Assassins Creed Hype

Van Piorsing

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Many good reviews in media. A combination between Prince Of Persia and Thief... mix of stealth, action, and platforming games.

It's like "Hitman" but in the 12th century.

I didn't played it yet, but people are stunned by a graphics, idea and other smaller details.

Is it really THAT great ?
 
- Very repetitive
- Not worth the hype
- Get's boring very quickly, once I completed it (which was tedious to say the least), it was pointless playing anymore.
 
I didn't get bored of it, it undeniable that it is repetitive but the jumping about, the fighting system, all the game play mechanics are rock solid, and the graphics and cities are beautiful.

All they need ad is more variety to the investigation portion of the game, linked quests rather then separate tasks and they'll make it a great game.
 
I love this game. while it is a bit repetitive, the environmental detail is outstanding, the fighting has a flow to it that I don't think I've seen in other games. The Leap of Faith thing still gives me shivers when I do it.

The PS3 version was rushed by Ubisoft, though, and it has a bug that causes freezing. you have to download a patch to repair it.
 
i bought into the hype and thought it looked good, then i played it and fell asleep it was that boring, thats the last time i will buy a game without getting a demo or renting it first :(
 
It's a good game, but don't play it in a single session or you'll cast it aside.

The missions are repetitive, but if you break it up and play it over a period of time, it's worthwhile and has a reasonable story.

If you don't want to take the gamble, just go rent it from GameFlirt or similar...
 
Good game if you're into the Splinter Cell/Prince of Persia variety. It does get too repetitive, constantly having to spy for info before completing the mission, and the cliffhanger ending pissed a lot of people off. Hopefully the sequal comes out soon.

If you're unsure, get a used copy or rent it. You could beat it in about 2-3 days max.
 
i haven't played it cos i haven't got a fukin ps3 or 360 or xbox.

i loved the prince of persia games though and completed all of them, so i reckon i'd like assassins creed
 
I loved it !

I think there will be a sequel too, you get that feeling at the end of the game.
 
I hated the science fiction part. Otherwise it was an ok game, too bad they didn't actually finished it.
 
I hated the science fiction part. Otherwise it was an ok game, too bad they didn't actually finished it.

Same, i roemember when i first bought it i thought i'd be living life in the 12th century, not popping in and out of my ancestors memory's, major let dwn.
 
If they make a second one it could turn out to be something special.

There will be defintely be one, probably two sequels, it was planned from the start. The next one is supposedly him remembering an ancestor who is an assassin in imperial Japan.

I didn't get bored of it

How? If you fully complete it you do like 100 viewpoints, never mind the repeated formula of eavesdrop/pickpocket/beat up public speaker in every level. I found it very repetitive but completed it out of bloody mindedness, since I presumed the ending would be impressive instead of a massive cliffhanger.
 
Spot on.

It reminds me a bit of Crackdown, has very much been built up style first and the sequel should offer much more.

Well hopefully anyway.

It's about building the game engine more then style, Rockstar did something similar with table tennis, that's the engine that will drive GTA IV, build the engine, get a product out then scale up the detail
 
How? If you fully complete it you do like 100 viewpoints, never mind the repeated formula of eavesdrop/pickpocket/beat up public speaker in every level. I found it very repetitive but completed it out of bloody mindedness, since I presumed the ending would be impressive instead of a massive cliffhanger.

Cause the viewpoints were lovely, the eavesdrop, pickpocket and beat up was fun enough but mostly I enjoyed the atmosphere of the cities
 
It's about building the game engine more then style, Rockstar did something similar with table tennis, that's the engine that will drive GTA IV, build the engine, get a product out then scale up the detail

That's not necessarily true, although it is a new engine they've used. Engines are a dime-a-dozen, and without the style Assassins Creed would be far less of a game or a technical showpiece. In essence, they go hand in hand.

Rockstar only made the table-tennis engine to develop their own technology because Renderware is ridiculously expensive and no longer good enough for what they wanted.
 
Cause the viewpoints were lovely, the eavesdrop, pickpocket and beat up was fun enough but mostly I enjoyed the atmosphere of the cities

I liked the killing.

especially the beggar women. shuts them the feck up.
 
That's not necessarily true, although it is a new engine they've used. Engines are a dime-a-dozen, and without the style Assassins Creed would be far less of a game or a technical showpiece. In essence, they go hand in hand.

Rockstar only made the table-tennis engine to develop their own technology because Renderware is ridiculously expensive and no longer good enough for what they wanted.

Are Criterion even using Renderware or an updated version of it themselves? I suppose they are, but if it still exists, are they still selling it to other developers? If so, why the hell are EA licensing UE from Epic? Is Renderware not as good as UE in the tools pipeline sense, too complex for the smaller or less skilled in house EA studios? That said, very few developers seem to be getting similar results to Epic themselves when using UE - even some (Silicon Knights) having a nightmare with it.
 
Are Criterion even using Renderware or an updated version of it themselves? I suppose they are, but if it still exists, are they still selling it to other developers? If so, why the hell are EA licensing UE from Epic? Is Renderware not as good as UE in the tools pipeline sense, too complex for the smaller or less skilled in house EA studios? That said, very few developers seem to be getting similar results to Epic themselves when using UE - even some (Silicon Knights) having a nightmare with it.

Renderware has been updated, but is no longer for sale:

http://en.wikipedia.org/wiki/RenderWare


I hate commercial engines though, I've never got on with any of them and heard UE is definitely a nightmare.
 
Way off topic, but whilst on the theme of engines, Insomniac's engine director has been chatting with the press recently, and makes some very interesting points, which I shall bold.

Can you tell us when you started work on the current Insomnia engine and what your ambitions were? Was it a brand new project or did you take elements from previous technologies?

The principal ambition of both our engine and tools is to empower our gameplay and content teams. The goal of the engine, in particular, is to leverage as much of the available hardware as we can toward the things that are most valuable to the game and, ultimately, the player. The goal of the tools team, though, is minimizing the iteration time required to make additions or changes to the games while allowing the content teams to maximize the features in the engine. In other words: The engine is about making better, faster stuff while the tools are about making better stuff faster. Along with the engine, the tools we're now using are radically different from what we used for the previous generation.

Insomniac's PlayStation 3 engine was a completely new effort from the start. The team understood that the techniques that worked on previous systems weren't going to continue to be as effective on this generation of hardware. So everyone took a step back and tried to create something much better suited to the PS3 (and the Cell), specifically. Sure, there were missteps and bumps along the way, but ultimately we were able to make a great game that looked good and ran at a rock-solid framerate for the PS3's launch.

In what ways has the engine evolved since Resistance 1? There was a lot of talk about streaming textures at the time... What elements have you added since that game and what have you learned?

The engine is constantly changing. It's continually being upgraded and simplified, while we add new features and remove less useful ones. A sign of any maturing technology is that it becomes simpler rather than more complex. And as we work on our third-generation PS3 title, this is what we're starting to see. We've tried several approaches for different features and we're now definitely seeing a convergence of the ideas that have worked out well. For example, the physics, animation, glass, inverse kinetics, effects, and geometry database systems (just to start with) are now less complicated, thus offering more and significantly faster features than the versions found in Resistance 1.

We've also solidified some design patterns that are simplifying things. Take SPU Shaders, for example, which we discuss in detail on our newly established R&D site. SPU Shaders helped to make the big systems and all the little changes that come along during development a lot more practical to implement. They've also helped shed some light on programming the SPUs. Just having the ability to start putting high-level logic and AI on the SPUs was a major milestone that validated a lot of our ideas on how to distribute that type of work. This isn't to say that we have fewer challenges with each new generation of game--we just have all-new, even better and more streamlined challenges!

This may sound like a daft question, but in what fundamental ways do engines differ? What are the intrinsic differences between your engine and, say, Unreal Engine 3? Are there different programming philosophies at work?

Engines can differ in a multitude of ways: performance, supported features, specific techniques, algorithms used, etc. But I think what you're asking is more about the under-the-hood stuff; how engines are put together.

One topic we discussed at this year's Game Developers Conference was what we called the "Three Big Lies of Software Development". How much programmers buy into these "lies" has a pretty profound effect on the design and performance of an engine, or any high-performance embedded system for that matter.

Engine programmers can take two approaches when it comes to console hardware: hide it or highlight it. We definitely prefer to highlight the hardware, as it's much better in the long run to understand any of its issues or quirks. A good understanding of the hardware influences your data design decisions and coding choices, and it's also good practice. An understanding of one architecture will improve your ability to understand the next. It's a virtuous cycle of learning and improvement.

Some developers choose the dark side: they hide it, keeping the details away from other programmers by trying to "abstract" it. There's certainly some value in this when used in moderation, but most of the time it's overdone. Too much is hidden. This forces programmers to spend as much time learning this abstract system as they would have just learning the hardware in the first place. Then because they don't have a good understanding of the hardware, data design and algorithm choices are not well-informed. This leads to the next cycle of hardware being even harder to understand since they haven't thought about those types of details in possibly years! It becomes a nasty cycle of poorly informed choices and missed learning opportunities.

Most engines also have signature features. The "long view" has always been one for Insomniac's engines. For example, in the first Spyro the Dragon for PlayStation 1, the player could see huge distances into the level, which at the time contrasted with the fog soup so commonly seen in other games. That's something we've continued to focus on. Take Ratchet & Clank Future: Tools of Destruction for the PS3: The game had some amazing vistas that I think players appreciated and helped set the game apart.

You can't forget about your audience, either. Who is the engine designed for? Is it more for the programmers who will use it or for the players that will want the most out of it? This requires a delicate balance. We certainly don't want to make the engine more difficult for the programmers to use for no reason, but there's often a compelling reason to make things different because it means more (or better) stuff for the player.

I'm sure this decision is complicated if you license your engine since the licensees will most certainly always want it to be easier. But even when you don't, there are time and resource constraints (especially if you're releasing a game once a year) to consider... and it's always a consideration. I don't think there's a definitive answer for this one - you just have to communicate with everyone involved and try to make the best decision you can.


When I've spoken to programmers in the past, they've tended to be most excited about the platforms that have allowed them to program 'to the metal' - i.e. to get access to the fundaments of the hardware, rather than rely on libraries and APIs. Where does PS3 rank in this respect?

Let me start with some background on why programmers want to get 'to the metal' when it comes to console engines. A console is a fixed platform; it's the fundamental distinguishing factor between it and a PC. A console has strict fixed resources (hard disk or not, how much memory is available, etc).

But - and this is the big one - a player's expectations are not fixed. Each year and with each new game, players want more. More details. More effects. Better graphics. Better sound. Better AI. What this means is that with each generation of game, there's a lot of pressure for developers to push the bar and do more. To do this, those developers need to know that - with a little more time and effort - there's still power waiting for them to take advantage of.

That's definitely the case with the PlayStation 3. On the CPU-side, you've got the SPUs and no real software "roadblocks" that inhibit a developer from squeezing out extra work. They're very open, well-documented, and we have access to pretty much everything they can do on any level. So I'd rate it very high in that regard.

Do you think that old programming practices have caused people to fall into bad habits that make working on modern architectures harder?

It's interesting, because I think that probably the oldest programming methods are the most relevant today. It's the habits over the last five or eight years that are struggling, and it's interestingly the people that are more recently out of school that are going to have the most trouble, because the education system really hasn't caught up to how the real world is, how hardware is changing and how development is changing.

The kinds of things that they're teaching specifically about software as it's own platform is teaching people to abstract things and make them more generic - treating software as a platform, whereas hardware is the real platform - but performance, and the low-level aspects of hardware, aren't part of the education system. People come in with a wrong-headed view on how to develop software. And that's the reason why Office 2007 locks up my machine for two minutes when I get an e-mail.


Are you able to 'cheat' the system at all, perhaps by using memory allocations that you're not supposed to, storing data away in areas of the CPU meant for other stuff, jamming the SPEs with lots of tasks, etc?

I'm inclined to say that there's no such thing as "cheating" when you're talking about developing on a console. It's all a cheat. You want believable images, sound and AI without developing a "real-life simulator". That is not only impossible, but I'm quite sure it wouldn't run at an interactive framerate.

There's no "supposed to" to compare against. We have a fixed platform, and except for a few rules laid out in Sony's Technical Requirements Checklist (TRC), it's all fair.
 
Have you had any moments of epiphany with the PS3 hardware - a moment where you've suddenly thought 'hey, I get it' and suddenly opened up a whole new avenue of power/possibility? Can you explain it in lots of technical detail?

As I said earlier, the more time you spend with a maturing technology, things only become simpler. In preparation for our GDC presentation this year, I asked some of our programmers what was the thing that really "clicked" for them as they've learned to work with the Cell. Off the top of my head, the main responses were:

"Think in streams of data: Do similar things together."

"Remember that local memory is really fast: Classically, you want to avoid algorithms that have heavy memory access. That's still true in general, just not on the SPUs themselves."

"Forget about conventional Object-Oriented Programming: It's not so much that OOP is bad in and of itself, but the way it's taught and applied typically causes numerous and completely pointless difficulties when it comes to optimising data and code."

So you think universities should be putting more emphasis on parallel and heterogeneous processing?

I think we're finding that in the past couple of years universities have started to address parallel processing - MIT and Georgia Tech both have good programmes - so we're starting to see trends there on that. As far as low-level programming, yeah, I'd like to see that covered - you have a lot of people leaving school now who not only have never written any assembly but don't even understand how it works in general.

They use a high-level or compiled language, and it’s like a magic box to them. But it's something that as a professional programmer you should know - it should be part of the job description - and I think fundamentally what's missing is an understanding of hardware and how it works and how it fits into the programming ecosystem.
So maybe what they should be blending is an electronic engineering degree along with a computer science course.

Generally, in what ways has working with the PS3 technology become easier since Resistance? What graphical/special effects/performance elements have you been able to improve?

As with every console generation, ease comes from better understanding the hardware. We've also become much better at teaching others at Insomniac how to work with the hardware, which in turn makes for a more efficient development process. And we're certainly not the only ones. So what does this all mean for the player? With each passing year they'll receive better-looking characters, bigger environments, and much more from their PS3 games.

Insomniac is now on its third-generation PS3 game - what lessons have you learnt during the development of Resistance and Ratchet & Clank Future: Tools of Destruction that you're now applying on Resistance 2?

It's a lot of little things, right. I mean, we had an idea of what to expect with the Cell before, but there were definitely some hard-learnt lessons. One that I can think of is to not treat the SPU as a co-processor. It's not a way to take work off of the PPU, that's a wrong-headed view of the SPU - it's all about programming for the SPUs first and putting stuff on the PPU only when necessary. You don't use the SPUs to optimise the PPU.

Resistance and R&C are very different games, not just in terms of basic gameplay, but also visual style and mood. Do elements such as mood, atmosphere and story, effect the underlying engine at all? Do you have to tweak anything when transferring tech from a serious dark shooter to a lighter experience?

The majority of the engine's components work for both Resistance and Ratchet titles. The credit really belongs to the hardworking art staff here at Insomniac. They know how to take the components that we have and bend them to their collective will to achieve whatever look is desired.

So what are you doing with the engine now? What sort of refinements can we expect in your future games? Are there any new breakthroughs you're excited about?

Obviously, we're making some changes to our engine so that Resistance 2 looks and runs even better than our two previous PS3 titles. We're not ready to talk any specifics just yet, but trust me--you'll definitely notice these improvements when you play the game.

What do you feel are the key tricks and visual effects of the next-gen era? People went crazy for high-dynamic range lighting at the start, and rich, multi-layered texture effects seem popular... what should we look out for in the near future?

Undoubtedly, we'll continue to see the advancement of procedural content. Although everyone's been predicting the rise of procedural content for years, we're starting to see the limits on how much handcrafted custom geometry and texture work can be reasonably done in the time it takes to make a game. Also, techniques for making a lot more of the unique audio and visual content that players are demanding will certainly be a large part of the very near future.

In general, of course, those of us who work in real-time audio and visual effects can always look to the industries (like film) that can spend many hours rendering a frame for what kind of effects we should target in the future. Whether it's the non-realistic, yet extremely detailed look of something like Ratatouille or something similar to the characters in I am Legend, there's a great deal of technology that just isn't possible to do in real-time yet. But we'll continue to look for the hacks, cheats and fakes that get us as close as possible. Beyond that, it's very hard to predict what will be "the next big thing" in audio and visual tech. Developers will continue to play around with ideas until we find the ones that stick.

How 'artistic' do you think engine creation is? Are you always aiming 'just' for objective photo-realism and physical authenticity, or do you build in a specific Insomniac aesthetic?

Photorealism is not our objective, and we certainly don't build tech just for the sake of doing it here at Insomniac. If we did, I don't think the studio would've been able to sustain the rate of making top-quality games almost every year for the last 14 years, which is a feat not many other independent studios can match. What we want to achieve is believability, within (and right up to the limit of) the capabilities of the hardware. Our real goal is to develop an engine that can help a gamer believe in the world imagined by our art and creative directors.

Certainly, though, the engine development process itself is absolutely an artistic, creative process. It's work that requires puzzle solving, artistic judgment, applied math and science, as well as a strong will and a resilience to change.

Do you see a point in the near-future where you going to have to radically re-think the way you approach videogame development? Is there an event horizon that's going to require a real shift in the way dev teams work with hardware?

It just happened over the last two or three years with the launch of the new consoles. It happened again 10 or so years before that with a big shift to 3D. Development is always going to radically change with the introduction of new consoles, not to mention the expectations of the players. And those seem to change even faster than the hardware.


...
 
That sums up my whole idea of programming. Especially the OOP part.

It doesn't take hundreds of newly educated programmers working with hundreds of thousands of objects, it takes a few good ones working with well written code. He's also right about people's engines, any decent programmer would want to get to the underneath and tweak/change things.

It's a main reason why I'm no longer in the industry as a programmer, I hate the 'standards' or lack thereof.
 
The way it was hyped, i thought it be something similar to Oblivion with a better combat system. How wrong i was.....

It makes me appreciate how fecking good Oblivion is.
 
I'm inclined to say that there's no such thing as "cheating" when you're talking about developing on a console. It's all a cheat. You want believable images, sound and AI without developing a "real-life simulator". That is not only impossible, but I'm quite sure it wouldn't run at an interactive framerate.


That there sums up console development. It is all a cheat, so therefore becomes not cheating. The reason some teams are worse than others, is that some people tend to want to push in an unrealistic direction, and a lot don't actually understand the fundamentals of having to work within such boundaries.

Anyone can stick a model on the screen, not everyone can do it in the most streamlined and bottleneck free way.
 
The game is about visuals not about gameplay.

It is a renter if you like that kind of game. Otherwise skip it, cause it's pretty much shit.
 
Finished it, decent game that doesn't deserve all the hype.
 
Great game to play.. Graphics are astounding. Does get very repetitive. Worth a hire as you should be able to knock it over in a few afternoons.


The sequal should hopefully be better.

Anyone dissapointed there was no crossbow?
 
Yes, there could be a crossbow since you have it on your back... They could switch it with the throwing knives, would be better.