Assassin's Creed is a sandbox style action-adventure-stealth video game developed by Ubisoft Montreal and published by Ubisoft. The game was released for the Xbox 360 and PlayStation 3 in November 2007 and for PC in April 2008.
The game centers around the use of a machine dubbed "The Animus", which allows its user to view the genetic memories of his or her ancestors, specifically a bartender named Desmond Miles. As Desmond relives the memories of one of his ancestors, the Assassin Altaïr Ibn-La'Ahad who lived in the Holy Land during the Third Crusade, details of a battle between two ancient sects, the Knights Templar and the Assassins, emerge as both scour for an artifact known only as a "Piece of Eden".
The game received primarily positive reviews, for both its story and its gameplay, and received several awards at the 2006 E3. In November 2009, Assassin's Creed II was released as a sequel.
 Assassin's Creed is a non-linear action-adventure video game during which the player controls a 12th Century Syrian Assassin named Altaïr during the 3rd Crusade, whose life is experienced through the Animus by Desmond Miles. The overall goal of the game is to rise through the ranks of the Assassins Brotherhood by carrying out a series of assassination missions ordered by the leader of the Order, Al Mualim. In doing so, Altaïr travels from Masyaf to cities in the Holy Land, specifically, Jerusalem, Acre, and Damascus, and a sparsely populated rural land dubbed "The Kingdom".
Upon arrival in any of the cities, Altaïr must locate an agent of the Brotherhood (called a Rafiq) who will provide a safe house (the Bureau) and basic knowledge of the target. It is up to Altaïr to perform additional intelligence gathering via eavesdropping, interrogation, meeting with informers and fellow assassins, and gathering important items. It is only after Altaïr has gathered enough information that he can safely and successfully carry out the assassination. After successfully completing assassinations, Altaïr returns to the Brotherhood and is rewarded with a better weapon and then given another set of targets.
High vantage points allow the player to map out portions of the city.
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While performing the necessary missions, Desmond must direct Altaïr to high points in the city to further synchronize the memories which maps out the city that he is currently located in. Other side quests include tracking and killing Templars, flag collecting, and saving citizens who are being threatened by city guards. Altaïr needs to carry out most of his missions without being noticed by officials. The game uses the Alertness Level Meter to inform the player of how noticeable Altaïr is to the surrounding individuals, including the guards, by changing color and shape of the Abstergo Logo. Performing certain actions at certain times may or may not raise the local area's awareness level. If an area is on high alert (the logo becomes red, and the entire sync bar earns a red tinge and background), all citizens will run and scatter in various directions as guards chase and attempt to bring down Altaïr, and are always on alert. To reduce the alertness level, Altaïr must break the guards' line of sight, find a hiding place or blend in with wandering scholars (who coincidentally are dressed similar to Altaïr) or with citizens sitting on benches.
Altaïr's freerunning abilities allows for greater exploration.
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To conduct many of the assassinations and various other tasks, Altaïr is capable of both high and low profile commands, both of which affect the alertness level. Low profile commands will allow Altaïr to blend into crowds, hide, and use Altaïr's hidden blade to attempt quiet and low profile assassinations. High profile commands increase alertness at a greater level and include free running, attacking foes, and high profile assassination attempts. And, should the player find himself faced with multiple enemies, one can utilize Altaïr's sword-fighting abilities. Health in the game is measured as the level of synchronization between Desmond and Altaïr's memories. When Altaïr is injured, it is experienced as a deviation from the actual memory that occurred and synchronization decreases. If there is complete de-synchronization, the current memory that Desmond is experiencing ends and restarts at the last checkpoint. If complete synchronization is obtained, Desmond as Altaïr is able to use "Eagle Vision", which has the Animus highlight all visible characters in the current setting in specific colors depending on their status (friend, foe, target).
Because Altaïr's memories are being rendered by a computer, "glitches" may often be experienced with nucleotides and error messages appearing. Such glitches can be used to help identify targets and if the player reacts quickly enough, may be used to provide other vantage points during the cut-scene.

SynopsisEdit

PlotEdit

Warren Vidic of Abstergo Industries overlooks Desmond inside the Animus.
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Desmond Miles, a bartender, is kidnapped by the company Abstergo Industries for use as a test subject in the "Animus", a device that can stimulate the recall of ancestral memories. Abstergo intends to put Desmond in the device to recall the role of his ancestor, Altaïr Ibn-La'Ahad, a member of the Assassin Brotherhood in the year 1191 as part of the Third Crusade in the Holy Land. Desmond has trouble adjusting to the device, but eventually relives Altaïr's exploits over the next several days. The game then primarily takes Altaïr's point-of-view, with occasional swaps to Desmond, due to glitches in the Animus.
The game opens with Desmond entering Altaïr's memory but faces synchronization problems. Lucy's and Vidic's voice can be heard. After experiencing a few problems Desmond exits the Animus. Vidic gives him a brief about the Animus and gets him inside a tutorial program. After Desmond is done with the tutorial he enters the first memory of Altaïr. Lucy says that Desmond has to relive a bunch of memories to increase his synchronization before reaching the final memory which the Templars are seeking for.
Altaïr is first shown attempting to retrieve one of a series of artifacts known as the "Pieces of Eden" from Solomon's Temple with the help of Malik and his brother, but is stopped by Robert de Sable, Grand Master of the Templars and sworn enemies of the Assassins. While retrieving the treasure, Altaïr breaks all three tenets of the Assassin's Creed ("Stay your blade from the flesh of an innocent," "Hide in plain sight" and "Do not compromise the Brotherhood") within the opening minutes of gameplay in an attempt to kill de Sable but fails. In the following commotion, Malik's brother is killed, and Malik's left arm is crippled and later amputated. When Altaïr returns to the Assassins' stronghold at Masyaf with apologies, Malik, who survived de Sable, comes back with the artifact and curses of Altaïr's arrogance.
Altaïr, Rauf and another Assassin performing Leaps of Faith before the defeated Templars.
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After narrowly defeating a retaliatory attack by the Templars, Al Mualim, leader of the Assassins, demotes Altaïr to a novice but gives him another chance to rise through the ranks of the Brotherhood. Al Mualim assigns Altaïr the task of assassinating nine key figures across the Holy Land in Jerusalem, Acre and Damascus, aiming to bring peace between the Crusader and Saracen forces. Each target is based on an actual historical figure from the Third Crusade, including Majd Addin (Regent of Jerusalem), Garnier de Naplouse (Grand Master of the Hospitalier), Jubair al Hakim (an eminent scholar in Damascus), Abu'l Nuqoud (the wealthiest man in Damascus), Robert de Sable, Grand Master Sibrand of the Knights Teutonic and William of Montferrat (Regent of Acre).
Altaïr arrives at Arsuf to confront Robert de Sable, his most highly trained and dangerous foe.
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Altaïr completes each task, learning how each target is connected to Robert and the Templars and how together they aim to end the Crusade and place the Holy Land under their own control. With men on both sides killed, he discovers that de Sable's last ploy is to attempt to unite Christian and Muslim against their new common enemy, the Assassins themselves. Altaïr defeats de Sable before Richard the Lionheart, failing to convince the king that an end to the war would be welcome to both sides. From de Sable he discovers that Al Mualim is himself a member of the Templars and used Altaïr to kill the other members so he could keep the artifact for himself.
Altaïr discovers a map detailing the locations of other Pieces of Eden.
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Altaïr quickly returns to Masyaf to accost his master, who reveals the truth: the Piece of Eden, which he had received from one of the men in the library after Altaïr's transgression, creates illusions. He denounces religion and other seemingly supernatural events (e.g. the Ten Plagues of Egypt, the parting of the Red Sea and the presence of the Greek Gods in the Trojan War) as illusions caused by the Piece, then states his intention to use the artifact to compel mankind into a brainwashed state and in, doing so, bringing an end to all conflict. Altaïr is eventually able to see through deceptions created by the artifact to kill Al Mualim. When Altaïr recovers the artifact, the Piece of Eden activates, showing a holographic view of the world with numerous locations of other Pieces of Eden marked across the globe.
When the process is complete, Desmond learns that Abstergo is a modern-day front of the Templars, and they are already seeking other artifacts at locations identified in Altaïr's memory. He further learns that the modern-day Assassins had tried to rescue him before the memory was complete but had failed. Desmond was to be killed after completion, but a researcher named Lucy Stillman saves him from death and, at one point, tucks her ring finger into her palm, referring to the Assassins' tradition of cutting off the finger.
Though Desmond remains trapped in the Abstergo laboratory, his experience in the Animus has created a "bleeding effect" of Altaïr's life in his own, allowing Desmond to use Altaïr's "eagle vision", which, in turn, allows him to see strange messages painted on the walls of his room and the floor of the lab. The messages all deal with various forms of the end of the world from different cultures, including several references to December 21, 2012, the date that Abstergo plans to launch a satellite that will "permanently end the war". It is hinted at that this will be by the same method that Al Mualim hypnotized Masyaf, only on a larger scale. The game ends with Desmond wondering what these images all mean and who could have drawn them. In fact they were drawn by another person who was captured by the templars to relieve the memories of his ancestor, subject 16, who drew the images with his own blood.
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