Assassin's Creed III takes place in America during the
Revolutionary War. You play as Connor, a half-British, half-Native
American assassin on a quest to bring down the Templar order. Arriving on
horseback at the American forces camp at Bunker Hill in 1775, it was
immediately noticeable how, even in the current build, Assassin's
Creed III is
visually stunning. An improved graphics engine allows the developers to
increase the amount of characters on screen from 500 in previous games to up to
2,500 in Assassin's Creed III. This was necessary to
create an authentic experience where entire armies would literally line up and
mow each other down. After hearing the famous "don't fire until you see
the whites of their eyes!" speech to rally the troops, Connor heads to the
side of the hill and does what the Assassin's Creed series are known for — scaling the
environment. Unlike the previous titles, in which the cities often felt
scripted and mapped out, Ubisoft's aim for the trees was to be as natural as
possible. To do so, instead of having trees accommodate Connor, they
added all-new animations so that Connor may accommodate the shape of any
individual tree. The tree climbing and movement was very realistic and
fluid as Connor utilized his environment to get into effective positioning for
an ambush.
What happened next literally sold the entire audience on the
game. As a British patrol arrived, the game paused and a
"rope-dart" was selected. I didn't have to wait long to see
what happened, as Connor latched the rope around the enemies neck and dropped
from the tree, quickly and effectively hanging the British soldier from the
tree branch. The audience immediately cheered, but there were still five
soldiers remaining. At this point, creative director Alex Hutchinson introduced
a new "shield" mechanic to help with some of the longer range gunfire
gameplay elements. Connor quickly grabbed one of the soldiers and used
them to block oncoming fire from the enemies. Ubisoft aimed to recreate
an experience as authentic to the American Revolution as possible — this means
proper firing formations. As Connor, the best thing to do is get up close
and hack and slash the enemies. As quickly as he moved in on them, he
made waste of the British patrol making use of all of his dual-wielding
expertise.
Some brutal and exciting kills were demonstrated, which I
won't spoil. From there, Connor continued his mission, jumping branches and
scaling rocks. After showing off the fluid motions, we ended up at a
British camp. Another new feature which allows you to sneak through
bushes was shown off. When in shrubbery, or other "stalking
zones," you can simply walk and Connor will automatically crouch and
remain hidden from enemies. This allows you to carefully set up planned
ambush attacks. This was all building to the final assassination of Major
Pitcarin, a British commander. At this point, the audience was blown
away, but not before Ubisoft chose to show off just how fluid the combat
is. You can smoothly jump from one kill to the next. This was shown
off by having Connor sprint into the camp and jam his famous hidden blade (yes,
it is in the game) into the spine of a soldier and roll forward, tackling a
soldier and killing him. After getting up, he jumped onto a boulder and
lunged toward the general on horseback, tomahawk in hand. It felt like a cinematic.
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