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Assassins Creed


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Hey guys...any update bout the bulk order of AC and also if limited edition one would be available in the offer :thumbsup:

 

I checked out few sites and a limited edition of it is also available for pre-order for 80$ ...comes with Altair figurine...

 

http://www.play-asia.com/paOS-13-71-dh-77-...28up-43-99.html

 

I wanted to take some opinion if the link posted above is the figurine+game(Limited edition) one...

 

i think it is. 'cause whitout being it how can play-asia charge us $80.

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Interview with Jade

 

http://www.gamersyde.com/stream_4846_en.html

 

Few points:

1. Game still slated for November this year for both 360 and PS3, not 2008

2. There won't be any demo before or after the release.

3. Game length with only minimum missions is 18 hours, with side quests, its over 40 hours.

4. Sequels will depend upon its commercial success.

5. Jade laughs a lot :D

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Assassin's comic reveals some more secrets

 

From Xbox360 Fanboy

http://www.xbox360fanboy.com/2007/10/07/as...e-more-secrets/

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itsanassassinscomicyall.jpg

 

Making its way onto the internet (for your leaked enjoyment) in fully scanned form is an Assassin's Creed comic book that was given out at a recent EB Games conference compliments of Ubisoft. But what's so spectacular about this comic book you ask? Well, just a basic setup of the secretly secret Assassin's Creed storyline and hints at what the game is all about ... that's all. So, if you need that instant gratification and want to know a few tidbits about the game's storyline then go already, click and make the jump to page through the comic feature. We're not sure how much the comic will "ruin" the storyline, but we're chickens and don't want to take a look.

_______________________________________________

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Assassin's collector's edition pics sneak in

 

From Xbox 360 Fanboy

http://www.xbox360fanboy.com/2007/10/09/as...-pics-sneak-in/

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assassinscreedpict.jpg

 

The crew over at Xboxygen dug up and posted a few pictures of the Assassin's Creed collector's edition, the one that features one sexy statue of the main character Altair. As you can see in the picture above, the packaging is reminiscent of the BioShock collector's edition where the figure, game and extra goodies are all conveniently boxed together. Thumbs up to that. And then there is the Altair figure in all its Assassin's Creed figure glory. Thumbs up to the Altair figure for being so damn cool. He'll fit right in with the home we made for our Big Daddy figure.

 

AC92.jpg

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*sigh*

 

Another 4K I'm gonna have to shell out.

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Assassin's Creed struggling to fit on 360 DVD and PS3 memory causing problems

 

No such issue with Blu-ray, but PS3 memory causing problems.

The developer behind hotly anticipated stealth game Assassin's Creed has revealed details of its struggle to make the game as good on the PS3 as it is on the 360.

 

The game's creative director, Patrice Desilets, told Pro-G in an interview that one of the biggest challenges the team is currently facing is fitting everything into a 360 DVD disc compared with Sony's Blu-ray format. Conversely, he revealed that the team was "really struggling right now on PS3" because of memory problems specific to Sony's console.

 

He added that the developer, Ubisoft Montreal, had drafted in help from both Microsoft and Sony to make sure the game has "the same quality on both systems".

 

"The PS3 version is as good as the 360 version. We've been showing the PS3 version at E3 this year, but we've done a lot of events and it's just easier for us and for people from the press to have a 360. But the versions are the same, basically," he said.

 

He added: "Both have their own challenges. Right now we have a big challenge on the 360 to make it fit on a DVD, to put five languages, to put all the data on eight gigs. On the Blu-ray side we're really good, but then the memory is quite different. How we handle memory is really different between the two machines and we're struggling right now on the PS3. But we have people who are really dedicated and we're having help from Microsoft on one side and Sony on the other side to have the same quality on both systems. It really depends on the week basically as to who's best."

 

Owners of the PS3 will find comfort in the comments, having suffered some poor quality ports of 360 games since Sony released the console in March this year.

 

You can check out the entire video interview with Patrice next week, where he talks about the possibility of using Assassin's Creed's technology in other games and why the PS3 version will not make use of the Sixaxis controller's motion technology. If that's not enough for you, you can check out our hands-on preview of the game later today.

 

http://www.pro-g.co.uk/news/12-10-2007-6670.html

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Holy sh*t !!

 

From this article it looks like the X360 is the lead platform for AC. If thats true, I'm definitely sticking with the X360 version, no matter how many discs. We have a;ready seen the framerate issues.

 

@ Oceans: recall the debate we had on the differing memory configs on the X360 and PS3 and why I felt the X360's implementation was better....

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Thats another example of lousy approach by Ubisoft developer. A while back they had said Conviction and Naruto are exclusive to 360 because the PS3 cant handle the AI. Come on now, Naruto?? If Valve can fit five full games in one DVD then whats wrong with Assassin's creed. As far as this memory bullshit, just take a look at HS and R&C, both first year PS3 titles already sport some of the best visuals and massive levels on home console.

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Thats another example of lousy approach by Ubisoft developer. A while back they had said Conviction and Naruto are exclusive to 360 because the PS3 cant handle the AI. Come on now, Naruto?? If Valve can fit five full games in one DVD then whats wrong with Assassin's creed. As far as this memory bullshit, just take a look at HS and R&C, both first year PS3 titles already sport some of the best visuals and massive levels on home console.

 

if am not wrong HL2, epi1 , epi2 and portal all use same type of graphics and engine... so its not entirely 4 different games but 4 different types of gameplay.

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Yes, they all use Source engine, but the versions are different. Even TF2 uses same engine but with cell shaded like textures. Thats why texture data for portal and TF2 are totally different from other three titles, still they fitted all that data and 25 hours of SP game in one DVD.

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The Source engine isn't next gen and neither are the levels in HL2 in terms of size or landscape geometry. In fact HL2 which is the biggest of the HL games barely occupied 1.8 GB of a 4.5 GB standard DVD. So fitting all the games on one DL-DVD wasn't a real issue. In fact, I'll bet there's room to spare.

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source: ign.

 

Assassin's Creed In-Depth Hands-on

 

Assassin's Creed is an ambitious project that tries its bladed hand at an impressive collection of things - organic design, freedom and openness of gameplay, crowd behavior, social realism - set within a massive and lovingly-detailed ancient world.

 

And from our fleeting time with Assassin's Creed, we came away with the impression that the game rewards equilibrium, encouraging you to maintain it when necessary, upset it when it suits your needs and generally work toward an overall goal of creating balance in a tumultuous Holy Land. Achieving that balance takes patience, quick thinking and, quite often, a leap of faith.

 

Much of what drives Assassin's Creed is the investigation process, a free-roaming, self-directed approach that encourages the player to slink around town and dig up dirt on the intended target. You can gather intel on the soon-to-be-dead by eavesdropping (sitting on an occupied bench and listening in on a relevant conversation), interrogation (pummeling the living pulp out of a guy until he gives up the goods) and pickpocketing (lifting a map or document from the pouch of an unsuspecting messenger). Altair also has another resource at his disposal - informants. Some are surly brutes who hate your guts, and others are deathly afraid of you. All the ones we saw operated strictly on a quid pro quo basis, though, so be prepared to do their dirty work before they do yours.

 

One of the ways Assassin's Creed differs from other action/adventure games we've seen is that the investigations are mostly non-linear. In order to finally get the go-ahead to eliminate your target, you have to complete a certain number of investigatory objectives. After you fulfill that minimum requirement, your regional bureau leader will present you with a white feather. Effectively a death sentence, the feather is to be smeared with the blood of your dying target and returned to the leader as proof that the deed is done.

 

If you wish, you can stop with a minimum amount of research and rush into the fray headlong. But if you want to take the conservative route, you can continue exploring the district around your target, eavesdropping, pickpocketing and interrogating to your black heart's content. We found taking the time to pick up all the game's investigatory breadcrumbs made our assassination attempts both smoother and more satisfying.

 

Having your bloodstained thumb on the pulse of the street gives you access to invaluable info like escape routes, enemy vulnerabilities and even support from strangers. The back alleys of the Holy Land's major cities are dangerous places, and you'll frequently find monks and helpless women being accosted by unscrupulous men. Step in to help the innocent, and they'll reward you with assistance when you need it most.

 

The key to getting the most out of the street is to climb high above it. Reach one of the game's many View Points (notable by the soaring eagles that circle them), and previously fogged sections of your map will become clear, often pointing out the locations of possible interrogations, eavesdropping opportunities, etc. Getting a birds-eye view is where Altair's so-called free-running function comes in and, as we've reported previously, it's not quite like anything we've ever done in a game before.

 

assassins-creed-20071011055931769-000.jpg

 

 

 

It took us a few tries to master, but once we got the hang of it, Altair was not only pulling himself onto buildings but also sprinting

and leaping between them as well. Game design director Max Beland describes Assassin's Creed free-running system as similar to a racing game - hold one button down for Altair's acceleration and hold another down for his turbo. The result is a madcap scramble up walls, over beams and across rooftops.

 

Here, we ran into what we've come to think of as the Assassin's Bane - archers. Scattered seemingly everywhere on the roofs of the ancient cities we visited, archers hate you and love nothing more than feathering your back with arrows. The best ways to deal with them are to stay out of their line of sight or sneak up on them for the stealthy kill.

 

"There's no way for me to be socially accepted by an archer on a rooftop," said creative director Patrice Desilets, as he led Altair up a wall during a brief demo and drove the Assassin's hidden blade into one of the bow-bearers' chins.

 

Another way to dispatch pesky archers is to flick your deadly throwing daggers at them from afar. You have a limited number of them, and you'll be reminded of that fact as you watch your character on-screen. As you throw your daggers, you'll see them disappear from Altair's knife belt one-by-one

 

assassins-creed-20071011055931160-000.jpg

 

 

 

But most of the combat in Assassin's Creed is more close-up than ranged. During our time with the game, we fought a number of battles with guards, thugs, soldiers and Templars. While the combat system is simple on paper, it's tougher in person, and it took us a few tries to get the hang of things. As we've reported before, the overall control scheme works like this: The controller's face buttons represent Altair's head, feet, weapon hand and free hand - and their functions change in different contexts. Your free-hand button will grab ledges in free-fall and can be used to grab opponents by the collar in battles. The foot button runs in free-running mode and can be used to dodge or stomp on an opponent's leg in battle.

 

Scrapping with enemies felt solid and responsive, and the overall combat experience was challenging without being frustrating and

addictive enough to keep us coming back for more even if fighting could be avoided.

 

They take a bit of time to master, but combos are where the real damage lives. Swing your sword or daggers with just the right timing, and you'll drive your opponent backward, dispatch him and make his fellows quiver in their boots. Some will even cut and run if your attacks are sufficiently devastating and impressive. As you progress in the game, you'll open up new weapons, including (at the end of the game) one you'll surely begin to covet the more you follow the game's story.

 

As Altair moves up in the world (there are a total of nine character levels), he'll receive additional abilities, too, which are incrementally restored to him by the Assassins as he does their bidding. While playing, we unlocked a new set of gloves, which gave us the ability to grab ledges as we fell, a useful tactic when running from angry guards.

 

The scene where our Assassin master bequeathed us our power gloves had the feel of a detective movie where the disgraced cop finally redeems himself and gets his badge and gun back. In fact, much of what we saw of Assassin's Creed feels like a dark crime drama - there are confidential informants, investigations, interrogations and an overarching mystery that needs solving.

 

As we made our way through the world of Assassin's Creed, we heard much talk on the streets of Acre and Jerusalem (and on the lips of our dying targets) of a "master" who is up to something nefarious in the Holy Land. While visiting the Assassins' mountain redoubt of Masayaf (which includes a garden full of beautiful women), we also found out who the group suspects is behind the recent evildoings in The Kingdom, but we don't want to spoil the game's plot, so we'll keep that to ourselves.

 

On the subject of spoilers, we were able to uncover precious little about Assassin's Creed's underlying plot, but we'll share what we

learned. We've previously heard that the game has a DNA/sci-fi/memory-recovery bent, and our time with the title this week re-enforced that understanding. For example, when Altair is defeated or takes too nasty a fall, he doesn't die - he "desynchronizes." And when he comes back, he doesn't respawn, he "resynchronizes at an earlier memory." Even his time atop the Holy Land's View Points is spent "synchronizing" with his surroundings. The game's Memory Blocks resemble the helix structure of DNA molecules, and the load screen at one point informs us that it is accessing "ribonucleic memory."

 

assassins-creed-20071011055930581-000.jpg

 

Ubisoft confirmed for us that the story, in part, is about recapturing an entire series of memories and completing a sequence of DNA (wiping blood on a feather would be an effective way of doing so, it seems), and that the player will be introduced to this side of the story 30 seconds into the game.

 

Characters in Assassin's Creed speak a mix of Italian, French, German and English, true to how these cities would have sounded during the Third Crusade. But Altair's voice is noticeably, even jarringly, different that the rest. He sounds, well, modern - like a 21st-century American. We're assuming this is a deliberate choice and ties in with the game's shadowy time-warping storyline somehow. For a game so ostensibly based on justification and realism, such an oversight would be quite surprising.

 

According to the Ubisoft developers we spoke to, the game is essentially finished and is now in its debugging phase. And from what

we saw, there are a few left to squash. Our play session crashed here and there, and we had a couple of problems with Altair disappearing through surfaces. But we also saw a small army of bug testers working in the Montreal office, and we were assured they are up to the task.

 

assassins-creed-20071011055929988-000.jpg

 

For a game that has so many systems running simultaneously and offers such a vast area to not only explore but also climb on, jump from and hide in, we came away impressed that everything ran as smoothly as it did. We saw zero slowdown during gameplay, even when multiple enemies and NPCs were on-screen. What few load screens we sat through were made more tolerable than in most games by the fact that the player retains a modicum of control over Altair's movements during the process.

 

Desilets emphasizes that Assassin's Creed tries to tell a story without pushing the player along a predestined route. Targets can be struck in any order, and trails you tire of can be revisited later.

 

"There are no paths in Assassin's Creed," he says.

 

Desilets' other mantra is justification. Would a character really behave this way in a given situation, he asks? Would this action really make sense?

 

We thought about that as we galloped on our horse through the Kingdom, heading to another ancient city for yet another kill. As we reined in to pull up near the edge of a sheer cliff face we accidentally whacked a man and a woman with the rump of our trusty steed and listened to their desperate screams as they plummeted over the edge to their deaths.

 

Oops.

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