assassin-s-creed-razzor-gra-1


Assassin's Creed [Review of the game]

Luck - skill
Take one life to save thousands - is it right? Is there such a thing as a lesser evil, or the whole world, by definition, is divided into black and white, and there is no sense? These questions, asked so long ago, however, have not yet received an answer. Of course, it’s more correct to say wrong - everyone finds a solution for himself, which most reassures his doubts, but globally all remains unchanged. And in general, in this case it turns out that good and evil are also relative concepts and no one has the right to judge other people's actions. Since childhood, we have been told that to steal is bad, to kill-all the more, and some even wrote a good book containing a specific set of rules about what can be done and what is not. Bestseller, by the way. Various capital truths fall on us from all sides, and which of them to believe is the question of a million.

Assassins and Templars. Battle lost in centuries

You will receive an answer when you do not need to ask a question
One ancient fraternity, however, developed its concept, which gives spaciousness to the imagination and allows you to rethink many fundamental postulates. It sounds like this: “Nothing is true. And everything is allowed ". Enough bold, isn't it? Yes, maybe so, but the more you think about these words, the better you understand that everything is not as obvious as it might seem at first glance. After all, the meaning of these lines is not at all that now to a person is allowed absolutely everything, but that he himself is free to choose his own path, despite what society says, but, no less important, is obliged to bear responsibility for this. Here a thin line is traced between the power of freedom of thought and absolute anarchy, to which this freedom can lead.

Vera jump has long become a hallmark of the series

Throw back doubt, brother
It is these issues that is raised by our guest today. Namely the first part, now everything is already known, series Assassin’s Creed from the company Ubisoft. Published in 2007 on PS3, Xbox 360 And PC, She created a new concept for games with the open world, which opened a whole, I am not afraid of this word, the genre of the so -called sandboxes with "towers". This is due to the in -game mechanics of the study of the world, based on the search for plot events by examining the surroundings from various hills, also called viewing points. This idea was quickly intercepted by other developers studios and now you can’t step a step so as not to stumble upon a project working according to a similar scheme.

One of the main tasks is eavesdropping. Helps to find out important information about the goal.

Do not believe the words of the snake - she even spits the poison at death
Before starting a conversation about the plot, I want to talk about how the developers decided to get by with a game setting. Starting from the first part Assassin’s Creed, All subsequent games of the series will follow the so -called principle of historicality. That is, the events shown in the game have real historical roots, for example, in our current project tells about the war of crusaders and Muslims during the third crusade. Places of action and general atmosphere will also coincide with reality. Thus, during the passage, the player will wait for a meeting with the real personalities of that time, which is very interesting into local history.

What is memory, Mr. Miles?
In fact in the first part Assassin’s Creed Two main characters - Altair, an assassin of the time of the third crusade, and Desmond Miles - his distant descendant from 2012. I did not talk about this in the main article, since ninety percent of the playing time we still observe the actions of the assassins of the past, and what happens in the present interests, due to the general secondary of the narrative. However, I believe that the main provisions are still necessary to illuminate.

Dialogs with a vidicom are the best that is in Abstergo
They went out not enough
The world has the largest pharmaceutical company called "Abstergo Industiza", engaged in many scientific developments and launched his claws in all areas, which she was able to reach. As it turned out, the ancient war between the Assassins and the Templars did not end and the latter just lead the corporation of the future. Desmond Miles is the distant descendant of the Assassins, who was captured in order to find out from his genetic memory information about the ancient treasure found many years ago by his ancestors. The Templars intended to do this with the help of a special machine called “Animus”, which allows you to survive the same events that the user’s ancestor once experienced.

Do not lose faith, desmond
There is nothing more to say about the present in principle - Desmond lies in the Animus and the game for Altair begins, only sometimes interrupted by small but interesting dialogs with the Templars.

With special zeal, you can get to hidden correspondence of the Templars

This is how they do the Brotherhood with the traitors

Three simple rules you forgot
So, in the yard 1191, the Crusades are nearing their logical conclusion, but the atmosphere of a protracted war is still in the air, not allowing a sigh of relief. We, represented by a professional killer named Altair, carry out the next task of the Order of the Assassins, for whom the success of this mission is the most important priority. However, as you should have guessed, everything went not according to plan - by the fault of our protagonist one of his partners dies, and enemy forces arrange an attack on the fraternity. Despite the fact that the victory in this battle was on the side of the Assassins, Altair was waiting for a severe punishment for committed mistakes - he was lowered in rank, and now he must atone for the destruction of nine key figures, thanks to which the war is still ongoing. Such a short excursion into the plot tie. Of course, there are much larger details there and some of them will illuminate further in the text, but the main essence I nevertheless showed.

Each city in Assassin’s Creed has its own unique atmosphere, its "face". And since each of these cities has its own analogue in reality, I decided to conduct a small tour for you.

Nowadays is the capital of Syria. The founding time of this city is lost somewhere before the beginning of our era, which makes it one of the most ancient capitals in the world. At the time of the events of the game (1191), Damascus is under the rule of Muslims - Ayyubidov. Bright sand colors prevail in the color scheme, which allows you to feel a kind of oriental atmosphere.

Akra or ACCO is no less ancient city, which differs, however, that its settlement has not been interrupted from the moment of founding, that is, for almost 4000 years. Battle for Acra (1189 - 1191) - one of the most important events of the third crusade. In the game, the city is distinguished by a calm, bluish color scheme and interesting architecture, which is undoubtedly remembered.

A city that, it seems to me, does https://casinotikitaka.com/ not need to be presented. The capital of Israel is the largest, ancient, sign stronghold for many modern religions. In the game it is shown green and blooming, which is very distinguished by it from other locations.

The kingdom that has to ride between cities is the most useless part of the game

Do not let the blade hit the innocent
To begin with, let's talk about the main opposing fractions presented in the game - about assassins and Templars. The main values ​​for the former have always been free will and the world around the world. The latter pursued similar goals, but they were going to achieve them by introducing total control and eradication of dissent in order to avoid various wars and chaos as such. Altair, as you already understood, belonged to the ancient brotherhood of the Assassins and was far from the last person there. The best warrior who does not know defeat and fear on the battlefield - such praises could not help but leave a peculiar imprint on him. Well aware of his significance, he did not hide his status and was proud of him, forgetting about the rules and caution. This is what played with him a cruel joke on that ill -fated task. Having violated the credo of his fraternity, containing only three rules - not to kill the innocent, to hide in sight of everyone and not to fraternally at risk, he achieved a completely expected result. From now on, he is again a newcomer, forced to track the goals given to him by the master, in the hope of earning, finally, forgiveness.

The collective element has not gone anywhere. True, here it is needed about nothing.

Hide in front of everyone
Usually, when writing a text, I try to start talking about the plot, setting and game mechanics, and only then touch the minuses of the game, and their influence on the game picture in general. However, this time I decided to go along a slightly different path and use the principle of two sides of the same medal, and since it so happened that the shortcomings of the game lie in the same place where its advantages, I will talk about various gameplaying aspects and explain why they do not work as they need.
Perhaps, we start with the most important thing - before us is an action from a third person in an open world with the possibility of free movement by locations and choosing a sequence of passage of plot missions. The choice is very large - for research we are offered as many as three huge cities - Acra, Jerusalem and Damascus. Each of them, in turn, consists of three areas - poor, rich and simple, which, as you probably guessed, control goals from the list of Altair. Each time, being in the city, the protagonist will have to collect information about his victims in all available ways. For example, an accidentally overheard conversation on the street will help you find out how many guards will protect the goal and how they will behave in case of danger, and having stolen a letter from a careless messenger, you can get a map that shows the arrangement of enemy archers.

The only safe place in the city
Do not risk the brotherhood
In theory, such a concept sounds very interesting, however, let's see how it works in practice. Let's go in order - an open world with free movement by locations. Well, well, we are really free to choose which of the cities to go first, however, only one of three areas will initially be available - the other two will break away as the main storyline passes. It would seem that it’s okay, because even if some restrictions are present, they should not interfere with the laws by which the game world lives. And at first glance, it seems that the local sandbox really works-traders behind the shelves, inviting buyers, speakers in the stands, inspire people, people reacting to the player’s actions-all this creates the illusion of a truly living world. However, after some time you begin to notice that the replicas of merchants and speakers are repeated the hundredth time, reliably deposited in memory and without causing anything but irritation, and the crowds of onlookers on the streets are clearly not able to adequately react to the player’s deviant behavior and therefore behave like stupid blanks. All this, together, instead of working on the atmosphere, on the contrary, the most unscrupulous way destroys it, not allowing you to believe in what is happening on the screen.

But no, here is one more;)

You really believed that you were helping?
However, we will return directly to gameplay - as I said, we have to collect information about our victims by performing various tasks. And, on the one hand, this really allows you to feel like a real killer, leading hunting and trackers his goals, on the other hand, the game does not banally allow the player to get used to this role because of the criminal number of these tasks, which, mostly, are very monotonous and uninteresting. Moreover, one of the main problems of the game lies in those very notorious towers-to find out where the one or another game event is located, the player needs to climb on special towers, of which in each area there are about ten to twelve pieces and inspect the surroundings, thereby opening the city map. And for the first time, I really want to do this, because, whatever one may say, and from a visual point of view, the game looks very good even now, nine years after the release, but somewhere at the third or fourth hour of the game, climbing to the next point of view, you involuntarily catch yourself thinking that in principle this time could be spent on more interesting things.

At first, climbing out the review seems to be a fascinating occupation. The first time.

Human skill can be seen from his actions, and not by the signs of the difference.
This is what the general gameplay structure looks like. The main character goes to one of the three available cities, then, for about an hour of real time, rushes around the city, climbing all overview points and creating justice on the streets, saving citizens who fell into trouble (the only additional task in the game, which consists in absolutely identical clashes with guards surrounding a civilian resident), so that, finally, to proceed with the “plot” missies, itdedicated to the tracking of the main goal. So, these very main tasks occupy half an hour from the force and, after their passage, the mission dedicated to the murder of the ruler of this region of the city. That's all. Repeat nine times and the game is practically passed. And this would not be so scary if the materials that Altair collects during the passage of tasks could help plan the perfect murder, as it was, say in the Hitman series. And, most interestingly, the game seems to offer you this option - through the pause menu you can view all the stolen letters and cards with the arrangement of the troops, but this will not bring you closer to the goal, these materials are simply because there are simply because there are simply because.

Such fights on the streets are far from rare, alas

You must be ready for the fact that you can be wrong.
Okay, that I'm all about sad, but about sad. Let's talk about what, after all, the game did well. And, no matter how strange it may sound, I'm talking about the plot and characters now. Yes, against the background of a total jerking off with towers, local history and heroes are lost and therefore, I cannot blame those who will not take my point of view and angrily unsubscribe in the comments. However, if you collect those few dialogs with the curators of the Assassins in cities, as well as listen to what Altair is talking about with their victims per minute of their confession, then we have folded all the details together, we get a good story that raises serious philosophical issues revealing thanks to strong dialogs and memorable characters. In the best traditions of games from Ubisoft, We are shown the internal development of the protagonist - proud and arrogant at the beginning, in the course of advancement in the plot, Altair changes, acquiring wisdom and humility.

Historical personalities

As I said, in the games of the series Assassin’s Creed There is a principle of historicity and below I would like to talk about the individuals who really existed and appeared in the game.

Robert IV, Senor de Sable - Grand Master of the Order of Templars from 1191 to September 28, 1193. Skillful commander and politician.
The game is one of the main antagonists. Strong and decisive, preventing errors.

The one in the middle is also he. Find 10 differences

Al-Maikli al-Nasir Salah ad-Dunia va-d-din Abul-muzaffar Yusuf Ibn Ayyub, In Russian and Western traditions Saladin - Sultan Egypt and Syria, etc., Talented commander, Muslim leader of the XII century. Kurd by origin. The founder of the Ayyubid dynasty, which during its heyday runs Egypt, Syria, Iraq, Hijaz and Yemen.

In Europe, it is known precisely as Saladin, although this is not even a name. Salah ad-Din is a lacab-an honorable nickname meaning "The piety of faith". The own name of this ruler is Yusuf Ibn Ayub (Yusuf, son of Ayube).
Personally in the game we do not meet him, but the speakers are trumpeting about his victories on every corner.

Richard Lion Heart

Richard I Lion Heart - English king from the Plantagenet dynasty. The son of the king of England Henry II and Duchess Alienora Aquitaine. He also had another nickname (not as famous as the lion's heart)-Richard yes-and-no, which meant that it was easy to persuade in one way or another.
In the game, he appears before us as a typical ruler - a impulsive, not tolerating failures, but capable of making balanced decisions.

Master Siberand - The founder of the hospital in Acre, which was supposed to become the center of the Teutonic Order. For this reason, he is often considered the "first great master" of the order. However, only 1192 became known about the Order, and it became the spiritual and chivalrous order in 1198.
Sibli him traveled to Utremer in 1188, participating in the third crusade under the command of Adolf III from Holstein. The mention of Sibrith, as the founder of this hospital in Acre, appears in the document of King Guy de Lusignan, dated September 1190. The field hospital was intended for German troops during the siege of Akra. Such a hospital was opened by merchants from Bremen and Lubeck near the cemetery of St. Nicholas;The sails served as a shelter. After the conquest of Akra, Guy gave Siberda a house in the city, the Armenian hospital, where a permanent premises were provided to the German hospital.
His name is one of 9, and therefore, Altair has no choice but to interrupt his life.

Garnier de Napluz

Garnier de Napluz -9th Grand Master of the Order of Hospitallers from 1190 to 1192. He fought in the battle of Arsuf for King Richard I Lion Heart during the third crusad.
In the game, it is shown in some other side. He holds a hospital for mentally ill and therefore appears not in the role of a commander, but as a healer

But the confession of victims is really interesting to listen
My business is done, yours too.
Also, what really wants to praise is a muvment and a combat system. The first part Assassin’s Creed I did a very important thing - entering the parkour into the game with the open world, it, in fact, just like with towers, set a new format for the Games in the Open World. After Ubisoft This topic has been enclosed and now in almost every new project there is a similar game mechanic. About the same story happened with the fighting - the idea that to win the enemy must be counteated in time, using only one button, took root and later began to be used in other eminent projects. In general, about the parkour and fights, I want to say only one thing - both of them look great at the expense of fascinatingly smooth animations, and, at the same time, does not require practically any efforts. But, alas, not everything is smooth here-during running around the roofs it often leads control, because of which the character flies away from the wrong place, and the opponents during the battle do not shine at all, attacking one at a time and awaiting until you kill everyone.

Let's help the guards find an assassin
Nothing is true. And everything is allowed.
But what I want to frankly scold is the last third of the game. The closer the Altair will be selected to the final credits, the more guards will appear on the streets and roofs, and the stronger, respectively, the tasks will be difficult. This approach, in principle, is quite justified from a logical point of view, because everyone knows that since the killer is operating in the city, then security measures need to be increased. But, damn it, in practice it does not work slightly worse than nothing! I do not remember that in recent years, at least some game has so much infuriated me. Due to so many opponents, inconspicuous movement along the streets of the city is almost impossible and therefore it is necessary to use exclusively roofs. But most of the plot tasks are not there, but in the tight lanes on which crowds of guards roam, which leads in the end to landfills for the type of “one against twenty” every few minutes. I’m generally silent about promotion to the final boss - there you will be imposed on such clashes by power, cutting off the paths to retreat invisible walls.

This is how the first part turned out Assassin’s Creed. Of course, looking at the game retrograde, it becomes clear that then, 9 years ago, Ubisoft I just started to run into a new concept of an open world. Yes, much could have been better, it was worth it to abandon many ideas, however, with the exception of Assassin’s Creed 2, this part of the series, like no other, made it possible to feel like a real assassin. What this franchise has come to in our time, nevertheless, is infinitely far from the initial developments, and this is probably the most sad.

Grade: Booking

Igor Fess was with you. See you on the pages Stopgame, ru

My previous works:

The best comments

The first assassin was chic. Let the anniversaries run the technology, but there is something in this part that prevented me from getting bored. Seriously, everything that is considered the minuses of the game did not bother me at all: neither the towers, nor a single type, nor a single -cell stealth. There was a feeling that you are a real medieval killer, and the plot with megacorporations and confrontation of the Templars skillfully supported interest. In general, the first assassin has become one of my favorite games.
But the second part (and subsequent ones) I just did not like. Why? Because micro-management and some additional dopes. Well, it’s not Assassian to run a race, to crawl letters and beat the wrong husbands. And this fucking bunch of chests ... To the “Revelations” it all looks absurd, since Ezio became an old grandfather, and some jerk is something that “yes, I will overtake!"
I did not like the hero of the second part, as the main robe actually. As soon as the appearance of Altair became available to me - I put it on and never shot it again. Because the main costume looks too pretentious and stuffy, in this “in sight of everyone” you cannot hide. In general, I have a complaint about the developers to design.
One of the plot missions AC2 killed me to laugh. Remember that case with a gold mask on a carnival? The one that needed to be obtained to get to the closed party of the Dozula? Everyone remembers where she passed? Like, without a mask, I wouldn’t get there at all ... This is firstly. Secondly: we must win the mask in four competitions. Okay, we play honestly and win in all four nominations. But we do not get a mask ..!). Okay, stole. Okay, made our way to the party. Okay, they killed the dozels. But literally after a couple of missions, we must kill the dude from whom we stole the mask! How I laughed from all this! And why? Because Altair worked alone, and Ezio has a crowd of incomprehensible advisers who merge him all the dirty work!
A mission with a treasure, where we first go with Borgia? “He escaped!»Uncle Mario told us. He ran away? There were eight people there! Eight, Karl! And you have already killed all the guard! And he escaped? And these are only a couple of examples. You can still recall bonfires for the bird of Da Vinci: that, these freaks themselves could not deal with a couple of guards and light bonfires. Ah, yes, they all used Ezio as a mobile terminator. And Ezio, Baran, as if glad. The main complaint: he found out for a very long time who stood at the head of the conspiracy, he could have killed the Spaniard for a long time - but what the hell he did not do this in the ten years that he shied away in his Italy.
In general, I hate the second part of the assassin. Yes, I sometimes refract it, once every two to three years, but the first part I re-trigger much more often.

Well, of course, there is always a person who will break my nit -picking with his arguments. I am not writing this for breeding srach, I just share my opinion.

No offense: this material, of course, is better than on Two Thrones, but it’s difficult for me to understand what advantage it has before reviews of other authors except volume and meticulousness (okay, I admit: cities and personality are no longer types of enemies and traps). I do not leave the impression that you are not writing for readers, but for yourself: for example, the paragraph about the fact that you will switch to the “plot-all-focus-minuses” to “minuses-blues-minus-pluses”-this is a thought that would be better to stay in my head. The reader will understand this himself. Even the design itself: the emphasized text is difficult to read when it comes to entire sentences, and uninformative subheadings for each paragraph are generally nonsense, in my opinion.

I'm not saying that the review is bad - quite suitable for blogs. No more, no less. It’s just that the work was more interesting and more pleasant for reading: the text on the mobile The Fall mobile, at least because it was a full-fledged review for the incomplete game, and there was also an overview of guestbasters, which was distinguished by some literary. My comment is not personally directed towards you: just if last week in the reviews, it seems, it was silent, then I personally cannot understand the winner on this choice of the winner.

The first AS with all its minuses is a very integral design that failed the foundation for all gameplay elements, which greatly contributed to immersion in its world and plot. And this design still works, despite the entire booth and Santa Barbaru, which the anniversary arranged with the plot.

Leave Your Reply Here

guest
0 Comments
Inline Feedbacks
View all comments