Assassin's Creed Review
2007Ubisoft MontrealGame
A stunning proof of concept that mistook nine repetitions for a game.
| Category | Critic | Users |
|---|---|---|
| Difficulty to make | Great | |
| Visuals | Good | |
| Story | Good | |
| Gameplay | Average | |
| Overall | Good |
The first Assassin's Creed is all thesis, no second draft. The thesis was extraordinary for 2007: three dense Crusades-era cities rendered with living crowds you could part, blend into, or climb over, a parkour system that read architecture as a continuous surface, and the Animus framing device, genetic memory as a diegetic excuse for HUDs and desynchronization, which remains one of the smartest wrapper fictions in games.
Altair's arc from arrogance to doubt, and a target roster who each die mid-sermon about why they deserved better, give the story more texture than it gets credit for. But the C in gameplay is the load-bearing grade. Every one of the nine assassinations is prefaced by the same eavesdrop, pickpocket, and interrogation chores, combat collapses into counter-kill waiting, and the flag collectibles are padding in its purest form. The engine and ambition made a franchise inevitable; the structure made a sequel necessary.
Assassin's Creed at a glance
Official site- Platforms
- PS3, Xbox 360, PC
- Developer
- Ubisoft Montreal
- Year
- 2007
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