ASSASSIN CREED
The games are set in a fictional history of real
world events and follows the centuries-old struggle between the Assassins, who fight for peace with free will, and the Templars, who desire peace through control. The main games
in the franchise were developed by Ubisoft Montreal for the
single player and Ubisoft Annecy for the
multiplayer, with the handheld titles developed byGameloft and
Gryptonite Studios, with additional development by Ubisoft Montreal. The series
has been well received by the public and critics, and has sold over 73 million
copies as of April 2014, becoming Ubisoft's best selling franchise.[2] The
series took inspiration from the novel Alamut by the Slovenian writer Vladimir Bartol,[3] while
building upon concepts from the Prince of Persiaseries
The Assassin's Creed games primarily revolve around the
rivalry between two ancient secret societies: the Assassins and the Knights Templar,
and their indirect relation to an ancient species pre-dating humanity, whose society,
along with much of Earth's biosphere, was destroyed by a massive solar storm. The games' real-world
chronological setting begins in the year 2012, and features Desmond Miles,
a bartender who is a descendant of several lines of prominent Assassins;
though raised as an Assassin, he left his nomadic family to seek out a more
common lifestyle. He is initially kidnapped by the megacorporation Abstergo Industries, the modern-day
face of the Knights Templar, who are aware of Desmond's ancestral lineage. Desmond
is forced to use the "Animus", a device that allows him to experience
his "ancestral memories". Abstergo is seeking to discover the
location of several artifacts, or the "Pieces of Eden", that hold
great power, to control mankind and alter its fate, bringing humanity into one
single unified group. Desmond also encounters a small team of modern-day
Assassins; agreeing to work with them, Desmond uses their version of the Animus
(the Animus 2.0) to continue to experience the memories of his ancestors to
discover the locations of additional Pieces of Eden so they can be recovered
before Abstergo can do so. While experiencing these memories, some of their
abilities are genetically leaked into Desmond, known as the Bleeding Effect,
giving him some of the Assassin skills of his predecessors at the cost of
living with multiple sets of memories and personalities in his mind.
Within the Animus, Desmond explores the memories of a number of
Assassins, including Altaïr Ibn-La'Ahad, an initially disgraced
Assassin working to redeem himself during the Third Crusade; Ezio Auditore da Firenze, an Assassin in
Italy during the late 15th and early 16th centuries of the Italian Renaissance, and Ratohnhaké:ton, otherwise known as Connor, a
half-Mohawk,
half-British Assassin
during the American Revolution. Throughout these events,
Desmond learns of allusions to the prophetic end of the world
in 2012 from a former
Animus test subject, Subject 16: the event turns out to be a repeat of the
disaster which wiped out the ancient civilization, and he finds out that his
memories hold the key to Earth's surviving the second storm. During his
experiences, Desmond is aided by holographic projections of three of the
ancient race's rulers: Jupiter, Minerva, and Juno. After Desmond dies to ensure
Earth's survival, his memories, which have survived in cyberspace,[5] are accessed by Abstergo, which hires a new
subject to enter the Animus. The new subject relives the memories of Edward
Kenway, Ratohnhaké:ton's grandfather and a privateer-turned-pirate during the
British colonial years
While the game is presented through
protagonist Desmond Miles, the bulk of the game is played as Desmond
experiences the memories of his ancestors through an advanced device called the
Animus. This provides a means of a diegetic interface, showing Desmond's
ancestor's health, equipment, goals, and other features as part of the Animus
interface. The Animus is based on the player controlling the assassin to
maintain the synchronization between Desmond and his ancestor's memories.
Performing actions that go against the Assassin's way or dying breaks the
synchronization, effectively requiring the player to restart at a previous
checkpoint. Furthermore, the player cannot explore outside areas that the
assassin has not experienced yet. There are also abnormalities within the
Animus from previous users of the device.
While playing as the Assassin characters, the games are
generally presented as third-person in an open world,
focusing on stealth and free-running.
The games use a mission structure to follow the main story, generally assigning
the player to complete an assassination of public figureheads or a covert
mission. Alternatively, several side missions are available, such as mapping
out the expansive cities from a high perch followed by performing a "leap
of faith" into a haystack below, collecting treasures hidden across the
cities, exploring ruins for relics, building a brotherhood of assassins to
perform other tasks, or funding the rebuilding of a city through purchasing and
upgrading of shops and other features. At times, the player is in direct
control of Desmond, who by nature of the Animus use has learned Assassin
techniques through the bleeding effect, as well as their genetic ability of
Eagle Vision, which separates friend, foe and assassination targets by
illuminating people in different colors. Through the Animus interface, the
player can go back to retry any past mission already completed; for example, in Assassin's Creed: Brotherhood,
the player achieves better synchronization results by performing the mission in
a specific manner such as by only killing the mission's target.
The games use the concept of "active" versus
"passive" moves, with "active" moves, such as running,
climbing the sides of buildings, or jumping between rooftops, more likely to
alert the attention of nearby guards. When the guards become alerted, the
player must either fight them or break their line of sight and locate a hiding
place, such as a haystack or a well, and wait until the guards' alert is
reduced. The combat system allows for a number of unique weapons, armor, and
moves, including the use of a hidden blade set in a bracer on the Assassin's
arm, and which also can be used to quietly assassinate targets.
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