Game of the Decade Countdown: #2 – Assassin's Creed

Blending in with a crowd? Sure, plenty of monks these days carry throwing knives!
This series is probably fresh in our minds from this year’s outstanding sequel Assassin’s Creed 2, but I’d like to think that even if the sequel had been knocked back into 2010 like so many other games this year, the original Assassin’s Creed from Ubisoft would still be holding about this spot on our game of the decade list.
This is because, unlike so many other games this decade, Assassin’s Creed managed to give us something creative and new in regards to original storytelling. Admittedly it might be a little hard to explain to friends what the plot is about, or how exactly it makes sense, but as soon as you play the game it all just clicks.
The story revolves around Desmond, a bartender who has abandoned the Assassin order that his parents raised him in. Abducted by Abstergo, a corporate front for the Templars (the Assassin’s powerful enemies) Desmond is coerced into a machine called the Animus, which (and here’s where you need to make your own leap of faith) can extract memories from the DNA of a subject’s ancestors and replay their content.
OK, so the concept is a little strange, but if you can suspend your disbelief for long enough then the game is imaginitive brilliance from this point onward.
The Templars are searching for a specific memory from Desmond’s Assassin ancestor, Altair. But, and this is where things get clever, jumping to a specific memory is impossible without first “synchronising” the user to their ancestor. What this means, is that Desmond must play through a series of Altair’s memories before reaching what interests the Templars so much.

A man so dextrous, his fall could be broken by three stray strands of hay
The Animus is like the perfect excuse to blend video-game elements to what is essentially a medieval setting. Health meter? It’s the level of Desmond’s synchronisation with the machine. Mini-map? The Animus’ recreation of the city. This also takes care of things like checkpoints, auto-saving and even the use of the controller itself (Assassin’s Creed‘s manual outlines the use of a game controller as it aides synchronisation).
Inside the game, the environments are vast and sprawling. The game’s visuals recieved great acclaim, and from the first time you scale a tower to take in a vista, it’s not hard to see why.
Unfortunately the game’s gameplay never recieved such unanimous praise. Many players found the assassinations repetitive and linear, mainly due to the limited number of objectives you had to go through to investigate your targets. The gameplay mechanics, however, were nothing short of stellar. An intuitive, contextual control layout (somewhat austerely labelled Puppeteering) assigned buttons to specific limbs. The legs button controlled your speed, jumps and climbing for example.
Speaking of which, Assassin’s Creed first showed off a free-climbing environment that has yet to be matched. While it may seem convenient that every building is littered with easy footholds and outcrops, watching Altair as he scaled effortlessly again and again never seemed to get old.
But in the end, what captured our imaginations was the plot. The modern-day espionage delivered by Desmond in the present, mixed smoothly with the tale of redemption and betrayal experienced by Altair. The stellar level of storytelling and intrigue delivered in this title is what puts it at number two in our games of the decade, slightly repetitive gameplay be damned.
So that’s our runner up. What’s going to top the list? Tomorrow you’ll hear from each of our writers on their own personal choices for Game of the Decade, and then we’ll be posting up our official number one on the 31st, just in time to close out the decade!



After a month and a bit hiatus, due to Bone’s drunken hijinks, comic number 3 is finally here!

