After my uninspiring playthrough of Dishonored
post-Christmas, I got all nostalgic and misty-eyed for Assassin's Creed. It’s
okay, I didn’t break out the whole series for a second go – that would’ve
involved a lot of hours. But it’s
nice to reminisce, once in a while, about a game that got it right.
Mostly. Eventually.
See, I’m not saying there aren’t flaws. From the original
Assassin's Creed through ACs II, Brotherhood, Revelations and III there were
mistakes and they each came with their own set of gripes. But they grew and
evolved and ultimately delivered on their promise. And more besides.
My affair with these games began with AC II
– I then hopped back to the beginning when I picked up the first game at
bargain basement price. An odd way to approach a series, but no different to
how I got into Babylon 5. With Straczynski’s TV opus, I was drawn into
the developing Shadow War in Season 2 and was prompted to go back and give the
first season a second chance (I’d initially dismissed it as pretty mediocre
fare after a couple of episodes). With good old 20/20 hindsight, this was
probably a better guarantor of my being hooked. AC, the first,
was riddled with flaws and shortcomings compared to the second and I’m not sure
I would have been so enamoured with the experience. But I think I could
appreciate its strengths more in light of how it was destined to grow.
Now, (SPOILER ALERT), I should say from the outset I was
never really taken with the series’ central premise; the sci-fi element of the
Matrix-like Animus detracted from the gorgeously realised and thoroughly
immersive historical settings (SPOILER AHOY!), all those intervening DaVinci
Code-style contemporary sequences were at best a distraction, at worst an irritation
(SPOILER COMING UP ANY MOMENT NOW), the modern reluctant assassin, Desmond, was
a wet blanket and (SPOILER) I was glad that he croaked in the end. Any future
instalments in the series will benefit from his absence.
Heartless, I know, but there it is. But when you’ve gone
to all the trouble of lovingly crafting those historical settings (as Ubisoft
so clearly have) it’s small wonder I would rather have spent all my time in
those rich playgrounds. The Animus also had an annoying habit of erecting all
these white barriers everywhere, declaring certain areas off-limits until
certain points in the story – and those were a huge eyesore, scarring the otherwise
beautiful illusion the developers had worked so hard to create. The only thing
you could do was turn about, ride on and try to forget you had seen such a
dreadful thing plastered across the landscape.
Even with those fences erected everywhere, the games
managed to be more free-roaming than most. I just tended to figure they could
have dispensed with them altogether, let you wander where you pleased and
simply introduced the story elements in those locations as and when the plot
called for them. For example, if you weren’t meant to meet Machiavelli yet you
could have been allowed to explore his neighbourhood, collect all those
interminable feathers, Templar flags and what have you, trespass on the
rooftops, take down a few unsuspecting guards, pick a pocket or two etc and
generally have fun, just don’t have old Niccolo present.
Frankly, even a barred
city gate is preferable to a giant wall of white nothingness like something out
of Doctor Who’s The Mind Robber. We don’t want to be reminded we’re only in the
Animus and could be pulled back to the role of Dismal, I mean Desmond, at any
time.
To be fair, of the historical characters, the original
Altair is a bit one-dimensional, but has that advantage of a touch of mystique
by remaining a hooded avatar on which you can project a range of personality
traits of your choice. The later characters in the series, Ezzio, Connor and
Hatham are more well-rounded and fleshed out, to the extent that – I found – it
was nice to reflect their personalities in your play style. I was less-inclined
by far to engage in wholesale slaughter as Ezzio, the charmer, for example,
while a pragmatic ruthlessness crept into my play as Hatham, followed by a
rather reckless thirst for revenge after Connor’s village is torched. The twist
with Hatham (if you’re lucky enough, like I was, not to have had it spoiled)
comes as a genuine shock and yet the revelation did nothing to undermine my
liking for the character. Nicely handled.
The way in which the series threads historical characters
and detail into its events is masterful. I’m not saying it should be employed
as an educational tool (there’s plenty to learn from the databases and just by
playing the series I often found myself fascinated with many aspects of the
featured period, but let’s be honest students would never get any work done).
But it all serves to bring the game world to life in a way that very few
fantasy settings are ever going to achieve.
Differences in architecture and terrain also oblige the
gameplay to adapt, particularly in AC III, with its generally lower rooftops
and extensive woodlands. All that movement through the tree branches brought a
whole new skill set to be mastered and was tricky at first, with fingers and
thumbs trained on previous AC games, but it wasn’t too long before it was just
as fluid and second-nature as all the rooftop activity of before. The combat
system went through a number of changes with each instalment too and while not
perfect I rate it as one of the best, facilitating some great swash-buckling
free-flowing action – lightly peppered with cinematic flourishes.
And, speaking of buckled swashes, I especially enjoyed the historical naval action that brought another added dimension to the Assassin's world.
Of course, it being software, it’s all at least as
well-seasoned with glitches and failings. AC III, for instance, featured a
lovely peaceful little side project of just observing various workers toiling
cheerfully away on the homestead – but a project, courtesy of a bug, I never
did complete. They say they issued a fix but if I wanted to waste more hours
watching farm labourers I daresay I could do that locally. And some of the
challenges, if you wanted that 100% completion, were excessively fraught with difficulty.
Most notably a climactic chase where you had to keep up with the main villain
without brushing the shoulders of any innocent bystanders on a crowded dock
with your passage barred at frequent intervals by armed guards and a return to
the starting line in the event of any fail – and fail you would, lots. Not only
can I attest to the toughness of this one, but a couple of days after I’d
finally succeeded against all the odds, Ubisoft apparently issued a ‘fix’ to
make it a little easier. Thanks.
But I mention that by way of an amused grumble in honour
of their impeccable timing. Because none of these gripes were serious enough to
damage my impression of the games overall. As I say, the biggest detractions
lay in the Animus and the dull Von Daniken story arc that linked the different
period pieces together. Give me a standalone setting as richly realised as
these, let me loose in them and I’ll be just as happy if not more so. I’m
reminded in many respects of Rock Star’s superb Red Dead Redemption, where I
was perfectly content between missions and quests to ride around, explore and
enjoy the scenery. Anything, really, to postpone the end of the story and spend
a little more time in the world presented.
It’s the model they should have used for a Game Of Thrones
game (instead of this less than stellar effort), with its ideal balance of (mostly) free-roaming sandbox play in a
sumptuously detailed - and populated – world, interwoven with a tale of
conspiracy and political intrigues. Of course, the Game Of Thrones 'version' would
necessarily be grittier, darker and dirtier but the essential building blocks
are all there. (Taking things in a brighter direction, it would also be the
best model for an Asterix The Gaul game, with plenty of scope for bashing
Romans and biffing wild boar in the course of an entertaining tale.)
Which is why, ultimately, I say the series delivers on
its promise and more. On top of providing a rewarding journey and many hours of
engaging (and more than just your average no-brainer) entertainment, it
establishes a standard and a model that other games could do well to look up to
and perhaps emulate.
Ubisoft, I hope, will continue to learn from their
mistakes while they – and other developers – build on everything they got
right.
SAF
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