ASSASSIN`S CREED - Full Game Play - Walk Through - No Commentary - Long Play

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Assassin's Creed
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Walkthrough
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Assassin's Creed is an action-adventure game developed by Ubisoft Montreal and published by Ubisoft. It is the first installment in the Assassin's Creed series. The video game was released for PlayStation 3 and Xbox 360 in November 2007. A Microsoft Windows version titled Assassin's Creed: Director's Cut Edition containing additional content was released in April 2008.

Gameplay
Assassin's Creed is an action-adventure game, set in an open-world environment, which is played from a third-person view in which the player primarily assumes the role of Altaïr, as experienced by protagonist Desmond Miles. The game's primary goal is to carry out a series of assassinations ordered by Al Mualim, the Assassins' leader. To achieve this goal, the player must travel from the Brotherhood's headquarters in Masyaf, across the terrain of the Holy Land known as the Kingdom, where the player can freely ride a horse, to one of three cities—Jerusalem, Acre, or Damascus—to find the Brotherhood agent in that city. There, the agent, in addition to providing a safe house, gives the player minimal knowledge about the target and requires them to perform additional reconnaissance missions before attempting the assassination. These missions include eavesdropping, interrogation, pickpocketing, and completing tasks for informers and fellow Assassins. The player may also take part in several side objectives, including climbing tall towers to map out the city and saving citizens being threatened or harassed by the city guards. There are also various additional memories that do not advance the plot, such as hunting down and killing Templar Knights and flag collecting. After completing each assassination, the player is returned to the Brotherhood and rewarded with a better weapon or upgrade before going after the next target or given another set of targets, with the player free to select the order of certain targets.

The player is made aware of how noticeable Altaïr is to enemy guards and the state of alert in the local area via the Social Status Icon. To perform many assassinations and other tasks, the player must consider the use of actions distinguished by their type of profile. Low-profile actions allow Altaïr to blend into nearby crowds, pass by other citizens, or perform other non-threatening tasks that can be used to hide and reduce the alertness level; the player can also use Altaïr's retractable hidden blade to attempt low-profile assassinations. High-profile actions are more noticeable and include running, scaling the sides of buildings to climb to higher vantage points, and attacking foes; performing these actions at certain times may raise the local area's awareness level. Once the area is at high alert, crowds run and scatter while guards attempt to chase and bring down Altaïr; to reduce the alert level, the player must control Altaïr as to break the guards' line of sight and then find a hiding space, such as a haystack or rooftop garden, or blend in with the citizens sitting on benches or wandering scholars.[8] Should the player be unable to escape the guards, they can fight back using swordplay maneuvers.

The player's health is described as the level of synchronization between Desmond and Altaïr's memories; should Altaïr suffer injury, it is represented as a deviation from the actual events of the memory rather than physical damage. If all synchronization is lost, the current memory that Desmond is experiencing will be restarted at the last checkpoint. When the synchronization bar is full, the player has the additional option to use the Eagle Vision, which allows the computer-rendered memory to highlight all visible characters in colours corresponding to whether they are allies (blue), foes (red), neutral (white), or the target of their assassination (gold). Due to Altaïr's memories being rendered by the computer of the Animus project, the player may experience glitches in the rendering of the historical world, which may help the player to identify targets, or can be used to alter the viewpoint during in-game scripted scenes should the player react fast enough when they appear.







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Assassin's Creed Statistics For DAABAAH

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