Short Game Review: Assassin’s Creed

I was finally able to borrow Tony’s copy of Assassin’s Creed months after failing to get past a certain predictable crash on my own disc. Bitter though I may be that Ubisoft refused to replace my game, at least it felt worth the wait. I’d long been impressed with certain aspects of the game, such as the graphics and how physical movement is animated, but it gets even better right after the point where I always crashed out. This has breathtaking views of surprisingly detailed cities, an increasingly interesting combat system based more on timing than on button-mashing, and the kind of open-world “running on rooftops” action that we all wished Mirror’s Edge could’ve delivered. I did have complaints regarding some weird interface decisions (like having to take three steps just to quit out of it), pacing (like tutorials which can’t be skipped and effectively take up the first two hours of game time), and the ending—but I suppose my biggest complaint was that I really wanted to be able to do more in the “real world” of the game, and the conclusion implies that there may be more of that in the sequel. I’m looking forward to Assassin’s Creed 2, then, but I’ll be disappointed if it’s just more of the same (plus the ability to swim).

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And in just a single post, one blog confirms for me that the sequel will address absolutely none of what I wanted to see. Good to know! Guess I can wait on that one to go on sale.



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