Showing posts with label Design. Show all posts
Showing posts with label Design. Show all posts

Monday, November 9, 2015

Voices, glorious voices


After a substantial casting round, I managed to find voice actors for all but four roles for The Shattered War - and all of those roles are for Orlesians. Looks like I have my work cut out for me finding people who can and are willing to voice Orlesian characters, but even without them, I've got a whole lot more voice actors and characters added to the roster. The people I've been receiving lines from have been talented and almost universally friendly and professional.

Of course, all of the voice actors who contribute will be credited in the final product, but I feel I should reiterate here how important they are to the project and how grateful I am to them for their efforts. Since I set the bar for this adventure to feel like a "real" Dragon Age experience, I can't deliver that unless I have full voice acting for the entire project.

I could have delivered it quite some time ago if I didn't have this restriction, and arguably a lot more people would have played it if I had done so. Personally I don't think DA:O's combat has aged well, but I'm hopefully that people will persevere through that to experience this adventure and the myriad of choices and characters voiced by these talented actors.

That said their work is just the start for me. After the voice actors have done the hard work of acting their lines, is then up to me to make sure that the delivery matches the overall tone I'm looking for - mostly this is the case because in the scripts I provide appropriate context and emotional direction where necessary - but still give the voice actors enough leeway to give their own interpretation and representation of the character. Some of the lines have been delivered in ways slightly different to how I imagined them, but have been absolutely brilliant and given characters more depth to their personality.

The next step is make sure that there's appropriate silence (or lack thereof) on either side of the line - if a character is having a monologue/dialogue then there needs to be appropriate gaps between each sentence, but if there's an argument or an interjection, there's obviously virtually no gap present.

Then I have to ensure that the overall volume levels are consistent across all characters. For this I have a line of reference dialogue that I use as the benchmark volume to compare all other lines against. If a character is angry and shouting, it'll obviously be a bit louder than the reference line, if they're sad or otherwise speaking quietly, it will be a bit softer, but ultimately the aim is to ensure that all lines within the game have a consistent volume so individual characters do not have vastly different volumes so the player would have to adjust their speaker/headset volume up and down while playing.

These things might seem trivial, but their important for making sure that there's a consistent experience for the player. Finally, once all that is done, it's time to integrate the line into the game, including setting the camera angle, facial expression/tone and individual hand/arm/head/body movements to match the lines being spoken.

This process then has to be repeated to every single line of dialogue I receive. As you can imagine, this can be quite time consuming. Nevertheless, the end result is fantastic, and thanks to the efforts of the wonderful voice actors I've been working with, the characters in The Shattered War are really coming to life beautifully.

Monday, March 16, 2015

Lore consistency, story depth, and changes

Modding has been a little light on in the last few weeks, because I'd been told that there were some significant lore reveals in Dragon Age: Inquisition (DAI). Since I care about how my story relates to lore as it stands in the Dragon Age setting, I wanted to make sure that I wasn't writing anything that would contradict established. Admittedly changing things now would be pretty tough, but I just wanted to check nonetheless, just in case there were any inconsistencies and if there were any corrections I needed/could make. I will, however, keep the post spoiler free for DAI

This actually took a lot longer than I was hoping. The problem is that DAI is *big*, but a lot of its size comes from breadth rather than depth. The main story arc is actually pretty damn short - my initial assessment when I started playing DAI was that it was more of a Skyrim approach, and the more I played it, the more it felt that way. There is a lot of "content", but a lot of it doesn't really have much relevance. There are a bunch of lore tidbits hidden away in various sidequests here and there, but many of the quests are very shallow in terms of story depth. There are a handful that have some lore in them, albeit in a subtle world-building style, small mentions and snippets of information, meaning that you really need to do a *lot* in order to dig into the depths of the lore. Given that there were a couple of instances relatively early on in the game where I was doing a quest that seemed "insignificant" (even including a couple of the War Table operations), but actually gave some very interesting lore information, I realised that this would be a serious undertaking. On the plus side, it has reinforced my dedication for getting The Shattered War complete, because DAI has left the lore and world in a far more interesting state than at the end of DA2.

Fortunately for me, there were no issues with anything that I've written. Now, I'm actually pretty happy about this. Keep in mind that I wrote this story in its entirety after finishing Dragon Age: Origins. While yes, I'm taking damn forever to release the mod, even though I went out on a fairly serious limb for some of the lore, everything I've done has slotted in nicely with some fairly significant developments that have occurred in Dragon Age 2 and also DAI, and only a few minor details needed tweaking. What's even more interesting is that I feel I definitely captured some of the themes and precursors to events I knew nothing about while writing and developing the story.

This isn't to say that the mod hasn't changed during development. Various plot ideas and quests were canned, others changed in terms of implementation or details for various reasons, and a couple of new smaller items added along the way. Sometimes it was toolset limitations that meant I could not do particular set pieces or level designs that I was hoping for. In other cases, my playtesting made me realise that a particular approach wasn't really working that well and I needed to take a different tack in order to make it more interesting for the player. It's my hope that I will have created an interesting and enjoyable adventure for people - and given the different ways that things can play out, one that they'll be willing to revisit and make completely different choices when they do.

Monday, June 30, 2014

Mapping it out

Recent modding efforts have been dedicated towards level design - putting the finishing touches on existing levels as well as getting the last few levels completed for the game itself.  I'm currently working on the decoration and walkmesh stage of the final large level in the game - once that's done, I'll have three small interiors (which should hopefully not require too much effort), and then one small exterior in order to complete all level design.

This will see all of the functional structure completed, and should basically require a test run-through of a few things to ensure that all the scripting elements are in place to ensure that events occur as they are supposed to based on player decisions. I've also recently gone through and tidied up the minimap appearance for all the areas - the generation of these is done automatically by the game, but unlike the original game, the minimap is basically a zoomed-out snapshot of the level from above rather than the sepia line drawing style.  While I could potentially produce minimaps in-line with the original game, I don't feel that this is entirely necessary, nor particularly worth the time that it would take me to do.  2D art isn't really something I'm particularly good at, so it would probably take me a while to create something that would be suitable. I'm happy that the level design is of a high quality such that the change in minimap style won't be an issue.

Part of a recently completed level

Once this is done, I'll have a bit more work to do to finish off a puzzle that has caused some real hassles in terms of scripting not behaving reliably, ensure that the last few special set items are added at appropriate locations within the game, and then add a very small amount of writing to one of the characters in the game and ensure the epilogues are put into the game.  At that point, all that remains to do is a full test run of the adventure, and attempt to get voice acting for the remaining unvoiced characters.

Thus the end of this modding venture is in sight - I'm hopeful that it will deliver a great roleplaying experience for people!

Sunday, January 5, 2014

Bugs squashing continues...

Yes, it's been more than a couple of weeks since my last update, so my apologies for the silence. Again, I'm aiming to have regular updates, but I'm trying to make sure that I don't just put content like "found 5 bugs, fixed spelling mistakes" or the like.

As for details of the progress I've been making, there are a few fairly significant things that I've managed.

I've finished processing all the voice cuts for one of the party companions. I've previously described that this can be a fairly time consuming process, and this represents a considerable chunk of time, as that's over 300 lines of dialogue for this character. To give you an impression of how much dialogue that actually is, here's a list of the number of lines of personal dialogue for characters in Mass Effect 2.

Now, the numbers there don't actually represent ALL the possible lines of dialogue for ME2 characters, but given that The Shattered War is a one-man development effort, you can see that there's a LOT of content for players to experience.

Taraz is a dwarf with plenty to say.

Secondly, I've worked on creating several sets of items that the player can find - customised sets with their own backstory and codex entries, and the items offer significant bonuses to the player should they explore enough and solve the puzzles required to find them.  There is a major set each for the warrior, rogue and mage, so no matter your character or party composition, they will be useful.

This has also meant that I've finished up a couple of the puzzles I mentioned in a previous post that will allow the player to get their hands on some of these items, and done a bunch of bugtesting to make they work without a hitch. That took a little finesse, as they were initially unsolvable due to some errors I'd made.

Aside from those two major things, I've been doing quite a bit of playtesting on the major plot quests of the game, which are all looking fairly solid at this point. This also included a number of cosmetic changes just to add more flavour to the experience - added ambient NPCs and behaviours that are shown in response to the player's actions so that they can see some of the effects that their choices are having. For example, if a player rescues a group of people, these people will then return to the town they are from, going about their business and other people in that town may comment on their rescue. 

Small things like this aren't critical to the plot, but they do reinforce the work I've put into place to make sure that the game will react to the decisions that players make. Seeing effects and consequences is one of the major goals of my design for The Shattered War, so I'm confident that touches like this will make it a memorable experience.

Monday, December 2, 2013

Filling out content

In addition to the playtesting I've been doing to piece the core plot of the game together from start to finish, I've also been working on designing and adding in some extra content that has been in my mind for a while. I'm talking about "light content", which is the little subquests that revolve more around exploration and puzzle solving that reward the inquisitive player.  Generally, these things are much less time consuming and demanding to implement for me than fully fledged quests. Think of these quests like the "Chanter's Board" quests from Dragon Age, but without a central location to kick them off for you.

There are a few things that I want to make sure that I do with these quests in order to make them interesting, and so am trying to follow a few principles when creating them.

Don't make it immediately obvious

The point here is that I want the player to start the quest by finding something, not by going to a person with a marker above their head or a notice board in the middle of a village. It could be a journal, a scrap of paper, a strange item, some kind of key, or anything really.  The main point is that the player should find something that gives them a clue that there is something else that they could do or find.


Require exploration
These objects should be spread out across the areas that the player will explore - they won't just be found in the main locations that every player will have to visit. The levels I've created for the mod are reasonably large - and I'd like to encourage players to explore them. With many modern games, we're often forced down very linear paths, so trying to get players to search and experience the fun of exploration is something I'd like to be able to do.

Monsters are easy to find, these should require more effort

Puzzles can be fun
One thing I find really annoying about puzzles in many games is that they're either really obscure and illogical (the worst of Monkey Island syndrome, or Anna), or blatantly obvious (Towers of Hanoi).  The other annoyance is when puzzles are presented in a way that they're not solvable when you encounter them, either because you don't have the right skills/items to solve them (e.g. Batman, Assassin's Creed), or worse, that the player cannot complete the puzzle until they are explicitly told what to do. Where I implement puzzles, I want the player to be given enough information to carry them out, but without beating them over the head with an answer. This is a tough balance, but I'm hoping to provide a mix of puzzles that should be interesting.

Use player skills
Skills like tracking, herbalism, pick pocketing and the like are things that are often neglected by designers. Even in Dragon Age itself, it felt like these were mostly for facilitating combat rather than being useful for anything else.  I want to be able to use these skills to assist, or possibly even be required to complete some of these quests.

Give rewards
The player should get something from these kinds of quests. They're exploring, uncovering secrets and the like, and thus should be rewarded with different and unique items as a result. This is the icing on the cake to make the player go "that was awesome!" This is where I'll be giving out the most interesting and powerful items in the game, because it rewards dedicated players, and makes people want to explore and find those hidden secrets.

So that's my update for this week. Stay tuned for another update next week!


Sunday, November 3, 2013

Playtesting: Old and New

One of the big things from doing a bunch of playtesting is that you quickly realise where things don't quite work. This is blatantly obvious when it comes to show-stoppers, of course.  If you can't progress a quest because of some logic error, an area being inaccessible (either in or out) or not receiving an object you need to complete the quest, this is immediately recognisable.

With the title of this post, what I'm talking about is where things don't "fit" quite so well as they should.  While I've been focusing primarily on the big show stoppers, I also hit upon the continuity, realism or general flow of the game issues that mean things just don't come together nicely.  One such issue was relating to a major quest, where part of it occured on the same area as a main town map area.  This was originally to make sure the player got to see the whole town map area, but as I played the game, I realised that it simply didn't fit in terms of the content of the quest.

This means new area time!  Now, in this particular case, I didn't actually want to spent hours and hours on making a new area. This is basically a one-shot area that isn't really designed for much more than a single encounter. I've created almost all my areas from scratch in The Shattered War, but there are a couple where I have used existing work as a base for an area. In this case, I grabbed one of the default areas from DAO... but modified it to suit my own purposes.  Doing this, I've managed to create an entirely new area with basically only a few hours of effort. 

The really good thing about this is that with some clever editing, it's quite easy to change the area such that it's not easily recognisable as one of the original areas even for someone who has played the game a lot.  By removing a bunch of items, changing texturing and vegetation, and doing a few key modifications to the existing terrain, it is possible to make it look dramatically different. Here's a shot of my modified level below - if you've played DAO, see if you can spot where it came from!

You never know what's around the corner...

If you're interested, here's a link to a comparison shot of the original level compared to my modified version.  I'd still like to do a bit more work to the decoration of the level, but given my current focus is getting the mod "content complete", that will have to wait.

Wednesday, April 24, 2013

How long does it take to make a level?

Recently I was asked a question about level design and for some advice on how to construct a level. I was also asked about how long it takes to make a level.

As for general advice on how to construct a level, there are entire books on the subject. Achieving a level that is successful both functionally and aesthetically is a challenging task, and the former will depend greatly upon the style of game that is being created. A level for a multiplayer FPS will be vastly different to a story driven FPS, which will be different again to a single player RPG, which will in turn be different from an open world MMO. Simply put, there is no silver bullet solution on how to design a great level. Levels can look great but play horribly, and look horrible yet facilitate great gameplay.

The biggest bit of advice then is to examine good levels for the genre you wish to design for.  If you're looking to create a level for an RPG like Dragon Age, go play single player, story driven RPGs. Of course, this is useless if you're looking to create the latest and greatest FPS map. Examine examples from your chosen genre, and determine what works and what doesn't. Item placement and level movement, chokepoints and dead paths are all important issues in an multiplayer FPS, but irrelevant in an RPG. In this case, you'll be concerned about things like how the level facilitates (or hampers) player combat, potential traps for the player, NPC patterns, and avoiding unnecessary player backtracking.

We don't go to Ravenholm to learn to make a deathmatch map

Ultimately, level design comes down to practice, and lots of it. Furthermore, whenever you switch to a new tool, you're always going to have a learning curve on how to use it effectively. Yes, many of the skills you will learn will transfer; the basic design tenets, but new technology always comes with a learning curve, and after you make a few levels, you'll look back at your starting work and think "that looks horrible." I've done exactly that with some of the early levels I created for The Shattered War (and pretty much every single level creation tool I've ever used).

Finally, the time factor. How long a level takes is widely variable based on the skill level of the person, how complicated the level is and how big the level is.  I've done one level in as little as 15 hours, yet producing Fort Velen took around 60 hours - even more when taking into account finalising it and adding associated waypoints for moving characters, ambient animation and sounds. My most recent level has taken around 35 hours, but again, that's just the base of the level. Sounds, monsters, encounters, scripting and so forth all need to be added before it will be in a playable state.

So to give an indication of what that time creates, here's a look at the near finished product.

A ridge above a gully high in the mountains

Until next time, happy level creating!

Saturday, February 9, 2013

Assassin's Creed Timeline (Part 9) - We need freedom

My last post was a fairly liberal lambasting of Assassin's Creed 3, where I pretty much railed against nearly every aspect of the game.  I stand by that assessment entirely, but I thought I'd take a slightly different look at why the game didn't work in the context of the overall series.

From their inception, the AC games have been a giant sandbox. While the size and scope of that sandbox has shrunk a little as the series has developed, one of AC3's biggest problems is that it wanted to take the sandbox away entirely. Before anyone starts talking about how there is more side content than ever before, that's part of the problem.

The core problem that runs through the entire game is that AC3 tries to dictate exactly how you should play the game. There is a set way to grow your homestead and specific order for the homestead missions. There's a set path you have to follow to find Captain Kidd's treasure. When you're running along the treetops, there are set intersections where you can switch to a different treetop track. There is frequently only one way to complete each mission and obtain full synchronization.

I wanted freedom, not a preset path. This isn't Assassin of Duty.

Many of the game's designers seem to have forgotten that they are making a sandbox, and that the chief tenet of a sandbox game is player choice. The player should be able to do pretty much whatever they want, whenever they want. AC3 doesn't allow that, and almost at every turn actively tries to constrain the player and send them along the predetermined and preordained path that the designers have laid down. The much hated final chase sequence of the game is a perfect example of how and why this is awful. Even after being patched to make it easier, it's still ridiculously easy for players to fail this sequence if they don't follow the "correct" path. This is exactly the opposite of how a sandbox game should play out.

Compare and contrast to other sandbox games: GTA, Red Dead Redemption, Skyrim, Sleeping Dogs. The core story does have a set path of missions to follow, though even then there are sometimes multiple missions that the player can choose between at certain times. These games infrequently dictate a single path that the player has to follow (outside of things like "race missions"), but instead allow them to make their own choices of what to do and how to do it. This is why they are engrossing and engaging, because they provide an environment in which the player can do whatever they want, but occasionally provide direction and incentive for the player to pursue particular goals. A good sandbox should make the player want to achieve certain goals, rather than dictating to them what they must do and how they should do it.

A sandbox must provide freedom. I hope that everyone involved in the development of AC4 keeps this principle in mind, otherwise it will almost certain turn out to be a mediocre title like AC3.

Monday, January 28, 2013

Assassin's Creed Timeline (Part 8) - Assassin's Creed 3

So I've finished Assassin's Creed 3 and thought it was time to do a continuation of my series of posts about the game series.  I'll start by providing my honest opinion of the game; Assassin's Creed 3 is unequivocally awful. It's a terrible game with poor pacing, bad writing, a dull protagonist, and tedious gameplay. I'm going to throw in some mild spoilers here (for the first few hours of the game), but it's nothing that you probably wouldn't pick up anyway, nor anything worth crying about if you haven't played it.

So the game starts off with you playing Desmond Miles trying to prevent the end of the world, as part of the ongoing "main" plot of the game. It's still as vague and poorly developed as ever, and at this point, the whole charade is just starting to get a little tired.  The snippets we get of the modern day conflict were enough to intrigue for a little while, but continuing to attempt to string people along with vague and indistinct hints and suggestions can only last so long before there's a backlash. We've reached the point where it's no longer interesting, and it just comes across as attempt to sound mysterious without the writers having to actually put in any real effort. Now, I assume that the writers have put in some effort, which just makes this problem even worse because they're withholding information in order to seem brilliant, when all they're achieving is the opposite effect. This is the fifth game in the series - it's time to stop ignoring your "main" storyline. The three snippets of modern day gameplay with virtually no plot development are not sufficient to maintain interest at this point in time. Something needs to happen, but what does end up happening is so overblown that it just comes across as cheap.

"The results are in, guys... we're boring."

The guts of the "real" game is set around the American revolution, where you fight against the evil British loyalists... err, templars.  Seriously, this couldn't be attempting to appeal to American national pride any more if it tried. There's a few token things to try and paint George Washington in a less than favourable light, but there is an awfully large amount of "kill the evil British", which is supposed to be offset by some of this characterisation and the constant humor laden jabs at the US in animus database entries, which I'm guessing a lot of players will never read. There were some minor laughs to be had in that content, which was possibly the highlight of the game. Reading those was one of the few places in the game where I actually was engaged and even amused.

When you get dumped into the animus, because apparently that's the way templars and assassins solve every problem, you start off playing as one Haytham Kenway, in what are possibly some of the most boring hours of gameplay of any Assassin's Creed game. There are constant cutscenes, pre-ordained actions, and missions that feel less like an introduction to the game and more like filling time just so you get some characterisation of Haytham and his associates before the completely unsurprising reveal that Haytham is actually a templar.  For some reason, everyone is shocked by this revelation, even though it was shown in AC2 that Altair married and had children with a former templar. Whoopeedoo. What's more is this reveal is made fairly obvious through some of the dialogue, and stated outright if you actually read the animus entries as you're playing. Well done to the QA team for dropping the ball on that one. The whole first few hours of the game set the tone for the game as a whole, and it is that AC3 isn't about assassinations... it's about cutscenes and faffing about.

"What was that? Sorry, I couldn't hear you over the sound of my smug self-satisfaction. "

After that's done, you start playing as Connor, part of an Native American tribe (he has a native name as well, but that mercifully gets dumped soon into the game) who eventually becomes an assassin. You do have to deal with playing him as a child and a teenager first, which I think is supposed to make him feel more like a real character. Unfortunately, it means you get a lot of tedious dialogue in long, drawn out native language, which is just plain dull. It's been stated previously that the animus does translations - any foreign language has been short and for emphasis, this seems to have been done just for the sake of reinforcing that Connor is a native, which is just unnecessary and makes any cutscenes with it plain dull. You did have to "come of age" in AC2 as Ezio, but this ascent was very short in comparison to AC3's multiple introductions, and handled in a far more engaging way. Playing hide and seek as a child isn't what players signed up for, and this kind of boredom is indicative of the game as a whole even once you do become an assassin.

Playing checkers or various other board games are another way the game artificially pads out its running time, but they simply aren't interesting. The series standard gameplay of "collect trinkets from around the world" is back, this time in the form of feathers, almanac pages (which move and potentially disappear if you don't get them in time) and peg leg trinkets (which can be placed in frustratingly difficult to find and reach places). Homestead missions are typically simple fetch quests, or something equally tedious. The worst case was where one man was asking for help to woo a woman. So Connor asks the farmer's wife for advice, who tells him to fetch some flowers. So the player must climb a cliff, pick flowers, then return to the man... and they are treated to a cutscene where the man is in an outhouse. That's right, the game has the protagonist having a conversation with someone in a toilet. There are various other delivery missions, and the ability to set up trade routes, but their only purpose is to make money, and as with previous games, there's little point to having money, because it's fairly easy to acquire enough for everything you need or want to buy.

Say hello to Connor's housecarl mentor, Token Achilles Davenport.

The assassin recruit and mission interface is unintuitive to the point of stupidity - you have to hold down a button in order to keep the damn thing up, except when you switch to the mission menu, because then you can let go. The weapon changing interface now has a lag as it switches screens, instead of having a neat overlay like ever game before, and it now uses a column setup instead of a wheel interface, which is significantly slower. The game offers "interactive conversation" markers on the map now, though apparently the game designers aren't aware of the meaning of the word "interactive". These are interactive in the sense that you walk up to the person, hit a button and then that person and Connor have a conversation without any input from the player. Then there's "hunting", which unlike hunting in Red Dead Redemption, offers virtually no danger because all the animals that can actually hurt you can be defeated through straightforwardly boring quicktime events. According to many "professional" reviewers, there was something extremely satisfying about leaping from trees to use your hidden blade to kill a hare. I'm sorry, I thought this was Assassin's Creed, not kill-defenseless-animals creed. I guess I forgot that I wanted to sign up with something that actually had entertaining gameplay.

Then there are the naval missions. Now, I loved playing Sid Meier's Pirates!, so I love some good ship combat. However, much like the rest of the game, AC3's ship combat gets repetitive and boring after only a few tries. It's a whole lot of circling around, then holding down and releasing the controller trigger to launch cannonballs. The strategy never really evolves beyond a basic level, and your assistant yells the same handful of lines at you over and over again to the point where you're inclined to mute the sound simply so you don't have to listen to him. It's basically a worse version of Pirates, and from a camera viewpoint that makes it hard to see what's going on. If you want ship combat, just go find yourself a copy of that - it'll be a lot more fun.

"I cannae take it any more, cap'n!"

What is perhaps most disappointing about AC3 is that the setting and the realisation of it is just fairly uninteresting, both of which have been highlights of the series to this point. The architecture simply doesn't compare to that of the previous games, and it's painfully obvious that the designers and art team have realised this at some point during development. Instead of massive sweeping shots that gloriously showcase the landscape and the art of the gameworld that used to be the reward for reaching a viewpoint and hitting that "synchronise" button, you get a short scene involving a couple of sharp camera sweeps, and Connor ends up occupying half the screen for a significant period of that. Even outside of this, fog and haze that obscures your view is commonplace, limiting the vista that you get to see, ensuring that you can't see the extent of the flat and monotonous art from above. While this is partially a result of the time period, the designers did choose this setting. It might be realistic, but that doesn't mean that it's not boring. The PC version appears to be slightly better in this regard, but it's still a clunky and poorly optimised port.

The protagonist is both bland and unlikelable; the few times Connor attempts to display a personality, he's simply whining or complaining about how the person who taught him everything he knows was completely useless. The game effectively wants you to be invested or care about the American Civil War without providing you with any reason to do so. The massive focus on this aspect of history is out of place in comparison to previous games. Though they brought in elements of history and had the protagonist playing a role at the edges, Altair and Ezio were never so heavily involved, and it was never the core focus of the entire narrative. It feels less like the story of the protagonist and more like an exercise of attempting to shoe-horn in as many famous battles, people and locations from the civil war as possible in order for that to be a drawcard. As a result, the game just winds up feeling like a postcard history tour of the period rather than an actual story. Ubisoft pretty much expects you to be impressed and engaged by that story and their telling of it, because they keep shoving cutscene after cutscene in your face. This is the first game I've ever played where I was getting bored and frustrated from too many cutscenes and felt the urge to skip them. I didn't because I kept expecting some sort of interesting plot development, but instead I just kept having to watch key moments of the game instead of getting to play them. I have never, ever felt this way about story and cutscenes in a game before, so the fact that I wanted to skip them should tell you something about how frequent and annoying they are.

But players HAVE to love this battle... because... American History!

Worse is that the main missions of the game don't really deliver anything particularly interesting. There's more than a few cases where you'll end up in a chase or just "travel from location a to location b", or even numerous occasions where the game forces you to WALK as part of a mission. That's right, it's an open world game, but occasionally you're forced to walk (usually at a slow pace) ... just because. There weren't any missions where you can think back and go "oh, that was memorable" - or if you do remember a mission, it was because the premise or the execution (or both) was stupid or annoying. The "optional objectives" that were also in the last two games have returned, but just like in Revelations, there's no reward for completing them, only the impression of punishment if you fail to achieve them. They range from the utterly trivial to the very difficult; and that's presuming that there's not some strange bug that can cause you to fail one of them when you shouldn't, which will likely happen at least a couple of times for many players.  The game also has a number of assassinations end via cutscene; the game sees a return of death monologues as per AC1, though they're slightly shorter, so that's at least a slight improvement.  Arguably the worst assassinations/cutscenes are the ones where deaths happen via... well, they're not so much quicktime events as... events. Numerous times during the game, you'll end up with a cutscene and the game will just stop, and a button will come up on screen, i.e. press X. Except in AC3, it's not "press X to not die", it's "press X to continue." If you don't press X, nothing happens. This is possibly the single most stupid design idea ever created in gaming, and any designer that thinks it is a good idea needs to actually go play some games that have actual gameplay. This isn't even lazy design, it's just plain awful.

There is so much filler content thrown into the game that the designers appear to have forgotten to how to actually make their game fun. Connor can't even kill civilians now, which while a great way to prevent that annoying occurrence where you would end up stabbing an innocent instead of a target, means you no longer have to be careful when hunting a target in a crowd. Now if you hit assassinate near a civilian, Connor just brandishes his blades, which while great for not drawing attention, is a loss for the game overall because it reduces the challenge and the feeling of freedom in the game. The player feels more hand-held and directed than ever before, which just robs the player of freedom. Most missions almost have to be completed in a certain way, particularly if you want to achieve full synchronisation, meaning there is one true way to complete a mission instead of allowing the player to make choices and pick their own means to success, which is a staple tenet/expectation of open-world games. Even the free running in the wilderness along the treetops dictates an almost linear path rather than allowing the player freedom to navigate as they wish. In Boston and New York, I spent most of my time running around on the ground, because there was little point getting onto the rooftops as it wouldn't take long before it was impossible to keep travelling in the direction I wanted without jumping back down to the street.

Parkour? No, players don't want to do that anymore, it's not like it was a key part of the series.

This lack of freedom and blatant hand-holding applies to combat as well, where you get big attack signals pop up over enemies, and for the most part, combat becomes very straightforward once you work out the new pattern of combat - which is different to the previous four games in the series. I don't know how the designers simultaneously managed to make the combat more complicated yet more trivial, but they succeeded. It's trivial apart from a few select enemies that will pretty much counter anything that you throw at them, leaving you two options - stealth kills/assassinations, or shooting them with a firearm. You could also use one of your various gadgets, but then you'd have to switch to your inventory menu screen, and that's a tedious mess that takes time to bring up and navigate instead of the instant overlay of previous games, so you simply won't bother. I should commend the animations in combat, which are fluid and impressive, as are the new climbing and parkour animations, but these do little to redeem the game except occasionally provide a brief "that looks cool" moment when Connor performs a counter on two enemies simultaneously.

The notoriety and alertness system has also been reworked, and as a result, occasionally you'll suddenly find yourself being chased by guards for no apparent reason. Escaping from enemies is now slightly more difficult due to glitchy line of sight issues. You'll be hidden, but as you jump into haycart, your arc takes you up to a height where a guard can see you, thus you're classed as being "seen" so can't hide in the haycart. Occasionally you'll be able to successfully jump into it on the third or fourth attempt, so sometimes it's worth trying that hiding spot multiple times.

Hiding spots are also less frequent than before, and they don't show up on the minimap, so most of the time it's actually more practical to just flee the search radius or kill or the enemies trailing you. It is important to be careful with the latter, however, as once you hit maximum notoriety, enemies will spawn almost constantly, leaving you with no recourse to escape. Furthermore, since this means that enemies attack you on sight, it becomes almost impossible to use the two mechanisms marked on the map to reduce your notoriety (because you can't use them if you're being chased), forcing you to run around the city with a cadre of guards in tow, trying to find and rip down posters to reduce your notoriety to zero before fleeing the search radius of the enemies chasing you. The whole scenario is so ridiculous that it almost feels as though it should be accompanied by Yakety Sax.

Who knew that all the British Regulars had incredible parkour skills?

All in all, there is nothing about Assassin's Creed 3 that is an improvement on the previous games, and almost everything feels like it has gotten worse. I rarely, if ever, felt that I was having fun. I was going through the motions and waiting and expecting to have fun, but it never happened because the game was just so awful. I don't know if it was produced by an entirely different team to the previous games, but it just felt like the whole thing was phoned in and written by a group of high school history students with no knowledge of game design.

In essence, it's still an Assassin's Creed game, so it should be fun, but the fact is that there are so many annoyances that game introduces that just add up to the whole package being bland, tedious, and outright annoying. Don't buy this game, not even if it's on sale. It's not worth your money or your time. At most, read a plot synopsis or watch a video of the ending. I don't like saying this, but AC3 is simply a terrible game from start to finish.

Monday, November 12, 2012

Assassin's Creed Timeline (Part 7) - Gameplay

In this final post on the Assassin's Creed series, I'm going to talk about arguably the most important aspect of the series - the gameplay itself.  I've left this discussion to last because so much of the development of the game mechanics has been influenced by the other factors in its development. The shifting focus of the series and changes in other aspects of the design of the games is inherently related to how the game is played. This truly should allow anyone to appreciate the myriad of factors that have to come together in order to create a cohesive gaming experience. Games should be designed such that all these factors come together effectively.

Initially the game was a concept and an ideal more than a comprehensively designed gameplay experience. It was a sandbox with the primary character as a free-running assassin, and this is entirely reflected in the way the game plays out. It represented an interesting experiment that delivered a large world to the player, but gave them fewer direct reasons to explore it, instead rewarding those who wanted to roam of their own accord. Structured gameplay was minimal and mostly consisted of a small stable of repetitive tasks.

Then the "reward" of long-winded speeches...

Yet the designers recognised the shallow nature of the first experience and sought to expand upon it. This was a vast success in the second game, with the transformation in narrative and gameplay design leading to a superior and varied experience for players. Some of additions were not particularly exciting, races in particular being a somewhat tedious addition, and these rapidly dropped in number in Brotherhood and Revelations.  The increased variety in mission design and even changes to mechanics and structure are of significant note throughout the series.

Providing tangible benefits from doing additional content is something the series has always tried to do, firstly by provided increased health, then subsequently by making the player money, advancing recruits, and allowing them to buy better gear to make the do more damage or increase their health. Unfortunately, the designers have never seemed to quite pull this off entirely successfully. The first game's side content just ended up being repetitive and tedious, and in AC2 it was quite feasible to end up rolling around in ridiculous amounts of money with nothing to spend it on. Brotherhood and Revelations did reign this tendency in by introducing big money sinks, but aside from a few key valuable items, most of the point of making money was to spend money to make more money. The design was such that the goal was just a goal that helped fulfill that same goal, so ultimately didn't feel that rewarding for the player.

Yeah, because that made sense...

Subtle changes to stealth mechanics both made stealth more successful and viable, but at the same time, perhaps made it feel less special and involving for the player. The ditching of the "active blending" from AC2 is perhaps the biggest step back for player involvement in stealth. Don't make stealth a simple "push button" like it was in the original game. That's neither challenging nor interesting for the player. It should require some effort on their part.

The changes to notoriety in Revelations came a close second to this step backwards when it came to gameplay. Managing notoriety was never particularly challenging, and seemingly this led the designers to believe that it wasn't particularly valuable. However, ditching it in favour of templar awareness was a very poor decision. Managing "templar awareness" for the sake of preventing a potential attack on an assassin den was far less personal and engaging, and had less direct impact upon the player. The player typically had to perform a significant number of "unacceptable" actions after hitting maximum awareness to provoke an attack, which meant that getting a full meter didn't seem like cause for concern. A notorious Ezio did potentially have to makes changes to his behaviour (even if small or subtle) to avoid attracting attention or at least minimising it.

The better choice would have been to tweak the consequences of attaining notoriety and making it more difficult to reduce notoriety. The abundance of posters made it a trivial task to keep notoriety low, and heralds could easily be bribed and then pickpocketed for a significant decrease in notoriety. If the number of posters had been dropped, and pickpocketing a herald resulted in a vast increase in notoriety, then a far better balance would have been struck. Or perhaps offering increased dangers but with a potential small bonus to performing actions/missions while notorious would have provided a better risk/reward system for players.

Plus no-one particularly wanted a tower defense minigame...

Finally, it would be remiss of me to fail to mention the combat and assassinations in the game in this discussion. The introduction of additional assassination methods as of AC2 made the series remarkably better. Actually being able to leap and kill someone, or toss them down onto the street while hanging on a ledge was a huge step forward for player freedom. But this isn't the only place where combat took a step forward.

The variety in enemies provided a significant improvement in combat across the series. Requiring players to switch up their tactics a little made combat more interesting, even though the difficulty has never really ramped up across the games. The variety in weaponry provides a range of tools that allows the player to switch up their killing method and their attack style, from fast and furious to slow but lethal. The only potential drawback here is that as the series has progressed, there are arguably too many options with too little difference between them. Why is the crossbow more advantageous than knives, and which bomb loadout should the player use, and how useful are they really? There's a lot of choice, but the differentiation between those choices seems minimal, meaning that those choices don't really seem to offer a whole lot to the player.

Crossbows and throwing knives and assassins... oh my!

The greatest problem with combat is that the player doesn't really ever feel like they are under significant threat, and even when they can take a sound beating quickly (as can happen in Revelations), it doesn't really provide that sense of threat or danger to the player with any meaningful feedback until the player is almost dead. Just like the concept of the animus itself, there's very little "tactile" or tangible feedback to the player. Combat has never been difficult or a challenge because the fighting system has very little individual complexity. There's no combos like a fighting game or real individual move variety like a beat-em-up. Mostly it's a simple choice of "enemy X, attack A", enemy Y, attack B" with little to no difference in overall approach. There's no fluidity to the system that allows for the player to have free flowing combat when compared to something like Batman: Arkham Asylum/City. If the Assassin's Creed series wants to continue to develop, this is they key area of gameplay that designers really needs to concentrate on.


Overall, the first four entries in the Assassin's Creed has been interesting titles. With varying strengths and weaknesses, this franchise offers an insight into how developers seek to change their formula and attempt to keep a series fresh while retaining true to the core premise of a series. If all the strong points of the series were combined in a single title, you'd have a truly excellent game, but the difficulty that the design team seems to have had thus far is picking how to tweak those aspects to obtain the right balance to fit the overall creative direction. I'll likely make another post on how well they have (or haven't) managed this when I get around to playing Assassin's Creed 3 - until then, I'm calling a close to my commentary on this series.

Wednesday, November 7, 2012

Assassin's Creed Timeline (Part 6) - Presentation

With the Assassin's Creed series, an aspect that warrants particular mention is the presentation of the game, not just in terms of graphics and art style, but the means in which events, characters and landscapes are provided to the player. No, I haven't played the third game yet, so I can't add it to the ongoing discussion.

The series started off with an expansive yet minimalist presentation style. Cutscenes were done such that the player always retained control of Altair with their semi-interactive style, with the only real non-interactive sequences being the panoramic camera sweeps upon approaching a city for the first time, or synchronising from a viewpoint. Even when control was removed from the player, the cinematics conveyed a sense of scale and completeness of the environment. AC1 was presented as a giant and finely crafted sandbox for the player to explore with as few constraints as possible, and the presentation and gameplay supported this.

The problem with an enormous sandbox is that it can potentially result in a limited about of designed gameplay, an inherent problem of the original game. Thus AC2 came in with its expanded story, but consequently a more prescriptive presentation style. The quicktime events of the cutscenes disappeared, which while perhaps making the player feel less involved, it ensured that the presentation of the cinematic sequences were crafted for maximum effect, with every shot delivering nuance of story and character. While this does lose some freedom for the player, the increased impact of the narrative is arguably worth it.

Not having to worry about "glitches" was ultimately a blessing for cutscenes

The quicktime button events of AC2 were far worse, but these (fortunately) happened infrequently enough that the player didn't really have to worry about them, they didn't make much difference to the cutscene sequences, and they were mercifully dropped after this game.

A changing presentation resulted in a tighter experience from a narrative and gameplay perspective, and focused the player on specific areas and zones. Vast areas that were explored a single time (if at all) were ditched in favour of smaller environments that the player could become familiar with. This helped provide additional impact for the more personal story of Ezio, as it helped the player associate with the concept that he was fighting for people and places that he cared about. While this was perhaps slightly undone by the near identical assassin recruits you trained and promoted, it still increased the player's level of engagement with the setting.

Admit it, you liked seeing other people dive off Tiber Island

There was an overall improvement in the graphical quality of the series as well. While the long draw distance to see vast panoramas has remained fairly constant, the diversity and complexity of the environments has provided some really stunning scenes for the player to view. The fact that the series deals with some pretty amazing architecture definitely doesn't hurt at all, but the art team still manage to pull the detail off with definite skill.

The improvement in the character models and facial appearance is also noteworthy, which was fairly essential given the increased focus on a more cinematic presentation, leading to more close up shots of character's faces that requires that higher level of fidelity. The ability to choose a desired colour scheme for Ezio's outfit was just another small bit of icing on the cake that added a little more character.

So many different colours, yet somehow no outfit looks inconspicuous...

In the first four games, Assassin's Creed moved from wide empty areas to tightly crafted cities. While the impressive nature of the level design of the original game cannot be denied, a narrower focus has probably allowed more players to better appreciate the level of detail and effort that has gone into creating the environments for each game. The presentation of the series has improved along the way even if the scope diminished, and it could be argued that the games became better as a result.

Monday, October 1, 2012

Assassin's Creed Timeline (Part 5) - Narrative and Writing

First things first: Big spoiler alert. I will be discussing the story of all the first four Assassin's Creed games, so if you haven't played everything before Assassin's Creed 3 and don't want events ruined for you, stop reading NOW. 

In my series of posts on Assassin's Creed, I've been talking about each individual game, with some reference to how they fit together. For a couple more posts, I'd like to look at the development of the series of a whole and some specific aspects of design and development. It should come as no surprise to regular readers of this blog that the first thing I want to look at is the writing for the series.

The first game is front loaded with exposition, which is both slightly clunky and very bold. For a AAA title to start off with a lot of dialogue just to set the scene is unusual, but it relies on the unique premise in order to pique the interest of the player and maintain their interest. For the most part, it works. The problem is that this technique is maintained through the entire series, as though the designers either expect players to come in fresh for each title, or to have forgotten what came before. Admittedly, televisions shows often give a recap of previous weeks, and they're often seen only a week apart, as opposed to a year or more as is the case with video games. The manner of delivery in AC is just a little more forced - the writers and cinematic team haven't yet come up with a natural method of giving a recap.

Cue Desmond confused face

An interesting aspect of the writing in AC is that it has multiple layers of storytelling. The primary story of each game is centred around the ancestor whose life Desmond is reliving via the Animus, so far, Altair or Ezio. The storytelling in these is reasonably solid, though there has been a distinct increase in quality as the designers have worked out the best way to use the tools at their disposal to create a cohesive and coherent interactive and cinematic experience.

Outside (and inside) of the main story of the Animus, there are other pieces of narrative that fit into the overall plot. The puzzles that hint to a vast conspiracy tracking through major historical events that many people will recognise helps to push this aspect of the storytelling in a clever fashion. The fact that the player has to work to find these puzzles, and then many contain messages that are encoded with ciphers or written in morse code or the like adds to the flavour, though of course a quick trawl of the Internet can uncover all the answers with minimal effort.

Who would have ever though of delivering conspiracy theories through chess?

Perhaps the biggest weakness of the narrative is that of the overarching plot of the series: some cataclysm that will wipe out the Earth if Desmond doesn't do something to stop it. This was introduced right at the end of the second game, though there were vague hints of this before. The problem with this is that despite every character within the game being so interested in Desmond, and him apparently having many important assassin ancestors, he doesn't really feel that significant to the player. He's a protagonist who the player doesn't really know anything about and never really sees much.

In AC1 Desmond wanders around slowly inside Abstergo. In AC2 he follows Lucy out of Abstergo and jumps around in a warehouse. He does the most in AC:B, where he gets to run around Monteriggioni and around and inside the Colosseum, but then in AC:R does virtually nothing again. The problem isn't just that the players don't really know who Desmond is, but that the modern story is doled out with such huge gaps in between that there isn't any continuity of his story. Even worse is that the intentional ambiguity of the story and the "first" beings is that it obscures key facts. How many people knew that the reason that Desmond stabbed and killed Lucy at the end of Brotherhood was because she had actually switched sides to the Templars? I'm guessing it would be a very small number.

Who are you, Desmond?

The vague nature of the overarching plot is obviously so that the writers can maintain a sense of mystery over the upcoming disaster and the solution to survive it, but this vagueness just comes across as poor writing or their inability to come up with any plausible or concrete. It feels like they're relying solely on this "ancient powerful beings" trope to justify the more extravagant ideas that they can come up with to further the conspiracy and the series.

The "Apple" as shown in AC1 had a vague religious air to it, but this was supplanted in subsequent games by the concept that it was created by some past super race of beings than somehow are still talking to Desmond through his ancestors... or by some method that's never really explained. Inside the Animus they don't seem to be heard by the others he's with, and in Brotherhood they communicate to him directly but no one else seems to hear a thing. It's just... magic. This might seem a little nit picky given some of the stuff that happens, but there's a difference between stretching believability and just throwing all pretenses of reality straight out the window. The later really begins to happen (to the detriment of gameplay) at the end of Brotherhood. Running around and brainwashing/killing enemies using the Apple was not only dull from a gameplay perspective, but didn't really make any sense with what had previously happened.

Don't worry, Ezio, a wizard did it.

The stories of Altair and Ezio, as a counterpoint, are typically well delivered. The way their two lives are brought to a cohesive conclusion at the end of Revelations is particularly satisfying. The only potential drawback here is that it definitely feels as though Ezio's story could have been condensed somewhat. Brotherhood and Revelations may represent different stages of Ezio's life, but the games feel as though they were attempting to artificially extend the storyline without adding a great deal of new content. They feel more like the design team experimenting with new gameplay mechanics while throwing small bits of narrative to fuel experience - ultimately it's just Ezio collecting the Macguffin(s). This isn't to say that the stories are uninteresting, and there are some nice turns in the plots of both, but they really don't push the envelope as much as they coud.

What remains to be seen is how the designers will up the ante with AC3 in their narrative. Hopefully they will push it in a direction that will develop the strength of the "main" plot, or at least provide some clarity in its delivery of that part of the story.

Monday, September 24, 2012

Assassin's Creed Timeline (Part 4) - Revelations

The fourth Assassin's Creed game is the final chapter in the life of Ezio Auditore, seeking to close the story arc started in the second game. Unfortunately for the Revelations (AC:R), it really feels like its primary purpose is to close off those loose ends in the storytelling and to tinker with the edges of the series' formula. I'll be steering clear of any real plot spoilers, so feel free to read to keep reading even if you haven't played it.

The premise of this game is that Desmond's brain is going into overload thanks to the countless hours he has been putting into the Animus machine reliving the memories of his ancestors, so he can no longer tell the difference between his own reality and that of Altair and Ezio. This means living out the end of both their tales, as well as coming to terms with his own past.

AC:R is set almost exclusively in Constantinople (Istanbul), following the single city plan of its predecessor. While the change in architecture is a definite bonus, Constantinople feels significantly smaller than Rome and there are certain areas that the player where the player must traipse back and forth repeatedly. While some effort has been made to speed up crossing the city with ziplines that allow the player to traverse the rooftops more rapidly, these tend to be in short supply in the areas that are covered a lot. Furthermore, it's quite easy to explore a large amount of Constantinople from very early on in the game, and as such players don't get that sense of gradually exploring and uncovering more locations as time passes. While this supports the open nature of the world, it ends up detracting from the game rather than adding to it. Not being able to go somewhere makes players want it more.

Too much freedom can be a bad thing...

Retained from the previous game is the concept of assassin towers and assassin recruits, allowing you to train and call upon assassins whenever you like. The mission system has also received an upgrade, allowing Ezio to manage the assassins to conduct a campaign to regain control of European cities from the templars. This actually makes the missions feel a bit more "real" and make the player feel a little more invested in them by making sure that missions are conducted on a regular basis to ensure a city regained does not fall back into templar hands. Assassins can also go on "master" missions, where Ezio will accompany and assist the recruit to train them, which is a really nice touch. These missions offer a different angle to the gameplay and really let the player take on the role of mentor.

Who would have thought teaching could be so much fun?

The mechanics and controls have changed again slightly for AC:R, allowing players to more easily wield and use melee and ranged weapons in combat. This is a valuable thing, as the difficult bar of the combat is raised again, and there are some enemies that can really dish out serious damage in a short period of time. While this increased challenge is a good thing, the feedback from the combat feels extraordinarily weak. Sometimes it is possible to lose a large amount of health very quickly without even realising, leaving the player wondering what they did wrong.

AC:R also continues to add to Ezio's arsenal, providing even more options for dispatching, disabling or distracting opponents. The ability to easily throw enemies to the ground, use them as mobile free-running obstacles or dispatch them with the countless weapons in your arsenal really gives players the freedom to fight in pretty much whichever style they choose. AC:R does potentially take it to a point where there are too many weapons, so you can end up spending time thinking about your options rather than simply doing. The addition of bombs and bomb crafting adds a new strategic element to missions, but for the most part they really don't seem to be worth the effort and micromanagement required. It's an extra level of fuss over and above the effort of recruiting and training assassins, and that already pulls the player out of the meat of the "real" game enough.

I can do without these

Another major new mechanic introduced to the game is that notoriety has been replaced with Templar Awareness. When this meter fills, then crimes can result in templars attacking one of the Assassin Dens, which are the replacement for the Assassin Towers in AC:B. These attacks result in a tower defense minigame where you must place assassins to defend against the onslaught of attacking templars to retain control of your base. Unfortunately it's not a very well designed or particularly interesting tower defense game, and people wanted to play a tower defense game, they'd buy a tower defense game.

To change up the gameplay, you get a few sequences where you play as Altair and Desmond, which are a nice touch, but these really seem to come too infrequently to feel like the game is living up to the promise of its advertising, or even the premise of its story. The game is still almost exclusively about Ezio, with Altair and Desmond feeling relegated to minor characters. In the case of Desmond, this is actually a relief, because his gameplay elements are like a first person platform game crossed with tetris. First person platforming is almost always a bad idea, and AC:R is not one of the rare exceptions that makes it fun or enjoyable.

And I can definitely do without this

The presentation of the game has been stepped up another increment; the cinematics and storytelling elements are arguably stronger than previous games, and the designers have managed to weave in some really visually impressive sequences and places. A giant underground cavern complete with waterfalls is one of the most spectacular settings in the game to date, and given the locales it has covered, that's saying something. Constantinople itself is wonderfully realised, and definite justice is given to the architecture and aesthetic of the city. The music also picks up again, with the addition of Lorne Balfe to co-write Jesper Kyd injecting some new musical ideas into the soundtrack, which really help the feeling of the game after the somewhat lacklustre music of AC:B.


Some of the gameplay borders on the fantastically ridiculous, but there are some great missions to be had here. One of the amusing highlights is Ezio taking on the role of one of the much hated minstrels from previous games, complete with self-aware out-of-tune singing, indicating the game doesn't need to take itself too seriously all the time. The only real drawback is the "full synchronisation" requirements of AC:R. If the player does not meet the extra requirements of the mission, then they only achieve 50% synchronisation rather than 100%. This makes the player feel punished for not achieving it, rather than feeling as though they gain a benefit for doing so. There also appear to be no additional memory bonuses granted to the player, which means full synchronisation feels like a chore rather than an avenue for additional fun.

Ezio picked the right career. He's no minstrel.

Overall, AC:R is an enjoyable entry in the series, but it's definitely the weakest game except for the first one. It's quite short, experiments with a number of new ideas that don't quite work, but still manages to get the core experience of Assassin's Creed right. The main problem with AC:R is that it doesn't do terribly much new that feels innovative or dramatically better than its predecessors. It's still a lot of fun and delivers more of what players have come to expect, but never really feels like it makes a step forward to really grab the player and whet their appetite for this year's full sequel.

If you've been interested in the series at all, it's worth playing, but it's probably not something that would warrant a full-price purchase. At the very least, it leaves the player satisfied that they've brought the stories of Altair and Ezio to a satisfying conclusion, and it does so in a manner that is fun and interesting to play.

I'll be looking at the series as a whole in a couple of upcoming posts, covering gameplay, presentation and storytelling, as these four games offer a really interesting insight and example of how a series can change and adapt while retaining true to its roots.

Monday, September 17, 2012

Assassin's Creed Timeline (Part 3) - Brotherhood

Assassin's Creed: Brotherhood (AC:B) is a seamless transition from AC2, starting immediately after the events of the previous game. A brief narrated video is all the player gets in terms of an introduction before the game thrusts them into the game proper, back into the role of Ezio Auditore and Desmond Miles.

Unlike the previous two games, AC:B is set almost entirely in a single location, the city of Rome. There are a few short segments in alternate locations, but Rome is where the bulk of the gameplay occurs. The introduction is one of these, but unfortunately is one of the weakest part of the game. It doesn't offer much in the way of a meaningful tutorial for new players, but also doesn't really cater to existing players in a terribly interesting or engaging manner.  Once this is over, then the player heads to Rome and the player mostly remains here. This turns out to be both a blessing and a curse.

The exploration aspects of the game are significantly reduced as a result of this single location, and there's not quite the same sense of wonder as exploring locations like Jerusalem or Venice. The modelling of landmarks like Castel Sant'Angelo, Roman Forum and the mighty Colosseum is very impressive and detailed, but it doesn't have quite the large scale spectacle of the previous two games. There are also a number of missions and activities that see Ezio covering the same ground repeatedly, so there are certain areas that the player can feel they are seeing too frequently.

Rome is beautifully created, but I wanted more big vistas

Conversely, this tighter focus means the player becomes more at home in the setting of game, and is able to recognise and navigate via landmarks much easier. This leads to a welcome familiarity, and provides a sense of growing in knowledge just as Ezio would have gained in his journey to becoming a master assassin. The player can learn routes and quicker means to move about, which can give them an edge when trying to escape from guards or hunt a target.

As with previous games, AC:B does briefly remove most of the player's equipment a short way into the game, but even more so than AC2, is very quick to return it again. This is largely a power balance issue, reducing Ezio's health and his better weapons that would allow him to kill enemies with little effort. The good thing is that Ezio's range of equipment is mostly given back fairly swiftly, the main thing players have to wait for is the improved swords, maces and daggers that are faster and more effective against enemies. Even better is that the player is given a few extra weapons with which to dispatch enemies. The addition of the crossbow is particularly nice, especially given it was featured as a weapon in the opening/trailer cinematic for the original Assassin's Creed, but had never been available until now.

About time we got this!

Freedom of movement and the variety of moves available also increases once again in AC:B, as does the difficulty of the enemies. The game requires players to implement a variety of tactics to overcome enemies; a further improvement from AC2 where it was still sometimes possibly to defeat opponents through brute force and/or perseverance. Quick kills and kill streaks pose a new means to end lives, and the ability to leap from horseback to horseback assassinating enemies is somehow far more enjoyable than it has a right to be.

These killing abilities come in handy when attempting to kill a fleeing templar captain, which happens when attempting to establish a new assassin tower within Rome. This new gameplay element involves Ezio trying to get close to the target without being spotted, as when Ezio is seen, the captain will attempt to flee to the safety of the templar controlled tower, and Ezio must kill him before he does. Doing allows the player to recruit new assassin allies, which can be summoned to assist during missions to kill targets without Ezio have to dirty his hands or attraction too much attention. These allies can make some missions laughably straightforward, but it's a nice extra assassination tool to have in the player's arsenal.

With friends like these... we'll need some more enemies

Another highlight is include the addition of "full synchronisation", where extra "memories" (read: missions from Ezio's past relating to a love interest named Cristina Vespucci) become available upon completing a mission while meeting certain additional requirements. These can include: finishing under a time limit, killing enemies in a certain fashion, not being detected, taking a limited amount (or no) damage, among others. This is an excellent way to pose an additional challenge to players without them feeling too penalised if they do not succeed. These bonus missions also serve to flesh out Ezio's character a little more; he really does start to feel like a fully realised character who has evolved from the brash youth of AC2.


One area where the game does take an unfortunate step back is mobile blending, again returning to the simplistic "hit A to blend" option to hide withing a moving group of people. The game also starts to fall apart a bit in the tail end with a series of missions that are fairly simplistic and a little bit tedious. The management of numerous assassins by sending them on missions and training them up can also feel a little repetitive and dull, even though they are fun to call on in the middle of missions or just generally roaming about the city.

"And then I stole his horse... "

The only other real shortcoming is that it doesn't really feel like it offers much that is terribly new or innovative in long term gameplay. There are a few segments where the gameplay is switched up with Leonardo's war machines, or a few different mechanics, but none of these really offer anything that feels like a huge step forward for the series. It really feels like an extension of AC2 rather than a whole new entry to the series, even though the designers did step up a notch in terms of mechanics and even the storytelling and overall presentation feels more polished. The drawback is that the ending once again feels rushed and the story of Desmond is notably lacking in content and context throughout most of the game.

AC:B is very enjoyable game despite feeling like "more of the same" of its predecessor. There are changes and improvements made around the edges, and Ubisoft really seem to have filled out the gameplay and getting sufficient variety into the mechanics and the art of killing to give the player and Ezio a complete and manageable set of tools with which to dispatch his enemies. Stick through the slightly laborious opening to get into the meat of the game, and you'll be glad you did.

Tuesday, September 4, 2012

Assassin's Creed Timeline (Part 2) - Assassin's Creed 2

Picking up from where the last post on Assassin's Creed left off, Assassin's Creed 2 steps in right after the end of the first game. With a brief bit of exposition, the game throws you into the role of Desmond Miles, and you're witness to the birth of the new "protagonist" for the game, one Ezio Auditore. Then you're thrust back into the modern world, and forced to escape the building of your captors. This would likely be a little bit jarring for people new to the series, but it serves as a quick entry point into the series for those who missed the first game. Tossing them into the deep end, but at the same time meaning that they don't actually need to backstory of the first game in order for this one to make sense. It's a not a bad trick, and straddles a nice line between continuity for old players and introduction for newcomers.

What it does significantly better than its predecessor is the way that it introduces gameplay elements to the player. While Assassin's Creed (AC1) made players go through a series of tutorials to learn the mechanics, AC2 integrates those tutorials with the story in order to gradually add to the player's repertoire and push the narrative at the same time. While this could be annoying if the player were forced to run around as a brash youth delivering letters and beating up miscreants, it doesn't take too long before Ezio starts to become a real assassin and get down to the business of stalking and killing his targets.

Ezio goes from apprentice to master assassin

This is where things start to get interesting. The concept of stealth and getting close to a target have been reworked significantly. Whereas previously stealth involved joining a specific group of white robed scholars by pressing a button, the player is now able to actively and organically blend with a group of people by walking into the middle of the group and keeping pace with them. This subtle change makes a huge difference to the flow of the game, and makes the player participate in the act of hiding within a group of people rather than simply pushing a button and watching it happen. It is possible to fall out of step with the group, which can be annoying, but again this actually makes the player feel like they're actively being engaged by the gameplay mechanic rather than simply pushing a button and then waiting. The similar improvements to escaping from guards (which includes making it a more challenging task) make the player feel more like an assassin who is actively working to fly under the radar.

The game is also fairly keen to give you new assassination techniques: killing someone from a ledge by leaping on top of them, hanging onto the edge of the building and pulling your unsuspecting prey off, or killing someone from the safety of a hay bale. A second blade to assassinate two people at once is also a welcome addition, especially when combined with the aforementioned leap. These were a massive step forward for the series as well. These really add to the stealth aspects of the game, and are wonderful for those players who love to spend a lot of time doing parkour along rooftops. No longer do you have to get down on the ground and potentially lose the element of surprise, but you simply leap down and kill your target in a single move. The addition of poison and a pistol felt less useful and interesting for the most part, but were a nice touch to have something different at your disposal.

Going down...

Timed race missions are a fairly mundane addition to the gameplay, as the scope for varied paths to succeed are limited, so it's basically just learning the correct route to succeed. Courier missions are much the same. The assassination missions are where things get more interesting, and there is a bit of variance in how these play out, requiring the player to use different skills in order to find, track and kill their target.

Timed platforming in the assassin tombs is a distinct lowlight, as are the chase scenes present in these, as catching your prey is a fairly counterintuitive process, and is poorly done to boot. It's impossible to catch a fleeing templar except at a specific point, so even if you're ahead of the game and theoretically have gotten ahead of the person you are chasing, they magically jump forward in the chase sequence to make it "fair". The same applies if you fall a long way behind. The templar will obediently wait for you at the next checkpoint until you figure out the alternate route needed to reach him. It feels cheap, contrived and unnecessary.

Chasing these guys was less fun

While some of these side options for gameplay aren't the highlight of fun within the whole experience, when combined with the main missions of the game, they supply a lengthy and varied experience for players. The game isn't just a visual sandbox like AC1, but is a truly flexible and free flowing sandbox where you get to play out many different scenarios, and you can even attempt many of them using different approaches. Want to stalk your target and kill them in secret? Sure. Want to draw your sword and charge in the front gate, killing everyone in your path? Sure, that's allowable in many cases as well. With an increased number of tools and gameplay mechanics at your disposal, AC2 allows freedom in a way that AC1 never managed.

Another positive I have to mention are the improvements in the presentation. Gone are the length expositional dying cutscenes. While these were okay in AC1, the fact that they were really the only way to push forward the story made the storytelling a bit forced. Also, the fact that every victim would give you a long winded speech felt somewhat ridiculous. The storytelling is much more frequent and you also get some information delivered through conversations you hear while preparing for an assassination rather than direct exposition to Ezio or the player. The experience feels much more realistic and believable, and as a result is a far more engaging tale. The music also deserves a special mention, as there are some truly excellent tracks from Jesper Kyd that play during the game. The track "Heart" that is featured when the title of the game is finally displayed (which takes a little while) is one of the many standouts.

While the ending of the game feels a little bit lacklustre, the journey throughout is superb and provides a great deal of breadth and depth in experiences. It's also quite a long game - you can expect to rack up many hours exploring and completing missions. AC2 delivers on the promise of the first game. It expands the gameplay and mechanics to let the player not only let the player travel and free run through expansive and wonderfully created cityscapes, but to truly adopt the mantle of a master assassin.