When we got this assignment, I knew from the beginning I would write about Assassin's Creed III. Anyone who follows me on Twitter knows exactly how I feel about this game. It's my go to example of the faults of the AAA industry approach to game production, and I had plenty of things to say about it. If we didn't have a word count I could have ranted for pages and pages on exactly what the game did wrong, but unfortunately we did, so I had to keep to that.
Hopefully this gives some insight into just some of the reasons I think Assassin's Creed III is a total turd. tl;dr it's a visionless mess
A cohesive vision is integral to a good game. If a game
feels like it's barely holding together, with all sorts of random content
thrown in there, it feels wrong. It feels soulless. This is how Assassin's
Creed 3 feels to me- soulless. It's a product of the attitude of the AAA market
in which a game needs as much content as possible, and needs to be designed
around new and inexperienced players, even if the game in question is a sequel
in a long running franchise. As the game's creative director, Alex Hutchinson
(2012a) says himself, "content is king, as it has always been". A
game should be aiming for quality over quantity. Yes, the scope of AC3 is
indeed large, but it covers a lot of unnecessary content, and a lot of badly
designed content, and is a large step backwards from the quality of past
instalments in the series. It's the logical progression of Ubisoft's
annualisation of the series in order to maximise their profits, and it's a real
shame. Not only does it not mesh well with the series as a whole, but neither
do its own components mesh well with each other as a complete product.
Hutchinson (2012e) said that during development they had a
big idea on their whiteboard which drove development- "This is a new
IP". This has had a noticeable effect where most of the content doesn't
mesh together at all. Naval combat is enjoyable, but why is a supposed assassin
partaking in such an activity? You're not supposed to know they're there,
they're supposed to be working in the shadows, not yelling orders and firing
cannons on the open sea. The time and resources spent here could have been put
on fixing the game's other problems. That's the enjoyable end of the side
content spectrum, the majority of it is more poorly designed. The game includes
bocce of all things! If urgent action is required in the middle of a war, why
is this hero taking time off to play games? The game doesn't explain the rules
of bocce, nor what any of your actions do. I had to Google the rules in order
to understand why my opponents were taking points from me because the game
wasn't telling me. The interface wasn't clear about whether my shots were
accurate or not, either, so I had to guess. It didn't help that this was a
required part of a mission I was doing. The worst bit about this content is
that there's no point in doing most of it, giving trivial rewards. A lot of
them just reward you with money, but money is borderline useless in the game-
the vast majority of items you can buy can be looted from enemies or don't
offer much improvement.
This gigantic scope also poses issues for the main story as
well. It, too, moves you away from being an assassin, into more of a historical
action hero. The game's protagonist, Connor, is shoehorned into practically
every historical event in the period like an American Revolution equivalent of
Forrest Gump. In past games the protagonists have played a small part in
historical events, like The Crusades in Assassin's Creed 1 and toppling the
Borgia family's reign in Assassin's Creed 2 and Brotherhood. The lore in these
games also implied Assassin and Templar action in the course of history. But it
was never to the extent of one person being the sole reason a nation won
independence through a war of this scale. Hutchinson says AC3 gave them "an
opportunity to include more historical events than ever before"(2012d),
and it feels like this was done to further increase the scope and size of the
game. Not only is it unbelievable that Connor is the one who actually rode the
horse in Paul Revere's ride and commanded the troops in the Battle of Bunker
Hill, among his parts in other historical events, but these sections again
don't feel like assassin activity, and aren't enjoyable in the least. In the
Battle of Bunker Hill you walk between groups of soldiers and press a button to
tell them to shoot. A whole mission is made out of that!
The majority of AC3's problems stem from this overreaching
scope- it makes the game feel so tacked together and unpolished. When asked
about why a certain feature wasn't included in the game, Hutchinson (2012b)
said:
" I think it's
already one of the biggest games ever made, and you can see that with that
level of ambition and scope comes bugs we just can't fix in time, so if we'd
jammed more in there we would have been unable to polish even as much as we
did. :)"
In his own words, he says the game couldn't have been 100%
polished because of the game's scope, and he happily accepts that. Bugs aside,
I feel like this attitude flows through to the game's content as well. There
was so much added, that making sure all of it was of a good standard and
polished wouldn't have been possible. A deeper focus on the gameplay and
storyline show the flaws of the team's design process.
The game's interface makes both the combat and stealth fall
apart. The game's map/radar is supposed to show you where enemies are, however
sometimes it doesn't show all the
enemies on the map. In stealth situations, this means your strategies can get
thrown out the window when you act only to find that the interface has lied to
you about the number of enemies and you've walked into view of a group of them.
It's especially frustrating when you're in a mission where you fail upon being
detected, and have to restart the mission. In the combat, when players have
killed enough guards, the player will reach high levels of 'notoriety', at
which point enemies are constantly spawned out of nowhere until you escape
combat. The game's camera zooms in so you can't see the enemies being spawned,
but the illusion is easily broken when a pile of bodies builds up, when there
weren't that many guards in the area before. Not to mention they're not even
shown on the map! It's a cheap way of forcing the player to flee and hide, and
breaks the game's own rules and conventions it tells you about- why have an
interface like this when it outright lies to you and is of no use?
Regardless, the stealth systems are still broken. In a lot
of games involving stealth, they have a lot use useful systems in place that
allow you to be stealthy. This is usually in the form of being able to hide in
shadows or a 'stealth mode' of sorts, like crouching. Assassin's Creed 3 has
neither of these, instead revolving around what's called 'social stealth' i.e.
being able to hide in crowds and groups of people, gradually making your way to
a target. This is all well and good in areas populated with civilians, but a
lot of the missions requiring stealth aren't. The lead game designer said that
"It was always the vision that crouching in public spaces is not
"hiding in plain sight"" (Assassin's Creed III Dev Team, 2012).
Again, this makes sense for the populated areas, but when you're in an enemy
garrison or in the middle of the Frontier, you have no way to stealthily
approach your targets. The game does provide some, but they just don't work. If
you hide at the corner of a wall/tree/tent etc, Connor will lean around the
corner and you can whistle, luring an enemy towards you and allowing you to
kill them stealthily. However, usually one of several things will happen-
either no one will follow the whistle (making it useless), someone will still
see you (blowing your cover) or multiple guards will follow the whistle
(meaning you're back at square one). Two other tools provided are being able to
run along the branches of trees, the rooftop equivalent of the Frontier, and
being able to use 'stalking zones', which are areas of vegetation Connor can
crouch in and hide. These sound like great tools to approach enemies with, but
they're so situational to the point of uselessness, being faults of both the
game's mechanics and level design. In the series' cities, it's easy to get on
rooftops because you can climb effectively any building, and when you're there
there's always some path you can follow to keep your eyes on your target. This
isn't the case with the trees in the Frontier- not every tree can be climbed,
and they don't always follow the paths that enemies traverse. This means that you
have to first backtrack and find a tree or branch you can use to get over to
the ones near your enemies, and when you're up there you'll often find that the
path through the trees you're taking ends, with no way to keep following your
enemies. The result is that you end up on the ground again, with no way to
approach your enemies. This is where stalking zones are supposed to come in
handy, but they're so few and far in between that you can't utilise them to
approach enemies effectively. The logical conclusion I came to in these
situations was to use silent, ranged weapons to take distant enemies out, but
when you use them in a stalking zone Connor stands up, blowing his cover. Some
form of 'stealth mode' like crouching would have really come in handy for these
situations where low, slow traversal wouldn't stand out like in a city.
The game's mechanics and mission design are tailored around
action and combat rather than stealth, which seems so silly given the game's
title and lineage. Hutchinson (2012d) says they "kept the idea that the
gameplay was built around navigation, combat and social stealth", but I
really don't agree. I've pointed out already how the stealth systems are
broken, but on top of that the game's combat gets a greater focus e.g. missions
that require you to remain undetected often end in a battle anyway. The combat
is quite enjoyable, I won't deny that, but it feels so simplified compared to
the previous games (which is saying something), and it never gets harder. The
same enemy types are used throughout the whole game, and while you're getting
better at it, the enemies stay the same. Once you realise you can chain from a
counter into the bow or pistol, you have a strategy that works on every enemy
type. Hutchinson (2012c) says the aim for combat was "to reward aggressive
players", but waiting for other enemies to attack is always the best
option. If an enemy attacks, you can kill them with a counter attack (which is easier
than ever now that the interface shows prompts when the enemy attacks), or if
they're using a firearm you can grab another enemy as a shield. If you're not
being attacked, you can just fire your pistol, killing all but the strongest
variety in a single hit. Connor can fire his right away without aiming, yet
enemies will wait around for a few seconds pointing theirs at you so that you
can counter them. Unless you're forced to in a mission, there's no incentive to
use stealth when it doesn't change the game's progression and combat is made so
easy.
I mentioned before how the game's story suffers from its
grand scale, but it has other flaws, too. In aiming to be a retelling of
history it restricts itself, and the player, by not allowing itself to differ
too much from what actually happened, making many sections of the game very
linear. This often makes the protagonist, Connor, look like an absolute
imbecile. He regularly comes into contact with historical figures who are his
enemies, and he has every intention of killing, but some contrived reason to stop
him will always arise. This is especially true of Charles Lee, the game's main
antagonist. There's one moment where Connor is about to attack Lee, but is
dragged away to meet George Washington so he doesn't make a scene. Connor has
no problems killing all his other targets, and countless guards, but accepts
trivial reasons to not kill the man that burned his village and killed his
tribe. You're also robbed of many assassinations because of this, including
Lee's. Because these people weren't assassinated, the game invents other
reasons for you to kill them. The final confrontation with Lee is a chase scene-
you merely chase him for a couple of minutes, with Lee's death handled via a
cutscene. It's a massive anticlimax when the game's big conclusion is one you
don't get to play any significant part in- it plays itself! Connor's idiocy is
enforced by the 'optional objectives' of missions. The series' lore has
established these as what the playable ancestors actually did (e.g. remaining
undetected or not killing anyone) at that point of history, serving as more
content for players to complete. The problem is, the designers have tried to
make them difficult rather than believable, making Connor a buffoon. One that
stood out in particular was mission where you must eavesdrop on two targets
without being spotted. The targets are towing a cart of hay which you can hide
in- the perfect place to hide! One problem- the optional objective is to not use the haystack. This means that
instead of hiding away unnoticed, Connor ran alongside the cart through the
trees, taking out guards stationed along the road, all the while listening into
a conversation. Connor behaves irrationally all throughout the story, most
notably with his interactions with George Washington and his father Haytham,
the Templar Grandmaster in the region. Connor believed that Haytham ordered an
attack on his tribe, burning down their village and killing his mother. This is
the reason he targets the Templars. When Haytham discovers this he's shocked,
he had no idea such a thing happened, and later reveals it was actually
Washington, Connor's ally, who ordered the attack. The logical thing to do here
would be to accept Haytham's truce and work together. Instead Connor turns both
him and Washington away, while still fighting for the bluecoats. He ends up
hunting Haytham down and killing him, while he acts almost friendly towards
Washington, helping him out with another important task, and bizarrely even
joining him for a friendly game of Bocce at the end. Connor feels driven by no
real motive, serving purely as a means for the player to be fighting on the
side of the Patriots because they won the war and the designers can't change
that. The developers have stated that it was meant to be a story about
Assassins vs. Templars rather than Patriots vs. Loyalists (May, 2012), but it
doesn't come off that way at all. The Templars are almost exclusively sided with
the British, and Connor and his mentor, the only surviving Colonial assassins, side
with the Patriots. Connor is even explicitly told by his mentor when he refuses
to help the Patriots at one point that "their fight is [his] fight".
But the confusing thing is while the game paints him as the noble hero, I felt
like Haytham and the Templars were the good guys. Whenever Connor kills a
Templar they chastise him and describe their plans, which seems like an attempt
at moral ambiguity like in the first game, except there's no ambiguity- the
Templars have a vision and seem like they'd rule the land better than
Washington, yet the game keeps reinforcing that they're the bad guys. For
example, when Connor clears out a Loyalist fort, he is shown raising the
Patriot flag, while a fanfare plays, followed by a shot of the Patriots
cheering as the Loyalists are cleared out, and triumphant music plays. The
Patriots are the good guys- except they're not!
The modern day plot that frames the game got a much worse
treatment though. The Assassin's Creed games actually take place in the
present, with a man named Desmond playing through the events of the past
through a device called the Animus. This game was the end of his saga, but it
feels like the designers lost their original vision for the series once it
became popular, changing from a trilogy into an ongoing series (Assassin's
Creed 3 is actually the fifth main game). This was the game that was meant to
tie up the series' loose plot threads, but instead quickly snips them off at
the ends and sets up further sequels. Desmond actually gets missions of his own
in this game, which are for the most part well designed and enjoyable. They
take a turn for the worse though once Desmond gets to Abstergo headquarters,
the main base of operations for the modern Templars. Vidic, a Templar who is
Desmond's main antagonist, has Desmond's father kidnapped and won't return him
unless Desmond hands over the Apple of Eden- an ancient artefact capable of controlling
minds. Desmond tries to sneak in unnoticed, but everyone inside the building
gradually stop what they're doing and stare at him. He makes it to the lift and
Vidic taunts him over the PA, asking if he really thought he could get in
unnoticed. It's a great set up, showing how outmatched Desmond and his allies
are. This feeling is short-lived. Daniel Cross, a high ranking Templar agent, traps
Desmond and is about to kill him- but then has a hallucinogenic attack and runs
off. The player chases him and kills him, and that's it. He doesn't get a dying
monologue or anything to give his death an impact. Desmond then continues
through to Vidic's office, where his father is. Vidic demands the Apple, to
which Desmond activates it and has Vidic's guards shoot him, and then
themselves, and escapes with his father. Vidic is a genius who knows full well
what the Apple is capable of, set up to be a powerful antagonist, yet he's
disposed of in a way that's insulting to his intelligence, lacking any impact.
The end of Desmond's story somehow manages to be worse. The catastrophic
event that Desmond needs to stop has happened before in the past, and the group
of ancient beings he has made contact with in previous games could not stop it,
hence why they reached out to him. Except somehow one of them has managed to
keep themselves alive, trapped in the Great Temple Desmond now stands in, and now
has the means to stop the next solar flare from happening, but it can only be
activated if Desmond sacrifices himself, and doing so will unleash her on the
world, which she harbours a vengeance for now and intends to destroy it.
Desmond does so, saying that the others will find a way to stop her, and the
world is saved- for now! Ignoring that this is obviously a set up for sequels,
this development doesn't make sense at all. If this being could not stop the
past catastrophe with the help of other, equally intelligent beings, when they
had countless resources available to them, how could she manage to now, despite
being trapped in a room? And assuming she could create such a solution, how
does it even function? How does it require a sacrifice, and how is it tied to
her release from the temple? It raises so many questions but doesn't attempt to
explain them. To end the game that was originally meant to be the end of the
series on a cliffhanger is an obvious sign that Ubisoft cares more about making
further instalments than the game's plot. To play through around 20-30 hours of
the game and have unsatisfying ends to both of the game's main plots makes the
experience end on such a bad note.
To say Assassin's Creed 3 was a disappointing game would be
an understatement. Past games in the series were, if not at least somewhat
enjoyable, still well designed games that didn't have gaping technical flaws.
AC3 on the other hands is full of them, with mechanical and storytelling flaws
that seem so obvious that it's a wonder that the developers didn't correct
them. The game just gives me the impression that it was designed as a product
than a game, so the developers could say "Look at all this content, what
great value for money!". Unfortunately this didn't work, and unlike what
Alex Hutchinson believes, content is not king. Well designed content, however,
would certainly be a step in the right direction.
Works Cited
Hutchinson, A., 2012a. A
Q&A With Assassin's Creed III Creative Director Alex Hutchinson [Interview,
available online at http://gamesauce.org/news/2012/11/02/a-qa-with-assassins-creed-iii-creative-director-alex-hutchinson/] (2 November
2012).
Hutchinson, A., 2012b. Ask The Creators of Assassin's
Creed III Questions. They're Here To Answer Them. Right Now [Interview,
available online at: http://kotaku.com/i-loved-the-game-however-why-were-rival-tribes-neve-454457942] (04 December
2012).
Hutchinson, A., 2012c. Assassin’s Creed 3′s Alex
Hutchinson interview: “following Ezio is going to be a challenge, no matter
what you do” [Interview, available online at: http://www.officialplaystationmagazine.co.uk/2012/11/06/assassins-creed-3-interview/] (6 November
2012).
Hutchinson, A., 2012d. AusGamers Assassin's Creed 3 Alex
Hutchinson Developer Interview [Interview, available online at: http://www.ausgamers.com/features/read/3202878] (27th April
2012).
Hutchinson, A., 2012e. Interview: The Next Patrice
Desilets [Interview, available online at: http://www.computerandvideogames.com/363428/assassins-creed-iii-interview-alex-hutchinson/] (17 August
2012).
May, C., 2012. Assassin's Creed 3 dev promises: 'We've
got nothing against the British' [Interview, available online at: http://www.computerandvideogames.com/350667/assassins-creed-3-dev-promises-weve-got-nothing-against-the-british/] (12 June 2012).
Assassin's Creed III Dev Team, 2012. IAmA Developer on
Assassin's Creed III. Ask Me Almost Anything [Interview, available online
at: http://www.reddit.com/r/IAmA/comments/134w2f/iama_developer_on_assassins_creed_iii_ask_me/c70tagu] (December
2012).
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