The year was 2007, two long years had passed since the
deeply immersive world of mysticism and glorious storytelling of the unnamed
Prince, of Persia. It all started with a 2D game which was a genuine challenge
to beat. Years and technology enabled the pixelated wonder of the computer to
grow into a monster franchise with the universally well received Sands of Time
trilogy.
The year 2003 saw Prince of Persia elevate itself with
the release of Sands of Time. The following year they followed it up with a gritty,
monstrous and gripping game which left players purring with 2004’s Warrior
Within, Ubisoft were by no means finished. They released a truly mouth-watering
title in 2005, the conclusion of the trilogy and the ever so tempting Dark
Prince with The Two Thrones.
The year was 2007, it had been two years since we
received a world as immersive as the ones we slashed, ran and climbed through
in Prince of Persia, which also had a story worth telling. Two years since the
end of the Vizier’s power lust fuelled schemes. In the Middle East, Ubisoft
gave the world a history lesson which revolutionized gaming for years to come.
Altair Ibn- La’ahad, an Assassin from the castle of
Masyaf, circa 1176 amidst the bloody crusades. An Assassin stronghold which
strived to curb Templar influence and allow free will to exist. The game began
with what we as gamers were not quite used to. Killing a character resulted in
condemnation from the allies you were roaming the caves with, and the rashness
exhibited by Altair in his confrontation of Templar Grandmaster Robert de Sable
which was laughably thwarted.
The interesting stroke her was that as gamers we were
very used to killing most characters on sight. Not really paying much note to
stealth, discreetness and efficiency of the strike. The makers of Assassin’s
Creed saw this and they let us as gamers, do what we’re used to do doing and we
were embarrassed for it. The storyline proceeded to a siege upon the Masyaf
Castle. Thanks to the player’s inept Assassin skills and revealing themselves.
The Templars were bound to strike for an attempt to end the life of their Grand
Master.
A short battle which saw the Assassin’s victoriously
protect their city against the invaders progressed to the Assassin Grand Mentor
Al-Mualim, publicly condemning Altair’s actions and punished him with a stab to
the torso, along with a reminder of what the commandments of the Creed were;
- Stay your blade from the flesh of the innocent
-
Hide in plain sight
-
Never compromise the Brotherhood
These
tenents would go on to define the basis of every tactic employed by a player to
beat this game, stealth was essential, limiting causalities, and the attention
that causes, was essential. After a few cutscenes, Altair was given a list of 9
men whose deaths would be crucial for the Assassin’s cause and would also see
Altair redeemed for his actions in the caverns of Solomon’s Temple. And so
began a story that would set the player on a horseback journey through the holy
land, claiming the lives of those who’d oppose them and most importantly,
bringing down the 9 names.
Assassin’s
Creed wasn’t so straightforward. When Altair would reach a city, either
Damascus or Jerusalem, the player would have to investigate. These investigations
had their own bearing on the actions and outcome. Some would lead to discovery
of the targets whereabouts some would reveal absent guards at an entrance. These
investigations enabled the player to assassinate the target in the way that
they would deem most effective. This flexibility was truly brilliant as it
accounted for varying assassin styles and play styles, having the luxury of
choosing how to overcome a ‘boss’ either by jumping off a ledge, with the
Assassin’s hidden blade aimed at the heart or truly being a face in the crowd
by calmly walking towards the target and executing the kill before anyone
noticed anything amiss.
Next Entry: Assassin’s Creed
(2007) - The Hunt For the Nine