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Mantling the Challenges of Writing Assassin's Creed IV: Black Flag

Lead writer Darby McDevitt shares some insight about bearing the narrative standard for one of gaming's biggest story-driven franchises.

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There are few franchises in the video game world with the narrative ambition of Assassin's Creed. Steeped in history and replete with intriguing characters, these games set a high bar for the role of writing in video games. But what does it take to create a video game story on such a grand scale? After all, writing a great story is tough enough when you're writing for a noninteractive reader or viewer; what changes when you want your audience to be an active participant in your work? We talked to Darby McDevitt, the lead writer on numerous Assassin's Creed games (most recently, Revelations), about how one goes about writing for a game as formidable as Assassin's Creed IV: Black Flag.

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A Very Good Place to Start

As you might imagine, given the historical nature of the AC series, it all starts with research. McDevitt confessed he had no special interest in pirates, mentioning only the 1950 Disney movie adaptation of Treasure Island when describing his personal experience with the oft-romanticized privateers. This left him with few preconceptions to set aside before diving into books on the subject. "The first book on piracy [in history] is called The General History of Pyrates, published in 1724, which was only six years after Blackbeard died, and it's the central source of all these golden age pirates. It was a best-seller at the time, and it's written in a very archaic, early-18th-century style." Though the dry prose made it a bit tough to read, McDevitt admits, it provided a solid historical foundation, as well as an interesting typographic detail: The book followed the German style of capitalizing all nouns, a flourish Ubisoft will be adding to the subtitles of ACIV.

Though Pyrates was useful, the most influential book the team read was The Republic of Pirates by Colin Woodard. Published just five years ago, this tome provided the solution to one of the critical problems facing McDevitt and his team. How do they justify the fact that protagonist Edward Kenway seems to know every big-name pirate of the era? "We didn't want you to feel like Forrest Gump where you're like, 'Oh, I'm just hopping around, hanging out with all the famous pirates!' How is it that Edward has their phone numbers?"

"We didn't want you to feel like Forrest Gump where you're like, 'Oh, I'm just hopping around, hanging out with all the famous pirates!'"

As it turns out, there was a place where these famous pirates hung out from about 1714 to 1718: Nassau, a city on a small island in the Bahamas, due east of the southern tip of Florida. "They wanted to make it into a kind of quasi-democratic republic, their own little country," McDevitt said. The Nassau that Republic describes was essentially a hub world for pirates like Blackbeard, "Calico Jack" Rackham, and Charles Vane, making it the perfect place for Kenway to meet them all. Just like that, the problem of inserting a fictional character into this particular historical context got a whole lot easier. Republic was such a boon to the writing team that they even contracted Woodard to join them on the development team.

It's Kind of Like a Movie

There are certain elements of writing that are universal, no matter what medium you work in. A compelling character is a compelling character, and the building blocks McDevitt cited apply across the board. "I try to come up with their backgrounds, [and make sure] all characters have something they want at the time. There's good advice I heard a long time ago that all dialogue sequences should be a competition between characters. Everyone always wants something. If you think about dialogue in those terms, then you can always write really interesting situations. If you know your characters well and if you know what they want in life and in that moment, then you can bring them to life pretty well."

This approach to dialogue is echoed across books and films, and in fact, the novelist Kurt Vonnegut advised aspiring writers that "every character should want something, even if it is only a glass of water." But while writers may draw on the same basic principles, their audiences come to expect different things in different media. Critical and public reception of video game writing can vary wildly, and McDevitt observed that there often seems to be disagreement about what actually constitutes "good writing."

"Is it a good plot that has lots of cool twists and turns like, say, a movie like The Usual Suspects? Is good writing really beautiful writing, like a James Joyce or Herman Melville novel? Is good writing really snappy dialogue, like an Elmore Leonard or Raymond Chandler book or Quentin Tarantino movie?"

Is it a good plot if it has whales in it?
Is it a good plot if it has whales in it?

The term "writing," then, becomes a broad umbrella under which many different elements fall, some of which may not even be fully in the writer's control. It's not unheard of for a development team to lay out the skeleton plot without even consulting a writer and then hire one on to flesh the story out once development is under way. For Assassin's Creed IV, McDevitt has a substantial degree of control from the get-go, so what does he prioritize in his writing?

"Because I have a real deep interest in a lot of modernist literature and Irish literature, I want some beautiful writing. I want really rich, robust characters with amazing voices. That's what I try to bring to it. I also want to try to bring other things. But I might try to steer away from the easy, snappy one-liners if I can get in much deeper characters."

And as anyone who has played Assassin's Creed: Revelations can attest, McDevitt has had some success in this endeavor. Returning characters Ezio, Desmond, and Altair, as well as newcomer Sophia, were intriguing, likable, and engrossing presences that propelled Revelations' story to its startling conclusion, and the cutscenes featuring these characters lived up to the series' standard of delivering high-quality cinematic experiences.

It's Not Like a Movie at All

Yet for all the similarities between films and games, there are some serious differences to contend with as part of the creative process. Even the most cinematic of gaming moments must remain firmly rooted in the medium. "We treat a lot of [our writing] like cinema, no different, except that our philosophy, especially my philosophy for this game, is that I have to end a lot of these scenes with a clear gameplay objective. It has to be like, 'let's steal that ship' or 'let's do this physical thing that the player can now say I know how to accomplish that through the gameplay mechanics.'"

"What's easy in cinema is sometimes the complete opposite of what's easy in a video game."

From the player's perspective, this seems like a no-brainer. If the cutscene offers some new discovery or otherwise furthers the plot, the player expects that new information to translate into a new mission objective. This means the scene must contain a plot point, and any character development must be structured around this node in the story web, leaving little chance for the kind of idle, yet revealing, scene that books and movies often use to flesh out interpersonal relationships and character motives. This kind of consideration requires that the writer be ever mindful of his or her medium, something McDevitt reinforced later in the conversation.

"What's easy in cinema is sometimes the complete opposite of what's easy in a video game. So, for instance, if I said I wanted a shot of 15 people sitting around being drunk, that seems so easy to shoot in the cinema: you just get 15 guys; they all act drunk; done. In a video game, if all those were unique characters, it would be impossible because you'd run out of memory. You couldn't display 15 unique characters all on the screen at once."

Jungle ambushes are easier to create when you don't need to track down the most sure-footed stuntman on the planet.
Jungle ambushes are easier to create when you don't need to track down the most sure-footed stuntman on the planet.

And if you could, the effort that goes into animating them all to be convincing drunks far outstrips the effort required to get a bunch of people to act inebriated. Even a seasoned scriptwriter like McDevitt still runs up against unexpected limitations.

"I'm always bewildered when I'm writing a script and I show it to the cinematics team and I go, 'It's just a guy. He starts crying, and a single tear rolls down his cheek.' And they're like, 'Darby, that's gonna take eight weeks to make! We can't make single tears!' You always have to be careful what you ask for. That's why we have this process of script reviews. They go over it with a fine-tooth comb."

This kind of collaboration is absolutely crucial to the progress of development, and it's something McDevitt and his writing team go through every day, since they are "constantly balancing gameplay needs and story needs." This imperative goes far beyond simply making cutscenes end with a clear objective; it governs every gameplay section as the writers and mission designers ("the second-in-command of story") work together to determine how the game will play out.

"It's like Jackie Chan writing a movie with his fight choreographers, you know?"

"I'll say, 'This mission starts here and has to end up with this guy dead.' Then I work really closely with them to find out what gameplay happens in the middle so that the player feels like he's playing through a story. We wrangle all those gameplay mechanics, and we say, 'What can we do? We can sail, we can shoot, we can climb, we can jump, we can tail, we can chase…' You come up with all those verbs, and you string them together into cool combinations so hopefully you're telling the story at the same time as you're doing cool gameplay."

Of course, even the best working relationships have miscommunications from time to time, and even after 13 years in the industry, McDevitt still encounters disconnects. He gave an example of a gameplay scenario in which the designer might take a building that was going to be underwater and set it on fire instead. "In their minds, they're like, 'It's better gameplay,' and they're probably right, but a lot of times, you're like, 'How does that actually change the narrative?'"

"It's almost as if you were writing a movie, but you were writing it with the fight choreographers. It's like Jackie Chan writing a movie with his fight choreographers, you know? That would be a super-fun movie."

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LikeAWass

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Edited By LikeAWass

Really enjoyed this article it's nice getting a glimpse behind the scenes. Particularly liked the: "every character should want something, even if it is only a glass of water." That's such a good piece of advice.

I've enjoyed every AC game but I haven't managed to finish AC3 yet. I think the problem for me is that Ezio was such a great character full of expression and humour and (IN MY OPINION) Connor just isn't as interesting so I cared less about his outcome. That or it's fatigue and i really hope it's not because I really do love the games. Either way i'm buying Black Flag because no doubt the gameplay will be similar yet improved and the story will be as good as ever.

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greatryoman

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Edited By greatryoman

Am I the only person who likes the annual Assassin Creeds, because they manage to create new characters and settings despite the time constraints?

No. No I am not, but I'm sure half of the people reading that just went to make a snappy comment saying yes. And THAT is how untrustworthy most of these comments are.


And as many people said already, this article hardly even addressed Assassin's Creed; it's a very nice article about trying to write a game's plot in general. And personally I enjoyed his attempt to explain the behind-the-scenes to the player.


Also yes, 1 was good, ACII WAS the best, Brotherhood was great from a gameplay perspective, Revelations was okay but uninspired, and I did find ACIII to be average. So no, I'm not blindly fanboying. But every series has it's ups and downs.

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BAMM17

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Edited By BAMM17

@greatryoman This is the best comment I have seen so far out of this clusterfuck of unintelligent BS.

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Soviet-Ambition

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@awhite33 Wrong; Brotherhood was excellent. But ACII is my favorite game of this generation.

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JusXice

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Edited By JusXice

I think that the next Assassin's Creed game will take place during/in British Raj the writer of the series said he has interests in that particular setting and time period.

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NickyWithATicky

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I don't think many people below read the article. Nearly all the article is about the process of game writing in general and could apply to any action game (and I found it very interesting) yet nearly all comments are about Assassin's Creed (and nearly all of them are negative, which explains why they didn't read the article).

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HyperXT

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@NickyWithATicky Interesting in what way ? This Gamespot article is comment about Assassin's Creed not any other action games thank you. See this title "Mantling the Challenges of Writing Assassin's Creed IV: Black Flag" not any action game.

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stev69

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@awhite33 Its been in development for two and a half years, not exactly rushing, a different studio was working on it while another was making AC3.

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Mikonen

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Ok, the article was kind of fine, but it has some PR bs. And the comments have a lot of hate for AC, even more than I have seen for CoD and the like. Sure, the quality of the series has been diminished since it went for annual releases, but is it really THAT bad? Is some differentiation from the rest of big-budget games a bad thing? I know, taste among people differ, so I am not a super-biased fanboy. I am a fanboy of AC, I will not deny that. Partially I get the hate, partially I don`t. It`s a good series that needs a rest for a few years, so why all the hate? Can somebody explain in a normal, logical way, not just ''oooooo, it sucks''? If somebody can, talk.

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eze_sl89

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Edited By eze_sl89

@Mikonen do you know why gamers post more hate comments with AC than in COD? because AC's franchise started excellent with 1 and 2. and the thirst of money from ubisoft made a wonderful saga change intro another crappy line of games such as COD. COD has been making the same crap since EVER so no one is really shocked that they make a "new" game every year, that was their crappy method and everyone knows that. BUt what i think angers the people most is that AC was an example of NEXT GEN games, and it fall into crappyness because of the big corporation's ambitions. THATS WHY, capiche?

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Mikonen

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@eze_sl89 I actually thought of such a reason as well - it is just common now that CoD gets hated, so nobody really pays it that much attention. And I agree with the reason you presented. Still, this is a sad situation, not only for AC, that money has a greater meaning than the fans. I somehow want to believe that after this game they will stop the yearly cycle, as I was not that much impressed by AC3, it simply lost a large part of it`s charm because it had no mystery. If you have played the AC games till Brotherhood, then you know when 16 was telling something about ''your son'' and ''find Eve'', when the First Civilization was a mystery in a good way, etc. AC3 was just the most dumb-down game in the series in the sense of story. Well, again, I hope someone up the ranks in Ubi will come to their senses, but that is not likely to happen. Even though I like this series very much, I think will not buy another AC game after this one if there is nothing new or mysterious, like it was with everything until AC3.
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stev69

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Its not a definitive ending but its not far off it, thats why i said it was a fair jumping off point, if you are tired of the series.

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deactivated-5ed5ff7933d88

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Isn't there a point where publishers start to feel dirty as they grunt and sweat trying to milk the last possible drop out of an IP? At least as dirty as I feel writing this comment?

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kohle36

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Edited By kohle36

So this writer's only exposure to the golden age of piracy was a 1950's Disney movie? And then he read...two books.

Congratulations, you've just graduated from wholly incapable to laughably underqualified

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ShadowOfKratos

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@kohle36

For someone who likes to criticize the way other people write, you sure miss out on a very basic writing rule, using a full stop after a phrase.

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NickyWithATicky

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@kohle36 I imagine he looked into a load of sources, but a book-list doesn't make for a compelling article.

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BIOJECT

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Must be hard to write for a series that's already dead. I hope nobody buys this game.

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nick280455

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@BIOJECT ur an idiot

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BIOJECT

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@nick280455 Why am I an idiot? Please explain.

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cuddlyfuzzle

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@BIOJECT oh boy. insults out of the blue...that's the internet for you!

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bottaboomstick

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@BIOJECT while the last one was disappointing....i did like the sailing stuff. I'll be buying this one because of it. Why you would hope no one buys the game is weird since me buying it won't force you to buy it.

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Barrakas21

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Edited By Barrakas21

gamespot always ready to help milk a franchise this is just ridiculous we already have the call of duty holiday..11 november now we have assassins creed holiday. Keep giving them money for the same bullshit

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bottaboomstick

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@Barrakas21 yea it is weird how they cover the most popular games in depth. idiot.

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Barrakas21

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Edited By Barrakas21

@bottaboomstick @Barrakas21 so you the troll on service on this post?mothefucker get a life fucking nerd

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HeroicVillian

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blah blah blah, i gave up on this series because they don't give it time to breath.

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bottaboomstick

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@HeroicVillian you like your games like you like your whine...i mean wine.

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b0sse

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Edited By b0sse

Judging from the comments, most people didn't even bother reading this article, AT ALL.

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Shanks_D_Chop

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@b0sse That statement is accurate for a majority of comments made on a majority of articles on this site.

I confess, I myself was skim reading it by the end but that's because it reeks of "Ubisoft paid for this article". I'm not stating that they did as I actually doubt that but it definitely gives that feeling of powerful arse kiss-ery.

Basically, the "point" of this article is a joke. Intentional or not.

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bottaboomstick

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@Shanks_D_Chop @b0sse well if ubisoft paid for it...then they should get their money back. I can hardly see how this article is "sellling" the game. It is more of a behind the scenes look and less of "hey look at how great this game is going to be"

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Shanks_D_Chop

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Edited By Shanks_D_Chop

@bottaboomstick @Shanks_D_Chop @b0sse Haha, I guess so. Like I said, I doubt any such circumstances occurred.

I imagine Gamespot are counting on AC's popularity to help them create a whole bunch of articles that keep people talking about what will probably be one of the year's big releases.

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SipahSalar

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Yeah, writing such a crappy story must be extremely challenging.

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curtisjunior101

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Edited By curtisjunior101

@SipahSalar ifeel the recent story was great

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curtisjunior101

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JAPAN would be the best. In the time of the "fall of the samurai". Kisho ninja could be the Japanese assassins creed, if you think about the time period im talking of, there was a real western presence due to trade and of course war (war is present where ever there are Europeans) . The emperor had plenty of western veterans to train the imperial army, it would make sense for these men to be Templar like Charles lee the legendary MR KENWAY. Imagine the possibilities having sword fights with the greatest swords fights ever created, the katana.
fighting in bamboo forests and jumping roof to roof to enter a tenshu to kill a damiyo. The fighting in number 3 was good imagine kung fu fighting. JAPAN WOULD BE THE GREATEST EVER, A better game then number 3 i feel.

assassin creed is a great game i loved number 1, hated the others based in Italy etc=boring.com
iv only got back into the game since number 3, best game i have ever played story music graphics 10-10 bu sometimes i feel game creators don't have a clue :s.. sometimes it pays to listen to the crowd.

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@curtisjunior101 Actually the Anglo Saxons (Or to put it another war, The English, before they became the English) made swords of a better quality than the Japanese about 500 years before the Japanese. The best ever swords though were made out of something called Damascus steel. The recipe for damascus steel is lost now though, but the swords found by archeologists made from this steel have been tested and found to be the strongest, most pure form of steel to date. Back on subject though, AC set in Victorian London is the one i want to see, a setting of this period could also have British Empire DLC so practically the whole world would be available.

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BraollusBeBack

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@curtisjunior101 A little correction to your comment: "War" is present where ever there are humans, and certain territorial animals(kind of small scale war..)

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curtisjunior101

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@ @BraollusBeBack .... let me rephrase ..... Wars of note. conflict between two animal isn't the large scale war i am talking about, obviously.

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curtisjunior101

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Edited By curtisjunior101

let me rephrase.... Wars of note

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curtisjunior101

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JAPAN would be the best. In the time of the "fall of the samurai". Kisho ninja could be the Japanese assassins creed, if you think about the time period im talking of, there was a real western presence due to trade and of course war (war is present where ever there are Europeans) . The emperor had plenty of western veterans to train the imperial army, it would make sense for these men to be Templar like Charles lee the legendary MR KENWAY. Imagine the possibilities having sword fights with the greatest swords fights ever created, the katana.
fighting in bamboo forests and jumping roof to roof to enter a tenshu to kill a damiyo. The fighting in number 3 was good imagine kung fu fighting. JAPAN WOULD BE THE GREATEST EVER, A better game then number 3 i feel.

assassin creed is a great game i loved number 1, hated the others based in Italy etc=boring.com
iv only got back into the game since number 3, best game i have ever played story music graphics 10-10 bu sometimes i feel game creators don't have a clue :s.. sometimes it pays to listen to the crowd.

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Shanks_D_Chop

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@curtisjunior101 Stupid comment is full of stupid.

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TheSkyrimStatue

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Ass Creed would be a lot better if there was no modern day animus stuff

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ShadowOfKratos

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@TheSkyrimStatue

Care to ellaborate why?

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Shanks_D_Chop

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@ShadowOfKratos @TheSkyrimStatue I agree with him. The whole Desmond/Animus bit threw up something of a block to me straight off the bat BECAUSE... Desmond is kinda like a non-entity, he's technically the player-character but actually isn't so I never felt like I knew him in AC1. That in itself ain't such a biggy but pair it WITH... the Animus. And some very poorly explained/justified bollocks about ancestral memory that immediately broke my suspension of disbelief.

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kohle36

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Edited By kohle36

@ShadowOfKratos @TheSkyrimStatue Care to use spell check?

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@ShadowOfKratos All the more reason to use spell check

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ShadowOfKratos

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Edited By ShadowOfKratos

@kohle36

Pff! Pointless comment...

As if you didn't understand the word I was trying to use... English isn't even my 2nd language.

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unreal101

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Edited By unreal101

Assassin's Creed games are like the second part of a trilogy: it usually has the weakest plot, and it only exists to drag the story out and set up for the third installment.

...except that EVERY game in the series is like that now.

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batman_is_gaey

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I've been trying to get into the assassins creed series for a while, but there is just something completely juvenile about it that keeps holding me back.

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