The Three Eras of Assassin's Creed
There’s an additional set of responsibilities that comes with having to make sequels for a franchise that a creative entity doesn’t have to worry about when making games from scratch. respecting the legacy of the characters, stories, and world-building that came before is extremely important not only for fans to feel respected and listened to, but also so that the previous installments don’t feel “silly” or “unimportant” because of the contributions made by new games in our case. It’s a responsibility I think some games do better than others. I chose these three games because they represent so much of what I think assassin’s creed is, even though they are all so different in style. This is also only at a gameplay level, as we all know lore-wise origins and unity have their issues respecting “legacy”. I selected these games to represent the three main eras of assassin's creed because of how each epoch slowly takes away the distinction between high profile and low profile. In the classic games (1-Rev) you have three states of movement (4 really) - walking, jogging, and sprinting. in the Kenway games up to syndicate, movement becomes binary: you are either walking or you are running, and only one additional button needs to be sustained rather than two. Origins strips it back even further and changes how much control we have over the assassin, restricting movement speed to only one source or input - the joystick. Despite this streamlining and honestly restricting of movement, I still feel like these three games respect the legacy of assassin's creed and recapture it in three different ways.
Assassin's Creed is an open-world, action-adventure, and stealth game franchise published by Ubisoft and developed mainly by its studio Ubisoft Montreal using the game engine Anvil and its more advanced derivatives.
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