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Assassin's Creed Review

Wednesday, April 23, 2008

As promised, I give you the Assassin's Creed (PC version) review.
As a prelude, I just want to mention that I'm not a professional reviewer, these are just my thoughts on the game, so bear with me.
Plus, you pretty much have to play the game to get what I'm talking about, lets say that this is more for game designers/enthusiasts and less for buyers.

OK, so I'm gonna divide the review into three parts: The Good, The Bad, and The Stupid.
The parts reference the design of the game and its features.

The Good:
There are many good things that Ubisoft Montreal did with this game, that it's no wonder it's such a success.

The graphics, they came out with a great graphics engine for this game.
Things to notice about the graphics:

  • Realistic sunlight, throughout the game, sometimes you can even see ugly building models (especially in the office level) that seem real only because of the lighting.
  • Cloth, it looks like they put a lot of work into making the cloth move realistically, especially in the main character.
  • The cities, the cities you visit a huge and you can walk thorough the entire city eventually, but we've all seen huge cities before, in open world games, like GTA, etc.
Character design, the main character has so much Cool-Factor™, that he can sell the game by himself. Nonchalant kinda guy, means business, and an assassin of course, which is by itself a great idea for a character.
The character's hidden blade is of course the cool, silent, signature assassin weapon of the game from others, like the garrote wire was the signature weapon for Hitman.
You'll find yourself using it more and more as the game progresses.

The story, has a lot of interesting points in it, and above all has ties to real life events, which is always good, in my opinion.

Climbing mechanics, they really put an effort into this one, the climbing itself looks cool and feels controlled by the player, plus the level design is that good that you can practically climb everything in the level, which is really cool.

Addictive way points, there are a couple of things here that are genius design-wise.
  • Through out the game you have to get a high vantage point to get a glimpse of the city, and find out things in it, this is quite a tedious task to perform, something along the lines of:
    Find a high place -> climb it -> look at city, rinse and repeat.
    To make it interesting to do, since it is an integral part of the game, they reward the player for doing that with a really cool overview of the city from that high point.
    And after you finish the look, you drop from this high place into a big haystack, it feels like falling off a 10-story building (not that I know how it feels).
    You got to see it to understand, but it's cool enough to make you want to find those high places over and over again.
  • Saving civilians, throughout the game you see people in need, that you can save to gain bonus points. I'm a pretty lazy player and I don't really like to gather bonus points, but they made it a bit more fun to do.
    Since the entire game is pretty much sneak attacks and hiding, you don't get to fight a lot of people in the open, pretty much the only time you get to do this (without getting in trouble) is when you save civilians, so you just seek them out, to get some fighting action and bonus points.

The Bad:

Camera angles, really shoddy camera angles all along the game.
The most frustrating of them all is the in-battle camera angles, you might miss someone attacking you completely, because the camera decided it wants to show you the really interesting innocent by stander and his stand.

Repetitiveness, I can say that the entire game is repetitive, you end up doing the same thing over and over, the loop is something like this:
Go to a city -> investigate the case (do 3 "special" things) -> find the main guy -> kill him -> run away and hide, rinse and repeat.
The whole ordeal can be quite tedious, but the shiny graphics, cool features and story keeps you in the game, which is all they need from you.

Fighting engine, I don't know if it's just the PC version, or is it all versions, but I found the fighting system a bit off.
Although it gives you a lot of options, remembering all of them and using them in real-time is a bit of a problem, and it can get confusing. And the lock-on system can mess up at times too, but most of the time it's OK.

AI, the AI in this game is simply stupid, or less than what I've come to expect from a game.
For example, an enemy soldier can be on the same rooftop as you, see you, suspect you and then you move two meters aside, effectively hiding you behind a roof fixture, and he doesn't even follow you he just keeps going on with his day, as though you never existed.
I've just seen better AI in other games.

The Stupid:

This section is dedicated to the stupid features in the game, that don't make any sense.

Eagle Vision, this is a mode you can enter to distinguish between friend and foe, which sounds really great at first.
But after a few minutes of playtime, you know which is which, since all classes wear basically the same clothes, in some variations. This is specifically stupid in the case of enemies, they are the main reason for this feature i guess, the enemies are soldiers they all wear the same clothes, how can you not know they are enemies?

Control inside a cut-scene, in the game during a cut-scene, which is shown in-game and not as a movie, you can move your character around to get different angles.
When I first saw this feature, in a preview movie it seemed really cool, but it's actually really unnecessary, at first I thought I can change stuff by moving, like the camera angles of the cut-scene movie, or actually performing some actions while in the cut-scene, but nooooo.
You can't do anything, you just move to different places, while in the cut-scene, I prefer to watch a dramatically "filmed" cut-scene, than to just move around inside a cut-scene, because you're effectively inside a cut-scene.

In conclusion, this game has its share of problems but overall it is a very good game with good looking graphics. I give it a 8.5 out of 10.

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Now playing: DragonForce - Cry of the Brave
via FoxyTunes

Time for reflection

Monday, April 21, 2008

Hey all...

It's a va-ca time, it passover this week, and I have a week off.
Happy holidays to everybody.

Project Assyria is not progressing at all, and I'm quite worried about it.
But, it gives me time to reflect on my current situation, maybe look over some possibilities for a new project to participate in.
Definite candidates I'll be looking into are: openFrag and Project Wish.
Two very promising projects, which I've been following for quite some time.
They both are in very progressive stages, so it's time I kill those projects :D
Just joking, of course, I'll be looking into them, because they'll give me a good chance to just get some experience under my belt.

Plus, lately I've been tossing around some game ideas in my head, so I want to look into those too, see if there's a real game in there somewhere.
Maybe it's time for me to start my own project, maybe, I don't know yet.

Aside from all that, I've been obsessing over Assassin's Creed lately, a really good looking game, and an interesting one as well.
I might throw in a game review for that one on my next post.

Anyway, cya around...

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Now playing: Eva Cassidy - Bridge Over Troubled Water
via FoxyTunes

There is a gaming industry in Israel!

Friday, April 18, 2008

Yesterday I went to GameIS, which is probably the closest thing to GDC in Israel.
To tell you the truth I expected a lot less, but got a lot more.

I can now honestly say, that there is a gaming industry in Israel, which is great.
Although, it's still a grassroots movement, but a movement nonetheless.

The lectures themselves were worth the trip, most of them were interesting and informative.
The lecture given by the CEO of Funtactix, was definitely inspiring, it's great to see somebody so excited about the gaming industry in Israel, and about Israel in general.
I just hope he doesn't get let down by our small country, because it can do that to a man :)

The lecture given by the co-founder of Invasion Interactive, was probably the closest thing to a GDC-like lecture, which I've heard so much times before in GDC/E3/DICE online lectures.
Which is quite obvious, since they were the AAA title representatives in that conference.
The greatest thing about it was that it was in Hebrew, which was pretty cool, in my opinion.

A lot of the other lectures were about casual gaming, and it growth in Israel.
Not that interesting to me, specifically, but informative nonetheless.

Other really interesting lectures and talks, were about designing games and why people like games, in the psychological aspect of things.
Maybe a bit too scientific, but there were definitely some things there I haven't really payed attention too, when I was looking at games or playing them or trying to make them.
Some of the points that were brought up in those lectures, I will keep in mind when designing/playing/programming my games.

Anyway, to sum up my experience in the conference, I can say it was a great experience, the community itself, Israeli game developers, seems like a great community to be a part of.
And I wish success to all the people that were there, and I also hope I can contribute to the effort.

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Now playing: Pat Metheny Group - The Heat Of The Day
via FoxyTunes

Small Update

Thursday, April 17, 2008

Well, today I got the notice, that I did not qualify to become a beta tester in The Silver Lining.
Oh well, never mind that then.

On to newer and better things.

Game Conference AHOY!

Tuesday, April 15, 2008

Get ready for a quick post.

I got an invitation to the Israeli game developers conference, GameIS, a few days ago.
I don't really know how they got my details, maybe from my IGDA member's info, but I'm glad they did.
The conference itself has some great lecturers, and it sounds fun and interesting, it might also be an opportunity to handout some CVs.
So I'm taking a day off and I'm going to the conference.

Although it's no GDC or E3, it's still pretty cool...
To think that some 3 years ago, the Israeli gaming industry, was practically non-existent, and now we have our own little gaming conference.

Anyway, hope it's gonna be fun, I'll post my impressions from it, when I'll return.

G'day, Cheers

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Now playing: Dream Theater - Another Day
via FoxyTunes

Hard Times

Monday, April 14, 2008

I'm tired...
Assyria has been in a stuck state for about 2 months now, wow, time flies.
Anyway, I've seen this state before, too many times :)
This is the sound, a dying project makes, I know, I've been through a few as you can tell.

The main problem, as I see it, is miscommunication (the usual).
The problem is that, the management thinks they can communicate in IM all the time, and everything will be alright, but timezones definitely don't allow that to happen.
The obvious solution is to use e-mail, but although I tried it some times, it's not catching up.
I hope the project is not dead, but it might be dead to me, since I can't just sit around doing nothing.

I did manage to create some scripts for the project, but it seems like it's not going to be used.
Another strike and I'm out.

Anyway, currently I'm waiting for this situation to resolve itself, or get resolved by the management.
Meanwhile, I'm trying to get into the beta test of the highly anticipated (at least by me) game, The Sliver Lining, hope to get in, maybe that will be my next project.

AAAAAAAAAAAAAA! I hate moving all the time, it sucks.

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Now playing: Gary Moore - Left Me With The Blues
via FoxyTunes

Alot Has Happened

Saturday, February 02, 2008

Wow! as a read the previous blog post, I realized how much ahas happened between that post and this one.

First of all, I'm sad to say this, but FarFallen is no more.
We started working, but it seemed like no one was really into it, so it just fell apart.
Everybody started dropping out, there was no communication, eventually the project just stopped.
We said, our goodbyes and everybody went their separate paths.
It was sad to see that happen, since it was a really good idea, in my opinion, and it could have been a great game.

After that, I took some "time off", since it looked like every project I touch falls apart.
I looked around to see if there were successful Indie game projects, and to tell you the truth, I found just a handful of projects.
Apparently, this way of producing games (via the internet in different locations over the world), is not that easy, duahhh.
So I figured, I can give it another go.

For my next project, I looked for a project, that was already underway, so I can just join in and not be in charge there.
The project I went to, was a project that I watched closely before that, a game named Assyria.
It was already on the right path, so it looked like the right place.
Fortunately, they had room for me, so I joined.
So now I'm a Gameplay Programmer, in the Assyria game project, and I hope this one sticks.

On the real-life front, I'm now searching for a place to study abroad, for a M.Sc. in gaming.
There are a few places that offer that degree, and I'm trying to look into getting into one.
With luck, I should be able to study and work in the gaming industry, abroad.

So that's it for now, laters.

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Now playing: Frank Zappa - Shut Up 'N Play Yer Guitar
via FoxyTunes

Document Finished!

Sunday, October 01, 2006

Finally I've finished the Yake Document I was working on all this time...

When I finished it I looked at the start date, and I came to the conclusion that I've been working on this document for a month which seems like a pretty long time to me.
It's probably due to the fact that I only work on weekends and I don't have much time, but I should do something about it if the project is going to go anywhere...
Btw, the finished document is 34 pages and a pretty interesting read, I know it was interesting to write it...

Aside from that, other things happened over the course of the week...
First of all I found out that there's going to be a meeting of the Israeli IGDA chapter later this month and I'm definitly planning on going.
Other than that, I came to the conclusion that I have to get another programmer on board, but not a regular programmer to strat working on the game, cuz it's still far of, but a co-Leader that will help me design the game from the programming aspect.
Because, that seems like a great deal of work for just one guy, in a slow pase, if we devide the work it'll be easier.
I'll have to pass this through the project leader and start looking for that person, I think it'll be tough finding someone like that...

Well, now that I've finished the document I'm going to start testing the Yake Engine, see what cool things I can do with it, back to work...

Delay in Development

Saturday, September 23, 2006

This weekend I didn't get a lot done...
That was mainly because it's holiday season here in Israel, and I celebrated the coming of the new jewish year all weekend with my family.
It was fun, but as I said before I haven't got much done.

I did manage to create some logos for our company, only to find some logos were already created...
Well, I'll see what will come of that.

Anyway, tomorrow I have a day off work, so I'll try to get as much things done as possible, so I'll keep up with the schedule I've set for myself...
Hope to have another post tomorrow.

Trainging Continues

Saturday, September 16, 2006

When I joined the FarFallen team, my first task was to pick a game engine that will suit the needs of the game, the engine that I picked out, from the vareity of open-source engines out there, was the Yake engine.

One major flaw in that engine, is the fact that it's relatively new and does not have proper documentation and manual.
Due to that fact, I started learning about the Yake eninge and how it works through different examples and its code, which is a rather tedious work.

The first task I set for myself, was to learn everything I can through one of the examples provided with the engine and write it up in a document.
Meaning, I don't just go through the example and see what it does, but I also try to go as deep as possible into the core of the engine and see what makes it tick.

Although the example itself is a pretty basic one, it's taking a long time to finish it, since everything in it is new to me, and everything has to be looked into in-depth.
The writing of the document itself is also taking quite a while, since I want the document to be as informative as possible and yet easy to understand.
I'm writing the document that way, since I want it to serve as a first reading material for any new programmers that will join the team, plus it might serve some purpose for the Yake community.

Yesterday, I continued my work on the document and made some noticeable progress, I hope to finish it soon, since it's taken a long time already in my opinion.
Well, I'll go back to work now... ;)

First Post...

Friday, September 15, 2006

Hello to all readers...

This is my first post in my Blog, I just wanted to say something about this blog and myself...

I called this blog "Game Developer in The Works" since this what I consider myself to be at this point in my life...
Recently I've graduated from University and got my B.Sc. in Computer Science, and I didn't know what to do next.
Up until that point, my life was pretty planned out, "go to school, got to university, get a job" and now I actually had to think about what I'm going to do with my life...
Well, I decided to merge my interest in video games and my profession and decided to become a game programmer...
As I found out becoming a game programmer is harder than I thought, especially due to the fact that I live in a country where games are just not developed, that's a problem right there...

But I decided not to give up on my goal, so now I'm working at a full time job as a programmer in a mainstream company, gaining experience and cash, hopefully I will eventually
have enough knowledge and cash to move to a place where I can pursue this goal...

Meanwhile, I'm not just sitting around waiting for the game industry to come up to me and ask me to join them, I'm trying to do the best I can from where I'm at...
I've recently joined an Indie-Game development company named FarFallen, I'm a Lead Programmer in that company and I hope to learn as much as I can while I wait for my opportunity...

So this blog will follow me in my attempt in making it as a Game Developer, it will also serve as an inside look into my side in the development of FarFallen (without disclosing any inside info of course :) )

I hope that some readers will stay along for the ride...