city is alerted to
your presence, and you have to dodge (or fight) your pursuers until
you find a safe spot to hide, and lose them. The chase scenes are
great, but entirely skip-able if you don't feel like running through
half the city to escape; kill a few guards, jump on a roof, and hide.
It's all up to you. The main story of the game is very
interesting, built around these 9 targets, and it's gradually shown,
without telling you to much, but also trying to suggest that all is
not as it seems. And that works really well.
As mentioned
earlier, the game universe is great, and to that end the graphics
play a significant part. Not necessarily from a technical point of
view, which isn't exactly impressive compared to other 360 (or PC)
games, but form an artistic point of view. The art design is
excellent, and it really helps. It wouldn't have hurt to have more
NPCs constructed with a bit more detail, and also the area between
the cities (because you have that, too) could have been better if
textured with a little more detail, but overall the graphics are
excellent. Sure, the far off textures (like the ones over the city
walls, where you can't get) look like a turd, and the game has quite
a number of small (but noticeable) graphical glitches, but it's not
enough to put you off. Of course, having graphical errors (small as
they are) in a console game isn't exactly nice, with the unified
configuration and all, but hey, not everything's perfect. The
sound is also good, fortunately enough. The music consists mainly out
of atmospheric tunes, and a few heart pumping chase sequences here
and there. It serves it's purpose. The same can be said for the
general sound FX category, which really help in making you feel be in
a leaving, breathing place. The mediocre part is the voice
acting. Overall, it's not bad, but the thing that ruins it is the
repetitivity. The problem is bigger than you might think: on one
hand, the game immerses you in this believable world, and then it
bangs your head against the speakers with the NPCs saying the same
thing over and over, with Altair's American accent, and the way
english is used in certain places where, surely, the original
language of the area might have been better. I'm not saying this
because I woke up on the wrong side of the bed: the game does have
"localized" speech from time to time, such as the Templar
knights (really hard to beat) which speak in French, or German,
depending on their country of origin, or the city guards who also
seem to speak in their native tongue. But this isn't consistent. You
sometimes hear it as it's supposed to be, and sometimes you
don't. It's quite possible I'm overreacting, but this is a Triple
A title after all, a little more attention to details such as these
wouldn't have hurt a bit.
And now, before the end, what
sucks, and what doesn't: The good part: Everything which helped
build the game's sandbox is exceptional. The animation system
redefines what you might have thought to be possible, on any
platform. The combat system is great. The story is interesting and
keeps you guessing right until the end, and the great "secret"
which most gaming sites have been quite keen in ruining when writing
about the game is worth it, bringing additional depth and "cool
factor" to the game. For these reasons alone, Assassins'
Creed is worth your money. The bad part: Everything which
doesn't add up to the main quest is repetitive and boring. The game
has a truckload of different animations, but only a few decent sound
samples for the characters in the game world. The secondary quests
are built using ctrl-c and ctrl-v. The artificial ways of prolonging
the game's length (different flags which must be collected, much like
the hidden packages in GTA) are rather crappy, and add up to a full
time job if someone might want to collect them all. There are the
relatively stupid game design situations which show up from time to
time. You mostly ignore them, but sometimes it's a bit stupid to kill
someone in the middle of the public square but not being noticed by
anyone (although you're standing right next to the dead guy) just
because you quickly pressed A (blend). Or, you're climbing on a
guarded tower, the guards are looking at you, the "warning"
HUD element flashes, and...nothing happens. Or the soldiers who
politely wait their turn in attacking you just because the game isn't
close to the end, and someone decided they shouldn't be too hard on
the player.
So. Is it worth it ? It most definitely is.
You won't get the perfect game, but you WILL get a very good one,
original in it's setting, and quite exceptional at times. And that's
something you don't see very often these days. |