A valiant effort at something new, but Assassin's falls short
It's a rare thing in this day and age for game publishers to take a genuine risk and invest in a game concept that steps outside the norm. So I was extremely excited by the potential of Assassin's Creed when I first saw its debut trailer.
Assassin's Creed tries something truly innovative by combining a third-person "parkour" (free-running) simulation with interactive crowd dynamics. The concept revolves around a character named Altair who is compelled to embark on a series of assassination missions during the time of the Crusades in order to restore his honor after committing a prideful mistake.
Each mission centers around taking out a different target, all of whom are playing a part in fueling the Crusades. The pacing of each attack, from sneaking up on the target to executing the strike, to fleeing from the ensuing soldiers, is genuinely thrilling the first time. Unfortunately, Assassin's Creed takes this formula and recycles it over and over again, creating a palpable sense of repetition.
The main missions aren't the only repetitive elements; the side missions (climbing towers to scan the city, taking out other targets) and pre-mission errands (spying on pedestrians, pick-pocketing, interrogation) suffer from the same syndrome. What's more, while AC's free-running mechanics exhibit fluid animation and offer enormous freedom, they're not designed well for the chaotic getaway missions.
Still, AC is a stunner in the visuals department (both graphics & art style), and the combat system is very engaging (though it becomes repetitive after awhile too). In sum, AC leaps for a high rooftop, but ultimately doesn't have the legs to make the jump. With great gameplay variety and smoother getaway mechanics, Assassin's Creed could truly have been something special.