1. #1
    Guys this is the actual gameplay description that was shown behind doors.

    May 13, 2006
    Assassin's Creed game impressions

    Thanks to the magic of friends with connections, we got snuck into a lovely presentation of Assassin's Creed on Next Gen consoles (currently being pimped as PS3 exclusive - timed or otherwise).

    First impressions were definitely favourable. More in the link.

    We were demoed the game by script writer Corey May who took us through a stage set in the Medieval era.

    He began on horseback and demonstrated the fairly easy-going horse control mechanics which allowed him to jump over things in the road automatically, but control the horse's direction.

    He arrived at a village and jumped off the horse and up a wall, using Prince of Persia and Parkour-inspired movements that are incredibly well coreographed into the environment.

    In terms of how the player navigates through the environment, it's not 'large surface' based. Navigation is done at a very micro-sized level, with wall protrusions, small decor features, bricks poking out and anything larger than a 2inch space being used for the Assassin to gain leverage and push himself in numerous directions. It's Parkour inspired without the acrobatics - merely the rock climbing influenced side.

    The assassin navigated up a small area and saw a buxom lady being bullied be two guards. He stood and watched and one gave him ****, so Corey went up and stabbed him. Corey then told us that the lady will now remember you helped her and anyone she is aligned with will now help you should you ever need it.

    The guards make chase and the assassin follows themup a wall and some rooftops. We then get prepped that we're about to see the combat mechanics while the guard patiently waits up top. Using a philosophy based on believable mortality - three or four strikes will kill you - the combat system is based more on ways to defend rather than attack. Corey waits for the guard to attack him and he presses the button at the last minute, dealing a lethal counter than leaves his attacker in a bloodied heap. He presses on.
    Next, we get some more of the crowd mechanics in action. He shows us that the assassin has different modes of interacting with the crowd NPCs. He can be aggressive and charge through them. He can push them out of the way or he can assume a 'low profile' and blend in with everyone.

    The payoff these elements have are thus:

    - NPCs remember you if you're hostile and they'll get in the way if you need to escape post assassination
    - If you piss too many NPCs off, they'll group up and attack you
    - You can cause hysteria and use it to create route for escape post assassination

    We were only teased with these features and I expect more will be revealed by the time of its 2007 release.

    After we were shown the basics of the crowd mechanics, Corey wanted to show us an assassination. There were two guards placed by a man being hung and his mission was to assassinate one of them. To find out which one it was, he went high up in the level for better vision and used his 'assassin's instinct' to pick him out. Everything in the level blurred, bar his target. So back down the level he went to commence the killing.

    He began by blending in with some monks who were affiliated with a lady he helped earlier. Using their route of travel, he navigated behind one guard, but alerted his target accidentally and alerted the guards, ending up with six guys trying to kill him! He tried to escape and some NPCs even grabbed him to try and help the guards!

    Sadly, they were successful, they sliced him good and he died...

    ...or did he?

    The next thing we saw was a futuristic interface with a gentleman having woken up in a Matrix like 'simulation' setting, revealing something about the story presently unknown. My friends and I discussed many theories including the whole thing being a training game for the ultimate assassination which would be the final level, or the game simply being the origins of the assassin, or some kind of 'travel back in time to save the future' by killing the right people game.

    Either way, it's one I'm looking foward to and a very intriguing and unique concept. It's definitely on my radar and although its being touted as PS3 exclusive, it's being built on 360 as well, according to one flappy-gummed development source, so there you go.
    Source: http://www.noooz.com/archives/2006/0...ssio.html#more
    Share this post

  2. #2
    Sounds great.Gamespot also have something Similar.
    LOS ANGELESâ€"ťAssassin's Creed is being shown only behind closed doors at Ubisoft's booth at the Electronic Entertainment Expo, but it's easily one of the most impressive games in the company's large lineup. In development for two years by the team responsible for the outstanding and influential Prince of Persia: The Sands of Time, Assassin's Creed is stylish, moody, visually stunning, and original. It offers a stunning level of freedom of movement, incredible lifelike animation, believable artificial intelligence, and a level of nuanced detail like we haven't seen before in any previous game.

    A quick glance at Assassin's Creed quickly brings to mind a number of other recent outstanding games. It boasts very fluid animation and an incredibly maneuverable main character, much like in Prince of Persia. It's got a medieval setting and emergent, open-ended gameplay similar to Oblivion. It has huge, lifelike cityscapes not unlike the recent Ghost Recon Advanced Warfighter, albeit a thousand years in the past. And it's reminiscent of the Thief series, if only because of its inconspicuous, independent, and resourceful main character and the anti-medieval-establishment premise. Finally, the open-ended "sandbox" world of the game is easy to compare to Grand Theft Auto. However, this is clearly no cookie-cutter clone of a game. Its distinctive, beautifully crafted visual style and surprising twists give it an identity all its own.

    "Nothing is true. Everything is permitted." That is the assassins' creed, suggesting that anything is possible given the proper frame of mind. This game seemingly takes place during the Third Crusade under Richard the Lionheart, sometime in the late 12th century. You play as a character named Altair--an assassin by trade, armed with a deadly wrist blade, an unconcealed sword at his side, and a quiver of crossbow bolts at his back. He's clearly a powerful fighter (and a trained horseback rider--he enters town by pressing forth on horseback). Faced with aggressive threats from all sides, Altair can slice them up in an instant, using flashy and devastating counterattacks to strike the enemies when they least expect it. However, even he can't necessarily withstand a city full of violent guards, not to mention mobs of civilians. So it pays for Altair to keep it cool.

    To that end, he can find his mark by working his way through the crowds. It's difficult to explain why this appears so remarkable, but essentially, the way in which Altair moves through the crowds demonstrates two things about gaming: one, that very few games (before this one) have successfully presented what seems like a bustling city environment, filled with a sufficient number of different-looking people. And two, that very few games (before this one) have done a halfway-decent job of making the player's character interact realistically with other characters and objects. In Assassin's Creed, when Altair brushes up near other characters wandering the streets, he uses his hands to move the individuals out of his path nonchalantly, like you might do in real life while trying to wade through the masses at a concert, or maybe at a huge video game convention (the game's creative director cited the concert scenario specifically). But you don't need to keep it cool if you don't want to. Altair can draw attention to himself by shoving civilians out of his way forcefully, or by acting in any other aggressive or suspicious manner. Whether you want to blend into the background or act all macho, Assassin's Creed seems to let you.

    Watching the populace's reactions to the main character was really special. Characters would visibly frown or raise their eyebrows as Altair jumped around like a madman in their vicinity. And when he took a swing at a random civilian, genuine panic ensued. The victim fell to the ground in pain as nearby villagers stood in shock or ran off screaming. Altair pressed the attack, and as the civilians seemed to realize the threat they were facing, some of them rallied, encircling Altair and making it difficult for him to escape. This is where the momentum-based movement comes into play. The quicker you move, the easier it is to lose footing. In practice, this all seemed quite believable.

    Incidentally, the name Altair is Arabic for "the flying eagle," and indeed, the creative director of the game confirmed that the eagle was the inspiration for the character. You need to see Altair in motion to appreciate how cool he is. Remarkably, all of the animation was done by hand, which doesn't explain why it's able to look so real, but does explain why it's able to look so good. Altair has a move for every situation. It's hard to describe in specific detail why something as simple as how he touches a nearby stone wall can look so good, except to say that Altair simply looks much more real in motion than most any other video game character we've ever seen.

    The three cities in Assassin's Creed will be Altair's playground. According to the designers, any surface that extends out more than two inches from a wall can be latched onto by Altair, who would make a champion rock climber. He can scale many surfaces and mantle up onto anything he can grab. Yet the city itself looks incredibly real. (We even got to see the whole thing from a high vantage point after climbing to a very tall building, though the frame rate dropped--but we're confident that visual blemishes like these will all be fixed.) The game gives a strangely liberating feeling--Altair is like a superhero but his abilities don't seem superhuman, for the most part. The creative director for the game noted that many of his moves were inspired by the sport of free-running, sort of like skateboarding without the skateboard. We saw this in action as Altair deftly skipped his way across rafters high up above a civilian populace obliviously wandering below.

    Here Altair finally found his mark, revealed to him through his eagle vision, which highlights the would-be victim with a faint glow. By blending in with a group of clergymen (whom he had helped previously--don't expect to be aided without reciprocity), Altair was able to approach a haughty guardsman apparently in charge of executing civilians ostracized under King Richard's reign. In a flash, the guardsman is slain, sating Altair's wrist knife--and thus begins Altair's escape as an entire town erupts into bitter chaos.

    The mob proves to be too much even for this capable killer. Altair fights bravely but is knocked from his feet as he attempts to flee (the faster you move, the more you stand to lose balance). Strangely, as he takes damage, the screen starts to distort. And when he finally dies, the screen fades out entirely, to reveal...a computer heads-up display. System offline. What...the...

    The futuristic twist to Assassin's Creed is a mind-boggling highlight to an amazing first showing. Ubisoft promises that Assassin's Creed will be an open-ended action game that lets players act however they wish. This isn't a stealth game--if you want to fight your way to your victim, you can try. There will be subquests to undertake, alliances to forge, secrets to discover, and, hopefully, all the other aspects of a free-roaming world that we've come to enjoy. But it's truly just the level of detail on display in Assassin's Creed that has us so impressed, in addition to the art direction as a whole. We can't wait to see more of this game, but we'll patiently wait for it to come together so that it might live up to all of its potential. The game is slated to release next year. Stay tuned to GameSpot for more coverage in the intervening months.
    Share this post

  3. #3
    Aww...damn it.
    I hope he writes a better script for this than for the Prince of Persia games. I'm serious, I'm not exactly a big fan of his work.
    Sorry, Corey.
    Share this post

  4. #4
    kew414's Avatar Senior Member
    Join Date
    Jun 2005
    So this explains how Corey dissapeared from the PoP forum and never gave us those quotes...

    I wonder if the in-game graphics are as good as the trailers ones
    Share this post

  5. #5
    Share this post

  6. #6
    SpyderNynja's Avatar Senior Member
    Join Date
    Jun 2004
    Cloud Nine
    give it 8 months DB, I'm pretty sure they are a hell of a lot better than that, remember the first screens for warrior within? SUCKAGE! then, later on, ownage.
    Share this post

  7. #7
    I agree that in TTT wasn't his best scriptwriting. In TTT there wasn't much character development IMO. The characters in the game seemd like robots with no strong emotions in the game hardly. Anyway, I'm sure that he will do a good job with AC. The plot of the story is very good from what it is about ,and I feel the character development of Altair will probably be good too.

    The scriptwriting he did in WW however was really good. The story had a lot of twists and things you didn't expect.
    Share this post

  8. #8
    What? Corey May writing A.C?!
    *remembers T2T
    Oh god...have mercy.

    When I read the title of this thread, I nearly gave up on the game.
    But we'll see how it ends up ~_~
    Share this post

  9. #9
    Lhorkan's Avatar Senior Member
    Join Date
    Feb 2005
    The next thing we saw was a futuristic interface with a gentleman having woken up in a Matrix like 'simulation' setting, revealing something about the story presently unknown.
    Nooooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooooooooooooooooooooooooooooo oooooooooo....

    Anyway, thanks for the previews.
    Share this post

  10. #10
    HorTyS's Avatar Senior Member
    Join Date
    Feb 2003
    Originally posted by Lhorkan:
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">The next thing we saw was a futuristic interface with a gentleman having woken up in a Matrix like 'simulation' setting, revealing something about the story presently unknown.
    Anyway, thanks for the previews. </div></BLOCKQUOTE>

    you don't like that? i think that adds a whole new demension to the game. obviously we dont' know exactly what that means, but i think it's an interesting twist that could really change the dynamics of the story... i like it personally...
    Share this post