With the release of
Assassin's Creed: Revelations a lot of people are once again talking
about how it shouldn't be an annual release. How Ubisoft are killing
the franchise releasing games so close together. How only two games
ago, Assassin's Creed 2 was hailed as a masterpiece and look how much
it's fallen already.
What this has us asking
is why is everyone in the industry so desperate to have annual
releases? There's so many examples of it not working.
There is however one
rather obvious example of it working, and it working so well that
year on year it's the biggest release the industry has ever had. Call
of Duty.
Now Activision are
simultaneously the best and worst at the practice. With Guitar Hero
and it's six billion iterations doing a good job of nearly killing
off the entire music genre, the series became not just a cash cow,
but one that had a super powered milking machine attached and drained
until there was nothing but a husk left behind.
On the flip side of the
coin, Activision are showing everyone how to do it properly with the
Call of Duty series, alternating between two studios, giving each a
two year development schedule that doesn't result in a substandard
game.
EA have taken a similar
tact with both their Need for Speed series and their own military
shooters. The military shooter option is a little different as they
don't just alternate studios but entire franchises, Battlefield and
Medal of Honour, but there will always be one there to make sure CoD
doesn't get a clear run. Now while I feel the difference between
Battlefield and CoD is obvious (more squad based and vehicles vs
Hollywood-esque indulgence) the difference between CoD and MOH is a
lot less clear cut.
Meanwhile with Need for
Speed, it's almost approaching Guitar Hero proportions with the
number being released in a year, but at least EA are making the
differences clear. Shift is trying to make in roads into the
Forza/Gran Turismo arena while the other entries stick to Need for
Speed's more traditional arcade racing. Black Box have finally had a
two year production cycle again, moving away from the doldrums of Pro
Street and Undercover with The Run. Unfortunately for Black Box, the
reason they got that year off was because Criterion of Burnout fame
had a go behind the wheel last year and blew everyone away.
But What About The
Animus?
This all brings us to
the reason this conversation has once again reared it's head.
Assassin's Creed Revelations. The first hint the story of Aberstgo
Industries was going annual was last year's Brotherhood. It can be
argued that a lot of Brotherhood felt like a game that should have
been DLC in the vein of something Rockstar or a majority of RPG
developers would release. It's a stance I can agree with, to a point.
Ubisoft's inclusion of a rather unique multiplayer feature puts that
argument to rest for me. I did, however, see the cracks starting to
form from the rushed release and hoped it wasn't going to be the
norm. Then, of course, Revelations was announced, and we already know
that there will be another Assassin's Creed next year.
But Revelations proves
that Assassin's Creed cannot sustain this yearly release schedule.
Five studios worked on Revelations. Five. You see five names on a
writing credit for a film and you know you're likely about to sit
through a stinker.
One will be behind the
tower defence missions, which I can forgive. To a point. We may be
used to Ezio jumping into crowds and dealing with it himself, but
this is an older, wiser Auditore, one who brought the Italian
Brotherhood back from the ashes. Thinking of him like that, it isn't
hard to imagine him as a commander as well. Only one of these is
forced upon you though, and to get more is a punishment for not
playing the game properly seems a very odd decision. Not only that
but keep playing it properly and you can cut them out of the game
entirely.
However, the other
obvious offender is the 'Desmond Memories'. Now these are atrocious.
They feel like some mid-90s first person engine tech demo, the only
tie to the game they are meant to be a part of the game they are
included with is the ever present Nolan North's voice over as Desmond
remembers his past.
Of course the
multiplayer will be a third studio, and I'm gonna take a stab in the
dark and say Altair's sections are the other. All of which take place
in the exact same place. Worked well story-wise but was a bit cheap.
What can be learnt from
Activision?
(Did I really just type that)
So why does Assassin's
Creed fail where Call of Duty thrives? Well, first of all is the fact
that CoD switches developers on a yearly basis, giving plenty of time
to make a proper game. And a cohesive one as the majority is done by
one studio and not cutting the development up and hoping it all fits
together.
Second, and I think
this is one that Ubisoft really need to realise, is that Call of Duty
is a first person shooter while Assassin's is an open world game. An
FPS is a lot tighter development, so much more focused and able to
control what and when the players sees and does. An open world game
allows the player to go and do as they please, and to make sure that
works well takes time.
Please Ubisoft, let
Assassin's Creed 3 (or whatever you end up calling it) be the end of
the yearly releases. Take some time, give the designers the chance to
have a good think about what they want to refine, change or tweak
instead of giving us minor changes like the hook blade that don't
really equate to much change. It didn't work for Lara Croft, it's not
going to work for Desmond and his ancestors.
1 comment:
I liked the Desmond sections. I thought they were a cool variation on the series' history of the puzzle solving/riddles (especially since most people just could go to the internet for the puzzle solutions in previous installments). I wanted more of them.
My problem with the tower defense portion was that it didn't feel completely baked. There's a lot of depth, but it felt hard to control what you were doing (especially aiming).
What Ubisoft is doing is taking the episodic gaming experience that was once thought to be a key feature for downloadable titles and making full games out of them. I would be fine if they scaled back the innovations between games in order to provide a more complete and tweaked experience. (like holding off the Tower Defense this game and introducing it in the next trilogy).
the overall experience with AC does smack of a lot of corporate futzing with demands and timing...so I don't think it is a model that is ultimately sustainable, but I hope the series doesn't completely go off the rails because of it.
Post a Comment