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Assassin's Creed: A forumite in Montreal! Article

PC Xbox 360 PlayStation 3
Article by Eurogamer staff

25 October, 2007

Page 1 of 2. Page 2 ->

When Ubisoft asked us if we'd like to send one of our forumites to Montreal to play Assassin's Creed, we said no, we'd like to send ourselves instead. When they told us to sod off, we had a sulk for a bit and then elected someone - in this case, the young and dashing Richard Horne. What follows is his untouched impressions of the game based on... well, we'll let him explain. We also inserted lots of errors and typos so he doesn't put us out of a job. Good day.

As a cynical and jaded gamer, I appreciate that were the proverbial boot on the other foot, I'd not necessarily place too much faith or confidence in the glowing impressions of a game written by someone who'd just been flown to Montreal (economy class in case you're wondering) and had been very much looked after for three days by the game's developer. However, those of you that don't know me should be reassured by the fact that I'm a straight talking Yorkshireman who's not afraid to tell it like it is.

But just before I delve into describing the intricacies of the game, I'd just like to spend a few moments outlining some of the details described in the exclusive presentation given to us by Assassin's Creed's producer Jade Raymond and Creative Director Patrice Desilets.

Ubisoft began work on Assassin's Creed in 2004 after the completion of the third Prince of Persia title and from the very beginning, even before the first piece of concept art was drawn up, Ubisoft's mandate was to clearly redefine the action adventure genre and present gamers with a level of immersion never before seen in a game. Patrice and Jade described how in order to achieve this, throughout development of the game, it was imperative to do away with traditional gaming conventions such as floating energy top-ups, invisible boundaries, NPCs that don't react to the actions of the main character and more importantly the lack of freedom to explore every single nook and cranny of a game's world. I'll come back to why this is important later.

'Assassin's Creed: A forumite in Montreal!' Screenshot 1

My preview of the game began in Masyaf, which is the assassin stronghold and home to Altair (pronounced Al-tie-ear) who is the game's main protagonist. Masyaf is set in a vast area of countryside called The Kingdom which is located centrally between the game's three main towns - Acre, Jerusalem and Damascus. The Kingdom acts as a sort of central hub area, similar to Hyrule Field in Zelda if you will, and can be traversed on foot or on Altair's trusty steed which officially beats both Shadow of the Colossus and Zelda by easily being the best videogame representation of a horse. In the preview build I played, I was able to freely explore both Acre and Jerusalem. However, I got so suckered in to my time with Acre that I didn't actually have the time to visit Jerusalem - in fact our time with the game full stop was unfortunately cut short by an impatient French coach driver.

The main bulk of the game focuses on successfully completing the assassinations of various 'boss' characters that are key figures in the game's universe and narrative. However, in order to gather the intel required to be able to attempt these assassinations, various side quests must first be completed. These range from pick-pocket missions to stealthy assassinations of some of the lesser characters, to interrogations (which usually involve a fist fight), to the rescuing of citizens from various sticky situations to scouting objectives which require you to scale the summit of a particularly tall building within the town in order to successfully "synchronise" yourself with the world.

The reason I've put the word synchronise in air quotes is that while for the main part the game seems fairly straightforward in terms of its medieval narrative, there's also some underlying futuristic plot branch that's yet to be revealed in its entirety. You'll have noticed in the gameplay videos, I'm sure, the various digital effects that appear over enemies and characters within the game. There are also references to memory rewinds and fast forwards, the aforementioned synchronisations with the game world, error messages that appear when cut-scenes start and lots of other seemingly out of place events that hint at some sort of contemporary link to what's happening within the game. Ubisoft would not elaborate on this but did assure me that everything is explained and becomes clear and logical within the first few minutes of the full game.

'Assassin's Creed: A forumite in Montreal!' Screenshot 2

Assassin's Creed is, if you didn't already know, a third-person action adventure similar at first glance to Prince of Persia. Some would suggest, and they'd no doubt have a fair point, that Assassin's Creed is actually a logical extension of that franchise as there are undoubtedly many similarities - mainly in how the characters move. However, while PoP funneled you down straightforward, linear tunnels, the world of Assassin's Creed is a much more open and free-roaming place where it's possible to play the game exactly how you choose to instead of being dictated to by the tight, narrow level design. In fact the assassinations required to drive the story forward can apparently be completed in any order, providing you've uncovered the necessary intel beforehand.

For me personally, Altair also happens to be one of the most well-designed videogame characters in recent memory. But bear with me on this, for I'm already anticipating your groans of "but he's just another hoodie-wearing emo bastard!" Altair's hood and cape were intentionally designed so that the shadow he casts (due to the pointed peak on his hood and the split down the back of his cape) closely resembles an eagle. Which while looking fantastic in action, is also a brilliant metaphor for the grace with which Altair floats around the world of Assassin's Creed, as well as the speed and lethality with which he attacks his prey. Jade also mentioned that the final design they chose for Altair was actually the very first concept they created but was then never surpassed by any of the designs that followed.

There's a general rule in Assassin's Creed (which I'll now refer to as AC as I'm sick of typing the word ass) that dictates that any ledge, stone or object that sticks out by more than 10cm can be used by Altair as a foot or hand grab in order to climb up any of the game's architecture. And in actual practice this system works brilliantly well. It's deliciously satisfying planning out the many different routes Altair can take to climb to his intended destination. And much like Crackdown, which incidentally parts of the game very much reminded me of, it was fantastic fun just to pick a building in the distance and work out the best way of getting to the top of it. Again like I experienced after playing Crackdown, later on that evening as we were wandering around Montreal I found myself looking at real life buildings contemplating which edges or windows I could grab a hold of, and which ledges were perfect for propelling myself to the top. The graphics and draw distance in the game are quite staggering and that new next-gen feature of "if you can see it you can scale it" was more than evident.

'Assassin's Creed: A forumite in Montreal!' Screenshot 3

I also noticed very early on that the animation of Altair is quite simply second to none. I especially found myself hugely impressed by the grace and speed at which he moves around the levels. The transitions between the many different types of actions are simply flawless and a staggering achievement when you consider the multitude and complexity of accomplishing real-time and very often random changes in direction and motion.

While we're on the topic of visuals, I'd noticed in preview videos before my trip that the game had some serious v-synch issues that made the game tear as bad as, if not worse than, God of War 2 and this was top of my list of pertinent questions to ask Ubisoft while I was there. However, before I'd even played the game and completely unprompted, Patrice went to great pains to say that the game had gone through a massive optimisation process recently which had removed tearing in its entirety. Now I realise that for most of you this is very much a non-issue, but Ubisoft has garnered a bad reputation for itself in this department in recent games and I know a lot of people that will breathe a huge sigh of relief as I confirm that in my time with the game I did not experience a single screen tear. I confirmed this with some of the other people playing the game and they all backed up my claims. However, there was mention from one person of a single slight occurrence of tearing during an in engine cut-scene as the camera closed in on one of the main characters.

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Comments: 1-32 of 32 in total

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Tabasco
25/10/07 @ 06:19
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Excellent writeup Hairy! :o)
NegativeZero
25/10/07 @ 06:52
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"You'll have noticed in the gameplay videos, I'm sure, the various digital effects that appear over enemies and characters within the game. There are also references to memory rewinds and fast forwards, the aforementioned synchronisations with the game world, error messages that appear when cut-scenes start and lots of other seemingly out of place events that hint at some sort of contemporary link to what's happening within the game."

I'll reserve final judgment until I play the game, however personally, this is the one thing that I've been hearing about AC that has really disappointed me. Why can't it be set in that time period? Why does it have to be turned into some SF bullshit about genetic memory and stuff? If they're so focused on immersion and realism and everything then this sort of crap really seems like it shouldn't be in there.
pjmaybe
25/10/07 @ 08:01
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More of this sort of thing!

Good stuff Rich.

Peej
sailesh
25/10/07 @ 08:27
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This article was ace and has got me really interested in AC!

Woo..
Lutz [mod]
25/10/07 @ 08:33
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Top write up!

Someone give this man a job!
bushwod
25/10/07 @ 09:07
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@NegativeZero

Couldn't agree more.

Also, saddened to see so few comments on here compared to the news article that Jade is in London this weekend.
morriss
25/10/07 @ 09:08
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Nice one Rich.

I am over it now btw. I only want to smash your PC, not your face. My Doctor says that's progress.
hamstand
25/10/07 @ 09:16
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wowsers. don't fuck it up now ubisoft! sounds amazing...

what platform did you play it on?? i must start the fanboys up!!!!
HairyArse [mod]
25/10/07 @ 09:21
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I played it on 360 but was told that both PS3 and 360 versions are identical. Whether that's true or not remains to be seen but I believe them.
hamstand
25/10/07 @ 09:22
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thanks. great article btw. maybe they could give you a regular feature? or at least let you review AC when it finally comes out eh?
Edited 1 times, most recently on 25/10/07 @ 10:23
Grunk
25/10/07 @ 09:23
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Is it all part of the "Temporal Cold War" as featured in Star Trek's Enterprise?
smirny
25/10/07 @ 09:33
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this was already on my 'give me it now!' list (mass effect being the other main contender, and the fact these are coming out so close together is slightly concerning for the tiny amount of free time i have as it is...)

really nice write up tho... very curious to finally find out about the whole digital sci-fi wierdness... just hope it fits/works well!
Agent_Llama
25/10/07 @ 09:36
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Good write-up.

Regarding the mystery in the narrative, it could work, it could be awful. It probably turns out Sam Fisher is the reincarnation of Altair or something hideous like that. ;o)
Killerbee
25/10/07 @ 09:47
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Great article.

This is now at least on my radar, even if I'll be waiting for reviews of he finished product before buying. Hope they iron out some of the continuity glitches - nothing worse than having NPCs or enemies randomly disappear - at the very least, surely they can code the character going into a building or something before resetting/respawing and coming out again?
derblaue
25/10/07 @ 10:05
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It's nice to get a view from someone who *isn't* a professional games-journalist (you aren't, are you?). No disrespect to the quite excellent EG staff, but they've got their heads full with Jade ;)

Also, excellent article!

On the digital/sci-fi aspect: I wonder if at the end of the game there will be a level/mission-ish kinda thing set in the time this all really takes place...

Who knows, maybe this turns out to be a Hideo Kojima production and Altair is actually future-Snake (or Raiden more likely) intent on stopping the whole MGS conspiracy before it even happens. Okay, maybe not. Where's my pills...
Sorcy
25/10/07 @ 11:06
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Can you tell us more about the climbing controls? I have yet to see an article that goes into details how climbing (which seems to be an essential part of the game) works - is it just pointing your left analog stick wherever you want to go, and Altair does all the work, or is there some kind of skill involved?

Also, another thing I was wondering: will it be possible to "ghost" Levels? The demo video I recently saw had Altair slaying henchmen left and right on some rooftops, which didn't look very assasiny to me... I'd prefer to go the "Thief: Dark Project" way and move silently up to my target, stick an unfriendly piece of metal in his neck, then slink of into the shadows. Any chance I'll be able to do that?
Inquisitor [mod]
25/10/07 @ 11:18
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Very nice article, still not convinced that I'll enjoy this game, the sci-fi stuff just seems to drag you out of the experience.
Edited 1 times, most recently on 25/10/07 @ 12:28
thedaveeyres
25/10/07 @ 11:33
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Great write-up. Well done!
Blackthorned
25/10/07 @ 11:38
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Excellent writing - really enjoyed the insight.
ming
25/10/07 @ 11:42
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EG missed a trick by not introducing the article with

the young and dashing HairyArse
Pooley
25/10/07 @ 12:11
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A well written and interesting article. Nice job HA.

I'm getting more interested by this game the more I hear about it.
Dr.Haggard
25/10/07 @ 12:17
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Great stuff Hairy, very nicely written and covers some important points in more depth than one would normally expect from a preview.

This has been hovering near the top of my most wanted from the first announcement trailer, but the more I read about it the better it sounds. What really does it for me is the freedom to explore, to play at your own pace and immerse yourself in the world. Their preoccupation with making a believable world with believable inhabitants is very reassuring, despite your own concerns about certain aspects of NPC behaviour.

Btw you said you were really impressed by the horse (to say it controls better than Agro from SotC is a bold statement! ;). Is it realistic - ie you control the reins not the horse - or is it more like steering a car?
Edited 1 times, most recently on 25/10/07 @ 13:19
zErOb_cOOl
25/10/07 @ 14:00
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Hmmm, disappearing NPCs. Reminds me of Shenmue all too much!

Apart from that this sounds great though, and I hope it is extremely immersive, as that's definately the main factor for any game. I love these kinda open plan games, especially if they have a bit of style (GTA series, Far Cry) but there are far too few of them around. I very much doubt the computer horse is better than the one in SOTC though! :)
HairyArse [mod]
25/10/07 @ 14:13
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The horse is the best video game horse both graphically - it animates fantasticly well - and control wise - it goes where you want it to. You can even trample over people in it which automatically makes it a winner.

I played it on 360 but they told me that the PS3 version is identical.

As for the climbing controls, it sort of it just move with the left analogue stick, but the right trigger is held down for aggressive movements and released for passive movements. You also control jumps with the A button, so it's reasonably simplified but not patronisingly so.
Vroom!
26/10/07 @ 10:40
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go harry! Go harry! :)
psychokitten
26/10/07 @ 11:13
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Good job, Hairy!
symmetry
26/10/07 @ 15:07
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And your preview score is....?

:)
HairyArse [mod]
26/10/07 @ 15:17
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I didn't play enough to be able to give it a score so couldn't even attempt it. Sorry mate.
Downside
26/10/07 @ 17:25
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That has made AC a must buy for me now - cheers!
chronom4n
26/10/07 @ 19:25
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A well-written article. At the start of the article I thought it is going to be a boring preview but it seems that the reviewer has hit the nail on the head (well for me anyway) in getting a preview of a game in a way which i enjoy reading about. Keep up the good work. BTW one can never have to many ASS'S in which to write about!
Edited 1 times, most recently on 26/10/07 @ 20:25
Universal Hamster
29/10/07 @ 16:32
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Wow, this is actually the best preview I have read in ages. Very detailed and satisfying. Nice one Hairy!
keith123
31/10/07 @ 01:04
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Good job, you mentioned the potential things that can ruin a game that 'staff' might be afraid to mention!

Comments: 1-32 of 32 in total

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