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The True History of Assassin's Creed

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"The True History of Assassin's Creed"

From a user's perspective

When the gameplay for the original Assassin’s Creed was demoed live on stage at E3 2006 I was in awe. I watched the short video five or six times in a row. This was an impressive feat; I had truly awful Internet back then. YouTube had been around for a little over a year. For the first time it was easy to see all the footage coming out of the biggest conference in gaming.

I watched the video again for this article. I hadn’t seen it in eight years. Amazingly, it holds up well. The game’s producer, Jade Raymond, narrates as someone off stage controls Altaïr. Back then, the gameplay was stunning. NPCs weren’t cardboard cutouts; they were a living, breathing part of the world. They could help or hinder you depending on what you did. Even more impressive was the free running. Buildings weren’t an obstacle. Levels weren’t corridors. When Altaïr climbed up the side of a building my heart beat faster. This was a game I had to play.

Even with the first demos the developers were dropping hints that there was more to Assassin’s Creed than met the eye. The futuristic HUD, random screen artifacts and Raymond’s coy “I can’t talk about what’s on the screen now behind me” when an early animus screen closed out the video all teased at what the game held in store.

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