I recently completed Assassin’s Creed: Syndicate and loved the entire experience. While I have enjoyed certain aspects of each Assassin’s Creed since the exquisite original, none of them have really captivated me as a whole.
While I enjoyed the majority of the predecessor, Unity, Syndicate really felt like a step up. The setting of Victorian London was a great location, and the constant liberation missions through the boroughs were on the right side of grinding for me. But the major selling point that got me interested in the game were the dual playable characters, twins Jacob and Evie Frye.
I was excited at playing as Evie due to her being the first playable female Assassin in the main series and loved her no-nonsense attitude and bubbling chemistry with fellow Assassin Henry Green. I at first neglected Jacob for his more charming sister, but became intrigued at reading online that he was confirmed as bisexual. Jeffrey Yohalem, lead writer for the game, confirmed Jacob’s identity on The Assassin’s Denpodcast, and the official Assassin’s Creed Tumblr posted,
“Jacob Frye is bisexual. This is canon. The end.”
AC as a series has always tried tackling serious topics in the games. Religion and hypocrisy managed to fuel four games, but the series has also turned an eye towards colonialism, slavery, and the idea of ends justifying the means.
Even Syndicate manages to debate imperialism, with Evie trying to convince Queen Victoria to retreat from India after the end credits. Syndicate also includes the series’ first openly trans character, so if the game wanted to focus on one of its lead’s sexuality, I was all for it.
Jacob’s sexuality is brought to the fore in Sequence 8, where a vaguely flirtatious relationship is developed with bad guy Maxwell Roth, culminating in Roth kissing Jacob as the former dies. It was a small moment, and Jacob’s reaction can be read in numerous ways.
Despite being an avid gamer, I can only name a few game characters that are bisexual. Compared to the gay and lesbian characters (both open and can be read as) that I could rattle off with ease, it was a struggle. So,in a bid to both better myself and hopefully learn something new, I decided to go for a look.
“Of course, people do go both ways”– (Scarecrow, The Wizard of Oz) – Researching Bisexual Characters in Games
There is one place that bisexuality does come to the front in gaming spheres; role-playing games. The houses of Bethesda and Bioware have an amazing hold on one subsection of games because they cater to gamers who want to explore a different identity or play as someone similar to themselves.
As Keza McDonald says in the documentary How Video Games Changed the World,
“In Mass Effect your character is basically bisexual by default. You can flirt with whoever you want and pursue a relationship with whoever you want…” (1:02:26)
Games like Mass Effect, Dragon Age, Elder Scrolls and Fallout start off players in the middle and then allow them to move in any direction they want.
While there are characters like Steve Cortez in Mass Effect that will only romance you if you are the same gender, most characters can be romanced by both genders. There was even some fan backlash when character Kaidan Alenko, who had been a heterosexual character, became a romantic possibility for a male main character in Mass Effect 3.
However, my issue with RPGs like the ones listed above stems from that openness to player choice. While Mass Effect has been thoroughly mocked for its “input-gifts-output-sex” approach to sex and sexuality, it is entirely player driven, and not part of the default character of Shepard.
Games that use the Marvel properties give a massive boost to LGBT representation. Characters like Mystique, Prodigy, Deadpool and Lightspeed are either bi or pan, and have appeared in everything from Ultimate Alliance to Lego Marvel, games catering to all ages and players. Yet these characters are from another medium, they aren’t solely bi/pan within their games. And that is even if the topic of their sexuality comes up during the experience.
In a similar vein, games of other properties have confirmed bisexual characters like Ramona Flowers in Scott Pilgrim Vs. The World and Korra in The Legend Of Korra. But again, does it count toward representation if their sexuality doesn’t come into the game? According to the LGBTQ Video Game Archive, the character of Asami from The Legend Of Korra (and girlfriend of the eponymous bisexual heroine) is omitted from the game, taking away a large amount of bi visibility from the franchise.
And what of people from history that would have identified as bi or pan? In AC: Unity, Marquis De Sade is one of main character Arno’s contacts, and embraces his relationships with both genders. While it is only really found in side-missions rather than the main game, it is nice that it is included.
***
Before doing some research into the topic, I could only name two other bisexual characters besides Jacob Frye. Those two were Juri Han from the Street Fighter series and Trevor Phillips from Grand Theft Auto V.
I like Juri, she’s a fun character and her crazy fighting style in StreetFighter IV drew me to her. All of her dialogue in the games points to her attraction to other characters or being sexually aggressive. When she squares off against Chun-Li in the latter’s Rival Fight, Juri ponders whether Chun-Li has “a schoolgirl crush” on her. However, none of Juri’s flirting is confirmed within game, so it could just be Juri’s way of mentally screwing with her opponents.
With Trevor, the game is explicitly up front about his sexual preferences, with his LifeInvader profile stating that, “any hole’s a goal”. When asked by his friend Franklin if he is gay, Trevor responds,
“No. Yeah. Whatever. Labels, bro…”
He seems indifferent to who his partners are, just going along for the ride and propositioning several members of the cast. That makes a debate on whether Trevor is bisexual or pansexual, but he can be easily identified as ‘not straight’.
With Jacob, it is more layered when it comes to his sexuality. I’ll link here to an excellent article on New Normative by Susana Valdes, which goes into more detail than I ever could. Valdes breaks down all the subtext and personality traits of Jacob, highlighting how his sexuality is foreshadowed throughout the game.
Conclusion
There is one genre that I have neglected to talk about in this post; dating sims. A notable one in recent years was Dream Daddy, a dating simulator game where all the characters that can be romanced are fathers, with the player character being gay or bi, cis or transgender.
And sure, dating sims are a great way to have that diversity, it is inherent to the product. But Jacob’s story is one that I wish we could see more of. Something different to the ‘bisexual-as-sadist/psychopath’ trope that has been perpetuated for years in media (highlighted by Trevor and Juri), or not just as someone to bed like in Mass Effect.
There has been a massive boost to diversity with games like Overwatch and Apex Legends, where characters preferences and sexualities are highlighted, but are never more than a bark or backstory, one that we may never see.
I’ve only really scratched the surface in this short post, and there are much smarter and more qualified people to really dig into the stuff I’ve mentioned. But there is a reason I wanted to write about this topic. While I wholeheartedly approve and promote for more representation and inclusivity, I want to add to it. It was an important first step to show LGBT characters, now I would like to see mainstream games tackle issues around it.
Some of the best books (Giovanni’sRoom), television shows (TheSopranos Seasons 5-6), and films (Call Me By Your Name) have been about coming out, homophobia (internal and external), and civil rights, why not games? The only game I can think of that has broached these subjects is Persona 4. In that game, punk biker dude Kanji Tatsumi struggles between his outward masculinity and his sexual identity, which he feels are incompatible with each other. His internal battle is something rarely seen in games and it helps develop a compelling character in the process.
It doesn’t have to be for a whole game, but have it as a continual thing in the background, waiting for its chance to come into the limelight, rather than being thrown out for a level or two. I want to move the focus to the main character, where their relationships are part of the main story. Player and avatar don’t always have to be in sync, and I feel that’s where the best stories are found, where the player lives in another’s shoes.
Let us step into those stories, experience a character’s world, and who knows, we may find ourselves identifying with them more than we could have ever known. That can only be a good thing.
He is one of the most beloved characters of the seventh generation and possibly the face of an entire franchise. Even now, almost a decade on from his role in the spotlight, you can find a myriad of blog posts and forum messages detailing why Vito Scaletta is one of the greatest characters to ever grace a computer screen.
Vito Scaletta is a central character in the Mafia series. An Italian-American immigrant brought into the fold of the Cosa Nostra, we play as Vito in Mafia II through the 1940s and 50s as he rises through the ranks of organised crime. Despite only being a playable character in the second game, he has featured in the series from the start.
While not named in the original Mafia, a mission near the end of Mafia II retroactively inserts Vito into the story, being the hitman that kills previous main character Tommy Angelo. After playing through his story in Mafia II, he is brought back in Mafia III as an underboss.
Vito (left) as he appears in the original Mafia, completing the hit on main character Tommy Angelo. (Source: stemacommunity.com).
It is cool having this unique connecting thread through the series, rather than a more standard sequel with a returning cast. Other series such as Assassin’s Creed and Timesplitters have had similar through-lines, but not as clear as Mafia’s (AC’s are usually just cameo appearances such as Charles Dorian in AC: Rogue, and TS had the Jones family featuring in the years 1853, 1965, and 2243).
So what made Vito such a compelling character? Well, I thought about doing a little character study. Let’s jump in.
Made Man – A Look Back at Vito Scalleta
The first thing we have to address in looking back at a character, any character, is how the story or text is framed. Context is important, how the creator presents it can affect how it is received. The entire Mafia series is presented by flashback format; Tommy tells his story to Det. Norman, Vito looks over his family album, and Lincoln’s story is told through interviews of other characters in a documentary format.
Characters retelling a story can lead to embellishment, skipping over points that may seem inconsequential to them, but would aid a greater understanding of their life. This is nothing new; games ranging from Battlefield to Silent Hill, Dragon Age to Monkey Island have used unreliable narrators for action set-pieces, antagonist reveals, or even just for a laugh.
It seems that the team at 2k Czech were aware of this aspect. Games Radar mentioned that the original Mafia,
“…centered on the most significant events in [Tommy Angelo’s] life while largely ignoring his day-to-day life as a mobster.” (Reparaz, M. 2008)
In response, writer/director of both games, Daniel Vavra said,
“The player is going to experience more of everything…those action sequences will always be in context to the story and the mafia theme…[but aren’t] mutually exclusive to the ‘nitty-gritty life of a mobster’”. (Reparaz, M. 2008).
We also have to keep in mind the aspect of the nature of the avatar. Depending on who is playing Vito, he could be a bloodthirsty psychopath or a pacifist, a road rageaholic or someone who never passes 30mph. It is both one of the great foibles and assets when trying to dissect a videogame, as there is never a “concrete” personality to a character when in gameplay.
Personally, I will be working off the idea of the only characters that the player is under obligation to kill die during the narrative, as it is a good medium.
So with those addendums given, let us start on the game proper.
Vito’s first appearance in Mafia III. Soon after, he joins with Lincoln Clay to take down the Cosa Nostra. (Source: pinterest.com)
The first aspect ties in with the nature of the avatar, but from a designer point of view rather than a player. Jack Scalici, Director of Creative Production on Mafia II listed Vito’s character traits,
Scalici: “…he’s a nice guy. He has strong morals. He doesn’t kill people because he wants to, he kills because he has to.” (FAIR/PLAY, 2017).
I’ll add a few more; he is quiet, unassuming, and rational. He is the complete opposite of “shoot-first-ask-questions-later” Joe, that’s why they make a great pair. But all of these terms to describe Vito are rather nebulous. There is nothing standout about him, he is tabula rasa, a blank slate.
The technique of tabula rasa is used a lot in games, as it helps develop quick player identification. If there is no set personality, we can project whatever we want onto a character. Some of the most iconic and beloved characters are like this; Gordon Freeman, Link, Crash Bandicoot, Doom Guy, none of them have any notable character traits besides vague concepts like “brave’ or “wacky”, but they are often found at the top of ‘Favourite Game Character Lists’.
Tabula rasa can also lead to great narrative twists. Characters like James Sunderland in Silent Hill 2, Nilin in Remember Me, and Walker in Spec Ops, these characters are kept vague in the beginning, before their personality is revealed later into the narrative, leading to shame, shock, or abhorrence at their true colours.
Vito doesn’t have these quirks. He is kept elusive and quiet, possibly for player connection, but that unfortunately bleeds over into the game. It makes Vito look like someone who only takes orders and has no initiative. He’s constantly the fall guy, from start to finish, always kowtowing to his higher-ups. When Luca Gurino asks whether Vito is willing to “take the next step” by,
Luca: “…taking somebody out, just ‘cause someone points his finger at him and tells you to do it.”
Vito replies,
Vito: “I was in the war, Mr. Gurino. All I did was kill people I was told to kill…”
Luca laughs and responds,
Luca: “We need guys like you. Guys who can follow orders without asking questions.”
Throughout the two games that he prominently features in, Vito has this veneration for authority. When Cassandra and Vito square off, Vito falls back on his seniors,
Cassandra: “You can blame Marcano all you want, but it was your men who ambushed us.”
Vito: “My men were following orders. We got rules.”
When Lincoln breaks up the argument, Cassandra follows up,
Cassandra: “…do you know how many of my men this connard killed ‘cause Marcano ‘told him to’?”
It could be that Vito appeals to authority due to his absent father. Throughout Mafia II, Vito doesn’t look too kindly on his father’s memory. When Joe mentions him near the beginning, Vito quickly shoots in and calls him a “deadbeat”. And when Mama Scalletta says she wished Vito’s father could have seen him return from the war, Vito sarcastically replies, “Yeah, sure.”
This could be a reason why Vito jumps in with the mafia, to have a surrogate family. He obviously looks up to Leo Galante as a father figure (although Leo does not see Vito as a son). This could be why Vito goes along with things that are a detriment to him because he’s wanted a security of family.
Vito Scaletta and Leo Galante at the end of Mafia II. Vito looks up to Leo, but the older man sees Vito as disposable by Mafia III. (Source: ‘LoudMouthZander’, YouTube.com)
There are only two times that Vito pushes back against other’s actions, both times weakly. When Vito returns from the war, Joe get him out of the service. Vito objects, saying that he will go to prison if caught. After Joe placates him, Vito never brings up the subject again, even after going to prison partly because he went AWOL.
The second is when he and Joe team up with Henry Tomasino after killing Alberto Clemente. Henry proposes the three go into the drugs business. Vito objects, saying,
Vito: “Drugs are bad. They kill people.”
On top of this, when swearing allegiance to the Cosa Nostra, Frank Vinci, one of the other bosses in the city, says,
Vinci: “Whatever you do gentlemen, stay away from the dope! No dope! That’s our policy.”
Yet, Vito goes along, swayed by the money Henry promises. He is greedy. When his house is burnt down by the Irish mob, Joe tries to console him with the fact that,
Joe: “…all that stuff that got burnt up, it’s just things Vito.”
However, Vito does not see it like that. He replies angrily,
Vito: “Just things? Hey, those were my things Joe. Why do you think I do the shit we do anyways? It’s to buy things, ya know, suits, cars, broads, houses.”
This thin motivation of material possessions is brought up again in Mafia III,
Lincoln: “Nobody forced you to get greedy. You could’ve sat back, been content, watched the money roll in. But no, that wasn’t enough.”
Once Vito is ‘made’, we get montages featuring him buying cars, a big house, and smart suits. Money seems to be Vito’s main motivating factor. (Source: tiltingatpixels.com).
So, other than a substitute family, it is a drive for the American Dream that pushes Vito forward. When thinking back on his arrival in Empire Bay, Vito remarks,
Vito: “Never in my life had I seen anything as fantastic as Empire Bay. It was beautiful…on the other hand, I’d never seen anything filthier or more disgusting than our new shithole of an apartment.”
He is always trying to better himself, motivated by an almost loathing of his parents for raising him in poverty. Maybe this is why Vito is notoriously work shy, throwing in the manual labour job at the port he gets at the beginning of the game, as it reminds him of his father. This aversion to the lower class is seen in dialogue with Joe near the beginning of the game.
Joe: “The working man is a sucker, that’s for damn sure.”
Vito: “You said it.”
And when talking to Joe after they exact revenge on the Irish mob for torching Vito’s house (therefore losing all of his accumulated wealth), Vito explains,
Vito: “I promised myself I’d never be poor again, end up a fucking wharf rat like my old man.”
Senior producer Denby Grace shed some light on Vito’s motivations during pre-release promotion of the game,
Grace: “He [Vito] just wants to get a bit of money, a bit of respect and a bit of power. Vito doesn’t aspire to be the Don.” (FAIR/PLAY, 2017).
Unlike Tommy who joined up for safety in the original Mafia, or Lincoln who was raised by the Black Mob in Mafia III, Vito just starts off as a delinquent and never wavers, even after a stint in prison.
The only acknowledgement that Vito wanted to be a gangster is an internal monologue during the scene where he becomes a made man.
Vito: “You might wonder why I’d take this risk again after spending almost seven years in the can. You see, where I grew up, the only guys who mattered were the ones who had the balls to take what they wanted…
…and after years of doing everybody else’s dirty work, I was willing to risk anything to finally be somebody.”
There is obviously a feeling that he always wanted to follow this path. In Mafia III, Vito’s death mission is literally called “I Deserved Better”. When he is beaten, Vito says,
Vito: “I gave up everything for this life. Everything! And look where I ended up!”
But Vito is wrong. He did not ‘give up’ everything. He lost everything. He lost his family, with his sister Frankie breaking ties with him. He lost his freedom when he went to jail. He lost his friend Joe and lost his way within the Cosa Nostra when he killed Carlo Falcone. As Tommy says in the epilogue of the original Mafia,
“…the guy who wants too much risks losing absolutely everything. Of course, the guy who wants too little from life might not get anything at all.”
Vito is at first sceptical of Lincoln’s help, fearing that he would be betrayed once again just like he was back in Empire Bay. (Source: pinterest.com)
Vito’s ‘death’ in Mafia III also sheds light on his character. If Lincoln kills the other two bosses, Cassandra and Burke, he is restrained and gentle in their final moments together. He sits with Burke while he drifts away, and returns Cassandra’s pendant with a picture of her dead daughter to her.
Vito is the only one that is holding a gun in his final cutscene, dropping it to the ground after realising it is empty. However, he pulls a switchblade out and rushes Lincoln, forcing the latter to shoot him dead. This can be seen as a continuation of his traits in Mafia II. As Vito says in his confrontation with Lincoln,
Vito: “There’s always been someone waitin’ to fuck me.”
The switchblade makes sense; he’s been around for too long and will take any chance he gets to bring some semblance of balance to his world. He’s turned grey with age and anger, only having dominion over a scrap of land given to him more out of loyalty than being an earner.
And once he is dead, his underboss Alma sadly refers to him as “a good little solider.” That is seemingly all he was, even after all this time.
Yet if he takes over when Lincoln leaves, Vito seemingly drags New Bordeaux out of dirt. Unlike Burke or Cassandra, Vito revitalises the city and lives into old age. He builds casinos, arenas, convention centres, turning the city into “the Las Vegas of the South” according to Jonathan Macguire. He finally ‘wins’. It is all material, nothing but bricks and mortar, but as mentioned previously, that is all Vito wants for.
Conclusion
As I said in the introduction, it is rare to find a character like Vito that develops with subsequent games. Even the other famous Italian gaming icon, (no, the OTHER one), Ezio Auditore, doesn’t change much over the thirty-five years we spend playing as him, only really changing in the first act of AC2 when his father and brothers are murdered. And that’s the main difference; Ezio starts with tragedy, Vito ends with it.
I think it is this beautifully melancholic arc, which is why Vito is so loved. Tommy in the original Mafia doesn’t get as much time to grow, and Lincoln is seemingly indifferent by the end of Mafia III. We see Vito through both the major moments and his everyday life, and it endears us to him.
Even now nearly a decade on, Vito and Joe’s story is fondly remembered by fans of the series. (Source: greghorrorshow.wordpress.com)
His nature as a protagonist also makes us look favorably on him. As an avatar, we have a slight bias towards him. I think a character, especially one in a story-driven game like this, digs into a psyche deeper than a general protagonist in an open-world crime sim.
Following on from that, the setting also helps aid our connection to Vito. For all the open-world games we have nowadays, there are very little that have a period setting. And while the original Mafia is a fun game, it is brutally unforgiving. There is an idolisation of the gangster trope, seen in Hollywood since the 30s. This was the intended goal by 2k Czech, as Cinematic Director Tomás Hrebícek said in an interview,
“We want to present the whole game in a Hollywood film like style…” (FAIR/PLAY, 2017).
Sat next to your best friend, both dressed in snazzy suits, wielding a classic Tommy gun, driving a sleek convertible, listening to classic rock-n-roll blaring out of the radio, it is hard not to see the draw. And being the guy we get to experience that with would make him stick in your mind.
And speaking of friends, what of Joe? Even when he kills innocent bystanders and causes havoc for Vito to clear up, it is never questioned, because of that bond. Joe is Vito’s friend, therefore by extension is ‘ours’. The company we keep can be just as enticing as the lead.
In the end I think I like Vito more in Mafia III. There is a history there that is interesting to ruminate on and more to play off. But the simple layers of Mafia II worked their magic, seeing this once promising young lad reach for the dream of something better, but lose everything in the process.
He may not have much to say, but he has a damn good story to tell. And a good story will be remembered and treasured.
***
If you’ve enjoyed this post, then please have a look at my newest article, where I attempt to disprove the myth that Joe Barbaro is alive!
It is weird to think that L.A. Noire came out eight years ago, back in the good old days of 2011. And being in development of some kind for nearly six years, we are fast coming up on fifteen years of L.A. Noire being a “thing”.
And in the past few years the game got somewhat of a new lease on life, being released for the PlayStation 4, Xbox One and Nintendo Switch in November 2017, with enhancements to accommodate for new features such as the touch screen on the Switch and VR abilities for the PlayStation.
With these new enhancements came the “complete” story, compiling all of the cases that had previously been DLC (short for downloadable content) into the experience. For me however, these “new” cases being placed into the story has made the game feel a little disjointed.
L.A. Noire VR allowed to players to step into the (gum)shoes of Cole Phelps in specific cases made for the system. (Source: dualshockers.com)
Let’s have a look at the cases, because while I love nearly all of them, the fact that they are DLC makes me view them differently. And part of it is to do with pacing.
This isn’t me railing against the fact that these are cases that should have been in the original retail experience. The game is already 20+ hours long, five cases of varying length is hardly going to up the playtime.
I can also understand why DLC cases work for something like L.A. Noire. L.A. Noire is designed almost like a TV serial, with each new case being a new episode. It will have scenarios that link between cases such as the Black Dahlia in Homicide and morphine in Vice, but each case is mainly self-contained. And yet these new cases seem to alter the balance of the pacing of the game.
From Snails to Speeding Bullets – A Quick Look at Pacing
Pacing is something that never gets much attention when it comes to games. Similar to editing in film, it is a phenomenon that you don’t know is there until it is not there. For example, pacing is only really brought up when it is a detriment to the game, with many walking simulators or opening hours in open-world games being criticised for their slower pace.
Open-world games are probably the hardest to do; how can you have a character-driven story if the player can decide to head off and not focus on the narrative (see Bethesda’s games). Pacing can also affect a sense of time, feeling like scenes are shunted together. I felt this in AC: Unity, where a moody European white boy became an Assassin and then due to the breakneck presentation felt like he attained the rank of Grand Master within a week.
Talking of assassins, AC: Syndicate’s pacing is better than many of the previous games by virtue of one screen; the shot of Big Ben ticking by. Any time the game wanted to move forward in time the screen cut to sped-up footage of Big Ben cycling through the hours. That at least gives us a sense of progression rather than the Frye Twins seemingly dissolving the criminal underbelly of London over a weekend.
This one aspect of presentation helped Syndicate’s narrative feel more expansive than previous entries. (Source: steamcommunity.com)
I’ll hold up Spec Ops: The Line as a game with excellent pace and flow. While the twist doesn’t fully work as it shows new material, the pacing goes a long way to help play up the insanity that fuels the twist. Each new chapter from the very start to the very end, starts slow before methodically upping the action, drawing you into the experience and mimicking Walker’s slow descent into brutality and madness. You have your peaks and troughs, intense action with stealth.
That’s why CoD4: Modern Warfare works well too. The game starts slow with the SAS in Russia before becoming an all out action game with the Americans in the Middle East. Once the nuke has gone off, the SAS take over the main action, but the game starts with a distinct “medium” in between stealth and OTT action in the level “Safehouse”.
This works wonders because after the two stealth levels of “All Ghillied Up” and “One Shot, One Kill”, we have the level “Heat”, which uses the same map as “Safehouse”, but has the action on full. CoD4 gives us the stealth to get to grips with the level before ramping up the action. This is seen in the micro in levels such as “Crew Expendable” and “Sins Of The Father”, as well as the macro in how the acts are structured and levels follow on from each other.
CoD4 starts with stealth to ease players into the controls, before slowly ratcheting up the action. (Source: nerdreactor.com)
Call Of Duty: World at War has some interesting pacing issues. Since the campaign of WaW can be played co-op, certain levels had to be left out. This means that the excellent stealth level “Vendetta” is cut. The following level, “Their Land, Their Blood” works because of the juxtaposition and slower pace of the preceding level, going from being on the back foot to charging at the enemy.
Going straight from “Hard Landing” to “Their Land, Their Blood” feels exhausting. It could be argued that the change of character may add to this jarring tone, however we hardly get any character introduction in “Vendetta” or even at the start of the game, so it feels more to do with the unrelenting gameplay.
This is the same reason I had real trouble with the original Black Ops. My favourite level of the game is “U.S.D.D.”, a level without any shooting and is one big cutscene. I love it because it allows a break after the all-out action of “Operation 40” and “Vorkuta”. And while there are stealth sections in Black Ops, they aren’t mandatory or last an entire level (such as WMD and Rebirth). This can get instill a sense of weariness when explosions end each level.
Now you see how pacing can make a good game turn into a great game. So, back to L.A. Noire.
Back on the Beat – L.A. Noire and Pacing
As previously mentioned, while nearly each case in L.A. Noire is its own story, some cases add together to form a larger picture. These mostly happen on the Vice desk. There is a running B story throughout the whole of L.A. Noire about gangster Mickey Cohen staging a heist of army surplus morphine, which the majority of the Vice desk is spent dealing with.
These cases then lead into the Arson desk that has its own mini arc. Another B story is about property land developers in a building scam, pretending to build homes for returning GIs before burning them and then collecting the insurance. But the man they have sent to burn down the houses (a mentally scarred flamethrower from WW2) has started targeting any and all houses rather than the ones they told him to.
The Arson desk follows this plotline all the way to the conclusion, with every case about the arson attacks and the development fund.
The DLC cases slide into each desk and end the steady pace that the game has because of these running B stories.
The DLC is at least thrilling, with several action sequences and memorable investigations. (Source: geforce.com).
Traffic seems to get away pretty unscathed. Each case of Traffic features new suspects and scenarios and has no overarching narrative like the other desks. The new case, A Slip Of The Tongue, slots easily into Traffic, following the same one-off pattern as the previous crimes.
In Vice, things start to get a little tricky. In the original edition, there are only three cases (the same as Traffic), compared to six of Homicide and five of Arson.
The new cases add more variety meaning the Vice desk isn’t all about morphine. One of the new cases, The Naked City, also sets up that Det. Bekowsky, the partner on the Traffic Desk, eventually moved up to Homicide and was partnered with Rusty Galloway, the partner from the Homicide desk.
It is strange how this case was cut, especially as it introduces Bekowksy as part of Homicide before he appears in the final Vice case, Manifest Destiny.
Another reason why it is strange that these cases were cut is that they actually foreshadow Cole’s later infidelity. During driving sequences, Roy mentions Cole’s regular visits to the Blue Room and Bekowsky asking what Cole looks for in a woman. But these lines should have been in the original experience to make that character turn actually feel plausible instead of bizarre.
Arson is the “worst” offender when it comes to pacing. I like the Nicholson Electroplating case and I think it is the best of the DLCs, but when looking at the game as a whole it feels out of place.
First, some background.
Elsa Lichtmann, jazz singer and mistress of lead character Cole Phelps, receives the life insurance payment of her friend, Lou Buchwalter.
Lou was working as carpenter on one of the doomed housing projects, but the timbre he was working on gave way and he fell to his death. The house fires that Cole has been investigating are on the land that the property developers want to build on.
After putting two and two together (the house fires are perpetrated by the developers so they can build shoddy houses), Cole gets threatened by his higher-ups and told to close his investigation.
To keep pressure on the situation outside of the police force, Cole enlists comrade-now-turned insurance investigator Jack Kelso to inspect Elsa’s friend’s death, thus exposing the racket. Jack’s cases play one after the other in the original experience (including the final level), but the DLC case Nicholson Electroplating slots in right before the final level.
Nicholson Electroplating starts with a bang…and puts a stop to the Kelso-centric cases. (Source: dsogaming.com).
This completely upends the narrative, with a case that has no bearing on the story while said story is hurtling towards its conclusion.
But that is why they work perfectly as DLC.
Instead of just ANOTHER case in a long line of cases, the DLC is a reminder of that appealing central core of the game. Seeing these old friends again, Bekowsky, Rusty, Roy, and Biggs, and getting to do the old “crack the case” thing one last time (which could get tiring after having several in a row), it feels comfortable, safe even.
So while these new additions can feel out of place, seemingly halting the steady pace of the game, the episodic nature of L.A. Noire allows them to work as individual cases, unmoored to the extravagant length of the base game.
Remasters and definitive editions are becoming a bigger draw in the industry than ever before. Games like Dark Souls and Resident Evil 2 have been remade and changed aspects like bonfire warping and enemy introductions. So that is why we must remember and catalogue the original way that games were played and delivered.
The way L.A. Noire was originally published must be remembered for posterity, a testament to excellent story pacing within the art form, as well as the power in how a narrative can be structured.
I have been on a backlog binge recently. Games that I missed the first time around, I’ve been rooting out copies and giving them a try. A lot of these games are outside of my usual genres, but have something that brought it to my attention.
IL2-Sturmovik: Birds Of Preyis a WW2 flight simulation that subtly evokes themes common in Russian literature and film. Enslaved: Odyssey To The Westis a western adaptation of an 16th century Chinese text with motion-capture courtesy of Andy Serkis and was written by Alex Garland (of Ex Machina fame). And Shadows Of The Damnedis a puerile and phallus-infused grindhouse romp through hell from legendary creators Suda 51, Shinji Mikami and Akira Yamaoka.
Following the running theme of games with confusingly long titles, recently I’ve been playing El Shaddai: Ascension of the Metatron. The reason I became interested in playing El Shaddai is that it is an adaptation of the Book of Enoch, an ancient Jewish text not part of biblical canon and that it was infused with anime visuals. It sounds like an fun prospect.
From the very first level, El Shaddai is a visually-arresting game. (Source: thesixthaxis.com).
El Shaddai is an odd duck.
You play Enoch, a human and scribe of Heaven, sent down to Earth to capture the souls of fallen angels. If he fails then the archangels have permission to send a great flood and wipe away the world.
Aiding Enoch is the archangel Lucifel who follows along and calls God on his mobile phone to report Enoch’s progress. Oh, and he wears skinny black jeans and snaps his fingers with the frequency of a Broadway actor on opening night (he only snaps with his left hand, which is a neat touch given his name). He also rides a motorbike and constantly breaks the fourth wall.
An example of the latter is where he at one point rewinds time, but ends up going so far back that you get booted to the main menu and have to hit the start button again. Another is when he tells the PLAYER, “You can clear this in seven hours, if you are good enough,” (34:00) which is literally just under the standard play-length of the game
Enoch must make his way through the different realms to take on the fallen angels one at a time. Each realm has a different art style; the first is a cave rave with chanting hordes and psychedelic light shows. Another is filled with soft colours and fluffy clouds. Another seems to be influenced by Tron and another is a 70s glam rock concert complete with back-up dancers.
It gets even weirder when you finish some levels by being eaten whole by a Nephilim; human/angel crossbreeds that roam the land eating each other and destroying the landscape. I would call it Gilliam-esque but even Monty Python wouldn’t think up anything this brazenly ludicrous.
From Sariel’s realm in El Shaddai, featuring an art style similar to Studio Ghibli. (Source: mcmbuzz.com).
It is full of themes to deconstruct; the presence of religion, the nature of silent protagonists, or directionless combat. But let’s get away from those heavy topics and onto something a bit more artistic.
Today I want to talk about one of the aspects that made El Shaddai stand out from the other games I’m playing; the use of the camera.
Double Exposure – The Use of Camera Techniques in El Shaddai
El Shaddai doesn’t give the player any control over the camera. This usually proves a detriment to player engagement, leading to annoyance at only having a certain degree of gameplay to view. But the limitations give El Shaddai a unique look, one that couldn’t be found in traditional camera controls.
The entrance to the Fallen Angels’ Tower, always in the player’s view, no matter which way they move. (Source: lifeculturegeekstuff.wordpress.com)
El Shaddai is a mix of genres, mainly hack’n’slash and a third person platformer. Enoch runs through the realms, navigating pathways and pitfalls, as well as taking on hordes of demons, martyrs and, erm…heavily armoured giant pigs.
Like I said, odd duck.
Most hack’n’slashers like Devil May Cry and Bayonetta have a camera that hangs back; with so many enemies on screen you need to keep track of all of them. If the camera is too close to the action then it can cause problems, with the player getting tagged by enemies they were unaware of.
El Shaddai during its hack’n’slash sections draws the camera back until the characters are incredibly small in the frame. While being in-keeping with the genre, it also lends thematic resonance. Enoch is a human, not a omni-competent world-shattering entity like the archangels are shown to be (that is when they aren’t being portrayed as talking swans, which is a good 97% of the game. Yeah, have you gathered how weird this game is yet?) The enemies and the landscape dwarf Enoch, as he fights against a world that seems too big to comprehend.
The Fallen Angels’ Tower stretches onwards and upwards, changing art styles and gameplay on a consistent basis. (Source: newgamenetwork.com).
The hack’n’slash elements are structured in El Shaddai. As Enoch runs along he will come across a circular arena and the enemies will enter into combat. Nearly every encounter works like this, which is understandable. The arena gives the player a safe space to fight without having the fear of falling off the map.
In the boss battles with some the fallen angels such as Sariel, Azazel, and Armaros, they shape-shift into other forms (Sariel becomes a giant bat, Azazel becomes a Locust-like insect and Armaros transforms into some weird bug/whale/dinosaur/Sith lord hybrid, that is as simple as I can describe it).
When these forms appear, the camera shifts downwards, artificially making their scale appear larger. During boss fights, the fallen angel is the only enemy, allowing the fixed camera to not be intrusive. As soon as regular enemies appear, the camera moves higher to accommodate the player.
“So long as I can protect this world, I don’t need to be human.” As Sariel takes to the skies, the camera moves closer to the ground, making Enoch seem smaller. (Source: trueachievements.com).
Once these combat sections are done, the game turns back into a platformer and changes its camera subtly. It moves more into a birds-eye view to aid jumping, especially since 3D platforming doesn’t have the precision of its 2D cousin. It is a light touch and is a smooth transition, accommodating for the dual gameplay but without large changes in gameplay or design.
A lot of the time during gameplay the player is running on a singular path, making their way through the expansive locations. The gameplay is predominately 3D, but sometimes the camera becomes stationery, morphing gameplay from 3D to 2D and back again. It creates these beautiful sequences that feel epic in their scope despite how limited they are.
Certain sections of gameplay will only be 2D, but these are usually for narrative reasons. The first section has us admiring a stained-glass window of the archangels. As the silhouette of Enoch climbs upwards, we are treated to beautiful renditions of Michael, Uriel, Raphael and Gabriel (who in this interpretation uses female pronouns, an interesting change from biblical tradition). This sequence is used to set up these characters and to inform the player that they are by your side during the adventure.
The depiction of the angel Gabriel in the Fallen Angels’ Tower. “This atmosphere of wisdom truly befits her.” (Source: neogaf.com).
The second time the game uses this technique is after Enoch wakes from his Indecision after he journeyed into Purgatory. Once his soul is purified, Enoch awakens and goes to find Nanna, a little girl who helped guide him through a few of the realms. During his time out, she has grown up and has led a revolt against the fallen angels.
As Enoch runs along the 2D plain, the background shows a silhouette of Nanna fighting the fallen angel Ezekiel, the latter besting the former. The sequence is to illustrate how long Enoch’s journey has been and his desperation to help Nanna against the Fallen Angels.
During these cases, El Shaddai almost feels like an endless runner, focussing more on jumping pitfalls than actually changing direction or speed. It also brings you into the run at a pace, which I love. In certain games they’ll be a “run away from the bad guys/object” segment. Games like Uncharted, Tomb Raider, Crash Bandicoot, even L.A. Noire has a sequence like this.
El Shaddai has these running sequences, but the first few seconds of gameplay already have Enoch running away. It helps guide the player back into the action without losing a sense of flow.
Enoch making his way into Ezekiel’s realm. As he reaches the bottom of the stairs the camera moves upward to facilitate gameplay. (Source: paste magazine.com).
Despite the camera moving all around the environment, El Shaddai always highlights which way you have to go to progress the story through. The camera guides your vision, unobtrusively showing us the way without a mere hint of an objective marker. There are only a few times El Shaddai breaks this rule, but all in service of gameplay.
The first time I realised it was just before Enoch heads into Ezekiel’s realm, the second of the Fallen Angels (9:04). Enoch is heading down a corridor before it is revealed that it is opening up. There is no floor beyond the corridor, only empty space.
A faint outline can be seen outside, but nothing concrete. In essence you are taking a leap of faith. When you do take the leap, the screen blooms and a staircase is revealed where the faint outline was. Much like the walkway at the end of Indiana Jones 3, the path is only fully visible once the player makes that leap and is both stylistically and thematically fitting. The game does this a few times during important moments, where the art will slightly obscure the path to allow those moments of revelation to the player.
Conclusion
Many games try and create a world, but only a few capture an excellent sense of location and space in their camera movements. It is something that Japanese games work well with. Metal Gear Solid, Silent Hill, Resident Evil, Shadow Of The Colossus, 3D Mario games, they are very precise on shot placement and movement in gameplay.
That is not to say Western developers don’t also use these techniques. Gone Home’s use of first-person camera and lighting definitely created a sense of foreboding during gameplay. The original Alone In The Dark is credited with inspiring Silent Hill‘s and Resident Evil‘s camera techniques. Quantic Dream does everything in their power to create cinematic shots in their games. And Ready At Dawn mimicked lens focus and aspect ratios for their launch title The Order: 1886.
Another example may be Uncharted 3 during its chases sequences.
Looking at this sequence in Yemen, the camera moves with the action; zooming, focussing, and wiping to aid player progression.
When main character Nathan Drake and bad guy Talbot are inside, the camera zooms closer in, when they are running on the rooftops the camera heads into more of a birds-eye view to help jumping. My favourite moments are in changes of direction.
Similar to how film editors “wipe” the screen during long takes, Uncharted 3 will make these small adjustments to aid players, such as Nathan banging into walls or being hit by a door (4:23, 5:30, and 6:56).
Control is taken away for a second, the camera shifts where it needs to be (the new direction the player is moving) and then control is given back. It is a smooth transition yet it is distinct; players know that when the camera resets to a certain distance, they are back in control.
Cinematography is alive and well in games and when thought is given to how it is used, a slight camera change can make an intense action set piece more thrilling and enjoyable than it would with a bog-standard third-person view.
An example might be the Skate series. The major skating series, Tony Hawk’s Pro Skater, uses a standard camera to aid traversal and give the player a sense of spatial awareness when moving. Skate on the other hand brings the camera lower, almost touching the ground. This is to mimic home-made skating videos, and somehow makes Skate feel richer, even if the camera can sometimes obscure geography.
With games being able to perform angles and shots that are almost impossible in film, it is always interesting to see where the format will go.
A sense of character is one of the things that I look for when playing a game. I play games mainly for the story and a large part of that is the character. If we can’t get emotionally attached to the protagonist, it can create a disconnect between them and us. I have stopped playing games because I can’t see or connect to the main character’s motivation.
Games are an interesting medium to view characters due to player input. Can a character be labeled a badass secret agent if he has trouble navigating tables? In this feature I wanted to zone in on an aspect that can highlight character traits, that being the animation.
Small animations can help fill a character backstory or tell us something about their personality, usually without an ounce of dialogue. To modify an old saying, “A picture paints a thousands words. And an animation at 60FPS conveys a book.”
The inspiration behind this post was the animation of Doom Guy from 2016’s Doom. His animations are intentional. The way he nonchalantly pushes computer screens with vital intelligence on them aside or smashes scientifically important power sources in direct violation of orders shows so much of his personality, all without ever seeing his reactions (here is a video by critic Jim Sterling highlighting these points).
An example of an accidental animation could be how Ned Luke, the actor who plays Michael De Santa in Grand Theft Auto V, moves during gameplay. Luke is deaf in his right ear and in cutscenes he will move to his right if someone is talking to him. This can be seen as a happy accident as it fills in Michael’s backstory. Being partially deaf could be an indication of him being close to guns for a portion of his life (for example, the entire opening of GTAV). Michael was also meant to be slower than the other playable characters Trevor and Franklin, so Luke put on weight for his motion-capture.
So here are five animations that give us a peek at a character’s personality. These aren’t in any ranking, but just five from my some of my favorite games.
Cortez’s gun spin in Timesplitters: Future Perfect
When a character picked up a gun in the first two Timesplitters games it would simply pop up on screen. That changed in the third entry, where each weapon had an equipping animation.
The animation I want to highlight is in the third game, at the very start of the second level. Main character Sgt. Cortez is sent back in time to 1924 and teams up with WW1 veteran Captain Ash to retake a Scottish island from some vaguely foreign types. After landing on the shores of the island, Ash gives Cortez a Luger and the duo head off.
When control is given back to the player, Cortez equips the gun and spins it like a Wild West gunslinger.
We’ve seen in the previous mission that Cortez is kind of a super soldier; crashing his spaceship in the middle of a battle zone, holding off Splitter charges singlehandedly, and sniping enemies from impossible distances. But throughout the story he shows a goofier side; fan-boying over his future self, dancing with the R110 war robot, and constantly saying his catchphrase, “Time to Split!” which everyone but him thinks is incredibly uncool.
The gun spin is a distillation of these two traits. It shows his “cool factor” off by being able to pull off the move, but also shows his incredible dorky side that he would do it, instead of just lock and load the gun like very other pistol in the game.
(Start at 2:11)
Haytham Moving Through the Audience in Assassin’s Creed 3
We start AC3 playing as Templar Agent Haytham Kenway on a mission in the Theatre Royal in London. He has to assassinate a British Assassin and steal the First Civilization Medallion that said target keeps around his neck.
It is a great opening to the game and gets us invested in the character. Haytham sits down in the auditorium with Templar Master Reginald Birch as they talk about the performance that night. During his dialogue with Birch, as well as with the Assassin Miko, Haytham displays a veneer of civility, a quintessential Britishness.
After receiving his mission to kill Miko, Haytham starts to make his way past the audience in the auditorium row. As he goes, Haytham whispers out apologies, “A thousand pardons…my apologies…”
One audience member decides to stand up to allow Haytham to pass by. WHAM! Haytham roughly pushes the man back down into his seat and continues moving through the audience. It is such a small animation, but the ferocity and power behind the gesture shows there is much more behind the warm front that Haytham puts on when speaking.
(Start at 2:00)
The Scarecrow’s Running Animation in Lego Batman: The Videogame
The great thing about the Lego games in their infancy is they had to communicate plot points entirely through gestures. While I’m not bashing the later games in the series, it was hilarious to see them riff on Indiana Jones and Star Wars in the vein of Charlie Chaplin or Laurel and Hardy (especially in Episodes IV-VI, with scenes like this 3:54-4:25).
When creating the first Lego Batman game, the folks over at Travellers Tales created their own plots. These stories made allusions to the films, television shows, and comics, but were mainly their own thing. While they have the building blocks (aha!) of the characters, they need to transpose them to the Lego world. So let’s look at Scarecrow.
The major factor in Scarecrow’s run is his arms. When Batman runs, his arms pump up and down to indicate his strength and stamina. When Poison Ivy runs, her arms sway, demonstrating a delicate side. When Scarecrow runs, he holds his arms out in front of him, as if he were a frightening monster chasing someone.
His shoulders bunch up as he runs and there is a definite swing to his movements. The former is indicative of his desire to reach forward and catch whoever he may be chasing, the latter shows that he having fun and delighted that he is chasing some poor, frightened citizen.
Scarecrow doesn’t have a single line of dialogue in the entire game, yet he manages to portray a multi-faceted personality through his over-acted run.
(Start at 3:34)
Larson Conway in Tomb Raider: Anniversary
Switching up the structure here, as this is an enemy rather than a playable character. Yet the animations portray a very layered individual.
We can tell from the start of TR: Anniversary that heroine Lara Croft and anti-hero Larson Conway know each other. The two are on first name terms and have some flirtatious banter (1:34). This banter is important because it feeds into Larson’s later fight animations.
When the two square up against each other, Larson declares he “…prefers a more hands-on approach.” He leaps at Lara and she fends him off using her fists. As Lara continues to best him, Larson becomes more irate until he finally pulls out his gun. The fight takes place during a quick time event and Larson only draws his gun on the final button press.
During another quick time event involving all of the scheming bad guys, Larson doesn’t shoot at Lara, instead trying to strike her with his gun (18:27).
Designer Toby Gard revealed in the developer commentary that Larson has a soft spot for Lara (56:13). You can see this in the animation. He never tries to kill her, instead going for non-lethal attacks and only pulling out a gun when she does the same to him. When she flees during the aforementioned quick time event, he intentionally pushes away other bad guys and aims his shot wayward (18:42).
They are small tweaks but create a character that isn’t a straight-up bad guy, which gives his death at Lara’s hands later in the game a sense of pathos.
Captain Walker’s Changing Animations in Spec Ops: The Line
I love Spec Ops: The Line partly because it is a great deconstruction of the art form as well as being a fun “tactical” shooter.
I’ve talked about how the visual design of Walker changes through the course of the narrative with his design becoming less and less human with each important moment within the story. But this decline is also featured in the audio clips and the animations.
At the start Walker and his team are professional; knocking people unconscious with either the butt of their rifle or with a swift punch/karate chop. But as Walker’s mind slowly descends into insanity, his animations become more violent.
His rifle strikes become longer and more sadistic. He jumps on fallen enemies and gouges at their eyes with his fingernails. He starts breaking necks with ferocity but also indifference, doing so without a second’s hesitation. And when he has finally snapped, Walker drops all pretence of professionalism and starts executing unarmed soldiers with a gunshot to the head.
The cool thing is that most of these are hidden due to player choice. While the player will have to take on close range enemies it is entirely possible that a player could shoot them and not have to engage in hand-to-hand combat. The developers could have just had one or two repeated animations, but decided to have a variety with the possibility that a player would never see their hard work.
Despite the optional aspect, there is one “mandatory” execution in the twelfth chapter (5:28). This helps show the descent into primitive violence without taking control away from the player. In the sequence, Walker ziplines between buildings and lands on a soldier. While it is possible to shoot him, the “execute” button flashes up. If the player chooses execute then Walker goes crazy, smashing the soldier’s head in with his rifle, much to the shock of his sidekicks Adams and Lugo.
And just like the character design and voice barks, the change in animation is seamless. This slow but steady change makes the game that much richer and expresses Walker’s character excellently.
(Start at 3:13)
Conclusion
There are a series of smaller animations that are also great examples of character backstory. Silent Hill 2 is a great example of a variety of animations. The main character James Sunderland has the habit of looking down when people are talking to him, indicative of a feeling of shame or embarrassment. He also has the habit of touching his head when remembering, as pointed out by the YouTube channel The Gaming Muse; I’ll let them explain the reason behind the animation.
Silent Hill 2’s creature animations are also fascinating. Art Director Masahiro Ito said his, “…basic idea for creating the monsters…was to give them a human aspect…then I proceeded to undermine this human aspect.” (16:24). He based the movements on, “…drunk people or the tentative walk of a young child.” (17:19). This is reflective of the idea of the “Unheimlich”, a Freudian concept of something being both familiar and unknown, and is used constantly in horror games and films to create a sense of unease.
The recent Splinter Cell games also have some small animations that lent to the character. In the fifth entry, Conviction, secret agent Sam Fisher has gone rogue, trying to find his daughter’s killer. His hand-to-hand animations are incredibly violent, using pianos, urinals, and even flag poles to interrogate enemies. Much like Walker in Spec Ops, this shows how far the former spy has fallen, but also shows how far he would go to find out what happened to his family.
Another small set of animations that caught my eye were the idle animations of Marvel: Ultimate Alliance. Part of the appeal of MUA is creating your own four-person squad of heroes from Marvel Comics. When you choose one from the Heroes Gallery, the hero has a ‘move’. Iron Man powers up his suit, Captain America salutes, Human Torch fixes his hair, Luke Cage cracks his knuckles, Spiderman does the “Spider-Man Crouch”, Deadpool spins his guns like Cortez, it goes on and on. Each tiny move tells us all we need to know to get a general idea on the character without learning their backstory.
Talking about how animations feed into characters is a simple idea and I’m definitely not the first to talk about it. I just find it fascinating that entire characters can be found in the smallest movements. That we can find meaning in a wave of a hand, the twinge of a smile, or the placement of a foot.
Games are an outlet for our sometimes drab and dreary lives. The stories and locations that video games transport us to can give us a taste of a life different from ours.
Being able to travel across the entirety of the USA in a muscle car, keeping the gas pedal to the tarmac, while an army of pursuing police cars grows in your rear-view mirror is something that I can’t claim to have done in real life. But for nearly twenty years I’ve been doing it in several games. One stands out however, for being exactly twenty years old in 2019. That game is Driver.
And as it has been two decades since the original entry was released, I thought a deconstruction was due. Does Driver still hold up?
Reflections in the Car Mirror – A Look Back at Driver
Part I: First Gear – Pre-Production
During the late 90s, driving games had been on a string of hits. Every style was catered for; Gran Turismo was simulation, Need For Speed brought underground drag racing, and SF: Rush brought arcade physics and gameplay to home consoles.
During the latter half of the decade, two British teams were working on games with a heavy emphasis on driving, both with a distinctly criminal tone to them. One was DMA Design, who released crime simulator Grand Theft Auto in 1997. With the ability to drive and steal motor vehicles and partake in joyriding and hit-and-runs, the game was blasted by moral guardians and even debated in the House of Lords to be refused classification.
The other game, by Newcastle-based Reflections Interactive also had shades of reckless driving, but had a more cinematic angle to its freewheeling antics rather than the psychotic gameplay of GTA. Reflections were a well-known studio with several successes under their belt including Shadow Of The Beast and Destruction Derby. The latter game and its sequel were pioneers of 3D driving and in Reflections own words were, “Hailed as a significant step forward…” (1999, para. 5), with both games selling over a million copies each.
With the release of Grand Theft Auto, Reflections saw an opportunity. One of the drawbacks of the GTA series in its infancy was the top-down camera, limiting the action to the 2D plain. The team at Reflections had a thought; could the open-world of GTA be married to the 3D design and driving mechanics of Destruction Derby?
Reflections co-founder Martin Edmondson was a fan of car chase films, stating in an interview with gamesindustry.biz that,
“…one of the first movies I remember going to see at the cinema…was Walter Hill’s The Driver. And then any other car chase film that came along, I was first in line to go and see it.” (2011, Meer).
Edmondson was passionate about the idea and designed Driver to be a reflection (aha!) of his personal love of car chase movies. In the same interview, Edmondson highlighted that was the feeling that the team was aiming for,
“There are plenty of driving games and racing games, but something that really nails or attempts to nail the car chase environment, there really isn’t anything out there. I’m talking about the movie car chase style, not a videogame car chase.” (2011, Meer).
So the team got to work on developing a new title. The game would evoke the feel of the classic car chase films of the 60s and 70s while marrying it to the 3D work of their previous titles and the open-world aspect that was taking the industry by storm.
According to then Project Manager Gareth Edmondson (brother of Martin) it was a tough production cycle as,
“…we were reinventing gameplay technology in many new ways. It was the first game to; tackle the free-roaming city environment; re-create an entirely new vehicle-destruction system, and develop an entirely new in-game AI system.” (Edmondson, 2006, para. 3).
But all that hard worked paid off. Two and half years after the release of Grant Theft Auto, Driver released to the public on PC and PSOne.
Reflections took many inspirations from car chase films of the 70s, with The Driver (1976) sharing many aspects of presentation. (Source: forum.blu-ray.com).
Part II: Five Wheels and an Engine – Controls and Gameplay
It is interesting that if you updated Driver’s graphics it could stand toe-to-toe with any open-world game with driving segments.
While the controls have some kinks (Triangle as handbrake is always a little hard to perform as it is further away than X, the accelerate button) it is a solid basis and is intuitive enough that after a few missions you have mastered it. This was Reflections intention, with the original website for Driver stating, “[Our] titles can be picked up and played instantly by a novice yet provide a tough enough challenge for experienced players.” (1999, para. 12).
X is accelerate, Square is brake/reverse, Triangle is handbrake, L2/R2 are camera controls, and the directional arrows or analog stick are for control, all pretty standard stuff. But Driver has a few unique tricks under its bonnet.
Circle is burnout, which spins your wheels to build up speed. R1 is a horn, seemingly to get cars in front of you to move lanes, although on my playthrough I didn’t see a notable difference of cars getting out of the way. But the one new button that I haven’t seen anywhere else is L1, which locks your wheels to whatever side you press the directional arrows or stick. This button is integral to many of the evasive and film-worthy moves that you can pull off such as drifting and the beautiful 180 Reverse. It is also needed as most of the cars in the game have a habit to understeer, so having a button that can flick the back wheels out helps in certain cornering situations.
And that is pretty much it.
The player car has two bars at the top of the screen, one for “Damage” and the other for “Felony”. Damage is straightforward. Every time your prang your car the bar fills up until the car is busted and you fail whatever mission you were playing.
Felony applies to any laws broken in front of a police vehicle. Burnouts, running red lights, crashing into other vehicles, being a public menace, and going over the speed limit (the latter is only available in the PC version) in view of a police officer will start to fill up your Felony bar. Luckily you can’t kill any pedestrians when driving as each one seems to be related to The Flash and can zip out of the way a second before you flatten them. It is a nice addition after the wanton rampages of Grand Theft Auto.
With more infractions the Felony bar continues to fill and more police pile in, chasing you and setting up roadblocks. They hunt you down with the ruthlessness of a tiger but the intelligence of a goldfish. With some chases having upwards of ten police cars, their AI is neutered, making them come at you like the Keystone cops (hey, film reference!). Police cars will fly right by you, ping themselves off geometry, or Austin Powers themselves against lampposts and garbage bins.
The main obstacle you’ll come across in the game is the police. Or rival mobsters. Or the FBI. Or just anyone in a car that is gunning for you. Most rival cars are faster than yours, meaning that they can easily catch you and appear constantly in your back mirror. Luckily a lot of them are weaker than your car, meaning they will get damaged quicker and can be dispatched with relative ease. This is obviously done with the intention to keep the tension high while also being able to shake off your pursuers. The game does also have a selectable difficulty level, allowing players to decide their level of challenge.
Flying around corners in Miami, the first city that Tanner visits in Driver. Notice the wheel lock to aid cornering. (Source: Sega-16.com).
Part III: Manual or Automatic? – Game Modes
Speaking of drifting and the 180 Reverse, before you start the narrative you have to pass “The Interview”. Vaguely reminiscent of a scene from 1976’s The Driver, the player must show off their driving skills to some prospective clients in a parking garage.
This mission is infamous for being incredibly difficult; with a sixty-second time limit and only allowing four “penalties” (crashing your car into objects), many players never actually saw the rest of the game because of this “tutorial”. There is a video on the main menu that tells the player the inputs to perform the moves, but isn’t exactly intuitive.
The narrative (known as Undercover) is the meat of the game. It features several types of driving missions; pursuit, evade, rampage, every single idea you could have about driving a car around a city, Driver probably has it. That does cause a problem in that a lot of the missions have the same objectives, just starting at different ends of the map. This repetitive nature does serve a purpose though, as will be highlighted in Part IV.
Alongside the narrative are a collection of mini games. There are time trials, checkpoint hits, pursuit, getaway, and survival (a variant horde mode where the police will never stop pursuing you). While many are similar to scenarios that the player will perform in Undercover, these are bite-size gameplay modes that provide their own unique fun.
There is also the Take A Ride mode. This is essentially a free roam option, with the player dropped into the map with no restrictions. I bet a lot of memories of this game are based in this mode, featuring high-octane chases and crazy collisions without a time limit to ruin a player’s fun. The player can visit any of the locations in free roam, but must unlock them in the narrative first, with the same being true for the mini games as well. The first two cities are open from the start though, allowing for reckless fun even if you can’t beat The Interview.
Alongside the game modes was a mechanic that elevated the cinematic design that Martin Edmondson wanted from Driver. At any time during the game the player can hit pause and enter the Director Mode. Said mode plays the entirety of the gameplay up to that moment and gives the player control over a slew of camera angles and techniques, letting players create exciting short movies of their car chases. It is quietly revolutionary and predates things like Machinima and sharing/streaming options that have become a major force within the industry.
Director Mode allowed you to place cameras anywhere on the map to capture the action. (Source: playstation.com).
Part IV: Does Anyone Have a Map? – The Cities and Roads
Driver takes place across four cities from all corners of the United States. The cities are Miami, San Francisco, Los Angeles, and New York, as well as a small track in the desert (possibly outside Las Vegas?). There is also a secret city, Newcastle (where Reflections are based) that can be unlocked using cheats and also viewed on the credits. Each city has a day/night variation (except L.A.) and have several weather effects such as rain and snow.
The cities are all distinct from one another, with geography that helps set up the possibility of great movie-esque chases. Miami has wide-open roads for four lane drifts, San Francisco has steep hills to catch some air while speeding, L.A. has long straights that are perfect for police pursuits, and New York has tight-knit neighbourhoods that require excellent use of slaloming. Each city has its own car with unique traits, be it having greater speed or greater traction. While it could be annoying to not be able to choose your favourite car, limiting us to a single vehicle allows you to get to grips with its individual quirks.
Each city is rather small compared to today’s MAHOOSIVE open-worlds (due to obvious memory issues). I timed a drive from one side to the other and it took roughly two minutes to go from point to point on each map. But the smaller intimate design is an asset to the game. With a tight control over player movement, it means that the map gets imprinted on our memory, allowing for quicker recognition and a better game experience, where we know which roads link together rather than relying on the mini map. This is heightened by the fact that a lot of the back streets and alleys aren’t on the mini map. We have to use our minds and instincts rather than the handy GPS in the corner.
Just like using one car per location, the game inadvertently teaches us by dropping us in the deep end. Even just basic map knowledge and semi-competent car control allows for easier getaways and it is more rewarding when you remember which way gives you the best advantage because you know about it, rather than a shiny arrow telling you the way to go.
That’s why the greatest asset to the open-world is the Take A Ride function. Being able to free-roam the map at any point without a time limit holding you back helps novice drivers figure out the basics and lets experienced drivers search for shortcuts to aid in the missions.
San Francisco during the daytime. While not exactly realistic, Driver managed to capture the feel of each location perfectly. (Source: listal.com).
Part V: Start From the Top – The Narrative and Characters
Driver does have a narrative, but to call it threadbare is almost a compliment in how non-existent the storyline is.
Inspired by the same car chase films that gave birth to the gameplay, Driver follows NYPD officer John Tanner as he is drafted to go undercover. His target is the powerful and wealthy Castaldi crime family who has set up operations in Miami. Soon the story will take Tanner to different cities all across the USA in a bid to stop the Castaldi family from carrying out a series of high-profile assassinations, culminating in an attempt on the President Of The United States’ life.
Tanner’s backstory is that before he became a police officer he was a racing champion. This is referenced through the story with criminals recognising him from his track days as well as the Police Lieutenant who recruits Tanner saying he is the best driver on the force. That’s pretty much all we get on the man.
Tanner’s dialogue doesn’t give us any hints to his personality either. I would be surprised if his dialogue passes the twenty-word mark from start to finish. It seems the cars we drive have more personality than the protagonist. Sure, he fits the mould of a silent badass (like most great car chase films) and he shows his character through his driving, but it would be nice to learn a little more about the person we are playing as.
A newspaper that can be seen in Tanner’s apartment. This is the most characterisation we get outside of gameplay. (Source: driver.wikia.com).
Tanner heads to Miami and sets himself up as a wheelman for hire. The game then puts you in Tanner’s spartan apartment, with nothing but a TV and VCR, a toolbox, and an answering machine. Tanner’s apartment is the main menu with each object as a category (VCR is save, toolbox is options, door is quit, and the car keys is Take A Ride). It is a fun concept and cool that the layout changes when the game changes city.
The answering machine is the level select. You listen through messages left by prospective clients in need of your particular driving skills and accept jobs. At the start there is only one message waiting for you, but as you rise through the ranks you will get calls from other criminals in need of your expertise.
It is a limited choice system with only a few branches, but broad enough that a player can have a different experience on a second playthrough. Some missions give a deeper intrigue into the conspiracy at the heart of the story and Driver even has multiple endings depending on the missions that you’ve taken, with distinctly “good” and “bad” endings. The answering machine also houses a few Easter eggs such as repeated wrong numbers.
The game is interspersed with cutscenes. The majority of these are used to set up missions or to help us switch cities. It is apparent that the team were mastering character models, as most walk ramrod straight, with still frames being used when characters are on phones. But there is a charm to it, an obvious want rather than a need. It would have been easy to have talking cars and buildings (much like the more recent Crash Time/Cobra 11 series), but the team went and built over half an hour of cutscenes with character models and camera angles that weren’t needed in the base game.
The voices are delightfully hammy, giving off that 70s grindhouse feel of amateur filmmakers and actors producing a film. The script also has inflections of films from the era, with smooth-talking hustlers, high-pitched squealers, and smoky-voiced police chiefs. These inflections can inadvertently make it hard to understand certain mission briefings, as characters are using 70s slang that hasn’t carried over to the modern day. But since most missions resort to driving fast, we are rarely stuck as what to do.
As mentioned in Part III, the gameplay doesn’t have many variations, only having a few unique missions due to non-standard cars or scenarios. These include levels such as chasing a cable car/yacht, protecting a shipment of guns in a pick-up truck, or escaping an assassination attempt with the President Of The United States. But the team knew that the missions and storyline weren’t the best. In a Developer Diary Interview with GameSpot during the development of Driver: Parallel Lines, original Project Manager Gareth Edmondson said,
“…we were ultimately disappointed in the storyline overall, and we believed the mission design to be weak because it didn’t support the story very well.” (Edmondson, 2006, para. 4).
That narrative may have been weak, but it served its purpose. It got us out into the world that Reflections had created and from there they could only go up. And despite the sometimes ropey presentation, there is definitely an attempt at cinematic flair to some shots.
Part VI: Into the Sunset – Legacy
Driver was a smash hit across all markets, quickly going Gold and Platinum. It is the 27th best-selling game on PSOnewith over three million copies sold and the 42nd best-selling PC game between 2000 and 2006, with an estimate of close to four million copies.
Despite releasing at the tail end of the PSOne development cycle, the game was massive, spawning a sequel in 2000 named Driver 2: Back On The Streets/The Wheelman Is Back.
Reflections spent only fourteen months on the sequel (Edmondson, 2006, para.5) using the same tech but tweaking it to add more complex road structures and curved objects. The open-ended story was dropped for a more linear structure, with a stronger narrative throughout. The player could also get out of their car and hijack other vehicles around the city, although there was still no interaction besides cars.
Reflections pushed the aging console to its breaking point, trying to squeeze every ounce of processing power into Driver 2. This proved a detriment however with numerous bugs and framerate issues plaguing the entry.
Driver 2 was released just after the release of the PlayStation 2 in 2000. A year later, DMA Design, now renamed Rockstar North, released Grand Theft Auto 3 to the public.
Taking the open world that Driver had popularised, GTAIII took things even further, with out-of-car and shooting sections, allowing player to cause havoc and play at their own pace. GTA even started poking fun at Driver, with missions in both III (GTA Series Videos, 2009) and its sequel Vice City (SebyGaming, 2016) allowing players to kill an undercover cop/driver named Tanner. In the sequel, San Andreas, a rival gangster plays a game made by “Refractions” and says, “Tanner, you suck ass.” (GTA Series Videos, 2010).
Driver 2 allowed players to explore on-foot. Tanner’s odd running animation was highlighted and mocked in Grand Theft Auto III. (Source: thecheapferret.wordpress.com)
With GTA taking the spotlight, Reflections tried to step up their game. The third entry (stylised as Driv3r) tried to tell a sprawling crime tale with several cities, vehicles, and on-foot segments, but came up weak against Rockstar’s efforts. Driv3r was also mired in controversy before it launched, with exclusive access given in exchange for perfect review scores. Driver: Parallel Lines followed up in 2006, fixing many of Driv3r’s problems but feeling more and more like a Rockstar knock-off.
In late 2006, publisher Atari sold Reflections to Ubisoft. After developing a sequel to Parallel Lines, Driver 76, which was released for the fledgling PSP, the series would go dormant for a few years.
It took until 2011 for the series, and protagonist John Tanner, to come back in Driver: San Francisco. With a huge city and a new mechanic called “Shift” allowing players to move seamlessly between cars (alleviating any on-foot gameplay), the series seemed to be revived. The notorious garage tutorial of Driver was even remade in San Francisco, unlocked when a player finds a DeLorean and reaches 88mph (ha, more film references!).
Since 2011, there have been a few rumours but no official moves on the Driver series, despite a few mobile and handheld games. San Francisco was a nice return to form and if it is sadly the last we see of the series, then it means it goes out on a high.
Driver San Francisco brought the series back to its roots and did an excellent job of capturing those movie-quality high speed chases. (Source: gamepur.com).
Part VII: Park it Right Here – Conclusion
Driver was one of the first games I remember playing as a child. I didn’t play the story at all, just Take A Ride. So when I decided to pick up the game twenty years after it was published, I was essentially doing a blind playthrough.
The graphics are obviously a sore point. The draw distance isn’t the best and the environments and cars are blocky boxes. You have to look at it when it came out. This was revolutionary design in 1999, giving the small sandbox genre a much-needed shot in the arm.
The story isn’t exactly presented well, but it does the job fine. As I said previously, it gets us into the cities and into the gameplay with little fanfare. It is kind of refreshing after playing games like Detroit: Become Human and The Pillars Of The Earth (both fantastic games in their own right) that Driver gets straight into gameplay without spending minutes at a time in cutscenes.
Controls are fine. It is a strange mix of sim and arcade, but they are easy to learn. Things like the L1 button were completely new to me and it became invaluable during my playthrough. Even Triangle became intuitive after a while. It caused problems when going back to open-world games on my PS4, as most controllers nowadays use the L2/R2 configuration for accelerate and brake. It led to moments where I would accidentally throw myself out of speeding cars because I mistakenly pressed Triangle or Square.
Driver is a curio, maybe one for driving enthusiasts or for those yearning for nostalgic days of the late 90s. It even became available on the PS Now online service for a short time for less than two quid.
And there is really nothing like it. I bought my copy after watching a slew of car chase films, notably Drive, which game critic Keith Stuart highlighted as a film taking from games, “…I do not believe that film would look the way it does if it wasn’t for Grand Theft Auto…” (Ikoc Voice, 2016).
Just like Martin Edmondson said, there isn’t a game that fully captures a real movie-esque chase scene. The only one that comes close is Driver.
And that means it deserves to be remembered and to be played.
In my last article I wrote about the opening of Battlefield V. I hadn’t completed the campaign at the time of publishing, just wanting a first snapshot of my feelings. I was a little unimpressed, feeling that BFV had lost the spark that BF1 had due to the latter’s setting and time period.
So with a hint more apprehension I booted up the narrative proper.
And damn, I was hooked. I had missed out on an excellent addition to the opening. So I needed to follow up.
I adore Battlefield V’s campaign and it fixes the small problems I had with Battlefield 1’s (also stellar) campaign. My fears of the War Stories not comparing to BF1 were completely unfounded. The dialogue, performance, and design are of the highest quality (DICE always makes things looks pretty), with each story having a different tone yet all to feeding into one another.
BFV continues where BF1 started (quite literally with the still that opens the game). It features the lesser-known stories filled with misfits and malcontents, the people usually not remembered in sanitised history books. I was particularly looking forward to story featuring the young female resistance fighter in Norway, echoing the story of the female Bedouin fighter from BF1.
With throwing knives and hit-and-run tactics (courtesy of a handy set of skis), The Norway section of the game carves its own niche in WW2-set games. (Source: junkee.com)
It was nice that after the bombastic opening that the game settled back into a groove, allowing the player to approach how they wanted. It can be easy to guide the player through a linear story progression and keep up that cinematic edge (I love Remember Me), but having the player tackle each task how they want fits for a series like Battlefield (obviously gearing up for the multiplayer). Compared to the limited open-ended sections in BF1, nearly every story in BFV has a degree of player choice, allowing players to tackle objectives in any order.
While the gameplay is open, the story is a little more guided. The main issue I had with BF1 was the lack of narrative cohesion. Each story was self-contained and focused on a different aspect of the war. While getting to play the levels in any order is great for individual personalisation it means that you can’t effectively have a difficulty curve or sense of progression.
BFV now has that through line yet the story is still free form. You can play the story in any order, but if you play the game chronologically (as they are listed in the menu) starting with “Under No Flag” and ending with “The Last Tiger”, the game builds with each new step adding on from the last one.
“Under No Flag” starts as a stealth mission with an AI buddy and enemy squads far apart. “Nordlys” continues the stealth aspect but with you alone and with enemies in closer proximity to each other. “Tirailleur” puts you as a member of a squad of soldiers pushing through German lines, before “The Last Tiger” casts you against overwhelming odds and fighting alone. Each level builds on the last by putting you in familiar territory yet changing a small aspect each time. This slowly but surely ratchets up the difficulty curve without any immersion-breaking spikes.
Due to “The Last Tiger” not being available at launch a lot of players (including myself) would have played that chapter last. It is a fitting end and not just for having the word “last” in the title (other games such as Timesplitters Future Perfect, Halo 3, and Tomb Raider all follow this model with level names referencing their place within the story).
I had railed against the cinematic introduction to BFV, but “The Last Tiger” pulled the game into morally dark territory (and not just because we’re playing as the Nazis), ending the game on a perfect note. With the surrounding landscape wreathed in flames and the framed Nazi banner on the final bridge burning up, it paints a perfect metaphor for the tank crew and player character Müller’s unravelling allegiance to the Swastika. The darker edge fits better as an ending in general, having the player reminded at the end of the game of the destruction of war.
“The Last Tiger” is the high point of not just BFV but most campaigns in the franchise. (Source: eurogamer.net)
I also really liked how “The Last Tiger” broke tropes. When the radio in the tank is busted, Müller goes out in search of one. At first I believed we were going to go on an extended on-foot section to find several radios to repair, but it turns out there is a radio right next to the tank. Having a large map to explore would have killed the tension that the final section was building up and it was nice that pacing was chosen over an extended gameplay segment.
After hearing the broadcast on said radio, enemy tanks and soldiers roll in during gameplay. From the POV of the Tiger tank, the following sequence is setup like a stage; there is a slight border (mimicking curtains) and a raised section where the Allies appear. It is a beautiful tableau (in a game full of awe-inspiring vistas) and the fact that it is during gameplay makes it that more memorable.
In the end it almost felt like the opening was a bait-and-switch, aiming for a broader audience by being a bit more “intense” instead of mournful like the opening to BF1. Whether it was deliberate or accidental, I still love this campaign and look on it more fondly than I did when I started.
It was with a mix of trepidation and eagerness that I picked up Battlefield V. I had enjoyed the excellent War Stories in the previous game, Battlefield 1, and wished to see what creators DICE had followed up with. Yet I remained cautious. The previous War Stories had been a high point of my gaming experience of recent times and I didn’t want to raise my hopes too high in case they were dashed.
The sequence started beautifully, reusing the iconic shot from BF1 of the two opposing troops levelling their weapons at each other as the sun breaks through to the battlefield. That was one of the defining moments of BF1; it is abrupt from the carnage that we have been a part of and distinct in its imagery.
I had previously written about how even though I liked the War Stories of BF1 and the opening, it could have toyed with player expectations a little more with its use of death. BFV’s opening reuses this defeatist attitude and makes it work. We aren’t told that are characters are destined to die yet most of them do. But unlike BF1 we do not see their names upon death, an aspect that is sorely missing. While I am happy that DICE isn’t directly lifting from BF1 for the semi-sequel, the inclusion of character names added a sense of humanity that can usually get lost in the larger stories of a world war.
A shot from the opening of BF1. It is an excellent and artistically significant image that helped set DICE’s new tone for the series. Source: fraghero.com.
BFV also switches characters through its opening, circling around the locations that appear in the later War Stories. On the surface this is good. The major problem with the shorter stories in BF1 was the lack of narrative cohesion. With each story lasting around an hour, the overall arc falls flat with predictable peaks and troughs, leaving the game without a strong climax and resolution. The opening of BFV helps aid the previous lack of narrative structure by having the opening focus on the locations, but not always on the playable characters.
The paratroopers dropping into Norway, the German tank crew driving forward in the desert, the Senegalese troops providing covering sniper fire, and the German planes flying overhead, they give us a taster of what is to come and also help set up the story. For example, the paratroopers in Norway get slaughtered in the first few minutes of gameplay, with the playable character in the Norway section being the resistance member they were meant to rendezvous with.
The opening is also a beautiful example of editing within gaming. Each scene leads into one another and connected with excellent scene transitions. The tank in the Norway section rolls out into Libya, the plane flying overhead in the Kasserine Pass moves into dogfights over Germany, before said plane crashes into the Netherlands right in front of our new character. It is a nice flow of scenes and heightens that feeling of a world consumed by war.
However, while the changing characters help create that crux for the larger narrative, it means it loses something of its previous identity. BF1’s opening was set entirely on a singular battlefield. The fight was contained to one narrative with sweeping long shots taking us across the lines to the next solider after one had died. It told a solid story on its own and helped set that “anything goes” precedent of that game.
Swapping between five different fronts and fighting styles in the BFV opening feels disjointed and uneven and it is partly because of the change of scenery. The stakes change on a dime and the enemy we were previously charging is now half a valley away. It loses that excellent pace and momentum that the opening of BF1 had. This isn’t helped by the gameplay. In BF1 you could fight for as long as you wanted, but eventually you were going to be brought down by the enemy soldiers. In BFV the onus is on you to continue the story. This was especially evident in the Senegalese sniping and the German dogfight sections.
As I was getting to grips with the controls, my sniper aim lacked finesse, with shots widely missing the enemy targets. Only when all the targets are down will the prologue continue. In the German dogfight section I managed to shoot down several Allied bombers, but was unable to see the tiny red marker that indicated the ONE plane I was meant to shoot to continue the sequence.
With gameplay swapping every few minutes, BFV assaults us with a flurry of imagery. It is just sad that none of it feels connected. Source: VGR.com.
The whole pacing is off. Each section starts the same; the player slowly moves forward before being presented with a few enemies and then ends with explosions. At least BF1 kept the explosions as a constant, throwing the players into disarray and keeping them on edge. It feels like there is a distinct lull in BFV’s opening and feels antithesis to the tone that it seems to be aiming for.
This comes to a head at the final playable section. After shooting some soldiers on a turret, you turn said turret around and direct the fire back. Your squad is bombed and you are paralysed, trying to hold off the oncoming enemies with only your pistol. It feels so odd to go from the excellent Remarquism of BF1 to this Hollywood-ised, last-man-standing depiction of battle.
I understand why it was done. This is the final scene, the gameplay needs to end at the same time as the narration for the pacing, but it doesn’t have that brutal edge that worked wonders in BF1. This final scene could have worked if we had control of our movement, if we were allowed to charge, retreat, anything other that having to sit still, playing out a sequence ripped straight out of Call Of Duty 4.
It is also a context problem. BF1 worked because it wasn’t about the grand ideas, rather focusing on the little person caught in the whirlwind of history. It was a pointless war with both sides fighting for pretty much the same reason and therefore could focus on the personal stories.
While there are flourishes of these individual stories in BFV’s campaign, the grand ideas can’t help but push through. Every fight (bar the Tiger tank story) is about pushing back the forces of darkness from enveloping the world. Every fight is about how to weaken and dismantle the Nazi war machine. It can’t help but BE that.
That’s not to say that grander stories are bad. Grand ideas work well in several games; Civilization, various CoDs, the first Assassin’s Creed, but the smaller stories are what gave BF1 a bit of bite and it is sad that BFV is without it. It means the characters in BFV don’t get a chance to shine since we don’t focus on them.
Characters like Zara Ghufran and Frederick Bishop in BF1 get small moments in between all the fighting, giving us hints of their personality and time outside the war. This makes them richer, making them more than the “stoic badass” or “stealthy assassin” archetypes. And I haven’t got that from a single lead in BFV yet.
Either way, I’m still enjoying BFV. I’m blazing through the campaign and will hopefully look fondly on my time spent with it. And while the opening fixes a lot of the issues I had with BF1’s, it can’t help but produce a few of its own.
Edit: Now that I have finished the campaign my feelings on BFV have changed. I started to really like the story and have written a follow up. You can read it here.
I recently finished Mafia III after a good few months playing it. It was one of the first games I got when I upgraded to the newest console generation and I was pretty much playing it non-stop, leaving other newer games by the wayside just to come back to this one again and again.
And after finishing the game I’m certain this will be among my favourite games I will play on this system.
Not since Remember Me has a whole game caught with me rather than just one or two good parts of it. So I thought a little breakdown about the points that hooked me into staying in New Bordeaux for much longer than I would ever imagine…
“We are a cruel and wicked people”– Why I love Mafia III
The Story and Characters.
The story is the high point of the game. Telling the story of bi-racial orphan and Vietnam veteran Lincoln Clay, the narrative is told in a documentary flashback format. Characters tell their story in interview format, evoking recent films like Precinct Seven Five.
This feeds into the linear game structure, as we are being told a story (much like the previous Mafia games) which helps keep the pace up which can sometimes suffer in a game where you can go anywhere, anytime.
Despite having this linear structure the multiple endings all fit the character depending on the player’s reading of Lincoln.
I was surprised we didn’t start in Vietnam, similar to Mafia II starting in WW2 Italy, but that added to the characters, leaving us open to interpret Lincoln actions in Vietnam from his and comrade Donavan’s stories.
The story is beautifully realised with several standout characters. We have the three main bosses, Burke, Cassandra, and Vito, each with their own unique quirks. Vito is especially interesting, it’s fun to see a once playable character from the other side (again), where his simple layers in Mafia II (due to being a playable character) become a lot greyer with age and antagonism.
The second-in-commands too are well defined and have some interesting layers to them, making them more than cardboard cut outs that sometimes arrive with games as big as this. Emmanuel, the once refugee-saver reduced to dope peddling, Alma, the businesswoman not afraid to use female charms for her own gain, and Nicki, a woman struggling with her sexuality in a time and place that does not care for it, they all add something to the game, all through optional dialogue (which I am a big fan of ever since I first encountered it in PoP 2008).
But highest praise must go to Alex Hernandez for his portrayal of Lincoln Clay. Convincingly switching from cocky and confident to anger, sadness, light-hearted and eventually bloodthirsty when the time comes, he is truly an asset to the game.
(From L to R) Father James, Sal Marcano, “Cassandra”, Lincoln Clay, Vito Scaletta, Thomas Burke and John Donavan, some of the most layered characters I’ve played alongside. (Source: mafiagame.fandom.com)
The Missions
One of the main criticisms of Mafia IIIis its mission structure. Very much like the first Assassin’s Creed, the game centers itself around taking down members of the Marcano crime family one district at a time.
Once you talk to a contact in the district you have several tasks dealt out to you, but these always follow the same path; kill some people, interrogate a member of the crime family or destroy their shipments. Once done then you can take over the rackets in that area before going after the main controller of the area.
This is just going to be one of those cases where I find enjoyment that others don’t. I think it might be because I really enjoyed the driving and combat (more on the latter next) so I had fun being given new scenarios lasting a few minutes to make my way through.
Hangar 13 said their approach to the missions, at least side missions, was “Lincoln doesn’t go fishing”. Essentially, this means the mission must make sense for the character to do (why does psychopathic murderer Michael De Santa do yoga in GTAV ?). This feeds back into the story, again, keeping the pace and flow up rather than bogging the game down.
The Marcano capo missions are fun due to their added story and setting with each one being a completely unique situation; a shootout on a sinking steamboat, sneaking into a swanky whites-only party, breaking up a KKK-inspired cross burning, the list goes on and on (all involving excellent and period-fitting musical accompaniment such as the Rolling Stones, Del Shannon, and Janis Joplin).
With missions in mob-enforced saunas, partially built casinos, supremacist rallies, burlesque houses and drug dens, Mafia III can at least boast of having some memorable places for action sequences. (Source: geforce.com)
While most devolve into shootouts the combat is so fun I never got bored. Speaking of which…
The Combat
I can’t actually remember how long it’s been to have a combat system this satisfying, but it was probably at least back on the PS2 (I’m going to have a wild guess and say 007: Everything Or Nothing).
It’s your standard shooting, melee, and stealth tri-factor, but each one is done so well.
The gunplay feels responsive and sounds meaty, with a vast array of weapons to choose from.
At the start I was on-the-fly, picking up weapons due to limited ammo. Then I specialized in a sawn-off shotgun and sniper for both range advantages, before coming round to silenced pistol and assault weapons for an action/stealth combination. This is a perfect distillation of Hangar 13’s motto, “Every player’s story is unique”, and can be seen in the multiple approaches to combat as well as hidden pathways through the missions.
The animations in combat as well are a nice detail. With lovely smooth transitions from running (where Lincoln holds the gun one handed), to aiming, to the short sidestep after stopping, the little points make the game feel rich and loved by the creators.
While the melee can become stale after the fiftieth whistle-come-stab, it does have moments of intense fun especially with the running takedowns. Only in a handful of games have I audibly “oohhhed” at the brutality I’ve dished out on NPCs (Sleeping Dogs is probably the main one), and Mafia III’s American Football-style takedowns are poetry in motion.
You can choose between lethal and non-lethal attack as well. Even if the change is hidden in the pause menu rather than switching in gameplay it’s nice that you at least have the option. Especially since most games just give you “kill” as a catch-all for their combat.
The feeling of combat is one of the better from an open world game, and has several variables and the opportunity to customise. (Source: geforce.com)
The Open World and Travel
The world of New Bordeaux is a lovely city to drive around in. The cars seem more arcade-y than the previous Mafia games (there is an option of a Simulation mode for purists in the option menu). Lincoln’s signature vehicle is a classic, wheel spinning, fire spitting, drifting muscle car, and sliding across three lanes of traffic or 180 hand brake turns are easy to pull off and create that sense of spectacle and wonder we want from games.
As usual in Mafia games the setting is an approximation of a real city (this one being New Orleans), but has enough of its own style to stand out rather than feel like a copy/paste of Google Maps. The South has been the setting before in games, with indie hits like Virginia being in, well…Virginia, Telltale’s The Walking Dead Season 1 in Georgia, GTA: Vice City in Vice City (a version of Miami) and Left 4 Dead 2 in a swathe of southern states.
I would say only the latter two come close to creating a sense of place as good as New Bordeaux with Vice City also having Haitian and Cuban influences (but better at creating a sense of time rather than place) and L4D2 having a wide range of locales like Mafia III (but most feeling more like shells rather than a fleshed-out world). Mafia III is the first one that actually feels like a living place with countless indoor locations, pedestrians, and drivers.
Talking of the variety of locations, Mafia III has a selection to rival most other open world games. With settings such as the bayou, junkyards, quarries, downtown areas, and its own version to the French Quarter, the city has a tremendous scope of backgrounds for Lincoln to dish out punishment on the Italian mob.
And despite having these completely distinct sections the map, New Bordeaux doesn’t feel disjointed when moving from neighbourhood to neighbourhood, which has happened within other open world titles focusing on rising criminal empires.
With customisable cars and easy inputs to pull of a variety of stunt-worthy moves, the driving is a wholly enjoyable experience. (Source: microsoft.com)
Conclusion
The interesting part about my time with Mafia III is I was completely sick of open world games when I started. I was sick of the endless stream of side missions, the “revealing” of the world through climbing towers, the largely meandering story that can sometimes come with having a sandbox as big as it can be.
I had been wanting a more refined experience and Mafia III delivered. That’s what sets it apart from its contemporaries; GTA has the bustling modern metropolis filled to the brim, AC has the historical fiction, Fallout has the nuclear dys/utopia, and The Witcher/Skyrimhave the magical fantasy. The Mafia series works because it has a focused central story that fires straight as an arrow carving out its niche in the market.
And that niche made me adore Mafia III. Add in a cracking sense of time and history, as well as vivid locations and brutal, satisfying combat sections, Mafia III is a gem in my game library.
When players of the future will look back on games that could be part of the ludo-canon there will be a whole host of different styles and genres, from indie games to AAA releases.
Some games, such as Grand Theft Auto III, won’t be the best in their series, but will indicate the start of something bigger. Some, like Bioshock, show a more thoughtful, provocative, and literate attempt at the art form. And some, like Minecraft, are, well…revolutionary.
The list will go on and on as more games and platforms are released, but today I want to focus on one game. This game, much like GTAIII before it, was the start of not just a best-selling franchise, but managed to blend genres, brought a completely revolutionary idea of multiplayer to our screens, and kick-started a whole slew of imitators. Today, I’ll be talking about Assassin’s Creed, all the way back from 2007.
At the time of writing the series has been going for eleven years with nine games so far. Its most recent release, Origins, came out in late 2017, ten years after the first game. So, with over a decade of gaming to look back over let’s dive in.
This isn’t going to be a simple re-review of the game, but more a sort of breakdown and rethinking of the game. Enjoy!
Nothing is True, Everything is Permitted – A Look Back at Assassin’s Creed (2007)
Origins (no, not that Origins)
At the tale end of 2003, Ubisoft Montreal had just released Prince Of Persia: The Sands Of Time. Sands Of Time was the reboot of the series and would go on to spawn two sequels, Warrior Within in 2004, and Two Thrones in 2005. It was from this creative team that Assassin’s Creed would be born.
In a surprisingly detailed feature in Edge Magazine(Note: This is a second-hand account of the work, as all links to the original revert back to GamesRadar’s homepage), Creative Director Patrice Désilets talked about how the idea grew from the PoP series, where the player would be an assassin bodyguard protecting the child version of the Prince. Long after the game was released, this test footage of the game was leaked. (Source: Felipe Orion).
You can see the building blocks of the series; the crowd mechanics, the ominous white hoods, and hidden blades. There is a lot of stuff in that trailer that would take several games to be brought back into the series, with the main ones being co-op and bows and arrows being used.
You can easily see how PoP was the precursor. The free-running mechanics are obviously the key influence, but in a much larger way. The fun of a PoP game, even the more open ended-style like the 2008 reboot, the free running is in more of a linear sequence. The game world is an assault course; you see the path and you have to hit the buttons at the correct time to move through the land. It’s not experimental or improvisational; the path forward is set. Assassin’s Creed is more open with a world full of opportunities and pathways. In the feature Désilets remarks the freerunning was meant to be similar to the use of vehicles in GTA, “The pleasure of driving a car in Liberty City should be the same as a main character in Assassin’s Creed.” (para. 19).
The Arabian aesthetic would be another key factor. While PoP would feature expansive areas, the game is limited mostly to palaces and corridors to feature the prince’s wall-hopping acrobatics. Assassin’s Creed builds on that by opening up the world, not just into outdoor areas, but three different cities and a huge countryside to explore.
So with the building blocks of the game set let’s look into how Assassin’s Creed actually works.
“The World is a Stage” – The City and Lands of Assassin’s Creed
Assassin’s Creed is set in the Holy Land and the bulk of gameplay is divided between three cities in the region; Damascus, Jerusalem, and Acre. Despite all being in relative proximity to each other they all have different design and artwork.
Damascus is bright and tan, with minarets and spires stretching high into the sky. Jerusalem is has muted shades of brown, with mosques sitting beside churches and synagogues. And Acre, well, Acre is a warzone; cold, dark, and grey, with most houses reduced to smouldering ash and rubble.
This slideshow requires JavaScript.
The three cities are distinct and each tell a different facet of the Crusades. For example, the Teutonic Crusaders were the invaders of Acre, so while they want to be seen as the saviours of the city’s Christian inhabitants, the scars of war show them to also be invaders and destroyers. The cities are split between three districts; poor, middle and rich. While this helps design variety, it’s also meant to be a visual signifier for player interaction and gameplay (which we will talk about later in this retrospective).
The only part of the world that seems a bit pointless is the Kingdom. It boils down to a really big set of crossroads with a single path leading to each city and to the Assassin’s mountain top castle, Masyaf. There is nothing to do here, apart from collect flags (for no benefit besides 100% completion) and annoy roaming Saracens and Templars (although according to Désilets, this was an effort for an “improv” sense of gameplay, where each player’s story is different (para. 24-26)).
Masyaf is, again, different to any of the other cities. Having the game unceremoniously start there in a weird dream sequence and also end there with the fight against the shape-shifting Al Mualim has a nice cyclical nature to it. Again, like the Kingdom, there isn’t really a need to explore aside from flag collecting, so they majority of the gameplay will be spent in the targets hometowns.
I mentioned that visual significance of the districts allowing for greater player clarity in traversing the city, so let’s explore that idea. The problem of the city comes down to the inclusion of the mini map.
“In the Kingdom of the Blind, The Man with Eagle Vision is King” – Visual Signifiers and the Mini Map (and also the side missions)
One of the biggest faults many people find with Assassin’s Creed is its repetitive nature. Receive a target, go to the city, talk to the Assassin Bureau, do three tasks such as eavesdrop, pickpocket, or beat up a public speaker, return to the Bureau and then assassinate your target. Rinse and repeat nine times, game over. But that is a shallow experience of the game, and I would expect 98% of that comes from the mini-map.
Back in May 2017 on Twitter I got into a conversation with Stanislav Costiuc, a developer at Ubisoft, who wrote a fantastic essay on how Assassin’s Creed was designed for HUD-less gameplay and no mini-map. Costiuc explains that the levels and districts were designed in such a way to aid player exploration but also player interaction with the world.
Going back and playing Assassin’s Creed without the HUD makes playing the game a much different experience. You have to be in tune with your surroundings and recognise patterns. Costiuc shows this with a running commentary of how he played through one of the assassinations without the HUD.
Without the map telling him where to go, Costiuc had to find markers in the world that would help him find the Bureau and his targets. Each Bureau leader tells the player where to start their investigations; the north markets, the west gardens, the south gates, each one filling in the world. All these dialogues are meant to help the player rather than just fill for time. That’s why the different sections of the maps and specific locations are needed in AC1 because they were originally used for player education, without the mini-map as a crutch.
This is one thing I wish had been carried over to the rest of the games. With the more detailed world and the inclusion of a database helping identify actual buildings, this type of landmark guidance would have worked wonders. For example, after getting back one holiday from Florence I booted up AC2 and was able to find my hotel just by going to the buildings I recognised.
This makes me think the original game was meant to be much slower paced, almost similar to IO-Interactive’s Hitman, with the player finding pieces of information that could help or hinder them with their assassination attempt.
For those assassination attempts the player needs to get close to the target and then attack them with a weapon. So, let’s talk about traversal and combat.
“He’s Going to Hurt Himself” – Freerunning, Movement, and Killing Targets
I previously talked about the freerunning aspect in comparison with Prince Of Persia, but Assassin’s Creed has a more dynamic movement system than its ancestor. Each of the face buttons is a part of the body; A/X is legs, B/Circle is empty hand, X/Square is weapon hand, and Y/Triangle is for the head. All of these are then modified with the use of RT/R2 into high-profile moves. In the Edge feature Désilets mentioned how it was based on puppets (para. 21), and the system is simple enough that you don’t have to spend several hours getting to grips with the control layout.
Again, AC1 is slower than its sequels; there is no jump climb ability and you can’t sprint across beams, but the central mechanics are solid. Swimming is also absent (there is a debate over whether it’s historical accuracy since we are covered in armour, or a technical feat since swimming mechanics were still in their infancy, only appearing a few years prior in Rockstar’s GTA: San Andreas), but this is offset by only having a few water sections in the game. This does come to the fore during the assassination of Sibrand in Acre, where the stealthiest way to his ship is via jumping precariously around the harbour.
Still from Jerusalem of Altair in “flight”. Source: AC Wikia
Freerunning is especially well defined for such an early game. Apart from PoP I can’t think of many games before the first Assassin’s Creed that had a smooth freerunning mechanic. It also feels like there is small amount of auto-guiding in terms of chasing targets. Many times in AC sequels I would find myself chasing a target and instead of following them through an archway, Ezio or Connor would instead get stuck to the doorframe or run up a wall. I’ve never had that problem during my playthroughs with Altair.
The combat of AC1 is my favourite of the entire series. I’ve written previously about the feeling of the combat, how the sword has weight behind it, but there is so much more than that. It feels like a multi-tiered system with different moves for skill levels and play-styles. For those just wanting to kill enemies with brute strength there is the charge up sword. For those with patience there is the counter mechanic. And for those with good timing there is the combo kill and the break defence, which are rewarding for being the quickest kills.
None of the skill-based attacks have the same depth as in later games and merely reduced to a single button presses (AC2 was concered more on movement, but because the Hidden Blades were perfect counters and the sword/short blade took two or three counters and are slower in general, there is no reason to use them).
The revamped combat in the sequels was due to the supposed stalling enemies, crowding around you and staring you down for several seconds before attacking. But that is simply not true in AC1. Sure, if all you are using are counters then yes there is a lot of dead air when it comes to battles. But using the break defence and combo kills, or the Short Blade and Throwing Knives, and again, recognising the visual signifiers of scared/taunting soldiers (which leaves them open to a quick hidden blade or throwing knife kill) the combat is far from static.
You get these moves through the game so you are meant to up your strategy. The problem is that the counter is way too powerful leading to players defaulting to that, making the battles seems stilted. These was “rectified” in later games by having enemies that could stop counters (here is a video by Extra Credits talking about this problem, calling them FOO strategies), but made combat even more stilted by having to perform these actions several times to defeat one enemy.
The weapons feed into the aspect of upping strategy alongside the moveset. The sword is good for defence and strong attacks but is slow. The short blade/knives are faster, and the hidden blade (which we will get onto next) is a one-hit kill. They allow for a sense of personalisation when it comes to combat.
The Hidden Blade is the best weapon in the game. The blade only kills in low profile situations (or as a counter), otherwise the target can block your attack and force you into open combat. Knowing this feeds back into the world and those visual signifiers, trying to find a way to get close to your target without raising the alarm.
For example, the assassination of Majd Addin in Jerusalem has the target on a platform surrounded by guards. There is no way to break through the guards and get a clean kill with the hidden blade. You have to look at your surroundings; should you take the ladder to the side of you to climb up and around to the platform, or should you hide among the scholars to try and pass through the crowds? The limits of the blade make you work for the best kills, but then the sequels turned them into insta-kill spree-delivering devices.
The only problems with combat in Assassin’s Creed are in hindsight of the sequels. Things like Air Assassinations and Haystack Drags that debuted in AC2 are sorely missing. And while the throwing knives are a good ranged weapon, certain guards seem invincible to them which breaks immersion. AC1 also has the odd habit of making you a wanted man just for locking onto a guard.
Now that I’ve talked about most of the design and gameplay aspects that I wanted to mention, let’s move onto the story and narrative.
“Sit Down and I Will Tell you a Tale Like None You Have Ever Heard!” – The Dual Narrative
I remember when I first played Assassin’s Creed I thought, “This is so cool, I get to run around fighting medieval knights, run across rooftops like a high-wire trapeze artist, and there is even some conspiracies and intrigue. I love this!” Then the game would wrench me out the experience, taking me away from the badass Altair and replacing him with bland bartender Desmond Miles.
The “very special boy” Desmond Miles, who seems to be a descendant of EVERY single Assassin ever. Source: giantbomb.com.
I think the overarching, modern day narrative was the part that lost a lot of players. Because we don’t spend enough time with dear old Desmond we have no reason to care about him or his trials. Even when the games tried to jazz up his role such as learning the skills of the Assassin’s in Brotherhood, learning about his past in Revelations, or making him the most super special person in the world in III, Desmond still felt like an afterthought. Even next to Connor “What-Would-You-Have-Me-Do” Kenway (honestly the worst protagonist I’ve ever played as), Desmond was a poorly defined character. Another problem with the wider narrative is that it never got a satisfying ending. Every game would end with Desmond and his posse running from the Templars to another safe haven, meaning we would have to buy the next instalment to get a follow up.
I’m not sure how I feel about Desmond’s departure after III and Abstergo basically turning into Ubisoft and selling genetic memories as games, but it seems a rather silly hold over. The modern aspect is only in there for the game to have overt gamey-aspects not break narrative cohesion by saying “we’re in the Animus”. It should just be ditched; I think gamers would understand that their game has to have some anachronisms. The fact that both Subject 16 and Desmond both started hallucinating outside of Animus shows that humans can experience genetic memories without a wacky machine. Why not focus on that; a character that has learnt to go into a zen-like trance to relive their memories?
The reveals of the wider story, especially the surprise ending where the Apple Of Eden presents us with several Precursor Temple sites, would have worked a lot better without the pre-knowledge of technology and conspiracy. That reveal of a story much wider than the one being presented to you would have been a gut-punch of a reveal, possibly similar to the world of Columbia and “swimming in different oceans but landing on the same shores”. It still sets up the possibility of other Assassins around the globe and without Desmond’s genes limiting the range of Assassins for sequels to mostly European white guys.
One thing I do like about the Holy Land story of Assassin’s Creed is that it takes some risks. It brings ideas about religion, secularism, hypocrisy, and violence to the table, and explores them with each target during the confessions sequences. It’s interesting and I can’t think of another game bar the AC sequels that tries to shine a torch on some of the not-too-pleasant aspects of mankind. While the splash screen at the front of the game, with the now infamous “various different religions and cultures” was meant to be a failsafe against typecasting most of the Arab characters as cutthroat murderers, I think the Templars are portrayed much worse. They are already the invaders, destroying Acre pre-game, and just from my own play sessions, they are always seem more aggressive.
Legacy (no, not that Legacy)
The first Assassin’s Creed is seen as an important stepping-stone in the way open-world games are developed nowadays. While more people find AC2 to be the high point of the series (including me until this final play session, where I think AC1 just pips it), AC1 is remarkable in how if you updated the graphics it could still stand somewhat with its contemporaries.
Let’s count them off;
Open world, check.
Collectables that are pretty meaningless, check.
Map that opens up when you scale towers, even Ubisoft made a joke about how much of a trope it had become in their games.
This idea of AC1 as being more of a proof-of-concept is so ingrained that it has become shorthand for other similarly repetitive games. Mafia 3 was unfavourably compared to AC1 by it being a mostly empty map with the same few side missions.
Looking at Assassin’s Creed nowadays, you can see how it influenced the later games. Characters like Ezio, Edward, and the Frye twins were obviously created in response to Altair and his other sour brothers, Connor and Arno. The setting influenced later games locations, with Revelations obviously taking inspiration from AC1 with its Eastern location and design after having two games of classical European architecture in the form of AC2 and Brotherhood.
In my experience though I feel the later games fall prey to trying to compensate for the somewhat spartan presentation of AC1. This came to the forefront when I recently played AC: Unity. When I first brought the map up I said to myself, “What is this?!” The map was full of stuff, juststuff, that had very little bearing on the main narrative; chests, cockades, underground systems, side quests, murder mysteries, cryptic puzzles, hours upon hours of nebulous content. For the longest time I didn’t synchronise viewpoints and turned all the collectables off, because I knew the game was screwing with my completionist tendencies.
This is a picture from a forum post called “Is Assassin’s Creed Unity Just A Bit Too Much?” Seems that a lot of people have been thinking the same idea. Source: gamespot.com
Altair is also a major factor in AC2. Thinking back to 2009 before we knew that he would come back in Revelations, Altair does share brief moments with us again. First and most notably, Altair returns in the Codex pages. As we read his notes we see an older and more cynical Altair, testing out the Apple of Eden, creating new mechanics for the Assassins such as the Poison Blade, and writing about the upcoming Mongol threat. Then we see him in a flashback getting busy with Maria Thorpe, with the player staying with Maria and entering her womb once Altair has deposited his seed. While the descendant aspect of the series had been explained at this point in the series this was the first time it was “shown” to an extent.
And just talking numbers, Assassin’s Creed was a hit. In Ubisoft’s own words it, “greatly outstripped” their expectations. It became the fastest-selling new IP at the time, projected to sell five million copies for 2007-2008. This was enough to send what was originally a spinoff of Ubisoft’s popular wall-crawler into a multi-million dollar franchising spanning books, comics, and even films.
Conclusion
After going back to the first Assassin’s Creed my views on it have changed quite a bit. I played AC1 and AC2 back-to-back, with only a few hours between finishing AC1 and starting AC2. And now having played all the way up until AC: Unity, what I used to see as a nice blueprint feels much more like a refined experience.
The brilliant open-ended assassinations are obviously a high point especially as soon as AC2, the assassinations were distilled and streamlined (mainly for narrative sense). For reference even now in Unity I play the “levantine” approach to combat; sneak until within a few metres, high-profile assassination, then flee into the crowds. It’s a classic set of moves that AC1 instilled into me, highlighted with its “Chase Cam”.
The repetitive grinding of missions is the takeaway most people get from the gameplay with the assassinations only being a sliver of the content on offer. That obviously wasn’t the intention, with the side quests meaning to be information on how to approach your target, but the mini-map turns them into chores.
The combat suffers from the same aspect of having good intentions, but it not being found when first playing. The combat arena where you learn new moves doesn’t do a great job at telling you how to fight and so we revert to what we know; hold RT/R2, pressing X/Square when hit.
The open world, especially the Kingdom, feels like needless padding and is only really there for the first feeling of odyssey-like wonder at riding off into unknown lands. The cities though are a fantastic if not realistic portrayal, having rooftops close enough that endless running is a delight. This is where the freerunning in III didn’t work, with cities that might be historically accurate but aren’t fun to parkour around due to the wide gaps between buildings.
Looking at it eleven years later, it’s obvious that Assassin’s Creed grabbed people because it was fresh and exciting. We had seen open-worlds before and we had seen historical action combat before. But together they were a match made in heaven, a license to go to whatever historical setting Ubisoft wanted and print money to set up new IPs with.
That same sense of freshness is why I think we all got on board for the modern day aspect. While Desmond’s story did get little payoff in the grand scheme of things, that new blend for gaming was novel. While we had seen the same beats in media such as The Matrix or Ghost In The Shell, in gaming it hadn’t really been explored before apart from maybe David Cage’s debut, Omnikron: The Nomad Soul.
With the new game AC: Origins, the series seemed to be travelling back to its roots. With a revamped modern day aspect that is moving away from the memories-as-games plot thread as well as bringing back a more branching style to combat, Origins was seen as a return to form to what many thought to be a dying and withered franchise.
Many have been quick to dismiss the new Assassin’s Creeds as not true AC experiences. I understand their criticisms, but don’t necessarily agree with them. Assassin’s Creed 1 shows us that you can pretty much take a whole new spin on a well known trope and make it its own thing, and that’s pretty much the defining theme of the series;