I haven’t finished Assassin’s Creed 3 yet. I’ve got a lot of excuses – some of which
will come out here – but I wanted to begin this SNS with that disclaimer. AC3 is interesting, I’ll give it that. I think it takes the entire franchise in a captivating
new direction. But it’s problematic in a
new and distinct way, and some of that is slowing down my playthrough. The rest is life. But I don’t want to whine about that. I just wanted to let you know, I just arrived
in New York, and I understand I’ve got about a third of the game left to play
according to AC3’s completion meter.
To those unfamiliar with the Assassin’s Creed series, the
premise is more or less that a post-structuralist French Canadian designer was
somehow accidentally permitted to make a surprisingly smart game framing story
and place it in a game built on around kinesis.
Physicality and movement, usually through absolutely fucking gorgeous
cities and lackluster, beiged out ruins, form the core of play. You’re always running around, leaping from
roof to roof, climbing up walls.
Sometimes you’re forced into fighting something, but combat is mostly a
rote experience. The only way it ever
gets interesting is when challenges are posed to keep players from using all of
their incredibly bad ass combat abilities to ruin the game.
The sequels to the first Assassin’s Creed did everything
they could to make the game’s story progressively dumber while also presenting
some amazingly fun gameplay mechanics and more fucking gorgeous art. They mostly centered around Rome, Venice and,
at one point, Constantinople. The last
one had weird, slightly incongruous musings on mortality throughout as players
were pressed into playing middle-aged and old-aged versions of the agile
badasses they previously inhabited, characters bent with time and injury who
could no longer move swiftly and instead had to use cunning to overcome their
limitations. The last one made me
sad. The stories consistently played
fast and loose with history in a way that was, at best, amusing and, far more
often, stupefyingly dumb.
Assassin’s Creed 3, the purported final entry into the
series, is set in colonial America.
I’d contend this is the single biggest departure for the
series. The previous Assassin’s Creed
games played on the spectacle of architecture in ancient cities, essentially
providing gamers with a primer on urban landscapes in days of yore. Even the most desolate districts of Acre were
so lovingly rendered that they radiated mystique. Assassin’s Creed 3 trades the scale and scope
of Roman and Arabian architecture for the rustic charm of Colonial
architecture. The cities, rather than
sprawling metropolises, are struggling bergs.
There aren’t a lot of buildings with more than three stories.
Since the primary conceit of the Assassin’s Creed series is
kinetic movement amidst spectacle, this might seem like an odd, a departure
from form. I certainly thought it was
until the game’s main story began to open up and I found myself spending large
amounts of time in the New England wilderness.
That’s where I found the real heart of Assassin’s Creed 3, the thing
that actually sold me on the game. The
landscapes, my god, the landscapes.
Assassin’s Creed 3 effectively posits that wilderness, trees
and all that shit, can exist and function more or less as a city. It’s telling you that that joy you experience
when you’re climbing a building in Rome is actually the same joy you had
climbing trees outside Lexington, and it’s going to make you climb those trees
to the tippy top so that you can expose the landscape in loving detail.
It’s an odd choice. I’d
go so far as to call it brave. Gamers
don’t usually like the outdoors, and games in general are usually terrible at
rendering outdoor environments. Red Faction:
Guerilla does a decent job with its naked Martian landscape, and Crysis and Far
Cry 2 do some remarkable things with the Crytek Engine, but usually outdoor
areas are re-skinned corridor portions that you’re asked to leap through in
order to get to the next indoor corridor portion. Assassin’s Creed 3 really cares about
putting you in a forest, resplendent with animals (that you can kill) and feathers
(that you can collect!) and a few patrols of guards (that you can also
kill). There’s a love to how the woods
are created, a treasuring quality to these landscapes, only partially preserved
today, and even then without any trace of the resilient ecosystem that Assassin’s
Creed 3 calls to attention to remaining.
Therein lies the predominant thematic arc behind Assassin’s
Creed 3: a wistful examination of a time gone by and a vanished landscape, a
beautiful landscape that used to make up most of our nation. New York is a patchwork of farms. Boston’s Beacon Hill is bare. The world is open, riddled with passages that
permit those who seek them, presenting ample sights to those who simply wish to
enjoy the beauty of a natural landscape.
There are problems behind it all. The story has gotten even more twisted, with
a campaign to kill a specific character that makes roughly as much sense as…well,
a thing that doesn’t make very much sense at all. The bulk of the plot centers around George
Washington, specifically an assassination plot that you’re pressed to derail so
that a man with the world’s most dangerous mustache doesn’t become general of
the colonial army. You’re conspicuously
present at each of the major events in the American Revolution and are, of
course, at the center of each of these power-plays. It might be that I know my American history
better than I know the intricacies of the Borges court, but it got to be a bit
much for me very, very quickly. I understand
that it’s meant to be a playful take on history, but Jesus Christ. Paul Revere’s midnight (made midday)
ride? That’s not even good game
design. You know what’s better than
weird historical events shoehorned into a story? Weird historical shoehorning of the most
boring event of the American revolution into your game so that you can force
players to endure a shitty escort quest.
And the crafting game is criminally buggy. I lost my ability to send out caravans during
the tutorial to a well documented bug that Ubisoft has no announced plans of
addressing. They’ve actually released
several patches since it was brought to their attention without making a fix or
even commenting on the forum threads that inform them of the issue, so I can
only assume that they plan on waiting for PC players to just stop playing. I also can’t comment on something the
designers clearly put a great deal of time and effort into because the single
biggest part of it (the part that lets me make money to make the other parts
work) is super broken. Paired with a
dishwater dull hunting system and a series of Assassin management games that
thoroughly miss the things that Brotherhood and Revelation did well, there’s
not a lot of innovation to recommend in AC3, gameplay wise.
With one exception: combat.
Combat has always been a straightforward power-fantasy deal in Assassin’s
Creed games. But AC3 steps back to the
first Assassin’s Creed game (and its inspirational antecedent, Prince of Persia)
by making combat into a sort of puzzle.
A puzzle rife with cheat buttons (also called muskets, the most fun
cheat button I’ve ever encountered in a game ever) but still, a puzzle. You have to sort out how to kill that redcoat
captain or that Pict grenadier. If you
use the standard “wait to counter” tactic you’ll actually die (another shift
from Assassin’s Creed tradition) so you’d better experiment and sort out how to
match your attacks to each opponent.
Combat events involving firearms and dramatic enemy movements also
abound. It’s a nice change from the “tap
X to win” play of Assassin’s Creed 2.
There are also a handful of missions set in the “future” (now
our alternate present) that I’m not really going to talk about here. Suffice it to say, they’re problematic in a
new and different way unrelated to the rest of the game.
There’s no thread running through my experiences of Assassin’s
Creed 3, except perhaps disengagement.
This is the first Assassin’s Creed game that hasn’t totally captivated me. I’m halfway through and I really don’t care
about finishing it. I’m going to, I’m
sure. But I had trouble putting down all
of the previous AC games even briefly.
Now, even when I was housebound while violently ill, Assassin’s Creed 3
was my, at best, third choice. Part of
it is owed to the terrible story, but another part of it has to be chalked up
to the infuriating experience that is interacting with a fundamentally bugged
out game.
Hey, Ubisoft: if PC players send out a caravan during the
first trip to Boston and it’s attacked, they’ll never be able to use that feature. Ever again.
Fix that shit. It’s hard to keep playing
your game when I’m not sure that parts of it will actually work.
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