Medal of Honor: 15 Years Later

As someone who played games in the late 2000s and early 2010s, I have played Call of Duty.

Much has been written about the revolution Call of Duty 4: Modern Warfare was to the gaming landscape, catapulting creators Infinity Ward and publisher Activision to great heights, but also changing the way games are made and played even to this day.

For a few years it was the gaming king. There were a other major hits around the same time, with Halo 3 for the Xbox 360 selling over 14 million copies in 2007 and Battlefield: Bad Company releasing one year later.

Battlefield and Halo are big series in their own right, but Activision and the teams of Infinity Ward and Treyarch started a tag-team trend of releasing a bestseller game every year.

Two years after CoD4 and the monster smash-hit release of Modern Warfare 2, other developers took the sign that the modern military shooter boom was here to stay and so planned their own “Call of Duty Killer” games.

Electronic Arts, once the leader of the military first person shooter market with Medal of Honor, had been seeing moderate review scores and sales, but nothing compared to CoD. There most recent title at the time, Medal of Honor: Airborne, released a few months before CoD4.

But when ‘modern warfare’ became the genre du jour, EA looked like they were literally stuck in the past, only releasing games set in World War II. So after a three year hiatus they decided to bring Medal of Honor out of the past and challenge Call of Duty in a modern war.

And now over fifteen years later I want to look at this game, what succeeded, what failed, and what it tried to do.

Heroes Aboard: A Look Back at Medal of Honor (2010)

While Call of Duty wasn’t the first game set in the modern day, it was the first to make a big impression and be accessible to a wide range of gamers.

Part of CoD4’s cultural mass adoption is both its time and place. Releasing in 2007, making a note on two recent hazy military conflicts that had seemingly outlived their welcome, it took the imagery of modern warfare yet left the political wrangling to the side.

It’s clear even when looking at the shift from the first Modern Warfare to Modern Warfare 2. MW2’s first mission, “S.S.D.D.”, lists the location as Afghanistan. In Modern Warfare, despite other locations such as the Bering Strait and Western Russia being listed in their opening cards, the ‘Middle Eastern’ locations are never named.

It’s a small distinction, but a notable one; CoD did not want to tangle with ongoing conflicts.

For the majority of World War II games, a lot of the gameplay was inspired by real life locations and events. So when CoD decided for Modern Warfare it would stay quiet on the current wars, Medal of Honor played an interesting card and set their game during the invasion of Afghanistan.

The story would be based around “Operation Anaconda” in March 2002, the second largest operation to that point in the War in Afghanistan. The game retold the events surrounding a two-day operation, playing off multiple angles and operators.

While names had to be changed and events streamlined, the plot sticks close enough that anyone reading the documentation of the operation can match the real operators to the characters.

It’s an interesting hook, an eye-catching and novel move, yet many believed it was disrespectful to play a depiction of an ongoing conflict.

Controversy was further highlighted when Amanda Taggart, senior PR manager for EA commented, “Most of us having been doing this since we were 7 – if someone’s the cop, someone’s gotta be the robber, someone’s gotta be the pirate and someone’s gotta be the alien…In Medal of Honor multiplayer, someone’s gotta be the Taliban.”

Immediately bans were called for across the world and eventually the Taliban were renamed to Opposing Force in-game, but the vibe had been set, MoH was going to stay in the real world. There hadn’t been many like it before, the only high-profile game that tackled a similar aspect was Six Days in Fallujah set in the Iraq War, which was ultimately cancelled in 2009.

So with the context set up, let’s have a look at the gameplay and plot.

Medal of Honor was influential in the WW2 shooter space, but by the 2000s the setting was stale. (Source: YouTube, ViruZ A.G.)

To discuss how Medal of Honor plays and presents its story we must continue to talk about Call of Duty 4: Modern Warfare.

But why am I still comparing MoH to CoD4? MW2 had come out the year before MoH. Even comparing it to Black Ops would be a more balanced argument, as both came out the same year and faced a similar uphill battle as the “new” face of the franchise.

It’s because for all intents and purposes, Medal of Honor’s reference is Call of Duty 4. The grounded setting (with a dash of real-world politics) and a mixture of both regular infantry and special forces; that combination catapulted CoD into the mainstream.

MW2 and Black Ops moved the series into a larger-than-life action movie; thrilling for sure, but for those looking for a more realistic depiction of war, CoD was slowly slipping away. So there was a prime spot of gaming real estate for Medal of Honor to quickly step into by catering directly to CoD4 fans.

CoD4 has a total of twenty levels, including both non-combat missions (“The Coup” and “Aftermath”) and discounting “Mile High Club” (as it is not connected with the story).

Medal of Honor has only ten levels, yet they are significantly longer and both games take around the same time to beat (around 5-6 hour mark).

I’ve written previously about CoD4’s excellent pacing, placing the player first in the boots of a Special Forces team member and executing stealthy and surgical engagements before ratcheting up the ante for regular infantry roles. It is the perfect balance of the scalpel and the sledgehammer.

Medal of Honor for the first time in its history was going to have several playable characters. Previous games had been focussed on a single character. The multiple characters approach feels like a direct response to Call of Duty, which had been doing character swaps since their first game.

Those character swaps allow for the excellent pace development and so just like CoD4, MoH starts with a surgical strike by a team of special forces before moving to Big Military engagements.

After an ominous opening where we listen to newscasters and street-level civilians reacting to the 9/11 attack on the World Trade Center we flash-forward to an airborne insertion that goes horribly wrong (copying Black Hawk Down) to then a night-time silent rendezvous in Afghanistan two days prior.

It’s a little jarring, but a standard enough opening and echoes CoD4’s first mission, “Crew Expendable”, where a top special forces team readies for an infiltration.

The mission opening also gives us the first bit of chemistry between our Navy SEAL (Neptune) teammates; Mother, Voodoo, Preacher, and player character Rabbit. The codenames are cute and obviously inspired by Soap, Gaz, Roach, and Ghost from the Modern Warfare trilogy.

As Neptune drive into the town in separate vehicles, Voodoo turns off Rabbit’s music on the stereo and makes some jokes with Mother over the radio. The nighttime drive becomes intense as they weave slowly through tight-knit streets and are momentarily stopped by a shepherd and his flock (who Voodoo berates in about three different languages).

But suddenly, bang, whizz, flash, gunfire and explosions come from all angles as Neptune gets split up and Voodoo rams his car through a couple of roadblocks until he and Rabbit can get out safely.

While the mission starts okay with the nighttime drive it quickly loses any tension or build up just by how LONG it is. The mission, titled “First In” from start to full control to the player is OVER SIX MINUTES. It is painful to sit through.

“Crew Expendable” from CoD4 goes from setup cutscene to weapons free in just over a minute.

CoD4 cooly and confidently brought modern warfare to the FPS market. (Source: nerdreactor.com)

It’s also not the best start to the game. It’s a lot of explosions, gunfire, dark pathways and corners. Even with cool night-vision goggles the level seems so devoid of fun; the most generic corridors and streets with the most stereotypical of enemies. It reminded me more of the first mission of Black Ops that released the same year; gunshots, grenades, hysterical shouting, screeching cars, but nothing that would tie it all together. In the end it becomes exhausting.

So the player goes through the standard FPS starter lines; point-click shooting, waiting for friendlies to open doors, primary, secondary, melee, all that good stuff. Players can kick in doors, which is a new feature, but is nothing more than an extra animation.

The truly new feature that Medal of Honor brings to the 2010-FPS landscape is movement. If players sprint they can slide when holding the crouch button ostensibly to get into cover. While in cover (or general gameplay) players can use the lean button to peek out and shoot in any direction they want.

These are two great mechanics, perfectly complementing each other and changing the way I would play the game. All FPS players are used to waiting behind cover before either playing a game of whack-a-mole or having the sacrifice their health in an effort to push forward.

With Medal of Honor the slide encourages pushing forward as well as evasive manoeuvres. Sliding between degradable cover from oncoming fire or out of the splash range of a grenade feels great, evoking third-person-shooters in their style but maintaining the traditional FPS. The slide also drops players into a crouch or prone, ensuring player health instead of getting shot while finding cover.

If the slide is for aggression, the lean is for defence. While at first you will use it to quickly snap over or around cover, its true usage comes when taking enemy fire. While using the lean button the movement stick becomes your axis, keeping you still but allowing you lean in every direction.

This can be exploited to great effect; say your degradable cover is chipped away until you are visible if you are crouching. But if you use the lean button and lean “downwards” the player can effectively still use the remaining cover. When a player realises this it then compounds the slide as you start to see new possible cover places that can be used with the lean.

It’s a great tool for enemy placement as well. You can quickly lean out of cover and see where the enemy are and get ready to counter instead of having to continually stand and crouch like other FPSes. Lean and aim are bound to different keys allowing for quick battlefield surveillance and response with a snap of the fingers. It’s also nice that that you hold the lean button rather than tap it to engage and release. It feels much more responsive and allows for fast-paced fighting.

The SEALs wear traditional Afghan attire to blend in with their surroundings. (Source: store.steampowered)

Back to the first mission. Gameplay livens up a little bit once the four members of your squad rally together and head onto the rooftops of a little fort, eventually doing battle across a town square and playground. It’s an interesting location; a nice solid arena for gameplay while giving a hint of life before the war and also highlights the great landscape of Afghanistan in the background.

If you ask people what is the landscape of Afghanistan most people would probably say deserts and sand-blasted cities. While we do get to trek through some wadis and battle in ancient desert forts, the game does a tremendous job of showcasing the wide-ranging beauty of the “Graveyard of Empires”.

Snow-capped mountains, wide gorges, dense forests, it’s stuff that isn’t immediately associated with Afghanistan, but is 100% true to the location. The little things in said landscape too; goat trails, pilgrimage posts, Soviet wreckages, concealed nests and doors, they give the space a sense of real life, of centuries of warfare and people learning to exist in the harshest of landscapes.

After surviving a booby-trapped explosive corpse the team find their contact Tariq and begin debriefing him. During the debrief we also get a slight injection of politics into the story. When Voodoo starts to interrogate Tariq about the ambush and whether Tariq is on the side of the Taliban or not, Tariq responds;

“Please. I have a daughter. I want her to go to school. I want her to be a person, to have a life. Do you not understand?”

It’s a far cry from Call of Duty and Battlefield whose reasoning for going to war is not even some vague notion of “freedom” or “security”, just head to a vaguely Middle Eastern/Eastern Europe looking area and shoot everyone that you see.

It’s a small moment, not even 10 seconds long, yet it makes a case for why we are here and what is sacrificed if the US leaves. Then BANG, straight into the second mission, “Breaking Bagram”, a more high-intensity mission about retaking a Taliban-held airfield that will be the main base for the invading force.

I wanted to also take a moment here to mention the tags at the beginning of each level. Obviously plucked from CoD, each levels starts with the “name” of the character, their team, the local time and the location. However they are so bland, simple white text on top of the screen that they almost feels like placeholders.

They are in the same position on-screen as the CoD text, but they don’t have any animation, no cool SFX or visual design, they just appear and then get immediately lost among the visuals when the gameplay picks up.

The mission details could have been a place to add some character to the game. (Source: riotpixels.com)

The second mission starts explosively with a daybreak siege on the airport with Rabbit riding shotgun in a pickup truck and spraying at enemies with a huge light machine gun. Arriving at the gate of the airport the calvary splits up. While the Western-backed Afghan National Army storm the front gate the Neptune boys circle around and work through the mortar fields and sniper nests.

The opening is fun and gets the blood pumping, but after getting out of the truck and heading out on foot the level falls back into that generic hallways and spaces like the first mission.

Even something like a missile strike; where MW2 would have you rain down Predator missiles yourself here in Medal of Honor you just point a laser pointer at a single building and then an explosion happens. It feels so anticlimactic.

But after sliding and shooting we finally get to a nice open arena style again, with the radio tower as our goal. Sniper and rockets keep raining down if you stay still for too long or out in the open so it encourages pushes and slides so that you can reach the tower. It’s a cool set-piece and again a great ending to a somewhat drab mission.

The next cutscene shows the Big Military landing and setting up in the airfield and becoming the Command Center for AFO Neptune. We get some back and forth between the young colonel in the base and an older general safe in his office in the USA. I don’t know if these are based on real people, but it’s the most Hollywood-cliche “young buck/old-hand” story and a serious weak point in the narrative.

Onto the third mission, “Running With Wolves…”, and our first character swap, stepping into the boots of Delta operative “Deuce” and the team AFO Wolfpack.

I did research for this piece to see the difference between Delta and SEALs; they are both top military teams, SEALs seem sledgehammer-style and Delta are more scalpel. While it’s interesting to see so many different facets of the giant machine that is the US Military there really isn’t much of a big distinction at this moment of the different tasks the teams will be performing.

We first meet Delta during Tariq’s debrief at the end of the first mission. It’s cool to see these top teams working together on a bigger goal even if it just via radio commlink.

The Delta boys are actually the poster boys for the reboot game. Deuce’s team mate, Dusty, is the guy on the cover of the box, he got all the marketing, he’s the only character in the game that actually has a distinct character all from that glorious beard (an alumi of the Captain Price School for Military Facial Hair I see). He’s obviously modelled of the real-life Delta operatives that were photographed during the battle of Tora Bora, the two-day event that the story is retelling.

A real-life Delta operative training recruits. (Source: reddit.com)

Deuce along with team members Dusty, Panther, and Vegas are outfitted with stealth ATVs and are tasked with monitoring Taliban shipments. The ATVs is our first real new mechanic, driving across the rocky terrain at night…and yet it’s not fun.

Even when having to stop and douse the headlamps so a patrolling group don’t see you, it never feels tense enough. I would say that stealth missions work best as a solo operative and not being hampered by other soldiers.

But CoD4 and MW2 had great stealth missions with a similar objectives, “Cliffhanger”, and “All Ghillied Up”, often highlighted as two of the best levels in the entire series. “Running With Wolves…” should feel the same; sneaking through the dead of night with hundreds of fighters in the surrounding area and having to use speed and silenced weapons to keep ahead and undetected.

Well, we drive around, shoot up some towns here, snipe a couple far-away enemies there and plant trackers on a few trucks. It was here where I was starting to think this is a boring game. CoD is often lambasted for its railroading approach to its campaign, but at least every stop is a fun little excursion. This just felt bland.

Onto the next mission though and back to the Navy SEALs as they begin to push into the mountains. The opening is cool, sneaking through the tall grass near a goat herder, who Voodoo quietly puts to sleep and revealing he has a radio to inform the Taliban of approaching US forces.

It’s in this mission where the real and overwhelming size of the Taliban fighting force facing the US is revealed. Neptune encounter scouts (using fires and smoke plumes to communicate) before finding AAA guns that intelligence missed. This missions is quite fun; moving from small sharp encounters to then longer more protracted battles, having to use cunning and stealth to thin out forces before charging headlong into battle. It mixes up the style of gameplay, which is refreshing.

The scenery is also stunning, looking over the mountain ranges and wide valleys, snow and pine trees litter the landscape, entering small caves and nooks that have the previously mentioned fire stoves, starting the mission in the dead of night and seeing the day break as you reach the final battles, it is something rather special.

The heat vision in Delta missions is very reminiscent of footage later shown on television news screens (Source: gamestar.de)

It also features a nice little connection to the previous Delta mission. Deuce and Dusty put trackers on vehicles in that mission and Neptune are able to call in airstrikes on those said vehicles during their battle. It’s small and we don’t get to shoot the missile, but it’s something.

Back at the airbase, communication errors lead to the US firing on friendly Afghan troops and opening a hole for the Taliban and Al Qaeda to exploit. Again, it’s highly-stylised, probably fictionalised and is the worst part about the game. To plug the gap in their forces the US deploys the Rangers, the closest thing to regular boots-on-the-ground soldiers in the story in their first level “Belly of the Beast”.

This is the best mission of the game, hands down. I felt this way when I first played the game, when I replayed it for this retrospective, and it seems to be the general consensus of the YouTube review crowd too.

The mission starts with a fleet of Chinook helicopters flying into the zone and the crass captain making clichéd remarks like he is an air stewardess and calling the men in his platoon “ladies”. The music ramps up as the helicopter lands and the troops rush out into defensive positions.

The privates rattle off calls of “clear” and the whole thing looks like a damp squib. As the soldiers resign themselves to the long walk to the OP, a rocket streaks across the sky and hits one of the departing Chinooks, sending the bird tumbling down right on top of the recently departed soldiers.

Gunfire erupts and mortar shells start flying as the troops realise they have already been marked in a kill zone and so run for cover to the walls of a nearby wadi. For the first time it feels like you’re on the back foot, having to shift cover to cover and take shots when you can.

The troops start making their way into the wadi to reach the OP, where the game blossoms into one of the most intense gun battles I’ve ever played through. The US are heavily outmanned and outmanoeuvred with enemies streaming down the mountains into the wadi, just visible by their silhouette through the midday sun haze.

The Rangers enter the story and show a different facet of the war. (Source: neoseeker.com)

The only trump card the US have is the bigger weaponry. The player character is the light machine gunner of the squad, carrying a scoped machine gun with 200 rounds ready to fire. While it can pick off headshots of far away enemies its main purpose is suppressive fire, halting the enemy from gaining ground and allowing your own squad to push forward.

Talking of that machine gun, Medal of Honor has some of the most powerful sounding guns I’ve heard in an FPS. Every gun from the silenced pistols to the snipers, shotguns, and rifles, nearly every gun has an excellent “pew” to it. The machine gun is no different with a nice hefty bass giving the the constant ratta-tat-tat a visceral quality. Compared to the Call of Duty of the same time, Black Ops, in which every gun sounded like a toy pop-gun, Medal of Honor really has quality sound effects.

So the troops starting making their way to the OP clearing small villages of fighters and finding old relics of the Soviet invasion. It’s a nice nod to the real historical and political aspects of the location and possibly a history that players may not have known about.

I didn’t know much about the Soviet invasion into Afghanistan, but this throwaway line made me interested in learning more. Anyone interested should read Boys in Zinc by Svetlana Alexeivich as a great non-fiction work focussing on the soldiers and their families.

Door breaching was a new mechanic, developed further in the sequel.(Source: neoseeker.com)

The level peaks in two locations; first is a mounted heavy gun encampment that is keeping other US troops from securing their objective. The squad is tasked with storming the placement, but the player is told to hang back. Being the light machine gunner we must lay down suppressive fire so the other teammates can get close and mark it for an airstrike.

It’s a unique premise after the years and years of both Call of Duty and Medal of Honor making the player character be the sole warrior to defeat the enemy. Now you’re just working as a cog in a machine and is refreshing to see these different facets be included in the game.

Not to mention the gun placement sometimes turns on the player and can quickly degrade the cover you’re hiding behind meaning we have to continually move while trying to deliver suppressive fire.

When the gun placement is finally marked and the rockets rain down, earth is kicked up and the entire screen goes dark for a few seconds before the sun breaks through and all that is left is the haze of debris and dirt. It’s a fantastic close-range look at the destructive capabilities of modern artillery, but while the squad members marvel at the explosion they don’t cheer or whoop like frat boys seen in the previous year’s Modern Warfare 2.

The second peak is the end of the mission. While securing a landing spot for medical transport, the squad are rocked by an IED, an improvised explosive device. Surprisingly the entire squad survives, but the explosion draws the Taliban’s attention and quickly the four-man squad are facing overwhelming odds.

The squad taking refuge in the only cover at the location, a mud hut that slowly deteriorates with each bullet. The player is tasked with aiming just at the enemies with rockets, but soon Taliban fighters try to enter the hut and so the player has to switch between long range precision shots and short range reactive bursts.

The haze kicked up from the air support. MoH does a great job at creating atmosphere (Source: riotpixels.com)

Over time your ammo stocks start to dwindle yet the onslaught never stops. You switch to your pistol and pick up random AKs from fighters that got too close and keep the wave back as long as you can. Your radio man is trying in vain to call for assistance, but eventually your squad leader tells him to stop. There is no way that help will get there in time.

Player characters have died before with Modern Warfare 2 featuring three iconic death scenes in gaming. Yet all were in “cutscene” mode, no agency from the player. Halo: Reach, released in the same year as Medal of Honor also had the player facing overwhelming odds and finally succumbing to their wounds.

Another EA staple, Battlefield, would try something similar with its opening for Battlefield 1 (which I also wrote about).

The moment hangs there for a good few seconds, letting the player’s imagination fill in how the end will look like, how it will feel.

Then a rocket sails overhead and hits the oncoming Taliban fighters. More rockets fire off followed by heavy machine gun fire. Two Apache helicopters come in at the last moment to save your life and forcing the Taliban fighters to retreat.

It’s a great moment, holding long enough to think that all is lost to then see the helicopters in gameplay come overhead and seeing the Taliban chased off. The squad are more than entitled to cheer and whoop at this moment as we shift into the next mission…and into the seat of one of the Apaches.

The Apache mission is a great break from the on-foot sections. We only control the weapons system for the helicopter, but that allows the computer to perform some beautiful low-flying sweeps inches from the canyon floors, or breaking over a peak into a stunning landscape. You can feel the crisp air and the direct sun heat beating down on Afghanistan and from the air the geography looks amazing.

The Apache mission is a fun and action-packed sprint between the FPS missions. (Source: neoseeker.com)

CoD: Black Ops also had a helicopter mission giving the player complete control. Having played both of them for this retrospective I actually have to give it to Medal of Honor. The Black Ops helicopter run while fun at the start devolves into a comical amount of destruction. Medal of Honor’s Apache run is fast and fluid, striking at a few targets then moving on. They know they are outnumbered so they move quickly and strike hard, which is what an on-rails shooting segment should be.

As the Apaches finish up their mission and cross back over a ridge they notice just too late that there is an anti-aircraft gun aiming at them. As they brace for impact a shot rings out across the valley hitting the anti-aircraft gunner in the head and disabling the system.

The Apaches say thanks to whoever it was as we switch back to the Delta boys of Dusty and Deuce, sniper rifle smoking from their shot. I really like these level transitions, they give this sense of a fighting force who each have unique skills and being able to click together on the battlefield. Nearly every mission until the end includes these transitions and they really add something to the narrative.

Back to Dusty and Deuce who are slowly and methodically taking out mortar encampments and foxholes. It’s alright, but there is not really any skill to it, no holding of the breath and only slight wind movement to factor in.

The mission does heighten up though when nearby claymores go off, indicating to Dusty and Deuce that enemies are closing in around them. Switching to your sub-machine gun, Dusty tells you to strike when the time is right. You choose when you starting firing, letting enemies get closer for easier shots or far away for better cover.

Dusty realises the forces are going in a different direction so Deuce pulls out the sniper again and sees Mother, Voodoo, Preacher, and Rabbit also being overrun by Taliban fighters. Deuce begins to pick off enemies and this time the sniping is relatively fun. It’s moving targets, covering our allies, it feels urgent and conveys it well.

Dusty and Deuce get ready to ambush patrolling enemies. (Source: neoseeker.com)

Another excellent transition into the next mission, where we travel across the canyon into the shoes of Rabbit as the rest of the team make their controlled retreat.

As there are only four member of the team, the squad has to “pepper-pot”; lay down suppressive fire and wait until their teammate is in a position to take over, then turn around and sprint down the mountain until they can take over again. It’s a great sequence, all player driven, either the enemy overwhelms you or the NPCs say you’re ready to move and I would be happy seeing it replicated in other games.

The team continue to retreat down the hill, while helicopters and bombing runs try to keep the Taliban at bay. Yet the Taliban have brought RPGs with them, so repeat runs are called off, leaving Neptune at their mercy.

Voodoo dislocates his shoulder in a fall so he and Rabbit swaps weapons, Rabbit taking the M60 machine gun. The new gun changes the rules of engagement; with the previous rifle it was tight shot placement, but the M60 allows for more liberal covering, similar to the Rangers a few missions ago.

A Chinook lands to collect the team before they are overrun. While Mother and Rabbit make their way onto the helicopter, it is struck by RPG fire and takes off early leaving Voodoo and Preacher behind.

It’s a great scene, all done in-engine, watching the two small dots of Voodoo and Preacher retreating while seeing the never-ending stream of Taliban fighters following after them, Mother shouting at the pilot to turn around.

Rabbit keeps the enemy pinned down to give Voodoo and Preacher (left) enough time to escape (Source: gamestar.de)

Mother and Rabbit are ordered back to base by the General but the two disregard and reinsert at the top of the mountain side, playing the same cutscene from the opening.

The screen flashes up “Day 2”, a little reminder that the team has been on-the-go for over 24 hours at this point. It harkens back to the numbered days in CoD campaigns, but if the timestamps at the beginning of levels had also included the day, it might have worked. The fact it only says “Day 2” now, two levels before the end, it feels like an afterthought, needing to place it somewhere in the story but not actually placing it with purpose.

Back to the gameplay, the helicopter starts taking fire and Mother and Rabbit have to jump out while the Chinook goes down. Jumping from the helicopter takes its toll on Rabbit though. He coughs up some blood as he stumbles into cover with only his knife and pistol as his weapons, his night-vision goggles damaged and displaying static every few seconds.

The stumble of Rabbit, which I thought to be part of the cutscene is actually the movement speed of the level, changing how players react. It’s novel and interesting playing a wounded solider having to continue into a firefight.

Atmosphere in this level is top-notch. The howling wind, the dark rock formations, the stuck-solid snow and ice on the ground with limited weapons and poor visibility, the game does a tremendous job of making the player feel totally isolated and alone. CoD at the time had never really done a mission like this; being hunted yet sticking to slow movement and silence, so props to MoH for giving us a unique level.

MoH makes great use of night vision throughout the game. (Source: riotpixels.com)

Rabbit starts to make his way towards the summit, knifing people here, silently shooting others there. He soon regroups with Mother and the two sneak by squads of fighters. They eventually get spotted and Rabbit has to resort to taking enemy weapons to keep himself stocked on ammo. Again, something new, having depleted ammo stocks and having to keep your eyes open for new weapons all while taking fire.

Rabbit accidentally sets off an IED, leading Mother to drag him away to cover while Rabbit gives covering fire. Obviously inspired by the chaotic ending of MW2’s “Loose Ends” mission, this one manages to keep pace with the more bombastic CoD. Small fires dot the landscape, seeing enemy silhouettes breaking through the smoke, only using the pistol, it’s all great stuff.

The two members of Neptune have to retreat, dropping their weapons and sprinting down a mountain path. They reach a dead-end, and decide to trade “broken bones for bullets”, jumping off the mountain in the hopes of escaping the Taliban. The two throw themselves into the air, tumbling down and sadly being quickly surrounded by Taliban fighters and taken away.

As the duo are led away the base can only watch on video link via a drone. We see one more call with the US-based General, who is mad that Neptune disobeyed orders despite the Colonel at the base trying to explain their actions.

The Colonel wants to send in the Rangers as back-up, but the General is adamant that no other forces head up there. The argument gets heated until a communications officer hangs up the video call with the General (claiming “network interference”), leaving the Colonel to order the Rangers up the mountain after Rabbit and Mother.

It’s all very Hollywood and I’m sure if anyone actually did this in real-life they would be court-martialled within a second, but as a way to get us into the mood of saving our boys, I’ll let it pass.

Back in the boots of Ranger Dante Adams for the final mission and our infiltration to the top of the mountain goes as well as our drop off into the wadi. The Chinook takes on fire, bullets shredding the inside of the aircraft and killing several team members.

The helicopter crashes and we are dragged to our feet by our Sergeant, telling us to man the door-mounted chaingun. It’s a short but fun segment blasting away the enemy forces, the gunfire actually felling trees due to the power and rate of bullets being fired.

We are soon told to move and continue the fight outside. It’s very reminiscent of the previous Ranger mission, of being hopelessly outmanned and hoping that tactics and weaponry can solve the imbalance.

The Rangers facing near-overwhelming opposition in final level of the game. (Source: gamestar.de)

One of the other soldiers asks about the SEALs and the Sergeant responds, “We need to unfuck this situation first.” The dialogue for the game hasn’t been terrible, nothing meme-worthy nor truly memorable, but this line is great; it’s believable and shows the differences between the calculated SEALs and the reactionary Rangers.

As we are escorted out the helicopter, the music begins a slow and mournful violin melody underscored by sad cellos and dark double bass’. The music is composed by Ramin Djawadi, composer for System Shock 2, Thief II, Gears of War 4 and 5, and most famously Game of Thrones, for which he won two Emmys.

Early Medal of Honor and Call of Duty games usually had great orchestral ensembles, military-style brass and drums with evocative strings and woodwind emulating the soundtrack to Steven Spielberg’s Saving Private Ryan (the film that inspired the whole genre as Spielberg and his game company, Dreamworks Interactive, created Medal of Honor with Spielberg writing the storyline. Danger Close, the developer of MoH 2010, is a rebranded Dreamworks Interactive).

CoD’s soundtracks became very modern with heavy use of synths, drums, and in the case of World at War, anachronistic electric guitars and voice modulation.

It could have been easy for Medal of Honor to also take this approach but Djawadi goes mainly with the classic orchestral style instead. The score’s best moments are these sporadic yet beautiful violins solos like the one that accompanies us up the mountain. Another one plays during the previous Ranger mission before the Apaches come to the rescue.

It perfectly envisions the lone soldier; enduring battles and injuries, the rise and fall of combat, the thin air at the mountain top, and is a wonderful touch as the mission continues.

As the mission continues the Taliban’s fiercest fighters come to stop the Rangers. (Source: neoseeker.com)

As the team make their way up the mountain they find a foxhole and split up. The radio man and another private head back to the helicopter for more reinforcements and the sergeant and Adams decide to head into the foxhole.

Despite this being the final level and having made my way through all sorts of different landscapes in the game, entering the foxhole actually made me anxious and I think its all down to playing as the Rangers.

When you play as a member of the SEALs you know they are the best of the best. They run towards danger and and experts at flushing out enemies and putting them down quickly.

Rangers, or at least general boots-on-the-ground soldiers, it’s always felt more like a general securing-the-area/mass invasion force, using sheer numbers rather than skill to overwhelm the opposition. An example would be the mission “Charlie Don’t Surf” from CoD4. The US force is not the highly trained SAS, but it doesn’t matter because they use their hundreds of members to pacify their objectives.

So back to Medal of Honor, clearing these foxholes should be a job for the SEALs. Actually, we have cleared cave systems with them in an earlier mission. But since all we have at the present moment are the Rangers, they ready themselves to go in and clear it out.

The sergeant, Patterson (a nod to the playable character in the original Medal of Honor) is constantly telling Adams to keep up, repeating commands about shot placement and movement. It made me think that the Rangers know they are out of their depth and so fall back on their basic training to get through.

And Dante Adams, our player character, is only a Private rank. He’s probably had a few missions, but this could literally be his second time in combat. He could be an eighteen-year-old kid from Kansas who joined up to “put a boot in Bin Laden” and here he is going into a possible death trap.

It was a great and emotive feeling and I wish the game had done more of it. Have some down time in the base, meet your comrades, read a letter from home, something else to make these characters come alive.

Back to the actual gameplay, Patterson and Adams clear out the cave and find an exit on the other side where they meet Voodoo and Preacher also following the trail of Mother and Rabbit. Again, it’s a great scene with nice details being the different language used, (Patterson calls out “friendlies” and Voodoo calls out “blue” to indicate not to shoot).

Dante Adams in the cave system, one of the top highlights in the game. (Source: gamestar.de)

The four make a impromptu team to head towards Mother and Rabbit and it’s a highlight of the game. It’s a multi-pathed trek up the mountain top, the sun glistening off the snow, Voodoo becomes interim team leader, he and Preacher calling out targets for Patterson and Adams.

A minute ago we were relying on Patterson to get us through tough times (the cave system), now he can rely on Voodoo and Preacher to protect him. Another nice bit of character is Voodoo calling them “sergeant” and “specialist”. It would have been easy to use their names or even slightly insulting languages like the other Rangers did; “ladies”, “losers”, “you two”. Instead, he falls back to the rank and role, a mark of respect despite he and Preacher obviously being the leaders of the operation.

The team finishes the campaign by finding Mother and Rabbit in another cave system with the final cutscene playing from Rabbit’s first-person perspective.

The team carries Rabbit back down the mountain to the downed helicopter that the Rangers arrived in. The Rangers mill about; they know they are out of their depth and the SEALs will say nothing, so they stand around remarking on Rabbit’s condition (“this carbon is really tough” says Pvt. Hernandez). Even Dante Adams leans in to say, “Hang in there, we got you.”

The SEALs try and stabilise Rabbit with Voodoo displaying uncharacteristic softness and tender care, repeatedly telling Rabbit he’s “gonna be okay”. It’s a great scene to show Voodoo’s range. Most of the campaign he’s very into killing people (sometimes brutally with his tomahawk) so it’s refreshing to see the manly SEALs displaying some emotional vulnerability.

Despite calling for a quick extraction the air force doesn’t have any transport standing by for the team, having to wait for birds to come from further away. Both Mother and Voodoo voice their issues explaining that Rabbit is going to die if he doesn’t get care soon as Rabbit slips in and out of consciousness.

As the birds finally fly overhead, Rabbit’s vision blurs and we transition to the inside of the helicopter. The radio call says “eight heroes aboard”, but there are only three SEALs sat at the back of the helicopter. Their brother-in-arms lies at their feet.

They watch on as fast jets bomb the mountain hideout to kingdom come, before Preacher reaches down and fishes out Rabbit’s lucky charm (obviously a rabbit’s foot, but the first time we ever see it), before agreeing with Mother that “this isn’t how it ends.”

And then the game ends.

Well, not immediately. There is a six paragraph endnote thanking servicemen and women of past and present for defending freedom and highlighting the secretive and violent work of the Special Forces. It then cuts to a short teaser for the next game (an out-of-context scene two guys sitting at a cafe and nothing else) and then credits roll.

“This isn’t how this ends.” I assure you it does. (Source: YouTube, MichaelXboxEvolved)

The first time I played Call of Duty 4: Modern Warfare I distinctly remember getting weirded out by its depiction of war and how cool it thought it all was. Was it disrespectful in reflecting very real and recent events or was it just cold?

With age I see it is the latter and the graphics, sound, and content give it high-quality verisimilitude, confidently depicting the war some had experienced or at least seen nightly on the news screens. It highlighted the intensity yet never stepped into overblown outlandishness.

Medal of Honor carries that torch. It’s what suckered me into giving it a go. I was never an online gamer, so a single-player story was all I had to look forward to. That initial elevator pitch of real-life stories in Afghanistan, of authenticity, it sold the concept to me. Fifteen years on, it’ll still be the first thing that comes to mind when thinking of the game.

MoH follows CoD4’s blueprints throughout the game; its heroes are soft-spoken and rarely depicted as frat-bro stereotypes. Tasking players as part of the team, sometimes point-man, sometimes support. Giving players overpowered weapons to destroy their enemies, but then making them fearful of ambushes and having to crawl around the opposition.

MoH is calmer than Call of Duty: Black Ops or Battlefield: Bad Company 2, its direct competitors at the time. But I think that calmness, a lot of players felt it was lacking exciting gameplay. CoD4 spawned an entire genre that in turn cannibalised it. So when Medal of Honor appeared three years after the hype train it felt like the most generic of all FPSes from the seventh generation.

And to be honest when I first started replaying, that was my thought. There was a moment where I asked myself “was this worth it?” Would going through this game give me anything new that I hadn’t seen before? And luckily that’s when the Rangers came in. It’s a shame that the best missions are towards the end because any player who is not 100% wanting to see the credits will probably give up before then.

A full game of the Rangers with new recruits experiencing combat for the first time could be great and very unique story in the genre. (Source: gamestar.de)

Beyond 2010, Medal of Honor only released two games in the following ten years. 2012 saw the release of a direct sequel, Medal of Honor: Warfighter, a name that has been memed to hell and back and a game that really doesn’t have much going for it.

Players take control of Preacher (the only member of Neptune without any characterisation in 2010) and weaves a tale of both the personal struggles of married life with a convoluted “follow-the-trail” storyline.

It looks stunning with photorealistic models (apart from Preacher’s daughter, who has a weird haze around her face) and features locations such as a flooded city in the Philippines, abandoned Winter Olympics arenas in Sarajevo, and the bustling streets of Pakistan, all powered by Frostbite 2.0.  

But the story…I will give it props that actual active Navy SEALs were brought it to lend it authenticity (for which they were later disciplined for revealing classified information), but it’s a non-linear mess with the most tenuous of links between locations and missions.

The second game, Medal of Honor: Above and Beyond, was released in 2020 for VR devices by Respawn Entertainment, being a major seller according to Steam and one of the most expensive VR productions according to Oculus, but mixed critical reception.

Danger Close were the developers of Medal of Honor and its sequel Warfighter. Previously named Dreamworks Interactive and EA Los Angeles, Medal of Honor was only their second game as the new outfit.

Then three months after the release of Warfighter, EA pulled Medal of Honor “out of rotation” and closed Danger Close, a sad end to a genre-defining studio. Once a market and creative leader, Medal of Honor had fallen and didn’t make its way back into the mainstream.

Gunfire, explosions, and intrigue, yet none of it gels well in Warfighter. (Source: gamepro.de)

One wonders if it will ever come back. CoD has kept reinventing itself with titles that could be described as high-budget sci-fi epics, avant-garde Cold War thrillers, and buddy-cop-feminist-alt-history gems.

Battlefield has run the gamut from beloved to boycotted within one sequel (Battlefield 1 to Battlefield V).

Medal of Honor released at the wrong time. A few years earlier, it might have caught the wave. A few years later it could have taken both CoD and Battlefield as they were languishing in creative mires. But in 2010, CoD was king and MoH couldn’t stand toe-to-toe.

It’s sad to not see Medal of Honor around. Modern Warfare CoD has been mocked for its stories, all four-dimensional chess battles between Captain Price and Makarov. Battlefield’s single player is always too short and sometimes neglected all together in service to the multiplayer.

There is space there for a strong narrative-driven shooter, and Medal of Honor with its focus on true stories and real-life events could corner a section of the market that looks for something a little deeper in a shooter.

I respect Medal of Honor 2010. It did something new and creative in one of the most saturated genres at the time and that second half has some of the best levels I’ve played in a military FPS.

If you decide to pick it up, give it a chance, and it might surprise you into enjoyment too.

Banner Photo Source: YouTube, “The Virtual Commute”

Assassin’s Creed II: 10 Years Later

The first Assassin’s Creed broke all sorts of records. What started as a spin-off of the then still popular Prince Of Persia series sold over eight million copies in 2007-2008, an impressive feat for a new IP even at a major AAA studio.

According to MCV, it debuted at No.1 in the UK charts, snatching the position from under probably the most influential game of the 2000s, Call Of Duty 4: Modern Warfare.

In November 2008, CEO of Ubisoft, Yves Guillemot, announced as part of Ubisoft’s financial report that the sequel was in development.

Five months later on April 16th, Assassin’s Creed II was officially announced.

Pre-Production

With Assassin’s Creed being one of the biggest-selling new IPs in history (it is currently 18th of all time), Ubisoft knew they needed to have a sure-fire hit follow-up. This seems to have been the intention from the beginning, with AC1’s producer Jade Raymond stating in an interview,

“We did ask ourselves the question, you know if we do create a game that is successful, how do we make sure there is a structure, an overarching kind of meta-story that can continue to play out…that was one of our aspirations…” (2:03)

Tripling the size of the team in Ubisoft Montreal, with 75% of the original creators working on the sequel, Ubisoft sure had the pedigree.  And with so many features that were missing in AC1 due to development times, the team now had the ability to implement them. Raymond mentioned this in the same interview,

“…we didn’t succeed on all of the fronts and we realised some of the things some of the ideas we tried turned out great and some of the ideas we tried didn’t turn out, and because we were trying to innovate so much we kind of ran out of time to do some of the things we wanted to do.” (4:16)

You have to remember, Assassin’s Creed 1 was built with an entirely new engine, and Raymond said Ubisoft were looking to, “…redefine gameplay…” (1:43). Possibly overly ambitious, but that’s why a sequel seems perfect. Ubisoft wanted a sequel soon, with only two years of development time given compared to the four that the original had got. The first major change would be started with Assassin’s Creed 3, whose production ran concurrently with a second team in Montreal.

But the developers didn’t need a grand vision. They had the perfect base, and now the time and the resources to nail the formula down.

Gameplay and Missions

Even though I just said Ubisoft had the perfect base to create a sequel from, all of it pretty much went out the window from the start. Creative Director Patrice Désilets said in an interview that,

“…we got rid of the entire structure of the first one where we had the investigation part and then the assassination parts. That’s gone.” (0:57).

AC1 Missions
The missions were scrapped and revamped for the sequel (Source: mobygames.com).

What the team kept were the missions. The five or six different missions types in AC1 were taken and expanded upon, with Désilets saying there would be around sixteen different mission types for the sequel (0:39). He expanded upon this by saying that missions would be knitted together to create unique scenarios, such as starting with an escort, then a chase, followed by an assassination.

What helped was that in theory they were working from scratch again. Ezio at the start is not an Assassin. Desmond is the exact same. When Lucy breaks him out of Abstergo and takes him to the Assassin hideout, she says,

“We’re going to train you. Turn you into one of us…if you can follow in [Ezio’s] footsteps, you’ll learn everything he did…years of training absorbed in a matter of days. (8:30).

Instead of starting with a Master Assassin like with AC1 before having all your powers taken away, this time the gameplay and the story would work in tandem. The missions evolve as the game goes on.

In Sequence 1 we have a bit of fighting, a bit of chasing, hiding, and climbing. Each mission is self-contained, focusing on a single aspect of gameplay, maybe two. Most of the missions in Sequence 1 are also in service to the narrative. The gameplay is wrapped around either setting up the wider narrative or adding something to the supporting cast e.g. delivering a letter to disguised Assassin spies, or beating up your sister’s unfaithful fiancée.

The first three sequences follow this learning template, only opening up until Sequence 4. The world is shrunk, but not distilled. Sequence 2 (the first sequence with an assassination mission) gives you everything you would need; weapons training, social stealth, traversal, and lets you play. Even if you muck up your inaugural assassination the target does not flee or fight back, allowing you to take the kill without being overwhelmed like if you messed up the first assassination in AC1.

As the game goes on we find more and more intricate missions, just like Désilets mentioned, with several styles of play weaving between each other.

Assassins-Creed-in-Venice
One of Venice’s memorable missions; flying into the Doge’s Palace, followed by an assassination, then having to flee. Three unique structures to create a greater whole. (Source: wandering free.co.za).

Along with these new mission types, AC2 has added several new moves to the assassin’s repertoire. I believed that AC1’s gameplay state was one of flow, using timing and precision to effectively play the game. AC2’s mission statement has changed to one of speed.

Most of the new moves are directed at making Ezio as nimble as possible. In low profile mode, the previous ‘blend’ button became a fast walk, allowing Ezio to gain ground without sacrificing exposure. In a similar vein, the crowd systems were overhauled, allowing Ezio to blend with any gathering of NPCs and not just specific groups.

Climbing and traversal were also beefed up with Ezio now able to sprint across beams and scale walls quicker with a jump grab ability.

During combat, the A button, previously the dodge button, now allows Ezio to pirouette around his adversaries, allowing him to stab them in the back for a one-hit kill.

The biggest change was to combat, speaking of which…

Combat

AC1 had five weapons, four of which were of any use (what was the point of using fists aside from the occasional interrogation?). AC2 expanded with not just new weapons but new fighting styles.

Using the R1/RB button would bring up the weapon wheel, with the four directions of the D-Pad allowing for quick selection. The throwing knives, previously a sub category of the dagger, were given their own slots, as well as new additions of smoke bombs (useful for escaping sticky situations) and a moneybag (for drawing crowds and stalling enemies).

The fists became useful during earlier missions, where Ezio was without a sword or blade. Using a similar counter to the first game, Ezio could now disarm enemies, using their own weapons against them. This extended out to all weapons, allowing Ezio to pick up battleaxes, lances, and, err…sweeping brooms. Any of these larger weapons could be bought from stores across the land, each one with stats making them quicker or more deadly.

Assassin,s-creed-II-Screenshots
The lance and battle-axe came with their now unique finishers (Source: wikinut.com).

The former battleaxes and lances could also be upgraded, allowing Ezio to throw the axe or sweep enemy legs with the lances. Throwing knives were also given a boost, allowing three knives to be thrown simultaneously to disperse crowds of enemies. In a similar vein the fists can be upgraded to throw sand.

More ranged options were developed, with one of the later sequences giving Ezio a hidden gun. While a little preposterous, the dev team balanced it well. It takes a long time to aim a shot, with a long reload time and loud gunshot. This meant it could only be used at the most important moments, rather than a squad-devouring machine like it became in ACB. 

The signature Hidden Blades were buffed for the sequel (the most noticeable being that they are now plural). Gone was the counter-only method, allowing the blades to counter, parry and combo into gruesome kills. A poison blade was also added as a distraction method.

But the greatest change were the opportunities now offered to the player. Air assassinations (now helpfully explained in a tutorial), haystack drags, bench reversals, they gave players a large opportunity to experiment and play stealthily.

AC2 Combat 2

But with the Hidden Blades becoming top dog, everything else felt like an afterthought. Swords and daggers, so important in the first game, became useless. Hidden Blades could counter kill in one hit whereas other weapons could take two or three counter hits to kill an enemy.

There were times in AC1 where you had to run. In certain sections of the city such as Acre’s Arsenal, it was nearly impossible to clear all enemies from your sight (that’s why the Sibrand assassination mission in the Arsenal was great). AC2 has the opposite issue; it is easier to kill everyone before moving on. Even in the only mission where it is encouraged to flee (Sequence 1, Memory 12), when you are disarmed and cornered after your family have been murdered, you can still fight back using your fists and actually win.

With new weapons came new enemies. While AC1 had different rankings and skills (such as Captains being able to grab the player and throw them), AC2 made these changes more distinct. Agile guards who could out-run Ezio, Brutes with heavy weapons and would not retreat, seekers with the lances and checked haystacks for Ezio hiding in them, these would throw some x-factor into the sequence, making a carefully laid plan have to adapt.

In response to the enemies, Ezio had helpers in the cities he visited. Courtesans who could act as mobile cover and distract guards, thieves that could follow him across roofs and distract guards, and mercenaries that could remove unwanted guards, these became valuable assets that could aid in granting greater access to a target. In the sequel the factions were added to with the Brotherhood coming to assist Ezio in battle, but it is cool to see the germ of an idea here in only the second game.

Overall, the combat was buffed enough to make combat a little more forward. It would be for another game, the next one, where combat went from an advantage to an absurdity.

AC2 Combat
Ezio could even call upon some mercenaries, thieves, or courtesans to assist him in combat or stealth, obviously gearing up for Brotherhood. (Source: true achievements.com)

The Cities

The setting of Renaissance Italy was a stroke of genius.

Similar to AC1, the game takes place in several cities the player can travel between. These include big cities like Florence and Venice, smaller outposts like Forli and Monteriggioni, and the countryside such as Tuscany, San Gimignano and the Apennine Mountains.

I have previously written about how each place in AC1 has a different tone to them, such as Damascus being bright and cheerful and Acre being grey and depressing. A few of the cities do have this feeling, with Florence (the opening city of the game) having a sense of warmth to it, and Forli looking like Acre 2.0. But I think the cities have moved beyond tone and focus more on player traversal.

While each city in AC1 was distinct, their traversal was very similar. In AC2, each city feels unique in how the player works their way through it. Venice has many tight-knit alleyways. Tuscany and San Gimignano focus on extreme verticality. Forli is flat and low. Florence is the only one that seems so generic, but in a good way. It has a bit of everything, teaching us the mechanics before sending us out into the world.

AC2 Venice Dive
Venice’s verticality and abundance of canals was something unique in the open-world genre. (Source: archdaily.com).

In a piece written for The Guardian, journalist Keith Stuart highlighted Ubisoft’s dedication to recreating the locations,

“Unsurprisingly, the design team talk of long field trips to each location, with artists taking thousands of photos and hours of video footage.”

The designers were so dedicated to representing the cities that they hired Maria Elisa Navarro, a Professor of Architectural History and Theory, as a historical consultant. In a great interview with architect Manuel Saga, Navarro explains how she was brought on board to help not only with architectural inaccuracies, but also with wardrobe and hair styling.

In AC1 the narrative had Altair heading between the three cities and his base in Masyaf, with new parts of the city unlocked as the game progressed. This was to aid non-mini-map design (read the ‘Visual Signifiers and the Mini Map’ section in the AC1 retrospective for more details). From the start of the game, the entire map of the city is open to the player.

While AC2 still included the mini map, the want for accuracy feeds back into the original idea for AC1 to be played without the need for a mini-map. Now with recognisible landmarks such as St. Mark’s Square in Venice or the Santa Maria del Fiore (Duomo) and Giotto’s Campanile in Florence (along with the brilliant database that lists buildings, people and documents), players were able to guide themselves around the city without needing a map.

One of the odd map’s inclusions of AC1 was the Kingdom, a crossroad between the four main cities. AC2 has some countryside, but it is linked with the main cities. It becomes an integral part of the locations (such as the assassination mission of Jacapo De’ Pazzi at the isolated Anitco Teatro Romano, a Roman theatre in the Tuscan countryside), rather than feeling like a timewasting slog during the previous game.

Monteriggioni would take the place of Masyaf, owned by Ezio’s uncle Mario, (yes, they did make a “It’s-a me, Mario!” joke). A safe place outside of Florence, the villa and surrounding town has a few nooks and crannies for curious players, whereas ones who just want to get back to the stabbing can spend as little time there as possible.

AC2 Monteriggioni.png
Monteriggioni started the series mini-game of buying and upgrading property, creating a unique outpost for the player (Source: assassins creed.fandom.com).

The cities were magnificent, each with their own unique quirks and feels. But one thing made them feel extra special…Jepser Kyd. And so it is probably time to turn to his contribution to Assassin’s Creed.

The Music

Eight minim notes in 4/4 time in F Major. D, F, G, A, D, F, G, F.

That sequence is imprinted on thousands of gamer’s minds.

Jesper Kyd had worked on quite a few games, notably the Hitman series by IO Interactive. He worked on the soundtrack for first Assassin’s Creed, creating music that evoked the location, using Middle Eastern instruments, percussion, and singing styles, with a hint of synthesizers and reverb to hint at the modern aspect of the game.

With Assassin’s Creed II, he emboldened the score with sweeping strings and operatic style vocals, meshed in with electric guitars and remixes…and in the process created one of the most iconic (real iconic, not Ubisoft iconic) musical scores in gaming.

Just like with the architectural styles are different, each city has its own soundtrack. Florence’s soundtrack is usually light and melodic (reflecting the warm notes in the level design). Even with tracks such as ‘Darkness Falls in Florence,’ it still uses richer instruments that the rest of the OST.

Tuscany is stripped back, with fewer instruments and focusing on small bursts of melody, which feels reminiscent of how the location is wide-open spaces with a few noteworthy constructions dotted in between. Forli is heavy on percussion and deeper notes, evoking the drab and grey surroundings of the wetlands and industry.

And Venice likes to focus on minor keys, starting small in stature before building up with more instruments and higher notes, very much like starting a climb in the city. And ‘Venice Rooftops’ is a kicker of a track, effortlessly rising and falling, feeling almost like the ups and downs of parkour.

But there is one track that stands above them all.

Even now, ten years after AC2 came out, ‘Ezio’s Family’, the track I alluded to at the beginning of the section, is the de-facto theme for the entire series. It is continually referenced in later games in the series, such as Rogue’s ‘Main Theme’, Unity’sLe Roi Est Mort’, Syndicate’s “Frye’s Family” or Origins’ aptly titled ‘Ezio’s Family (Origins Version)’. It’s a beautiful canon style track, effortlessly building, adding anachronistic instruments, getting higher and louder until it quietly returns to the opening notes, simultaneously changing and unchanging at the same time.

Just…if you have never heard this piece before, here it is. Have a listen. And if you are an AC fan, prepare to fall in love again.

This piece opened up the game. Ezio and his brother Frederico admiring the night-sky of Florence from the top of a church, then the camera pulls back, the music swells and the logo indents itself. I think this also started the trend of the series indenting the title with the characters perched somewhere high. Seriously, every game up until Syndicate had the characters looking out over the landscape as the logo popped up.

Anyway, back to ‘Ezio’s Family’…it’s perfect. And while AC1 had some good tracks, none of them have stuck with me like AC2. Every subsequent game’s OST, created by talented composers like Lorne Balfe, Elitsa Alexandrova, Brian Tyler, Austin Wintory, Sarah Schachner, and most recently the composing duo The Flight, is compared to Kyd and his revolutionary work.

I realise writing this section, it is pretty short, but I feel it doesn’t need any more discussion. This is one of the greatest soundtracks that gaming has ever and will ever produce and Jesper Kyd is such a talent.

The Story & The Characters

The story of AC2 is still considered one of the best narratives of the seventh generation and of the series as a whole. Part of that comes down to the main character, Ezio Auditore.

Where previous main character Altair was sour and serious, Ezio was fun and playful. Where we were thrown straight into Altair’s story, we followed Ezio from birth to middle age, filled with both victories and losses. And while Altair’s motives were understandable, Ezio’s connected on a deeper emotional channel.

Aside from an odd birth scene where we control Ezio as he is brought naked and screaming into the world, the narrative really starts on the Ponte Vecchio, with a now 17-year old Ezio before he becomes an Assassin. He is a privileged noble kid, getting into fistfights, boasting of nights spent with wine and women. It’s been thirty seconds and we have learnt the basics of the character; he is charming, he likes a laugh, and when it gets violent he can hold his own.

He is a pastiche of classical literature, part Zorro, part Casanova, and part Monte Cristo, containing all the endearing qualities why we love those characters without any of the downsides.

AC2 Ezio
Ezio giving one of his trademark smirks (Source: theshortgamer.wordpress.com).

The narrative drives like a bullet, none of the fluff or side-quests of a latter day Ubisoft game, and I think that’s another reason why the game is loved. Even with fourteen sequences (two as DLC), Ezio only takes until the finale of Sequence 1 to get his hood and Hidden Blade, and is driven to make the men who killed his father and brothers pay. Even though Ezio starts the narrative worried and alone, facing off against a threat too big to comprehend, he gains friends and allies; mercenaries, thieves, and courtesans, who all believe the same creed. The scene at the end of Sequence 11 where all previous allies come to Ezio’s aid and fight alongside him is one of the high points for the level of fan service.

Another of Ezio’s friends is Leonardo Da Vinci. While later games would sometimes bash the player of the head with historical figures here it feels restrained, using the name but not having Ezio comment on the Mona Lisa or reference certain codes involving Jesus’ descendants. Leonardo starts as a lowly painter who Ezio’s mother is patroning, but eventually he turns into something like a quartermaster by supplying our hero with weapons and equipment. He even takes Ezio in when the Auditores are fugitives, seeing it as a sense of duty to help out the lost and scared Ezio. His ever-jovial nature and wide-eyed wonder is always endearing, giving a lot of the early story points levity, and many of the late-game plot points a sense of satisfied contentment.

With Ezio doing most of the heavy lifting narratively, the modern day plot and Desmond got to grow a litter more. Gone are the sterile hallways of Abstergo and monologues of bad guy Warren Vidic, here Desmond is supported by a relatively warm cast of Abstergo turncoat Lucy, tech support Rebecca, and historical consultant and professional sarcasm champion Shaun Hastings, the latter voiced impeccably by Danny Wallace. Apart from one scene halfway through the game showing that Desmond has started to learn the skills passed through the Animus, we don’t really get much else on the main man. Yet the moments where he gets to interact with his Mystery Machine assortment of chums, either in person or through voicemail in the Animus, never fail to bring a smile to my face.

Another modern day addition were the Glyphs. Hidden around the architecture of Italy were symbols (much like those on Desmond’s floor in Abstergo), left in the Animus by a previous Abstergo test subject, #16. Finding all of these Glyphs and deciphering their codes focusing on everything from Tesla to Milton, unlocked a hidden video featuring the Apple and the Ones That Came Before, adding more to the modern day plot line before it became a main thread in the sequel Brotherhood.

ACB Shaun & Rebecca
From L to R: Rebecca, Desmond, Shaun, and Lucy. Rebecca and Shaun have almost become secondary mascots for the series, turning up in subsequent titles. (Source: cityboygeekiness.com)

While the baddies of AC1 are varied and well-acted during their scenes on screen, many are simple outlines, with stories hinted at in their mannerisms and through half-told whispers in the investigation leading up to the assassination. Most are kept to their occupations; a Slave Trader, a Doctor, a Scribe, a Merchant King. In AC2 we get to spend time with the new bad guys, both in cutscenes well before their assassinations and through the database entries voiced by Danny Wallace. It helps keep us involved by knowing who we are killing and why, a problem that I feel has plagued my enjoyment of other AC games. Here you learn about these characters, how they conduct themselves, how they got to their positions of power, which makes it all the more satisfying to finally take them down.

Speaking of the assassinations, I previously praised the first game’s assassination sequences and said AC2’s are as linear as possible. Nearly every major assassination up until Sequence 7 (when Ezio arrives in Venice) has Ezio chasing his target rather than waiting for the right moment. Even later missions like Sequence 9, set during Carnevale, has only one way to complete it. But I forgive the game because of its uniqueness; having you kill a target during Carnevale using a handcannon, throwing a monk from the tallest tower in San Gimignano, jumping onto a bonfire to ease a target’s suffering, using a hang-glider to enter a target’s palace, these are all completely original ideas that help make the sometimes standard and linear assassinations feel grand in scope and spectacle.

Legacy

Ezio has had the longest run of all AC series leads, fronting two/three major release (Revelations is different in that he shares it with Altair) as well as featuring in smaller titles like Discovery on Nintendo DS and Rebellion for mobile devices. His legacy spans not just across games, but books and animated short films. As Associate Producer Julien Laferrière said in an interview with Eurogamer,

“We made three games with Ezio because people loved Ezio.”

It was nice to see the Renaissance hunk return after AC2 to stalk his way around Rome and then Constantinople, and during that time see a marked change on the man. We’ve had characters get older as games have gone on, Joel from The Last Of Us and Solid Snake in Metal Gear Solid are two that come to mind, but I think AC was different in showing Ezio before and after the change into the hooded killer. He starts as simple spoilt noble kid having to mature beyond his years before becoming an Assassin, then graduating to Master and Mentor, and achieving the rank of Assassin General in Revelations.

Looking back at AC2’s ending, before we knew if we would ever see Ezio again, the final moments in the Vatican Vault are oddly chilling. The Assassins have told Ezio that he is the Prophet, the Chosen One, yet when he enters the First Civilization Vault the goddess Minerva greets him then dismisses him, talking instead to Desmond. Here is a man who has spent his whole life dismantling corruption and evil in the name of a higher cause, finding out that he is merely a pawn, with no greater significance.

The-ending-to-assasins-creed-II
The finale follows AC1‘s formula, reinforcing Demond’s story to the detriment of the historical assassin (Source: definition.co.uk).

Imagine if Ezio’s story stopped here, and the next entry was Connor in AC3. We’ve spent 20+ hours with this character, only to find at the end that he isn’t destined for greatness. At the same time this realisation dawns on him we are pulled away, leaving him in the dark. He has spent over twenty years with one goal in mind and now at what should be the apotheosis of his life, he is scared and alone, just as he was in Sequence 1. That image is haunting.

Altair’s ending in AC1 was much the same, realising there was a world and a story greater than his own. This can be seen by reading in his Codex, unlockable text files hidden throughout AC2. Yet Altair understood his ending, Ezio does not, literally saying to Minerva that he has “so many questions.”

I hated this ending when I first played it, only seeing it as a cliffhanger, rather than the gut-punch existential dread I now see it as ten years on. Many of the games in the series follow this thread, with Connor and the Temple, Edward and the Observatory, Arno and the Sage and the Fryes with the Shroud. These men and women, spanning centuries, who glimpse a story bigger than heaven itself, only to realise that their goal in the grand scheme is to procreate enough so that hopefully one of their descendants becomes the mythical ‘Desmond’. It is only by Revelations, when Ezio is into his fifties that he finally understands that he is nothing but a conduit, a lightning rod that allows Minerva to speak to Desmond.

The last media appearance of Ezio is in Assassin’s Creed: Embers, a short animated film detailing the last days of Ezio’s life. In the film it shows a man withered by old age, trying to aid both his family and Chinese Assassin Shao Jun, who has come to speak with the famous Italian Batman. The ending reinforces Ezio’s final words in Revelations, showing that with time he has settled as a man who knows too much but can never do enough.

AC2 Minerva.png
Minerva’s introduction was a new direction for the series, bringing the Ones Who Came Before a major part of the canon after AC1 (Source: eskipaper.com).

One other aspect must be mentioned when it comes to the legacy of AC2, one that still lives to this day. The original run on PC is ‘protected’ by DRM software (digital rights management), an attempt to stop people pirating the game. In an effort to stop this, AC2 was only playable when connected online. No internet connection…you won’t be able to play the product you bought (leading to many frustrated consumers when the company servers go down). Ubisoft still uses these practices today, with AC: Origins doubling-up with two different DRM products. I thankfully never came across these with the console version, but it still needs to be mentioned as it is a very important point of the game’s history.

Conclusion

I will admit, coming back to this game was hard. I had fallen in love with game series before, most notably Timesplitters and the early Lego games. Assassin’s Creed was one of the first major series I played on the seventh generation, and I saw the remarkable jump from AC1 to AC2 in the span of switching out one disc for the other. When I returned after ten years to the first game there was an odd feeling of comfort, settling back in with ease.

I was a little worried that with AC2 I was going to have the reverse. Several games I loved when I was younger have not got better with time. And while I noticed a lot more hand-holding and linearity with the recent playthrough, it still has that charm almost ten years later.

Ezio is one of the biggest draws to replay. I think he is one of the best examples of “people want be him, or people want to be with him”, an all-round top lad whose sense of honour and personal drive keeps us engaged. Another highlight to returning are the locations. The cities are also so much fun to move through and completely different to the Holy Land Of AC1, or the other big-budget open world games like GTAIV‘s Liberty City the previous year, or war-torn Paris in The Saboteur the same year.

The villains are fun, the soundtrack is awe-inspiring, and even poor old Desmond gets to flex his protagonist muscles both in and outside of the Animus. Most of my grumbles are nitpicks; DLC disrupting narrative flow, overpowered attacks, and only a few instances of linear design. None of these spoil the game to any large degree, they can even be a benefit for those more casually inclined, with DLC only being an issue for those that played it in chronological order (I’ve written more about that here).

When I played AC1 for a retrospective I said it felt a lot like a blueprint of games to come. AC2 could almost be the opposite side of the coin, refinement while also laying foundations for later games. While we still have the upgrades and items available for purchase, they don’t swamp out the gameplay.

Assassin’s Creed II took what worked in the first, added its own flavours and tone, and became one of the most adored games of the seventh generation and the series as a whole. It’s a beautiful game and still deserves to be played today.

 

Banner Photo Source: youtube.com

Driver (1999): 20 Years Later

Introduction

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 AutoDriver released to the public on PC and PSOne.

the driver (1976)
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.

driver screenshot
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.

driver director mode
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.

driver 1 san francisco
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.

driver newspaper
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 PSOne with 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_screenshot
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_screenshot_1
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.

Photo Banner Source: mobygames.com

Assassin’s Creed: 10 Years Later

Introduction

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.

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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.

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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.

Edit: Thank you to Stanislav Costiuc, again on Twitter, explaining there is an Air Assassination mechanic in AC1, but there isn’t a tutorial for it.

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.

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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;

  1. Open world, check.
  2. Collectables that are pretty meaningless, check.
  3. 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, just stuff, 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.

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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 Assassins 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;

“Nothing is true, everything is permitted”.

Banner Photo Source: digitalspy.com.