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Assassin's Creed is a sandbox style action-adventure-stealth video game developed by Ubisoft Montreal and published by Ubisoft. The game was released for the Xbox 360 and PlayStation 3 in November 2007 and for PC in April 2008.

The game centers around the use of a machine dubbed "The Animus", which allows its user to view the genetic memories of his or her ancestors, specifically a bartender named Desmond Miles. As Desmond relives the memories of one of his ancestors, the Assassin Altaïr Ibn-La'Ahad who lived in the Holy Land during the Third Crusade, details of a battle between two ancient sects, the Knights Templar and the Assassins, emerge as both scour for an artifact known only as a "Piece of Eden".

The game received primarily positive reviews, for both its story and its gameplay, and received several awards at the 2006 E3. In November 2009, Assassin's Creed II was released as a sequel.

ContentsEdit

[[[]]hide]*1 Gameplay

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GameplayEditEdit

Players relive the genetic memory of Altaïr, an Assassin.Added by ReqυiemAssassin's Creed is a non-linear action-adventure video game during which the player controls a 12th Century Syrian Assassin named Altaïr during the 3rd Crusade, whose life is experienced through the Animus by Desmond Miles. The overall goal of the game is to rise through the ranks of the Assassins Brotherhood by carrying out a series of assassination missions ordered by the leader of the Order, Al Mualim. In doing so, Altaïr travels from Masyaf to cities in the Holy Land, specifically, Jerusalem, Acre, and Damascus, and a sparsely populated rural land dubbed "The Kingdom".

Upon arrival in any of the cities, Altaïr must locate an agent of the Brotherhood (called a Rafiq) who will provide a safe house (the Bureau) and basic knowledge of the target. It is up to Altaïr to perform additional intelligence gathering via eavesdropping, interrogation, meeting with informers and fellow assassins, and gathering important items. It is only after Altaïr has gathered enough information that he can safely and successfully carry out the assassination. After successfully completing assassinations, Altaïr returns to the Brotherhood and is rewarded with a better weapon and then given another set of targets. [1]High vantage points allow the player to map out portions of the city.Added by HunterjWhile performing the necessary missions, Desmond must direct Altaïr to high points in the city to further synchronize the memories which maps out the city that he is currently located in. Other side quests include tracking and killing Templars, flag collecting, and saving citizens who are being threatened by city guards.

Altaïr needs to carry out most of his missions without being noticed by officials. The game uses the Alertness Level Meter to inform the player of how noticeable Altaïr is to the surrounding individuals, including the guards, by changing color and shape of the Abstergo Logo. Performing certain actions at certain times may or may not raise the local area's awareness level. If an area is on high alert (the logo becomes red, and the entire sync bar earns a red tinge and background), all citizens will run and scatter in various directions as guards chase and attempt to bring down Altaïr, and are always on alert. To reduce the alertness level, Altaïr must break the guards' line of sight, find a hiding place or blend in with wandering scholars (who coincidentally are dressed similar to Altaïr) or with citizens sitting on benches. [2]Altaïr's freerunning abilities allows for greater exploration.Added by JoePlayTo conduct many of the assassinations and various other tasks, Altaïr is capable of both high and low profile commands, both of which affect the alertness level. Low profile commands will allow Altaïr to blend into crowds, hide, and use Altaïr's hidden blade to attempt quiet and low profile assassinations. High profile commands increase alertness at a greater level and include free running, attacking foes, and high profile assassination attempts. And, should the player find himself faced with multiple enemies, one can utilize Altaïr's sword-fighting abilities.

Health in the game is measured as the level of synchronization between Desmond and Altaïr's memories. When Altaïr is injured, it is experienced as a deviation from the actual memory that occurred and synchronization decreases. If there is complete de-synchronization, the current memory that Desmond is experiencing ends and restarts at the last checkpoint. If complete synchronization is obtained, Desmond as Altaïr is able to use "Eagle Vision", which has the Animus highlight all visible characters in the current setting in specific colors depending on their status (friend, foe, target).

Because Altaïr's memories are being rendered by a computer, "glitches" may often be experienced with nucleotides and error messages appearing. Such glitches can be used to help identify targets and if the player reacts quickly enough, may be used to provide other vantage points during the cut-scene.

Plot EditEdit

Warren Vidic of Abstergo Industries overlooks Desmond inside the Animus.Added by Desmond22Desmond Miles, a bartender, is kidnapped by the company Abstergo Industries for use as a test subject in the "Animus", a device that can stimulate the recall of ancestral memories. Abstergo intends to put Desmond in the device to recall the role of his ancestor, Altaïr Ibn-La'Ahad, a member of the Assassin Brotherhood in the year 1191 as part of the Third Crusade in the Holy Land. Desmond has trouble adjusting to the device, but eventually relives Altaïr's exploits over the next several days. The game then primarily takes Altaïr's point-of-view, with occasional swaps to Desmond, due to glitches in the Animus.

The game opens with Desmond entering Altaïr's memory but faces synchronization problems. Lucy's and Vidic's voice can be heard. After experiencing a few problems Desmond exits the Animus. Vidic gives him a brief about the Animus and gets him inside a tutorial program. After Desmond is done with the tutorial he enters the first memory of Altaïr. Lucy says that Desmond has to relive a bunch of memories to increase his synchronization before reaching the final memory which the Templars are seeking for.

Altaïr is first shown attempting to retrieve one of a series of artifacts known as the "Pieces of Eden" from Solomon's Temple with the help of Malik and his brother, but is stopped by Robert de Sable, Grand Master of the Templars and sworn enemies of the Assassins. While retrieving the treasure, Altaïr breaks all three tenets of the Assassin's Creed ("Stay your blade from the flesh of an innocent," "Hide in plain sight" and "Do not compromise the Brotherhood") within the opening minutes of gameplay in an attempt to kill de Sable but fails. In the following commotion, Malik's brother is killed, and Malik's left arm is crippled and later amputated. When Altaïr returns to the Assassins' stronghold at Masyaf with apologies, Malik, who survived de Sable, comes back with the artifact and curses of Altaïr's arrogance. [3]Altaïr, Rauf and another Assassin performing Leaps of Faith before the defeated Templars.Added by -S-After narrowly defeating a retaliatory attack by the Templars, Al Mualim, leader of the Assassins, demotes Altaïr to a novice but gives him another chance to rise through the ranks of the Brotherhood. Al Mualim assigns Altaïr the task of assassinating nine key figures across the Holy Land in Jerusalem, Acre and Damascus, aiming to bring peace between the Crusader and Saracen forces. Each target is based on an actual historical figure from the Third Crusade, including Majd Addin (Regent of Jerusalem), Garnier de Naplouse (Grand Master of the Hospitalier), Jubair al Hakim (an eminent scholar in Damascus), Abu'l Nuqoud (the wealthiest man in Damascus), Robert de Sable, Grand Master Sibrand of the Knights Teutonic and William of Montferrat (Regent of Acre). [4]Altaïr arrives at Arsuf to confront Robert de Sable, his most highly trained and dangerous foe.Added by D. CelloAltaïr completes each task, learning how each target is connected to Robert and the Templars and how together they aim to end the Crusade and place the Holy Land under their own control. With men on both sides killed, he discovers that de Sable's last ploy is to attempt to unite Christian and Muslim against their new common enemy, the Assassins themselves. Altaïr defeats de Sable before Richard the Lionheart, failing to convince the king that an end to the war would be welcome to both sides. From de Sable he discovers that Al Mualim is himself a member of the Templars and used Altaïr to kill the other members so he could keep the artifact for himself. [5]Altaïr discovers a map detailing the locations of other Pieces of Eden.Added by AC-42Altaïr quickly returns to Masyaf to accost his master, who reveals the truth: the Piece of Eden, which he had received from one of the men in the library after Altaïr's transgression, creates illusions. He denounces religion and other seemingly supernatural events (e.g. the Ten Plagues of Egypt, the parting of the Red Sea and the presence of the Greek Gods in the Trojan War) as illusions caused by the Piece, then states his intention to use the artifact to compel mankind into a brainwashed state and in, doing so, bringing an end to all conflict. Altaïr is eventually able to see through deceptions created by the artifact to kill Al Mualim. When Altaïr recovers the artifact, the Piece of Eden activates, showing a holographic view of the world with numerous locations of other Pieces of Eden marked across the globe.

When the process is complete, Desmond learns that Abstergo is a modern-day front of the Templars, and they are already seeking other artifacts at locations identified in Altaïr's memory. He further learns that the modern-day Assassins had tried to rescue him before the memory was complete but had failed. Desmond was to be killed after completion, but a researcher named Lucy Stillman saves him from death and, at one point, tucks her ring finger into her palm, referring to the Assassins' tradition of cutting off the finger.

Though Desmond remains trapped in the Abstergo laboratory, his experience in the Animus has created a "bleeding effect" of Altaïr's life in his own, allowing Desmond to use Altaïr's "eagle vision", which, in turn, allows him to see strange messages painted on the walls of his room and the floor of the lab. The messages all deal with various forms of the end of the world from different cultures, including several references to December 21, 2012, the date that Abstergo plans to launch a satellite that will "permanently end the war". It is hinted at that this will be by the same method that Al Mualim hypnotized Masyaf, only on a larger scale. The game ends with Desmond wondering what these images all mean and who could have drawn them. In fact they were drawn by another person who was captured by the templars to relieve the memories of his ancestor, subject 16, who drew the images with his own blood.

DevelopmentEditEdit

Game DevelopmentEditEdit

In one of the original interviews with IGN, game producer Jade Raymond described Altaïr as a "medieval hitman" with a "mysterious past" and definitely not a time traveler. In October 2007, IGN Australia interview described the lead character's ability to climb and free run as being designed by the individuals who designed the same for the Prince of Persia.

In December 2006, Kristen Bell, who voiced Abstergo researcher and employee Lucy Stillman, gave the first concrete information about the plot, confirming a focus on genetic memory and a corporation's search for descendants of an assassin.[1]

Ubisoft also released "developer's diary" videos on the game's website with members of the development team, including creative director Patrice Désilets and producer Jade Raymond, explaining the thought processes behind the various aspects of the game.[2]

Soundtrack DevelopmentEditEdit

The musical score for Assassin's Creed was composed by Jesper Kyd and the entire soundtrack was developed to "capture the gruesome atmosphere of medieval warfare but also be edgy and contemporary."[3] The score was written to contain orchestral music with dark and ominous overtones. Many of the tracks also contain choruses and vocal tracks in Latin to cement the darker elements of the game and the time period of the game's setting.

Six tracks were released on the Ubisoft website for those individuals who purchased the game. The soundtrack is also available in iTunes Music Store and Amazon MP3.

EditionsEditEdit

Limited EditionEditEdit

PS3 European Limited Edition of Assassin's Creed.Added by ReqυiemA limited collector's edition of the game was released in North America alongside the standard release. The North American edition contains a collectible three inch Altaïr, Penny Arcade Comic, a mini strategy guide and a bonus disc. The bonus disc includes behind the scenes videos, developer diaries, trailers, production team interviews, and the winners of the Assassin's Creed short film contest. [6]The cover of the steelboxAdded by AltaïrA European limited edition of the game was also released which included a twelve inch Altaïr figure, art book, and bonus disc. The bonus disc contains several short films and content similar to the North American version.

In addition to the game, a steelbox was released, which held the Assassin's Creed: Graphic Novel, a bonus disc and a certificate of authenticity. It was decorated with the Assassin insignia and animus effect symbols, while on its back a picture of Altaïr was displayed. The steelbox left space to insert the game itself (of any platform) as it was not included. [7]Assassin's Creed: Director's Cut Edition Box Art (PC Only)Added by Michael Tan===Director's Cut Edition (PC Only)Edit=== This version features four PC-exclusive missions, including the Rooftop Race Challenge, the Archer Stealth Assassination Challenge, etc.

Prequel and SequelsEditEdit

On February 5, 2008, Assassin's Creed: Altaïr's Chronicles was released for Nintendo DS as a prequel for Assassin's Creed. Developed by Gameloft, a mobile version was released for the iPhone and iPod Touch in April 2009.

In January 2009, Ubisoft confirmed the production of Assassin's Creed II, which was released for the Xbox 360 and PlayStation 3 in November 2009. The sequel continues the story started in Assassin's Creed with a different set of genetic memories created to be explored by the player.

At the same time Assassin's Creed: Bloodlines was released for the PSP, which was another spin-off game as Assassin's Creed: Altaïr's Chronicles, where the story of Altaïr continued a month after the first game. The style of the graphics and the gameplay also resembled the first game more than its predecessor Assassin's Creed: Altaïr's Chronicles.

In November 2010, Assassin's Creed: Brotherhood was released. It continues the story of Ezio Auditore from Assassin's Creed II and the modern day Assassins' story. It is also the first full game in the series to feature a multiplayer mode.

In November 2011 Assassin's Creed: Revelations was released. The story of Ezio comes to a close when Ezio travels to Constantinople to find the five keys to Altaïr's library under Masyaf castle. The keys also allow Ezio to see memories of Altaïr's life preceding and following the events of the first game. This allows the player to once again play as Altaïr.

AwardsEditEdit

Game Critics Awards
  • Won: Best Action/Adventure Game.
IGN
  • Won: Best Action Game, PS3 Game of the Show, Best PS3 Action Game, Best PS3 Graphics
  • Runner-up: Best Console Game, Best PS3 Artistic Design, PS3 Award for Technological Excellence
  • Nominations: Game of the Show, Best Graphics Technology
GameSpy
  • Won: Best PS3 game of the show
GameSpot
  • Won: Best PS3 game of the show
  • Runner-up: Game of the Show, Best Trailer, Best Graphics, Best Action Adventure Game
Gametrailers
  • Won: Best of Show
  • Runner-up: Best Trailer, Most Innovative, Best Action/Adventure
1UP
  • Won: Best PS3 game
  • Runner-up: Best Visuals, Game of the show

TriviaEditEdit

  • The game's timeline spans roughly two months, from July (around after the Crusader victory in the siege of Acre) to early September (right before the battle of Arsuf).[4][5]
  • The Assassins are based on an Islamic sect known as the Order of the Hashshashin from which the term assassin originates, the idea for it coming from Blitzkrieg to Desert Storm: The Evolution of Operational Warfare by Robert M. Citino, along with Vladimir Bartol's novel Alamut.[6]
  • The siege of Masyaf borrows elements from Vladimir Bartol's novel. In the novel the leader of the Assassins orders two of his men to kill themselves as a demonstration of his power. The two men jump from a tower with smiles on their faces, much in the same way Altaïr did.
  • One of the key inspirations of Raphael Lacoste, the art director and production designer of Assassin's Creed, was Orientalist paintings, particularly the lithographs of the Holy Land and Syria by David Roberts.
  • The popular phrase used to describe Assassin's Creed's gameplay "Laa shay'a waqui'n moutlaq bale kouloun moumkine" is Arabic for "Nothing is true. Everything is permitted." This quote is generally attributed to the founder of the Hashshashin, Hassan-i Sabbah.[7]

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