Assassins and what they believe
[I'm going to try to post my thoughts about new games as I play them. Hopefully, these will be of interest to someone else (other than me). This is a follow-up post on yesterday's First Look.]
I talked before of how even the pause menu is styled in a way to reflect Animus usage. The world itself even echoes this. Try to go to a place where your ancestor hasn’t gone and the game stops you. Animus error. Everything is steeped in the in-game fiction. Having spent so much time making little details explaining the experiences in the Animus, the game fiction falls flat when the Game takes over.
Each town has there own sets of flags to collect. Similar to the Agility Orbs in Crackdown, these are scattered through each town while frequently on rooftops. This type of collection is pretty common in sandbox designed games. In order to have the player explore every area, the designers place things for people to find. I understand this. I even like this. The problem is that I don’t want to be reminded, nearly constantly, that I am living through a simulation only for it to break suddenly. I’m on the trail of my target. I’m pickpocketing maps and notes. I’m listening to the conversations of the townspeople. I am an assassin. Then suddenly I’m stopped. Hey, look, a sweet flag! I’ve gone from being a badass assassin to being in yet another collect-a-thon. Fiction. Broken.
This game is designed for session gaming. Each mission, genetic memory fragment, is a separate event. Each starts in the same town. Each has Altaïr sneaking into the target town — often via the same method. These tropes follow the player from mission to mission. Get the target’s name from the boss. Leave the home town. Travel to the target town. Gather evidence — pickpocketing, listening to townspeople. Assassinate the target. Escape to the Assassin’s Guild. Restart at the home town. Rinse. Repeat. Each mission contains the same basic structure. If you play this in longer sessions, playing more than one memory at a time, it will seem extremely repetitive. It is. It’s also designed for those who will play the game maybe once a week or less. Spend enough time away from the game and having to pass through the home town is a relief. It is a welcome calm before the real play of the latest assassination comes.
Neither of these problems have been game-breaking to me. I can see how they would in others. If you had the pick of new games, why would you play something that you, the hardcore gamer, will probably not like? You wouldn’t. If however you are looking for a game that has a good story — I’m liking how they are telling it — but is still a game Game. You might want to play this. I’m definitely interested in how the story ends. I’m also afraid that this repetition might get on my nerves though.
First Look: Assassin’s Creed
I have heard some of the most mixed messages about this game. Around half the responses were that this was a good game for about 3 hours and then recommended stopping. Others seemed to have double-scooped their kool-aide and whenever a bad word is about to put against this game, they slip into their own little assassin mode. So, naturally I wanted to check this game out.
The basic story is that a machine has been invented, called an Animus, that allows anyone to experience “genetic memories”. These memories are able to be played back with the the person acting out the memories of their ancestor. Gameplay takes place primarily as Altaïr, the ancestor, but also as Desmond in the lab containing the Animus.
Let me just say that I like their dedication to the in-game fiction. Loading a save file, pausing the game and even battles all demonstrate that the player is interacting with the Animus. It’s neat. There is a feeling of being in the world of Altaïr, an assassin in the year 1191, but being interrupted with matrix-like overlays at times. Even the cut scenes have the occasional “glitch”.
This dedication comes at the cost of extra translation in order to do standard things though. Pausing the game breaks the Third Crusade world and leaves the player with choices. Do I want “Exit the Memory”? Or is it “Memory Log”? Saving the game is “Interfacing with the Animus.” These labels continue to slightly annoy me as I try to remember what each phrase actually means.
This game also really reminds me of latest Prince of Persia, which as it turns out, was made by the same studio that made this game. The climbing animation and the general feel of the parkour is practically the same. This is a good thing, at least for me. The enjoyment I got from the free-running of Prince of Persia is present here as I have Altaïr jump from rooftop to rooftop.
Annoyances:
- There is a constant need to “blend” — slowly walk with your head down — or hide. Just being near any guard instantly puts them on alert. This, of course, is completely understandable as Altaïr, wearing a cowl and weapons, pretty much looks like a badass constantly. I get making the player feel awesome but the alertness of the guards is slightly ridiculous.
- You can ride horses. Only not fast. Riding a horse in real useful way will instantly alert the guards. Only assassins know how to ride horses. Obviously.
