Assassin’s Creed won’t blend in to the crowd...
With Assassin's Creed now in its final testing and polishing stage, Ubisoft has invited us up to their offices to get our hands on one of the most anticipated titles of 2007.
Before we begin, we're given some background on Assassin's Creed by Creative Director Patrice Desilets (you can tell he's creative... he's wearing a beret), who's travelled from Montreal with Art Animation Director Alex Drouin and Level Design Director, David Chateauneuf. It's fair to say that we're in good hands.
Set during the summer of 1191, the time of the Third Crusade, in and around the cities of Acre, Jerusalem and Damascus, Assassin's Creed casts you as Altair (Arabic for "The Flying One") – a member of the original guild of master assassins known as "The Hashshashin" – and the striking figure on the Assassin's Creed's box who already looks set to become a gaming icon. Your task - to assassinate nine real historical figures entangled in the Crusades.
A different experience altogether, one that effloresces with each step taken into Assassin's Creed's highly-charged and bloody political climate.
Once Patrice begins playing the Xbox 360 version, we can tell this is a creative team dedicated to achieving the best, from the enthusiastic way that he talks up Assassin's Creed to the obvious results which are proudly displayed on a massive hi-def telly before us.
As Altair explores the city of Acre before our eyes, two things are obvious – the detail of Assassin's Creed's physical environment, and that of the non-player characters that inhabit the bustling streets. Both are absolutely instrumental to Assassin's Creed's gameplay.
The athletic Altair can go pretty much anywhere, employing techniques not far from the modern sport of Parkour (Free Running) – tiny ledges are enough for the assassin's fingers (or toes) to grasp, while he can leap large distances with the grace of a bird in flight, meaning rooftops and other hard-to-reach areas are accessible with ease.
Meanwhile, the general population in Assassin's Creed are also vital to assassination success. They can be used to hide amongst, to run a distraction, they can be pick-pocketed, and even be convinced to join sides with assassin Altair and fight off guards. On the downside, the crowd are easily startled, and react to strange goings on. Attempt to scale a building in front of a large group and they'll (obviously) be interested, stoking the curiosity of any guards in the vicinity.
An unexpected comparison...
Patrice repeatedly stresses that we should prepare ourselves before playing Assassin's Creed – that it does not play how we would expect. Assassin's Creed's control method has a flow, a rhythm, which, while natural-feeling and easy to pick up, differs greatly from the conventions we're used to playing with (indeed, Patrice explains that in some ways Assassin's Creed is more similar to Pro Evolution Soccer than another action game) – and it'll take a while to sink in.
When I finally get my hands on it, it's easy to see what he means; it does take some getting used to, but from the second you are in control, Assassin's Creed becomes a different experience, one that effloresces with each step you take into its highly-charged and bloody political climate.
The way master assassin Altair moves is astonishing, and once you relax into the idiosyncratic control, Assassin's Creed becomes second nature. It's a truly joyous feeling to navigate your way across rooftops, up towers and over parapets like some kind of human cat.
There's also a certain rhythmic quality to the combat – somewhat reminiscent of that in Ninja Gaiden – one well-timed button press is going to do you a lot more good than mashing the attack buttons, especially against more than one opponent, and blocking also plays a vital part in Assassin's Creed's fights.
The way Altair moves is astonishing, and once you relax into the idiosyncratic control, Assassin's Creed becomes second nature.
Researching your commission prior to striking is a fairly hefty part of Assassin's Creed, and there are numerous options available when it comes to deciding how to assassinate your target. In one scene, Patrice had Altair wait on a the top of a high wall while a commanding officer berated his soldiers in a courtyard, and then leapt directly from the wall onto his target with a dramatic killing strike. A spectacular assassination, yes, but one that immediately has you facing off with a gang of enemies in an enclosed space – something quieter and more considered may be the route to go next time, but, in Assassin's Creed that is up to you.
Assassin's Creed is not a "hardcore" stealth title and not supposed to be – Patrice explains that a significant amount of work has gone into balancing the gameplay in this respect, to ensure a level of challenge and believability to Assassin's Creed while also retaining the all-important aspects that stretch realism enough to ensure it remains enjoyable.
All will become clear...
The creative team would not address any questions related to an apparent "sci-fi twist" in Assassin's Creed – yet loading screens definitely hinted at something, while figures in the game are often surrounded by complex, futuristic-looking information readouts. Are you playing as someone else who is playing a virtual reality Assassin's Creed game? Is time-travel involved? No amount of begging would convince Patrice to give up Assassin's Creed's secret – though apparently all will become clear in the first minute of the finished game.
With its mysterious and engaging protagonist, unique and evocative setting, and a superb mesh of gameplay styles, Assassin's Creed is shaping up to be one of 2007's most desirable titles and certainly not one that is likely to look lost in the holiday rush. Might be time to sneak in a pre-order...
Preview by: Jonny Austin
Version Tested: Xbox 360
Preview Published: 12.10.07