Wednesday, April 16, 2008

Assassin's Creed (PC) Positives and Negatives

The video above was not recorded by me. I haven't climbed that high yet in the couple of hours I have played the game.

So far this is what I am liking about the game:

  • Climbing walls and jumping from roof to roof.
  • "Leap of faith" (a special kind of jump illustrated in the video above).
  • Free roaming.
  • NPC's: there are many of them on the streets (this is what first attracted me to this game reading the previews more than a year ago).
  • NPC's come with many different faces and clothes.

And these are some of the things that detract from the game:

  • Bad foreign accents.
  • Rambling dialogs.
  • Third-person camera is not always free to move.

I'll add more comments as I proceed through the game.


Pedro Proenca said...

Is there a demo?

Marcelino said...

i don't think so

Francisco Assis Rosa said...

Comments for XBox 360 version

* The game overall...pretty brilliant
* Addiction factor...could not stop playing it till I finished it
* of the best I have seen in a game. The fluidity in which Altair jumps from roof to roof or climbs a wall is simply amazing.
* Killing moves in two words: "Incredibly cool"!
* Overall atmosphere...impressive. The recreation of the environment is uncanny.
* First time in a game I see a logical explanation for game boundaries...(Gears of War on rails anyone for the opposite experience ?)
* Interesting story, cool connection with "present".
* Leap of faith.
* Stealth killings are *awesome*! You need to get in the mood of "going really assassin" as opposed to "going Rambo"...but "going assassin" is when the game really shines.

Did not like:
* Replayability is zero (for me). Although I could stand the *unskippable* dialogs the first ( I agree with Marcelino, they can be long and boring), I simply can not bear to watch them a second time...they take *foreeeever*...and forget about trying to do the tutorial again...too painful.
* The game can get a bit repetitive after a while. Always same kind of missions.
* Achievements are lame...Why would I bother getting 400+ flags spread throughout all cities ? These are not Crackdown orbs so I am not even getting any RPG-alike power ups by getting them...I just have to find needles in *several* haystacks...too much for me.
* One of the worst endings I have seen in a game...Makes you wonder "Am I done ? Is there any bug here ?". Setting up for a sequel I would say...but after all the effort I feel I deserved a bit more reward...

Still....bottom line: I loved the game even with all its defects.

Marcelino said...

I don't know if by "game boundaries" you mean more than just the actual map limits, but I do think that most things that are never explained in other games have pretty good rationales for them in this game. For example, in Stalker there is day and night and there are even (on the go) meals; however, one thing the character never does is go to bed and sleep. In Assassin's we don't see Altair go to sleep either, but there is a reason: because (spoiler alert) the game "fast forwards memories"! Genious! Furthermore, the present-day character does go to bed!

Francisco Assis Rosa said... limits...why can't you leave a certain area ? Simple: *spoiler alert* *spoiler alert* the areas outside your allowed map are not part of your genetic memories...:-)

Marcelino said...

Haven't finished the game yet, but have learned a few new killing moves. At first I thought that combat was just a matter of pressing the mouse button repeatedly and furiously, but know I appreciate that the fencing system is much more sophisticated than that.

The missions are getting more challenging and interesting and overall I am having a lot of fun.

The dialogs, however, have not improved. I just saw something on the Game Developer Magazine web site (thanks, Pedro) that applies perfectly to Assassin's Creed:

"Game developers are in the habit of producing epics—or trying to at least, and there's often a perception that long, sprawling dialog is a path toward that end. Ben Schneider, formerly of Iron Lore Entertainment, calls that idea into question, offering the possibility that direct, purposeful writing in games leads to a better experience for the player."