Assassin's Creed Playthrough | Part 21

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Welcome back to Assassin's Creed! As always I hope you enjoyed the video, if you want to see more content like this then please consider subscribing.

What is Assassin's Creed?

The Assassin's Creed games primarily revolves around the rivalry between two ancient secret societies: the Assassins and the Knights Templar, and their indirect relation to an ancient species pre-dating humanity, whose society, along with much of Earth's biosphere, was destroyed by a massive solar storm.

The games' real-world chronological setting is the year 2012, and feature Desmond Miles, a bartender who is a descendant of several lines of prominent Assassins; though raised as an Assassin, he fled his nomadic family to seek out a more common lifestyle.

He is initially kidnapped by the megacorporation Abstergo Industries, the modern-day face of the Knights Templar, who are aware of Desmond's lineage. Desmond is forced to use the "Animus", a device that allows him to experience his ancestral memories.

Abstergo is seeking to discover the location of several artifacts, or "Pieces of Eden", that hold great power, to control mankind and alter its fate, bringing humanity into a single unified group.

Desmond also encounters a small team of modern-day Assassins; agreeing to work with them, Desmond uses their version of the Animus (the Animus 2.0) to continue to experience the memories of his ancestors to discover the locations of additional Pieces of Eden so they can be recovered before Abstergo can do so.

While experiencing these memories, some of their abilities are genetically leaked into Desmond, known as the Bleeding Effect, giving him some of the Assassin skills of his predecessors at the cost of living with multiple sets of memories and personalities in his mind.

While the game is presented through protagonist Desmond Miles, the bulk of the game is played as Desmond experiences the memories of either Altaïr, Ezio, or Connor through the Animus.

This provides a means of a diegetic interface for the player, showing Altaïr, Ezio, or Connor's health, equipment, goals, and other features as part of the Animus interface. The Animus is based on the player controlling the assassin to maintain the synchronization between Desmond and his ancestor's memories. Performing actions that go against the Assassin's way or dying breaks the synchronization, effectively requiring the player to restart at a previous checkpoint.

Furthermore, the player cannot explore outside of areas that the assassin has not experienced yet. There are also abnormalities within the Animus from previous users of the device.

While playing as the Assassin characters, the games are generally presented as third-person in an open world, focusing on stealth and free-running. The games use a mission structure to follow the main story, generally assigning the player to complete an assassination of public figureheads or a covert mission.

Alternatively, several side missions are available, such as mapping out the expansive cities from a high perch followed by performing a "leap of faith" into a haystack below, collecting treasures hidden across the cities, exploring ruins for relics, building a brotherhood of assassins to perform other tasks, or funding the rebuilding of a city through purchasing and upgrading of shops and other features.

At times, the player is in direct control of Desmond, who by nature of the Animus use has learned Assassin techniques through the bleeding effect, as well as their genetic ability of Eagle Vision, which separates friend, foe and assassination targets by illuminating people in different colors.

Through the Animus interface, the player can go back to retry any past mission already completed; for example, in Assassin's Creed: Brotherhood, the player achieves better synchronization results by performing the mission in a specific manner such as by only killing the mission's target.

The games use the concept of "active" versus "passive" moves, with "active" moves, such as running, climbing the sides of buildings, or jumping between rooftops, more likely to alert the attention of nearby guards.

When the guards become alerted, the player must either fight them or break their line of sight and locate a hiding place, such as a haystack or a well, and wait until the guards' alert is reduced.

The combat system allows for a number of unique weapons, armor, and moves, including the use of a hidden blade set in a bracer on the Assassin's arm, and which also can be used to quietly assassinate targets.

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