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Chris Leigh
13 Jul, 2007

E3 2007: Hands-on with Assassin's Creed

360 Feature | Ubi's Crusades sneak-'em-up gets playtested.
As historical locales in videogames go, you have to hand it to the team behind Assassin’s Creed: the Third Crusade is, if anything, pretty darn fresh. The industry obviously has World War II and medieval-themed titles coming out of its wazoo, while futuristic dystopias are also ten-a-penny nowadays. But a game set in the Holy Land at the end of the 12th Century? Such a unique backdrop is just one reason to admire Assassin’s Creed, though we discovered several more earlier today.

The Malibu suite on the seventh floor of Santa Monica's Loews Hotel was the location selected by Ubisoft to show off what is surely one of gaming's most exciting original intellectual properties, and this morning, for sixty engaging minutes, PALGN got to fill the boots of Altaïr, the protagonist in Ubisoft Montreal’s stealth-and-kill hybrid. After a brief wait in one of the Loews' expansive hallways, during which Ubisoft's generous breakfast spread was fully taken advantage of, we were summoned through to a room with half a dozen LCD screens.

Our host for the session was Jean Guesdon, a Project Co-ordinator on the game, who patiently talked us through the finer details of a title which Ubisoft evidently has big hopes for - after all, it's pencilled in for a November release, slap-bang in the middle of the Christmas jam. Ubisoft shareholders needn’t worry, though - based on what we saw and played, this is a title more than capable of creating its own ripples in the packed Yuletide market.

Our Assassin’s experience began from up high, overlooking Jerusalem (there are three cities in the game - Jerusalem, Acre, and Damascus). Swinging the camera around Altaïr with sweeps of the right thumb-stick revealed a handsome landscape, with scores - possibly even hundreds - of rooftops and ledges extending way, way into the distance. This particular map, enthused Jean, is fifteen times the size of the map shown at E3 last year, and it’s not difficult to believe him. Clearly, the newly developed Scimitar graphics engine is up to the job. Still, there was precious little time for sightseeing.

At the worst possible moment, Altaïr realised he hadn't accounted for the fierce headwind.

At the worst possible moment, Altaïr realised he hadn't accounted for the fierce headwind.
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A leap of faith into a hay cart a hundred feet below kicked things off, and from there, Jean immediately began demonstrating some of the game’s much-vaunted crowd AI. A woman approached us, begging for money, and blocking our path whichever way we turned. A strong shove got rid of her, only for a man who witnessed us swatting her away to reprimand us. Blending in before a bigger ruckus started is probably the best option here, advised Jean, and holding the A button allowed us to do just this, permitting us to go entirely unnoticed in the crowds.

There are several other novel touches when it comes to the crowd. Drawing your sword triggers wary, nervous glances from those around you. You can pickpocket people for extra throwing knives. Guards wave you away and threaten you the moment you get to within a few feet of them. And slaying an innocent civilian is frowned upon by both the in-game crowd and the game itself. This, Jean informs us, is because killing guiltless bystanders goes against the titular creed. As he tells us this, our sword accidentally (no, really) slices the neck of a woman as we’re slashing at guards, killing her on the spot. The game disapprovingly subtracts health points from us as a penalty; there’ll be no mindless, GTA-style slaughtering of innocents here, it may as well say.

But we digress. Our mission in this section of the game was to locate and kill Talal, a nefarious slave trader hidden in a stronghold somewhere in the city. Mercifully, we were spared the needle-in-a-haystack task of finding him ourselves - instead, a flashing marker on the game’s sensibly designed map told us where our target was loitering.

Now all we needed to do was get there, and this is where the fun began. While a great deal of fuss has been kicked up over the behaviour of crowds in Assassin’s Creed (and understandably so, for this aspect is mightily impressive), simply navigating Altaïr through his world is an absolute pleasure. The controls are almost instantly intuitive, and it’s difficult to recall a game with environments that are quite so interactive and unrestricting. Ledges, archways, exposed struts, window frames, statues and (according to Jean) any architectural protrusion that’s bigger than two or three inches can be clung to by Altaïr as he bounds effortlessly through the game’s environments.

Just watching our hooded hero athletically leap from building to building and scramble up walls on his fingernails is vastly satisfying. The animation is elegant and fluid, and the game manages to make even the clumsiest button presses look great on screen. Not many games, it's worth noting, achieve this. Soul Calibur was one that did, as were (more relevantly) Ubisoft Montreal’s own Prince of Persia titles.

Talal in the middle, there. Or Snoop Dogg. Whoever it is, he'll be a goner soon.

Talal in the middle, there. Or Snoop Dogg. Whoever it is, he'll be a goner soon.
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In the build-up to the game’s release, it’s been well-documented that there are myriad methods of completing missions. To demonstrate this, Jean opted to get to Talal by creating a diversion, shoving a guard to the ground from a towering rooftop, and in turn causing a disturbance hundreds of feet below. With the fracas still fresh and bystanders crowding around the splattered sentry, a vital stairway leading to our target became unguarded, leaving us free to tiptoe into Talal’s lair. The second time meanwhile, we hid amongst a group of slow-moving monks, our own white robes closely resembling theirs. The odd look from a guard aside, our insertion was flawless.

With our target located, an opportunity arose to try out the game’s combat on Talal’s goons. Essentially, the position of each face button on the pad relates directly to which body part is being controlled. Hence, the A button (the lowest of the four on the Xbox 360 controller) is used to control Altaïr’s feet (for dodging, or leaping). The X and B buttons are reserved for motions involving the hands (shoving, punching, lobbing throwing knives, counter-attacking) and Y (the top button) for actions related to the head. It’s a very deliberate design decision, says Jean, one that is meant to make the game amenable to newcomers.

In fact, perhaps for all-too-obvious reasons, the combat doesn’t feel a million miles away from Prince of Persia’s, with successful scrapping often a matter of timing, of waiting for your enemies to leave themselves open and give you an opportunity to administer that fatal cut-and-thrust counter-attack. Inevitably, comparisons will be made between the two titles - the Ubisoft Montreal connection, the athletic hero, and the not dissimilar combat make the association inevitable.

Often, you’ll need to chase your target before you get to plunge cold steel into them, and this proved to be the case with Talal. As has been demonstrated on previous occasions, the crowd plays its own role in such chases, blocking your path and causing stumbles. Yet once you do reach the marked man and finish him off, the pursuer instantly becomes the pursued, with Altaïr being tracked by guards and sentries down narrow, winding alleys. Here, the aim is to escape the attention of those hunting you, and this can be done in a number of ways - you can outrun them, but simply hiding in a bush works also.

Concealing ourselves in shrubbery is what brought our time with the game to an end, though it won’t be too long before we’re playing the real thing and leaping in hedges all over again - the game launches on Xbox 360 and PlayStation 3 in just four months (Jean was eager to stress how both versions are absolutely identical, and also admitted a later PC version was “very likely”), and we’ll be first in the queue for a copy. Suddenly, Halo 3 and Grand Theft Auto IV have some serious competition for our attention.

Related Assassin's Creed Content

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17 Comments
5 years ago
Assassin's will be one of the best games of the year. Though GTA IV will beat it.
5 years ago
A question for those who got the opportunity to play this hands-on: -

I have had a look at some of the gameplay footage myself. One of the things i noticed was when you highlight an attacking opponent, they change colour. Sort of like a greenish / grey highlight to indicate who you are fighting with. Once this happens, can you still be attacked from other guards in the fighting circle?
5 years ago
the doag wrote
A question for those who got the opportunity to play this hands-on: -

I have had a look at some of the gameplay footage myself. One of the things i noticed was when you highlight an attacking opponent, they change colour. Sort of like a greenish / grey highlight to indicate who you are fighting with. Once this happens, can you still be attacked from other guards in the fighting circle?
Yes, but only if you dawdle too much. You'll always get a good two or three seconds to make a move on the highlighted enemy, before one of the others wades in. It's not just incessant hacking straght away, and it works quite well.
5 years ago
This game is simply one of my "can't wait" games for me. Though the combat is a bit iffy.
5 years ago
Nice work, Chris. Always an excellent read and well covered.

This game looks great and it doesn't matter (or perhaps is better off for now) with the full story behind the game not realised. As for the comparison between Altaïr and Prince, it is agreed it is inevitable, as you placed twice. It is especially evident in the last screen that is provided (12th of 12 in the media panel). I expect Altaïr's hood to fall and the Prince to be standing there.
5 years ago
^ Altair being the prince of persia ain't such a bad theory. I'd back that horse at the right odds.
5 years ago
I heard there was demo for this game to out on live, any truth to it?
5 years ago
This game is real next gen material for me, can't wait!
5 years ago
Eehhh I'm still kind of skeptical of this game. That chase scene and the combat in the E3 demo looked pretty bad. Wait and see.

As for Altair being the Prince, I'm pretty sure you're wrong. Don't you all remember that a few months ago, one of the voice actors leaked something about this game which made everyone ask, "wtf?". Also it kind of explains that visual effect that happens when you approach NPCs.
5 years ago
crestfallen wrote
Also it kind of explains that visual effect that happens when you approach NPCs.
Which effect, crest?
5 years ago
I think he is talking about the scifi looking highlight on the NPCs you look at.
5 years ago
joejoe wrote
I think he is talking about the scifi looking highlight on the NPCs you look at.
Ah right, yea, I'm with you. I thought he was referring to another effect, one that I knew the reason for. Never mind. icon_smile.gif
5 years ago
Watching the "E3 2007 Demo" over at ign.com it is so cinematic. The gameplay looks like so much fun. Altaïr really can grab those little protrusions from walls, scaling some windows and small ledges that jutted out to reach the roof at one point.
The combat seemed alright, bit different as it was one-on-one despite the numerous enemies. But i guess that has to be done so as to not encounter mayhem. It worked for Prince though. At least they do attack whilst you duel with another. Not so frantic and those lethal kills looked great.

And i see what was meant by those pesky beggars and denizens of the town. Loved the brutal shove Altaïr gives this woman in the demo and the shove of a guard off a roof. The movement adds to the stealth and, and...... *contains excitement* it's just great

Excitement+
5 years ago
I wonder if the cities turn out to be virtual simulations (holodeck...) to train assassins. Or Altair's some digital time-traveler. There's just too many "odd" effects and "glitches" that indicate something artifical about his abilities and the world. Even the original trailer, if you go have another look with fresh eyes, shows various digital-like effects in an otherwise supposedly real historic environment.

Very curious.
5 years ago
Flameforge wrote
I wonder if the cities turn out to be virtual simulations (holodeck...) to train assassins. Or Altair's some digital time-traveler. There's just too many "odd" effects and "glitches" that indicate something artifical about his abilities and the world. Even the original trailer, if you go have another look with fresh eyes, shows various digital-like effects in an otherwise supposedly real historic environment.

Very curious.
You got it! Altair is actually the Terminator, sent back to kill the ancestors of Sarah Connor icon_wink.gif
5 years ago
Well I don't know about Terminator but I still reckon Ubisoft have a surprise coming. icon_razz.gif
5 years ago
Here's a new vid with Jade containing a small section about "Futuristic elements". She says she can't give anything away yet 8)

http://www.gametrailers.com/player/22380.html
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  Pre-order or buy:
    PALGN recommends: www.Play-Asia.com

Australian Release Date:
  21/11/2007 (Withdrawn)
Standard Retail Price:
  $109.95 AU
Publisher:
  UBI Soft
Genre:
  Stealth
Year Made:
  2007
Players:
  1

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