Far Cry®
Assassin's Creed


PUBLIC SERVICE ANNOUNCEMENT: calling all Tapirs, please be on guard. Ubi have revised their yearly profit estimates up to somewhere between 90 and 100 million Euros after better-than-expected sales late last year, and are going to need a much bigger wallet.

Gamasutra report that Assassin's Creed 3 shifted 12 million copies in the meatspace and online which is 70% more than AssCreed: Revelations managed. Far Cry 3 sold 4.5 million. A "much higher-than-expected performance," which means "fans certainly won't have to wait four more years for the next Far Cry."

The next Assassin's Creed was also briefly mentioned. It'll apparently take place in a fresh setting and star a new hero. So much for Connor, then. Requiescat in pace, brusque angry hatchet-dude. I will remember you always, apart from your face and everything you said and did.

That's all the info for now, but there's still time to honour Haiku Friday with a brief but moving summation of all our hopes and dreams for Far Cry 4.

Jason Brody-bot,
Turns dinosaurs into bags,
Stabby stabby stab.
Assassin's Creed™: Director's Cut Edition
Assassin's Creed


What if Altair's knight-punching and eagle-diving across the ancient Middle East wasn't a solitary affair? As Assassin's Creed III Mission Director Phillippe Bergeron tells OXM, a "huge" drop-in co-op mode was planned for the first entry in the stalk-and-drop franchise, but the creation of modern-day Animus-warmer Desmond Miles sunk a spring-loaded blade into the idea.

“Co-op was one of those big things at the beginning that just didn’t make sense in the end,” Bergeron says. “For us, it was really part of the single-player experience to have in-and-out co-op, and in the end we never thought it made sense in the storyline that we had for the Animus. It just became too hard to do: the engine couldn’t support it, and then the metaphor we had above it didn’t support it.”

Bergeron also points out the glaring paradox of tracking a secondary player's branching storyline within the ancestral memories of their partner. "There was no way to reconcile having multiplayer or co-op in an ancestor's memories," Bergeron says. "Your ancestor lived his life in a certain way, so assuming you had branching storylines, it creates a snag. It didn't fit."

It's a little strange to hear that Ubisoft rejected co-op on the basis that it wouldn't jive with the plot, considering the ridiculousness of the game's premise (human DNA stores picture-perfect recollections of face-stabbing ancient warriors). Multiplayer Creed does live on in the cat-and-mouse versus modes that first appeared in Assassin's Creed: Brotherhood. Read what we think of its current incarnation, Assassin's Creed III.
Assassin's Creed™: Director's Cut Edition
Assassin's Creed 3 Perch


I am pursuing a man in a tricorner hat through the streets of colonial New York. In the top-left of the screen, Assassin’s Creed III instructs me to chase him. In smaller text just below it, there is a secondary objective: ‘do not shove or tackle anyone’. I turn sharply into an alleyway and barge past a woman, earning myself a red X on the mission log and losing my ‘full synchronisation’ bonus. I’m not sure why I want to be fully synchronised, but the completionist in me insists that I try again.

A few attempts later, I’ve figured out a system. Stop sprinting when the alleyways give out onto open streets, edge carefully around pedestrians, and continue. It’s ludicrous - why on Earth would I not shove someone, if the fate of a nation was at stake - but I’ve not incurred the red X, I’ve not lost my bonus. I chase the man and, as is tradition, wait for the cutscene where I catch him. It doesn’t come. We pass through the same fishmarket for the second time and I realise that we’ve done a lap of central New York. The game is waiting for me. Oh! I think. This is an assassination. I do those.

I can’t get close enough to use my hidden blades so I wait until we’re running down a clear alleyway, pull my flintlock, and fire. Desynchronised! Target was killed. Try again.

It takes another couple of tries before I figure out that the game wants me to catch him - tackle him, if you will. My objective is to give chase. My sub-objective is to not tackle anyone. The solution is to tackle someone. You may Google your own facepalm jpeg.

Assassin’s Creed III features the silliest and most self-defeating mission design in the the series’ history, and it’s a huge shame. When it isn’t directly hamstrung by constrained mission areas, flakey AI, and imprecise movement, it manages to steer you into the path of these flaws anyway with optional objectives that encourage you to game the system - and Assassin’s Creed III’s systems do not hold up well to gaming. When full sync bonuses were introduced in Brotherhood, they were designed to encourage creative use of the tools at your disposal. Here they more often tamp down your options, exposing the emptiness of the game underneath. You can ignore them, sure, but you can’t ignore the signal sent by that big red X.

Lafayette got a street in New York. Connor fights in every battle in the revolution and doesn't even get a bench.

There’s a lot more to an Assassin’s Creed game than its missions, but the fifth in the series drops the ball with such regularity that it resonates through the entire experience. A pervasive sense of frustration is the snare drum that accompanies Assassin’s Creed III on its march through the American revolution.

You undertake that march - for the most part - as Connor, a young assassin with a British father and a Native American mother. Connor’s quest to negotiate a future for his people against the backdrop of revolutionary war is well written and often well acted. The game’s treatment of issues of race, class, democracy and empire even manages to be insightful, and Ubisoft have no qualms about turning America’s founding mythology on its head. Characterisation is strong. Connor will get some flak simply for not being Ezio, but he comes into his own in the second half of the game. Assassin’s Creed III has a cracking villain, too, in a senior British Templar that the writers seem to like more than they do their ostensible lead.

The game suffers for a lack of female characters - the only real exception being Connor’s mother, who after a brief period of activity retreats from the stage to usher in the series’ next male protagonist. It’s a shame that the game does not do more, given how laudably it addresses themes of repression in other contexts.

There is also, of course, Desmond. Creed’s sci-fi metanarrative splutters to a stop, pulling together its various precursor races, ancient artifacts and cosmic threats for a conclusion with the dramatic impact of a wheezing cat finally sicking up all over the carpet. It’s not all bad: a handful of present-day missions let you see what Desmond’s time in the Animus has taught him, and Danny Wallace’s character has somehow metastasized from the human equivalent of Clippy from Microsoft Word into a likeable person with something to say about history.

"Why?!" "Why?!" "Whyyyyyyyyyyyyyyyyyyy?!"

There’s a lot going on, then, and a lot to do. The new Animus bombards you with side-missions, collectibles and challenges, often without heed to what you’re doing or whether the tone will be ruined by the sudden notification that you’re in the top 50% in the world for whistling. Its three main explorable areas - Boston, New York, and the compressed frontier that links them - are liberally sprinkled with men to stab, lists to fill out, and every other form of open-world busywork you can think of.

"Oh wow, that goat really does yell like a man."

Crafting returns, expanded from Revelations’ bomb-making into something far larger and far harder to rationalise in the context of a game about a man who stabs people. Combining materials gathered through hunting and purchased from settlers in your homestead allows you to make a wide array of items for further crafting or trade - from barrels to booze, venison jerky and Franklin stoves. You can top up your supply of arrows and other consumables in this way, but it’s far quicker and not very much more expensive to just buy them. The system feels irrelevant and the cumbersome interface prevents it from simply being a breezy distraction. It’s one example of the many ways that Assassin’s Creed III manages to draw the player away from what is fun or meaningful. It’s like thrusting a pile of dried fruit and a bottle of Captain Morgan into the hands of a pilot and telling him that he’s allowed to make rum and raisin ice cream now. That’s nice, Assassin’s Creed III. Do you mind? I’m flying a plane.

Puppeteer-style controls are gone, replaced with traditional keybindings: interact, attack, secondary weapon and so on. The verisimilitude suggested by the old arms, legs and head system has been lost, but the new way is clearer and for the most part it’s a worthy change. The animation team deserve credit for the way that Connor moves through the environment - the seamless transitions from ground to tree-branch, from street to interior, from attack to canned takedown animation. Assassin’s Creed III manages to incorporate detail that other games would force into quick-time events into the flow of regular play, and as a result it’s substantially less compromised than you’d expect by its cinematic ambitions. If ‘less compromised than you’d expect’ sounds like guarded praise, then that’s because it is.

Counter-riposte combos are still the dominating force in combat, but what exactly constitutes a riposte has been diversified: firing lines mean grabbing an enemy to use as a shield, and heavy foes are better responded to with quick, aggressive jabs at their defences than waiting for them to attack. No more Ezio-style multi-man murder sprees spring from a single tap of the attack button. Hoisting the leader of a roaming patrol into the trees with a rope dart before slamming to the ground and taking out his friends with a few precisions strikes builds on the best of what the series is good at, which is self-contained, satisfying bursts of action. Moments like this are one of the key things that protect Assassin’s Creed III from outright mediocrity, but the problem is that they have to be staged by the player in the open world: the game’s main missions, which should be an opportunity to encourage creativity, more often actively punish it.

Tree-climbing feels and looks great.

The game looks substantially better on PC but otherwise this is an underwhelming port. Keyboard and mouse controls can’t be rebound and feel like an afterthought, so play it with a gamepad. The game ran at 30-50 fps on full settings on an Intel i5 760 system with 8Gb of RAM and a Radeon HD 6970. A few dips to 20 fps while in busy cities necessitated dialing back shadow quality a little. The game uses Ubisoft’s Uplay system, but a permanent internet connection isn’t required and all you lose for switching to offline mode is a few entirely missable unlockables.

The root of my issue with Assassin’s Creed III is this: that for as much stuff as it provides, the amount that it actually allows you to do feels thinner than ever. A vast amount of its content can be reduced to ‘get from A to B and push a button’, and stealth rarely strays from minigame territory: ‘try to stay in the circle’, ‘try to stay in the circle when it’s moving’. It’s about pattern recognition rather than creative thought, binary reactions with no room for life or dynamism. Ubisoft clearly hope that top-grade presentation will be enough to convince you that holding forward to make Connor walk between cutscenes is somehow satisfying - but it isn't. Players deserve the freedom to make up their own minds. Isn’t that what Assassin's Creed purports to be about?

Assassin’s Creed III’s basic mechanics fare much better in multiplayer, where human opponents - or allies, in the co-op Wolfpack assassination challenges - provide the depth and dynamism that the single-player game lacks. The other area where the game excels comes entirely from left field: naval combat.

Connor's dapper Captian's garb is only available outside of naval missions if you pre-ordered from specific retailers.

Connor moonlights as a privateer captain in a series of optional sea missions that thread in and out of the main plot. During these you take the helm of an Assassin frigate, barking orders at your men and steering your warship into broadsides and boarding actions. It’s absolutely spectacular - weather and ocean effects create a phenomenal sense of place, and control is just arcadey enough to be exciting while retaining the heft associated with 18th century naval warfare. What’s more, the mechanics are actually interesting, rewarding tactical thought in a way that sits flush with Assassin’s Creed’s broader historical mission statement. Why is Assassin’s Creed suddenly the best Master and Commander game ever made? I have no idea, but I’m glad that it is.

It is not that the rest of the game feels rushed. The production values on display hit the heights of what this industry is capable of. It’s quixotic, but often admirable for it. Assassin’s Creed III is not a half-assed game: but it is approximately half ass. Frequently during my twenty hours with it I’d find myself wishing that other body parts had played a bigger role. Brains, perhaps, for rethinking the necessity of crafting or trading or courier missions or Desmond. Hands for testing and determining that, no, it is not fun to be whacked with a great big red X for failing to abide by pedantic and inartfully implemented rules. Assassin's Creed III rises above mediocrity by virtue of its ambition, its writing, and the set-piece moments where its best ideas form ranks and push. It's the sequel that proves that a revolutionary rethink is needed, but not the sequel that pulls it off.
Assassin's Creed™: Director's Cut Edition
Assassins Creed 3 thumbnail


Ubisoft have perched themselves on the top of a tall building, hoping to scan for clues as to the direction to take the inevitable next entry in the Assassin's Creed series. TGL have posted a series of screenshots of a survey sent out by the company, hinting at possible features that may be introduced.

The most interesting avenue they're exploring is a drop-in co-op mode, designed to let a friend help out at any time during the campaign. The site also reports (although doesn't have screengrabs of) questions probing players' interest in a second title feature AC3's lead Connor (spinning out his frontier adventures into a Brotherhood style meta-franchise), and the continued inclusion of mopey bland-face Desmond.

Does co-op Assassin action appeal? Tying it to the single player campaign sounds like a curious plan. While it'd be nice to muck about in the series' parkour playgrounds, I can only imagine my dogged insistence on completing every mission as stealthily as possible would just infuriate any potential playmate.

Thanks Kotaku.
PC Gamer
Assassin's Creed 3


Assassin's Creed 3 is arriving a bit late on PC, but according to comments from the Ubisoft team in a recent Reddit AMA, it'll come with some extra visual polish. DirectX 11 features like tessellation will smooth out those polygons and we can look forward to textures that, in some cases, will be four times the resolution of the console versions.

Community developer "UbiGabe" also says that "when PC launches, it will include ALL of the console patches out at the time (so, that includes any patches we might be releasing in between now and PC launch). In addition, PC has a special patch designed to ensure that everything runs as smoothly as possible."

Textures will be "double-res in most cases, but quadruple in some," and there will be "some other shader improvements that will have an impact, but aren't all that sexy to enumerate in a reddit post." UbiGabe should drop us a line, NOTHING IS TOO UNSEXY FOR US.

But seriously, other important issues were raised during the Q&A, like the vital question "Do you think Connor would rather fight 100 duck-sized horses, or one horse-sized duck?" to which the predictable response was "I think Connor's speed and size would prove to be the difference maker in the battle against the mob of horse-ducks so I lean towards them."

This brilliant Assassin's Creed Kinect April Fool video also came up again, which is all the excuse I need to embed it on my forehead to amuse everyone I meet today. Also here:

Assassin’s Creed® Brotherhood
Assassin's Creed 3


After the appearance of listings for in-game "Erudito Credits" yesterday, Ubisoft have confirmed that there will be microtransactions in Assassin's Creed 3.

"The Erudito Credits are a new way of unlocking content in Assassin's Creed 3's Multiplayer," Ubisoft told Eurogamer. "People who have little time can use Erudito Credits as a shortcut to unlock game items from level 1 to 50 (excluding Prestige levels and relics rewards). This is not mandatory, all items sold in Erudito Credits are also available in Abstergo Credits and can be unlocked through normal progression like previous years."

Assassin's Creed 3 isn't the first full price game to contain optional microtransactions, boxes can be bought in Mass Effect 3's multiplayer mode to unlock new weapons and classes a bit quicker, though it's a bit of a lottery. It sounds as though this system will be a more straightforward 'pay for credits buy the item' deal though it won't be clear how expensive those upgrades are until the game goes live.

Assassin's Creed 3 goes on sale today on consoles in the US. It's out on November 20 in the US and November 23 in the UK on PC. The console launch means there is a new launch trailer, which is different from last week's launch trailer, in that it's longer in order to fit in more hitting with axes.

PC Gamer
Assassin's Creed 3 reveal


Listings on the Xbox marketplace and the Playstation store reveal plans to sell in-game currency for real world money in Assassin's Creed 3, according to Eurogamer. The listings sell set amounts of "Erudito credits," which is thought to be the currency used in Assassin's Creed 3's multiplayer mode.

Worthplaying captured a shot of the sale page for a batch of credits with accompanying description. "Buying this pack will grant you 925 Erudito Credits ingame, allowing you to acquire some game items, disregarding your current level."

Listings on the Playstation store have prices, too:


Assassin’s Creed III 155 Erudito Pack – ($4.99)
Assassin’s Creed III 20 Erudito Pack – ($0.99)
Assassin’s Creed III 380 Erudito Pack – ($9.99)
Assassin’s Creed III 50 Erudito Pack – ($1.99)
Assassin’s Creed III 925 Erudito Pack – ($19.99)


Ubisoft haven't spoken about in-game microtransactions yet, but it's out tomorrow on consoles in the US, so we should see what we'll be able to buy with Erudito coins soon enough. Assassin's Creed 3 is due out on PC on November 20 in the US and November 23 in Europe.
Assassin's Creed™: Director's Cut Edition
Assassin's Creed 3


Console players will get their paws on Assassin's Creed 3 next week. We'll have to wait until November 20 in the US and November 23 in Europe, sadly, but you can absorb a 90 second montage of the action courtesy of the launch trailer, which features fighting on the high seas, some great big battle scenes, a bit of tragic back story and one particularly cruel groin kick.

Find out whether your rig will run AC3 with the help of these system requirements and get a sense for how the sequel's shaping up with an account of some adventures in the wilderness in our Assassin's Creed 3 hands-on.

PC Gamer
Assassin's Creed 3 hammer attack


A pirate throwing moneybombs to distract peasants makes sense, but why is the Carpenter carrying a huge hammer? Has he stolen it from a blacksmith? Why is nobody stopping him from bludgeoning others' brains out in broad daylight? Assassin's Creed 3's multiplayer mode will be a vicious, stabby, smashy affair that's for sure. Ubisoft are hoping to spice things up with new game modes that'll have assassin's occupying glowing circles to take territory, and working together to hunt down NPC targets. See those game modes in action in the latest Assassin's Creed 3 trailer below.

Call of Duty®: Modern Warfare® 2 - Multiplayer
Windows 8 storefront


An analysis of the Windows 8 app certification requirements by programmer and tech blogger Casey Muratori suggests that games with a rating over PEGI 16 or ESRB Mature will not be allowed on the Windows 8 storefront.

This means we won't be seeing many of the current crop of games on the store, or, given the proliferation of rating-baiting neck-stabbing seen at E3, many of next year's either - not unless publisher's are willing to heavily sanitise their content.

The guidelines are pretty explicit about creating a walled-garden within Microsoft's hitherto anything-goes OS. As section 6.2 of the certificaiton requirements state: "Your app must not contain adult content, and metadata must be appropriate for everyone. Apps with a rating over PEGI 16, ESRB MATURE, or that contain content that would warrant such a rating, are not allowed."

As Kotaku pointed out, this might not be such a problem in the US, where relatively few games receive a mature rating, but it will be very significant in Europe, where games such as Dishonored, Skyrim, Sleeping Dogs, Assassin's Creed, Call of Duty all fall foul of the restriction.

Of course, you'll still be able to buy and install these games on the OS - you just won't be able to get them from the official Windows storefront. So is this a problem? Perhaps - games that don't make the cut won't be able to make use of Windows 8's bespoke features, and by bifurcating the platform Microsoft risks fragmenting the PC gaming marketplace. If games are rated as mature in one location and not in another, will that create stark regional differences? And what's more, from a creative perspective, it may force developers to censor themselves in an attempt to reach that wider audience.

It's a curious direction to take for a platform which prides itself on being open, and the reaction among devs is sure to echo the fears already annunciated by the likes of Gabe Newell, Blizzard's Rob Pardo, Notch and others.






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