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Assassin’s Creed 1

Assassin’s Creed will stay with you long after you finish it. Here is one of the most unique gameworlds ever created: beautiful, memorable, and alive. Every crack and crevasse is filled with gorgeous, subtle details, from astounding visual flourishes to overheard cries for help. But it’s more than just a world–it’s a fun and exciting action game with a ton of stuff to do and places to explore, rounded out with silky-smooth controls and a complex story that will slowly grab you the more you play. Make no mistake: Assassin’s Creed is one of the best efforts of the year and a must-own game for Xbox 360 and PlayStation 3 owners.


Not enough can be said about the living, breathing world that you’ll inhabit in Assassin’s Creed. As assassin extraordinaire Altaïr, you’ll explore three major cities of the Holy Land in the 12th century: Jerusalem, Damascus, and Acre. Each city is beautifully rendered from top to bottom and features meticulously crafted towers that reach for the sky, bustling market squares, and quiet corners where citizens converse and drunks lie in wait to accost you. As you wander the streets (and rooftops), you’ll push your way through crowds of women carrying jars on their heads, hear orators shout political and religious wisdom, and watch town guards harass innocent victims. Altaïr has a profound effect on this world, but the cities are entities all their own, with their own flows and personalities.


The visual design has a lot to do with how believably organic everything feels. The cities are absolutely huge, and though you don’t get full exploration privileges in the first few chapters, they eventually open up to let you travel seamlessly from one side to another. Everything is beautifully lit with just the right amount of bloom effect, and almost everything casts a shadow, from tall pillars to Altaïr’s cloak. In fact, sometimes the shadows get to be a bit much and may make you think for a moment that there is artifacting on your screen, when in fact it’s a character’s head casting a shadow on his or her own neck. Every object, from scaffolds to pottery, is textured so finely you feel as if you could reach out and touch it. Animations are almost as equally well done. Altaïr scales walls, leaps majestically from towers, and engages in swashbuckling swordfights that would make Errol Flynn proud. And he does it all with fluid ease, generally moving from one pose to another without a hitch. Minor characters move gracefully as well, though one of the game’s few visual drawbacks is the occasional jerky animation on the part of a citizen. However, it’s easy to forgive, considering that the cities are populated with thousands and thousands of individuals. In fact, these tiny blemishes are noticeable only because everything else looks so incredible.
What you hear is even more impressive than what you see. At the top of a temple, you hear little but the rush of wind, the twittering of birds, and the barking of a far-off dog. In the most populated areas, your ears will fill with the din of street vendors, the pleas of beggars, and the occasional humming. It’s never too much, though, and the game does a good job of making sure you hear what you need to hear (for example, the cries of citizens who need your help), without filling your ears with pointless noise. All these effects, along with the clangs of swords and groans of assassinated foes, are outstanding. The voice acting of the supporting cast is similarly remarkable. Conversations are completely believable and delivered with the perfect amount of solemn dignity. Oddly, the weakest link is Altaïr himself. Actor Philip Shahbaz does an all right job, but he isn’t up to par with the first-rate acting of his fellow troupe. Rounding it all out is a beautiful orchestral score that is most notable for its subtlety. Many of the game’s most impressive moments are accompanied by lovely musical themes that add even more threads to the game’s rich living tapestry.


Aba Oussama

Co-Creator of Summary Network Gamer. Designer. Blogger aged 22

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