"PixelRage.org - Your daily source of gaming news ." 29 August 2008
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Assassin's Creed (PS3, Xbox360, PC)
Developer: Ubisoft MontrealPublisher: Ubi Soft EntertainmentCategory: ActionRelease date: 8 Aprilie 2008Official site  
 
  Page: 2/3 
Grand Theft Auto: San Andreas
Max Payne 2: The Fall of Max Payne
Gears of War
Grand Theft Auto IV (PS3, Xbox360)
Assassin's Creed (PS3, Xbox360, PC)
BloodRayne 2
Postal 2
Army of Two (PS3, Xbox360)
Devil May Cry 4 (PS3, Xbox360, PC)
Dark Messiah of Might & Magic

 


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.
 


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