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{{DISPLAYTITLE:''{{PAGENAME}}''}}
{{DISPLAYTITLE:''{{PAGENAME}}''}}{{Era|AC1|RW|Featured}}{{WP-REAL|Assassin's Creed (video game)}}
{{Era|AC1|RW|Featured}}
{{Youmay|the first video game in the series|[[Assassin's Creed (series)]]}}
{{WP-REAL|Assassin's Creed (video game)}}{{Youmay|the first video game in the series|[[Assassin's Creed (series)]]}}
{{Quote|Jerusalem, the twelfth century. Amidst the chaos of the Third Crusade, a Brotherhood of warriors rose to power. Shrouded in secrecy, feared for their ruthlessness, they alone would save the Holy Land, or destroy it. They were the Assassins.|''Assassin's Creed'' 2006 trailer voiceover|:File:Assassin's Creed - Pre-E3 2006 Trailer}}
{{Quote|Jerusalem, the twelfth century. Amidst the chaos of the Third Crusade, a Brotherhood of warriors rose to power. Shrouded in secrecy, feared for their ruthlessness, they alone would save the Holy Land, or destroy it. They were the Assassins.|''Assassin's Creed'' pre-E3 2006 Trailer.}}
{{Game Infobox
{{Game Infobox
|name = ''Assassin's Creed''
|name=''Assassin's Creed''
|image = Accover.jpg
|image=Accover.jpg
|Developer = [[Ubisoft|Ubisoft Montreal]]
|Developer=[[Ubisoft|Ubisoft Montreal]]
|Publisher = [[Ubisoft]]
|Publisher=[[Ubisoft]]
|Engine = [[Anvil (game engine)|Scimitar]]
|Engine=[[Anvil (game engine)|Scimitar]]
|Composer = [[Jesper Kyd]]
|Composer=[[Jesper Kyd]]
|Released =
|Released =
'''PlayStation 3, Xbox 360'''
'''PlayStation 3, Xbox 360'''
Line 19: Line 18:
*April 10, 2008 (AU)
*April 10, 2008 (AU)
*April 11, 2008 (EU)
*April 11, 2008 (EU)
|Genre = Action-Adventure
|Genre=Action-Adventure
|Game modes = Single-Player
|Game modes=Single-Player
|ESRB = M (Mature)
|ESRB=M (Mature)
|Platform =*PlayStation 3
|Platform =*PlayStation 3
*Xbox 360
*Xbox 360
*Microsoft Windows
*Microsoft Windows
|Website = https://www.ubisoft.com/en-us/game/assassins-creed-1/}}
|Website=https://www.ubisoft.com/en-us/game/assassins-creed-1/
'''''Assassin's Creed''''' is a 2007 {{Wiki|Open world|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.
}}
'''''Assassin's Creed''''' is a {{Wiki|Open world|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 memory|genetic memories]] of his or her ancestors, centering around the protagonist, a bartender named [[Desmond Miles]]. As Desmond relives the memories of one of his ancestors, the [[Assassins|Assassin]] [[Altaïr Ibn-La'Ahad]] who lived in the [[Kingdom|Holy Land]] during the [[Third Crusade]], details of a [[Assassin-Templar War|battle]] between two ancient sects – the [[Templars|Knights Templar]] and the Assassin Order – emerge as both scour for an artifact known only as a "[[Pieces of Eden|Piece of Eden]]."
The game centers around the use of a machine dubbed the "[[Animus]]", which allows its user to view the [[Genetic memory|genetic memories]] of their ancestors. The protagonist is a bartender named [[Desmond Miles]], who is abducted by the company [[Abstergo Industries]] and forced to relive the memories of his ancestor [[Altaïr Ibn-La'Ahad]], an [[Assassins|Assassin]]. As Desmond explores Altaïr's story in the [[Kingdom|Holy Land]] during the [[Third Crusade]], details of a [[Assassin-Templar War|battle]] between two ancient sects—the [[Templars|Knights Templar]] and the Assassin Order—emerge as both scour for artifacts known only as "[[Piece of Eden|Pieces of Eden]]."


''Assassin's Creed'' received primarily positive reviews, for both its story and its gameplay, and received several awards at 2006's E3. In November 2009, a sequel in the form of ''[[Assassin's Creed II]]'' was released, building on the foundation set by ''Assassin's Creed''.
''Assassin's Creed'' received primarily positive reviews, for both its story and its gameplay, and received several awards at 2006's E3. In November 2009, a sequel in the form of ''[[Assassin's Creed II]]'' was released, building on the foundation set by ''Assassin's Creed''.
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==Gameplay==
==Gameplay==
[[File:AltaïrCloseup.jpg|thumb|250px|left|Altaïr Ibn-La'Ahad, one of the game's protagonists]]
[[File:AltaïrCloseup.jpg|thumb|250px|left|Altaïr Ibn-La'Ahad, one of the game's protagonists]]
''Assassin's Creed'' is a non-linear action-adventure video game, during which the player controls a 12th-century [[Levantine Assassins|Levantine Assassin]] named Altaïr Ibn-La'Ahad during the Third Crusade, whose life is experienced through the Animus by his 21st century descendant, Desmond Miles. The overall goal of the game is to rise through the ranks of the Assassin Order by carrying out a series of [[Hunt for the Nine|assassinations]] given 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]].
''Assassin's Creed'' is a non-linear action-adventure video game, during which the player controls the 12th-century [[Levantine Brotherhood of Assassins|Levantine Assassin]] Altaïr Ibn-La'Ahad, whose life during the Third Crusade is experienced through the Animus by his 21st century descendant, Desmond Miles. The game's overall goal is to rise through the Assassins' [[Assassin rank|ranks]] by carrying out [[Hunt for the Nine|a series]] of [[assassination]]s given by the Order's leader, [[Al Mualim]]. In doing so, Altaïr travels from [[Masyaf]] to cities in the Holy Land, specifically, [[Jerusalem]], [[Acre]], and [[Damascus]].
 
Upon arrival in any of the cities, Altaïr must locate an [[Assassin bureau]] and discuss his tasks with the local [[rafiq]], a Brotherhood agent, gaining basic knowledge of his target. From there, it is up to Altaïr to perform additional reconnaissance via [[eavesdropping]], [[interrogation]]s, meeting with [[informer]]s, and [[Pickpocketing|gathering important items]]. It is only after Altaïr has gathered enough information that he can carry out the assassination. After successfully completing an assassination, Altaïr returns to Masyaf to debrief with Al Mualim, and is subsequently rewarded with better equipment, before he is given the names of his next targets.


Upon arrival in any of the cities, Altaïr must locate an [[Assassin bureau|Assassins' Bureau]] and discuss his tasks with the local [[Rafiq]], an agent of the Brotherhood, gaining basic knowledge of his target. From there, it is up to Altaïr to perform additional reconnaissance via [[eavesdropping]], [[interrogation]], meeting with [[informants]], and [[Pickpocketing|gathering important items]]. It is only after Altaïr has gathered enough information that he can carry out the assassination. After successfully completing an assassination, Altaïr returns to Masyaf to debrief with Al Mualim, and is subsequently rewarded with better equipment, before he is given the names of his next targets.
[[File:AC1 Altair Viewpoint Damascus.png|thumb|250px|High vantage points allow the player to map out portions of the city]]
Between main memories, Desmond must direct Altaïr to [[Viewpoints|high points]] in the city to further [[Synchronization|synchronize]] his surroundings and map out the city that Altaïr is currently located in. Other side memories include tracking and killing [[Templars]], collecting [[flag]]s, and [[Save Citizen|saving]] [[civilian]]s who are being threatened by city [[guards]].


Between main memories, Desmond must direct Altaïr to [[Viewpoints|high points]] in the city to further [[Synchronization|synchronize]] his surroundings and map out the city that Altaïr is currently located in. Other side memories include tracking and killing [[Templars]], [[Flags|flag]] collecting, and [[Save Citizen|saving]] [[Civilians|citizens]] who are being threatened by city [[guards]].
Accompanying this, Altaïr needs to carry out most of his actions without being noticed by officials. The game uses a meter dependent on [[social stealth]] to inform the player of how noticeable Altaïr is to surrounding individuals, including the guards, by changing the color and shape of the Abstergo logo; performing certain actions at certain times may or may not raise the local area's awareness level.


[[File:AC1 Altair Viewpoint Damascus.png|thumb|250px|High vantage points allow the player to map out portions of the city]]Accompanying this, Altaïr needs to carry out most of his actions without being noticed by officials. The game uses a meter dependent on [[social stealth]] to inform the player of how noticeable Altaïr is to surrounding individuals, including the guards, by changing the 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, indicated by the logo becoming red and the entire synchronization interface earning a red tinge and background, guards will be always vigilant and citizens will scatter in various directions in the event that the guards chase and attempt to bring down Altaïr. To reduce his notoriety, Altaïr must break the guards' line of sight and then find a [[Hiding spots|hiding place]], [[Blending|blend]] in with wandering [[scholars]], or join citizens sitting on benches.
If an area is on high alert, indicated by the logo becoming red and the entire synchronization interface earning a red tinge and background, guards will be always vigilant and citizens will scatter in various directions in the event that the guards chase and attempt to bring down Altaïr. To reduce his notoriety, Altaïr must break the guards' line of sight and then find a [[Hiding spots|hiding place]], [[Blending|blend]] in with wandering scholars, or join citizens sitting on benches.


[[File:Altair free-run.jpg|250px|thumb|left|Altaïr's freerunning abilities allow for greater exploration]]
[[File:Altair free-run.jpg|250px|thumb|left|Altaïr's freerunning abilities allow for greater exploration]]
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 [[Freerunning|free-running]], attacking foes, and high profile assassination attempts. In the event that the player finds themself faced with multiple enemies, one can utilize Altaïr's sword-fighting abilities to combat guards.
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 [[freerunning]], attacking foes, and high profile assassination attempts. In the event that the player finds themself faced with multiple enemies, one can utilize Altaïr's sword-fighting abilities to combat guards.
 
This game introduces air assassinations and chain-kills. To do so, one must equip the Hidden Blade, climb to the top of a short building or hang from a ledge at an appropriate point, then look back, hold the high profile button and finally, press the attack button toward the desired target while running, hanging from a ledge, performing a wall eject or remaining close to the target from a suitable height. For chain-kills, one must equip the Hidden Blade while locked onto an enemy; hold the high profile button and counter-attack them with the Blade, and while another enemy reacts in surprise or is distracted, dash forward to assassinate them in turn.


Health in ''Assassin's Creed'' is measured as the level of synchronization between Desmond and Altaïr's memories. Whenever Altaïr is injured, it is experienced as a deviation from the actual memory that occurred and synchronization decreases. If there is complete desynchronization, the current memory that Desmond is experiencing dematerializes and restarts at the last stable checkpoint.
Health in ''Assassin's Creed'' is measured as the level of synchronization between Desmond and Altaïr's memories. Whenever Altaïr is injured, it is experienced as a deviation from the actual memory that occurred and synchronization decreases. If there is complete desynchronization, the current memory that Desmond is experiencing dematerializes and restarts at the last stable checkpoint.


Because Altaïr's memories are rendered by the Animus software, "[[glitches]]" may often be experienced with nucleotides and error messages appearing. These glitches can be used to help identify targets and if the player reacts quickly enough, may be used to provide other vantage points during cut-scenes.
Because Altaïr's memories are rendered by the Animus software, "[[glitch]]es" may often be experienced with nucleotides and error messages appearing. These glitches can be used to help identify targets and if the player reacts quickly enough, may be used to provide other vantage points during cut-scenes.


==Synopsis==
==Synopsis==
=== Setting ===
[[Desmond Miles]], a seemingly ordinary bartender, is kidnapped by the company [[Abstergo Industries]] for use as a [[Animus Project|test subject]] in the [[Animus]], a device that can simulate [[genetic memory]]. Abstergo intends to put Desmond in the device to relive the memories of his ancestor [[Altaïr Ibn-La'Ahad]], a member of the [[Assassins|Assassin Brotherhood]] who lived during the [[Third Crusade]] in the [[Kingdom|Holy Land]]. Initially, Desmond has trouble adjusting to the device, but eventually relives Altaïr's exploits over the next several days. The game then primarily changes to Altaïr's point-of-view, with occasional transitions to Desmond, due to problems with the Animus or onset of the [[Bleeding Effect]].
===Plot===
===Plot===
[[File:AssassinsCreed Vidic Animus.png|thumb|250px|Warren Vidic of Abstergo Industries overlooks Desmond inside the Animus]]
[[File:AssassinsCreed Vidic Animus.png|thumb|250px|Warren Vidic of Abstergo Industries overlooks Desmond inside the Animus]]
Desmond Miles, a bartender, is kidnapped by the company [[Abstergo Industries]] for use as a [[Animus Project|test subject]] in the "Animus," a device that can simulate [[genetic memory]]. Abstergo intends to put Desmond in the device to recall the memories of his ancestor, Altaïr Ibn-La'Ahad, a member of the Assassin Brotherhood in the year 1191, who lived during the Third Crusade in the Holy Land. Initially, Desmond has trouble adjusting to the device, but eventually relives Altaïr's exploits over the next several days. The game then primarily changes to Altaïr's point-of-view, with occasional transitions to Desmond, due to problems with the Animus or onset of the [[Bleeding Effect]].
The game opens with Desmond entering Altaïr's memory, but he soon faces [[synchronization]] problems. On this, [[Lucy Stillman]] and [[Warren Vidic]]'s voices can be heard, arguing over Desmond's safety within the Animus. After experiencing a few problems, Desmond exits the virtual machine and Vidic briefs him about the Animus' inner workings, before initializing the machine's tutorial program. After Desmond is done with the tutorial, he enters Altaïr's closest memory that he can synchronize with; Lucy adds that Desmond has to relive key moments of Altaïr's life to increase his synchronization, before reaching the final memory which holds the information that Abstergo is seeking.
 
The game opens with Desmond entering Altaïr's memory, but he soon faces synchronization problems. On this, [[Lucy Stillman]] and [[Warren Vidic]]'s voices can be heard, arguing over Desmond's safety within the Animus. After experiencing a few problems, Desmond exits the virtual machine and Vidic briefs him about the Animus' inner workings, before initializing the machine's tutorial program. After Desmond is done with the tutorial, he enters the closest synchronizable memory of Altaïr; Lucy adds that Desmond has to relive key moments of Altaïr's life to increase his synchronization, before reaching the final memory which holds the information that Abstergo is seeking.


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 Al-Sayf]], and his brother [[Kadar Al-Sayf|Kadar]], but they are stopped by [[Robert de Sablé]], [[Grand Master of the Templar Order|Grand Master of the Knights Templar]] and sworn enemy of the Assassins. While retrieving the treasure, Altaïr breaks all three tenets of the [[The Creed|Assassins' Creed]] in an attempt to kill Robert, but he ultimately 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 Sablé, comes back with the artifact and disparages Altaïr because of his arrogance.
In 1191, Altaïr attempts to retrieve one of a series of artifacts known as the "[[Piece of Eden|Pieces of Eden]]" from [[Solomon's Temple]] alongside two fellow Assassins, [[Malik Al-Sayf]] and his brother [[Kadar Al-Sayf|Kadar]]. However, the trio are beaten to the treasure by [[Robert de Sablé]], [[Grand Master of the Templar Order|Grand Master of the Knights Templar]] and the Assassins' sworn enemy. While attempting to recover the treasure from the [[Templars]] and kill Robert, Altaïr breaks all three tenets of the [[The Creed|Assassins' Creed]] and is forced to escape empty-handed after being overpowered by Robert. In the following battle, Kadar 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 the Templars' attack, comes back with the artifact and disparages Altaïr because of his arrogance.


[[File:Glory 5.png|thumb|left|250px|Altaïr, Rauf and another Assassin performing Leap of Faith]]
[[File:Glory 5.png|thumb|left|250px|Altaïr, Rauf and another Assassin performing the Leap of Faith]]
After narrowly defeating a [[Defense of Masyaf|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 [[Crusaders|Crusader]] and [[Saracens|Saracen]] forces. Each target is based on an actual historical figure from the Third Crusade, including [[Majd Addin]], [[Garnier de Naplouse]], [[Jubair al Hakim]], [[Abu'l Nuqoud]], [[Sibrand]], [[William of Montferrat]], and Robert de Sablé.
After narrowly defeating a [[Defense of Masyaf|retaliatory attack]] by the Templars, the Assassins' leader [[Al Mualim]] demotes Altaïr to a [[novice]] but gives him another chance to rise through the Brotherhood's [[Assassin rank|ranks]]. 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 [[Crusaders|Crusader]] and [[Saracens|Saracen]] forces. Each target is based on an actual historical figure from the Third Crusade.


Altaïr completes each task, learning how each target is connected to Robert and the Templars and how together they aim to end the Crusades and place the Holy Land under [[New World Order|their own control]]. With men on both sides killed, he discovers that Robert's last plot is to attempt to unite the Christian and Muslim forces against their new common enemy, the Assassins themselves. Altaïr defeats de Sablé before [[Richard I of England|Richard the Lionheart]], failing to convince the King that an end to the war would be welcome to both sides, but ending Robert's plot. From de Sablé, Altaïr discovers that Al Mualim was himself a member of the Templars and used the Assassin to kill the other members who held the secret to the treasure's power, so that he could selfishly keep the artifact for himself.
Altaïr completes each task, learning how each target is connected to Robert and the Templars, and how they all aim to end the Crusades and place the Holy Land under [[New World Order|their own control]]. With men on both sides killed, he discovers that Robert's last plot is to attempt to unite the Christian and Muslim forces against their new common enemy, the Assassins themselves. Altaïr eventually slays Robert before King [[Richard I of England|Richard I]] of [[England]], ending the Templars' plans but failing to convince the King that an end to the war would be welcome to both sides. From a dying Robert, Altaïr learns that Al Mualim had helped the Templars locate the Piece of Eden in Solomon's Temple but eventually betrayed them, just as he had the Assassins, in order to keep the artifact for himself.


[[File:AC-AltairMalikMap.png|thumb|250px|Altaïr discovers a map detailing the locations of other Pieces of Eden]]
[[File:AC-AltairMalikMap.png|thumb|250px|Altaïr discovers a map detailing the locations of other Pieces of Eden]]
Altaïr quickly returns to Masyaf and approaches his master, who reveals the truth to him: the Piece of Eden, which he had recovered through the help of Altaïr directly before his transgression, creates illusions. He denounces religion and other seemingly supernatural events (e.g. the {{Wiki|Plagues of Egypt|Ten Plagues of Egypt}}, the {{Wiki|Crossing the Red Sea|parting of the Red Sea}}, and the presence of the Greek Gods in the {{Wiki|Trojan War}}) as illusions caused by the Piece, and then states his intention to use the artifact to compel [[Humans|mankind]] into a brainwashed state, and in doing so, bringing an end to all conflict; Altaïr is eventually able to see through the 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 [[Earth|world]] with numerous locations of other Pieces of Eden marked across the globe.
Altaïr quickly returns to Masyaf and [[Retaking of Masyaf|confronts]] his master, who reveals the truth to him: the Piece of Eden is not a supernatural artifact but rather creates illusions. He denounces religion and other seemingly supernatural events (e.g. the {{Wiki|Plagues of Egypt|Ten Plagues of Egypt}}, the {{Wiki|Crossing the Red Sea|parting of the Red Sea}}, and the presence of the Greek Gods in the [[Trojan War]]) as illusions caused by the Piece, and then states his intention to use the artifact to compel [[human]]ity into a brainwashed state, and in doing so, bringing an end to all conflict. Altaïr is eventually able to see through the deceptions created by the artifact and kill Al Mualim. When Altaïr recovers the artifact, the Piece of Eden activates, showing a holographic view of [[Earth]] with the locations of countless 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 memories. Further, he learns that the modern-day Assassins had tried to rescue him before the memory had completed but had failed. Following this, Desmond was to be killed after an order from a high-ranking Templar, [[Alan Rikkin]], but 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.
When the process is complete, Desmond learns that Abstergo is the Templars' modern-day front and that they are already seeking the Pieces of Eden from the locations identified in Altaïr's memories. Furthermore, he learns that the modern-day Assassins tried to rescue him due to him once being an Assassin himself, but failed. Following this, Desmond is to be killed after an order from the high-ranking Templar [[Alan Rikkin]], but Lucy saves him by convincing Rikkin and the others that Desmond can still be useful to them. Before Lucy leaves with Vidic, she indicates to Desmond that she is an undercover Assassin by tucking her ring finger into her palm, referring to the Assassins' [[Initiation into the Assassin Order|tradition]] of severing their finger in order to join them and operate their signature weapon, the [[Hidden Blade]].


[[File:Abs Room.png|thumb|250px|left|Clay's blood messages in Desmond's room]]
[[File:Abs Room.png|thumb|250px|left|Clay's blood messages in Desmond's room]]
Though Desmond remains trapped in the [[Animus Project laboratory|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 [[Cryptic Messages|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 [[Second Disaster|21 December 2012]], the date that Abstergo plans to launch [[Eye-Abstergo|a satellite]] that will "permanently end the war." It is hinted that this method would be by the same method that Al Mualim hypnotized Masyaf, only on a larger scale. Finally, the game ends with Desmond wondering what the images all mean and [[Clay Kaczmarek|who]] could have drawn them.
Though Desmond remains trapped in the [[Animus Project laboratory|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]]. In turn, this allows him to see [[Cryptic Messages|strange messages]] painted on the walls of his room and the floor of the lab. The messages deal with various forms of the end of the world from different cultures, including several references to [[Second Disaster|21 December 2012]], the date when Abstergo plans to launch a [[Eye-Abstergo|satellite]] that will "permanently end the war". It is hinted that this method will be similar to how Al Mualim hypnotized Masyaf, but on a larger scale. The game ends with Desmond wondering what the images mean and [[Clay Kaczmarek|who]] could have drawn them.


==Development==
==Development==
===Game development===
{{Video game requirements
{{Video game requirements
|collapse = collapsed
|collapse=collapsed
|useminandrec = yes
|useminandrec=yes
|platform1 = Microsoft Windows
|platform1=Microsoft Windows
|os1 = Windows XP with Service Pack 2 or Windows Vista
|os1=Windows XP with Service Pack 2 or Windows Vista
|cpu1 = Intel Pentium D 2.4 GHz or AMD Athlon 64 X2 3800+ (Dual Core) processor
|cpu1=Intel Pentium D 2.4 GHz or AMD Athlon 64 X2 3800+ (Dual Core) processor
|cpu1rec = Intel Core 2 Duo 2.2GHz or better/AMD Athlon 64 X2 4200+ or 4400+
|cpu1rec=Intel Core 2 Duo 2.2GHz or better/AMD Athlon 64 X2 4200+ or 4400+
|memory1 = 512MB (XP), 1GB (Vista)
|memory1=512MB (XP), 1GB (Vista)
|memory1rec = 2GB
|memory1rec=2GB
|gpu1 = 256MB DirectX 9.0c Graphics Card with Shader Model 3.0 or higher.
|gpu1=256MB DirectX 9.0c Graphics Card with Shader Model 3.0 or higher.
|gpu1rec = 512MB DirectX 10.0–compliant video card.
|gpu1rec=512MB DirectX 10.0–compliant video card.
|sound1 = DirectX 9.0 or 10.0–compliant
|sound1=DirectX 9.0 or 10.0–compliant
|sound1rec = 5.1 channel surround
|sound1rec=5.1 channel surround
|hdspace1 = 9.0GB}}
|hdspace1=9.0GB}}
After the 2003 release of ''{{Wiki|Prince of Persia: The Sands of Time}}'', creative director [[Patrice Désilets]] developed a spin-off entitled ''Prince of Persia: Assassin'' about an Assassin protecting a prince with magical powers in Jerusalem. The project evolved into the darker and more historically accurate ''Assassin's Creed''.<ref>{{Cite web| url=http://www.edge-online.com/features/making-assassins-creed/ |title=The Making Of: Assassin’s Creed| author=Edge Staff| work=Edge Magazine| date=27-08-2012| accessdate=27 June 2013| archiveurl=https://web.archive.org/web/20120829012943/http://www.edge-online.com/features/making-assassins-creed/| archivedate=29-08-2012}}</ref>
After the 2003 release of ''{{Wiki|Prince of Persia: The Sands of Time}}'', creative director [[Patrice Désilets]] developed a spin-off entitled ''Prince of Persia: Assassin'' about an Assassin in Jerusalem protecting a prince with magical powers.<ref>{{Cite web|url=http://www.edge-online.com/features/making-assassins-creed/ |title=The Making Of: Assassin's Creed|author=Edge Staff|publisher=''{{Wiki|Edge}}''|date=27 August 2012|accessdate=27 June 2013|archiveurl=https://web.archive.org/web/20120829012943/http://www.edge-online.com/features/making-assassins-creed/|archivedate=29 August 2012}}</ref>
 
The first details on what would become ''Assassin's Creed'' came in mid-September 2005 during the [[Tokyo]] {{Wiki|Tokyo Game Show|Game Show}}, when ''{{Wiki|GameSpot}}'' reported on Ubisoft's trailer for a new game in production with the working title of "Project Assassins".<ref name="Gamespot">{{Cite web|url=https://www.gamespot.com/articles/tgs-2005-project-assassins-impressions/1100-6133403/|title=TGS 2005: Project Assassins Impressions|archiveurl=https://web.archive.org/web/20211222003901/https://www.gamespot.com/articles/tgs-2005-project-assassins-impressions/1100-6133403/|archivedate=21 December 2021|author=Gerstmann, Jeff|date=16 September 2005|publisher=''{{Wiki|GameSpot}}''|accessdate=21 December 2021}}</ref> No further word was heard until {{Wiki|E3|E3 2006}}, when an updated version of the trailer was shown under the name ''Assassin's Creed''. When ''{{Wiki|GamesRadar}}'' pressed Ubisoft for comment after they previously claimed ''Assassin's Creed'' had never been previewed before, a representative confirmed that "Project Assassins" and ''Assassin's Creed'' were indeed the same.<ref name="GamesRadar">{{Cite web|url=https://www.gamesradar.com/assassins-creed-exposed/|title=Assassin's Creed exposed|archiveurl=https://web.archive.org/web/20160314144006/https://www.gamesradar.com/assassins-creed-exposed/|archivedate=14 March 2016|author=Richardson, Ben|date=17 May 2006|publisher=''{{Wiki|GamesRadar}}''|accessdate=21 December 2021}}</ref>


In one of the original interviews with IGN, game producer [[Jade Raymond]] described Altaïr as a "medieval hitman" with a "mysterious past" and definitely not a time traveler. In October 2007, an IGN Australia interview described the lead character's ability to climb and free-run as being designed by the individuals who developed the mechanic for the ''Prince of Persia'' series.
In a September 2006 interview with ''IGN'', game producer [[Jade Raymond]] described Altaïr as a "medieval hitman with a mysterious past" and definitely not a time traveler.<ref>{{cite web|url=http://ps3.ign.com/articles/736/736393p1.html|title=Assassin's Creed Preview|author=Miller, Jonathan|publisher=''{{Wiki|IGN}}''|date=28 September 2006|accessdate=5 May 2024|archiveurl=https://web.archive.org/web/20070301172007/http://ps3.ign.com/articles/736/736393p1.html|archivedate=1 March 2007}}</ref> In October 2007, in an ''IGN Australia'' interview, [[Patrice Désilets]] described the lead character's ability to climb and free-run as being designed by the individuals who developed the mechanic for the ''Prince of Persia'' series.<ref>{{cite web|url=http://www.ign.com/articles/2007/10/22/assassins-creed-au-interview-patrice-desilets|title=Assassin's Creed AU Interview: Patrice Desilets|author=Kolan, Patrick|publisher=''{{Wiki|IGN|IGN Australia}}''|date=22 October 2007|accessdate=5 May 2024|archiveurl=https://web.archive.org/web/20141014074942/http://www.ign.com/articles/2007/10/22/assassins-creed-au-interview-patrice-desilets|archivedate=14 October 2014}}</ref>


In December 2006, Kristen Bell, who voiced Abstergo researcher and employee Lucy Stillman, gave the first concrete information about the plot, confirming a focus on genetic memory and a corporation's search for descendants of an assassin.<ref>{{Cite web| url=http://tv.ign.com/articles/750/750843p3.html| title=IGN Exclusive Interview: Kristen Bell| first=Eric| last=Goldman| work=IGN| accessdate=21 January 2010| archiveurl=https://web.archive.org/web/20061216054550/http://tv.ign.com/articles/750/750843p3.html|archivedate=16-12-2006}}</ref> Ubisoft also released a 5-part series of "Developer Diaries" videos on the game's website with members of the development team, including creative director Patrice Désilets and producer Jade Raymond, explaining the thought processes behind the various aspects of the game.
In December 2006, Kristen Bell, who voiced Abstergo researcher and employee Lucy Stillman, gave the first concrete information about the plot, confirming a focus on genetic memory and a corporation's search for descendants of an assassin.<ref>{{Cite web|url=http://tv.ign.com/articles/750/750843p3.html|title=IGN Exclusive Interview: Kristen Bell|author=Goldman, Eric|publisher=''{{Wiki|IGN}}''|date=13 December 2006|accessdate=21 January 2010|archiveurl=https://web.archive.org/web/20061216054550/http://tv.ign.com/articles/750/750843p3.html|archivedate=16 December 2006}}</ref> Ubisoft also released a 5-part series of "Developer Diaries" videos on the game's website with members of the development team, including creative director Patrice Désilets and producer Jade Raymond, explaining the thought processes behind the various aspects of the game.


The game initially had a multiplayer mode, though it was cut during development.<ref>{{Cite web| url=http://www.gamespot.com/articles/ubisoft-experimented-with-multiplayer-for-first-as/1100-6433342/| title=Ubisoft Experimented With Multiplayer for First Assassin's Creed - Report| first=Eddie| last=Makuch| work=GameSpot| date=23-12-2015|accessdate=25 December 2015}}</ref>
The game initially had a multiplayer mode, though it was cut during development.<ref>{{Cite web|url=http://www.gamespot.com/articles/ubisoft-experimented-with-multiplayer-for-first-as/1100-6433342/|title=Ubisoft Experimented With Multiplayer for First Assassin's Creed - Report|first=Eddie|last=Makuch|publisher=''{{Wiki|GameSpot}}''|date=23 December 2015|accessdate=25 December 2015|archiveurl=https://web.archive.org/web/20240430125421/https://www.gamespot.com/articles/ubisoft-experimented-with-multiplayer-for-first-as/1100-6433342/|archivedate=30 April 2024}}</ref> In an interview with ''IAMAG Inspiration'' to promote the release of ''[[Assassin's Creed IV: Black Flag]]'',  [[Raphael Lacoste]], the Art Director and Production Designer of ''Assassin's Creed'',  revealed one of the key inspirations for the initial vibe of the series was Orientalist paintings, particularly the lithographs of the Holy Land and Syria by David Roberts.<ref>{{Cite web|url=https://www.iamag.co/assassins-creed-the-origins-of-art-exclusive-interview-with-artistic-director-raphael-lacoste/|title=Assassin’s Creed: The Origins of Art – Exclusive Interview with Artistic Director Raphael Lacoste|publisher=IAMAG.co|accessdate=5 May 2024|archiveurl=https://web.archive.org/web/20200812122618/https://www.iamag.co/assassins-creed-the-origins-of-art-exclusive-interview-with-artistic-director-raphael-lacoste/|archivedate=12 August 2020}}</ref>


===Soundtrack development===
==Music==
The [[Assassin's Creed soundtrack|musical score]] for ''Assassin's Creed'' was composed by [[Jesper Kyd]] and the entire soundtrack was developed to "capture the gruesome atmosphere of medieval warfare but also be edgy and contemporary."<ref>{{Cite web| url=http://www.kotaku.com.au/2007/10/assassins_creed_score_is_bafta/| title=Assassin's Creed Score Is BAFTAstic| first=Michael| last=McWhertor| work=Kotaku| date=17-10-2007| accessdate=21 January 2010}}</ref> The score was written to contain orchestral music with dark and ominous overtones. Many of the tracks also contain choruses and vocal tracks in Latin to cement the darker elements of the game and the time period of the game's setting. Six tracks were released on the Ubisoft website for those who purchased the game. The soundtrack is also available on iTunes and Amazon.
The [[Assassin's Creed soundtrack|musical score]] for ''Assassin's Creed'' was composed by [[Jesper Kyd]] and the entire soundtrack was developed to "capture the gruesome atmosphere of medieval warfare but also be edgy and contemporary."<ref>{{Cite web|url=http://www.kotaku.com.au/2007/10/assassins_creed_score_is_bafta/|title=Assassin's Creed Score Is BAFTAstic|first=Michael|last=McWhertor|work={{Wiki|Kotaku}}|date=17 October 2007|accessdate=21 January 2010|archiveurl=https://web.archive.org/web/20080708215610/http://kotaku.com/gaming/soundtracks/assassins-creed-score-is-baftastic-311580.php|archivedate=8 July 2008}}</ref> The score was written to contain orchestral music with dark and ominous overtones. Many of the tracks also contain choruses and vocal tracks in Latin to cement the darker elements of the game and the time period of the game's setting. Six tracks were released on the Ubisoft website for those who purchased the game. The soundtrack is also available on iTunes and Amazon.


==Prequels and sequels==
==Prequels and sequels==
In February 2008, ''[[Assassin's Creed: Altaïr's Chronicles]]'' was released for Nintendo DS as a prequel for ''Assassin's Creed''. Developed by [[Gameloft]], a mobile version was also released for the iPhone and iPod Touch in April 2009.
In February 2008, ''[[Assassin's Creed: Altaïr's Chronicles]]'' was released for Nintendo DS as a prequel for ''Assassin's Creed''. A non-canon mobile version developed by [[Gameloft]] was also released for the iPhone and iPod Touch in April 2009.


In January 2009, Ubisoft confirmed the production of ''Assassin's Creed II'', which was released for the Xbox 360 and PlayStation 3 in November 2009. The sequel continued the story started in ''Assassin's Creed'' with a different set of genetic memories created to be explored by the player.
In January 2009, Ubisoft confirmed the production of ''Assassin's Creed II'', which was released for the Xbox 360 and PlayStation 3 in November 2009. The sequel continued the story started in ''Assassin's Creed'' with a different set of genetic memories created to be explored by the player.
Line 115: Line 118:
In October 2013, ''[[Assassin's Creed IV: Black Flag]]'' was released. The game told the story of [[Edward Kenway]], the father of [[Haytham Kenway]] and grandfather of Ratonhnhaké:ton from ''Assassin's Creed III''.
In October 2013, ''[[Assassin's Creed IV: Black Flag]]'' was released. The game told the story of [[Edward Kenway]], the father of [[Haytham Kenway]] and grandfather of Ratonhnhaké:ton from ''Assassin's Creed III''.


In November 2014, ''[[Assassin's Creed: Unity]]'' and ''[[Assassin's Creed: Rogue]]'' were released. ''Unity'' followed [[Parisian Brotherhood of Assassins|French Assassin]] [[Arno Dorian]] on his path for redemption during the [[French Revolution]]. ''Rogue'' took place during the [[Seven Years' War]] and told the tale of an Assassin, [[Shay Cormac]], who turned to the Templars after being betrayed by his former brothers.
In November 2014, ''[[Assassin's Creed: Unity]]'' and ''[[Assassin's Creed: Rogue]]'' were released. ''Unity'' followed the [[Parisian Brotherhood of Assassins|French Assassin]] [[Arno Dorian]] on his path for redemption during the [[French Revolution]], while ''Rogue'' took place during the [[Seven Years' War]] and told the tale of the Assassin [[Shay Cormac]] who turned to the Templars after being betrayed by his former comrades.


In October 2015, ''[[Assassin's Creed: Syndicate]]'' was released. Set in the [[Victorian era]], ''Syndicate'' was the first game to feature two playable protagonists, the twins [[Jacob Frye|Jacob]] and [[Evie Frye]].
In October 2015, ''[[Assassin's Creed: Syndicate]]'' was released. Set in the [[Victorian era]], ''Syndicate'' was the first game to feature two playable protagonists, the twins [[Jacob Frye|Jacob]] and [[Evie Frye]].


In October 2017, ''[[Assassin's Creed: Origins]]'' was released. Set in [[Egypt|Ancient Egypt]], the player follows the story of [[Bayek]] of [[Siwa]] and the [[Hidden Ones|birth of the Assassins]].
In October 2017, ''[[Assassin's Creed: Origins]]'' was released. Set in [[Ptolemaic dynasty|Ptolemaic]] [[Egypt]], the player follows the story of [[Bayek]] of [[Siwa]] and the birth of the Assassins.
 
In October 2018, ''[[Assassin's Creed: Odyssey]]'' was released. Set during the [[Peloponnesian War]], players follow the story of the ''[[Mercenary|misthios]]'' [[Kassandra]].


In October 2018, ''[[Assassin's Creed: Odyssey]]'' was released. Set during the [[Peloponnesian War]], players follow the story of the [[Sparta]]n ''[[Mercenary|misthios]]'' [[Kassandra]] and the [[Order of the Ancients|birth of the Templars]].
In November 2020, ''[[Assassin's Creed: Valhalla]]'' was released. Set during the [[Viking expansion]] into Europe, players follow the story of the [[Vikings|Viking]] [[Eivor Varinsdottir]].


In November 2020, ''[[Assassin's Creed: Valhalla]]'' was released. Set during the [[Viking expansion]] into Europe, players follow the story of [[Raven Clan]] [[shieldmaiden]] [[Eivor Varinsdottir]].
In October 2023, ''[[Assassin's Creed: Mirage]]'' was released. Set during the [[Islamic Golden Age]] in the [[Abbasid Caliphate]], players follow the story of a younger [[Basim Ibn Ishaq]], a major side character first introduced in ''Valhalla''.


==Awards==
==Awards==
{{col-begin}}
{|{{Prettytable}}
{{col-2}}
|-
;{{Wiki|Game Critics Awards}}
!Date
*'''Won:''' ''Best Action/Adventure Game''.
!Award
 
!Category
;{{Wiki|IGN}}
!Recipient(s)
*'''Won:''' ''Best Action Game'', ''PS3 Game of the Show'', ''Best PS3 Action Game'', ''Best PS3 Graphics''
!Result
*'''Runner-up:''' ''Best Console Game'', ''Best PS3 Artistic Design'', ''PS3 Award for Technological Excellence''
|-
*'''Nominations:''' ''Game of the Show'', ''Best Graphics Technology''
|rowspan="3"|2006
 
|rowspan="4"|{{Wiki|Game Critics Awards}}
;{{Wiki|GameSpy}}
|Best Action/Adventure Game
*'''Won:''' ''Best PS3 Game of the Show''
|rowspan="5"|''Assassin's Creed''
{{col-2}}
|style="text-align: center;"|Won<ref name="IMDB">{{Imdb|title/tt0932936/awards/|Assassin's Creed (2007 Video Game) - Awards}}</ref>
 
|-
;{{Wiki|GameSpot}}
|Best Original Game
*'''Won:''' ''Best PS3 Game of the Show''
|style="text-align: center;"|Nominated<ref name="IMDB"/>
*'''Runner-up:''' ''Game of the Show'', ''Best Trailer'', ''Best Graphics'', ''Best Action Adventure Game''
|-
|Best Console Game
|style="text-align: center;"|Nominated<ref name="IMDB"/>
|-
|rowspan="3"|2007
|Best Action/Adventure Game
|style="text-align: center;"|Nominated<ref name="IMDB"/>
|-
|{{Wiki|Spike Video Game Awards}}
|Best Action Game
|style="text-align: center;"|Nominated<ref name="IMDB"/>
|-
|Visual Effects Society Awards
|Outstanding Real Time Visuals in a Video Game {{c|for the Xbox 360 trailer}}
|[[Jade Raymond]], [[Nicolas Cantin]], [[Raphael Lacoste]]
|style="text-align: center;"|Nominated<ref name="IMDB"/>
|-
|rowspan="10"|2008
|Golden Trailer Awards
|Best Video Game Trailer
|rowspan="6"|''Assassin's Creed''
|style="text-align: center;"|Nominated<ref name="IMDB"/>
|-
|rowspan="5"|{{Wiki|Academy of Interactive Arts & Sciences}}
|Adventure Game of the Year
|style="text-align: center;"|Nominated<ref name="IMDB"/>
|-
|Outstanding Achievement in Animation
|style="text-align: center;"|Nominated<ref name="IMDB"/>
|-
|Outstanding Achievement in Art Direction
|style="text-align: center;"|Nominated<ref name="IMDB"/>
|-
|Outstanding Achievement in Gameplay Engineering
|style="text-align: center;"|Nominated<ref name="IMDB"/>
|-
|Outstanding Achievement in Visual Engineering
|style="text-align: center;"|Nominated<ref name="IMDB"/>
|-
|rowspan="2"|{{Wiki|Game Developers Choice Awards}}
|Best Technology
|[[Claude Langlais]]
|style="text-align: center;"|Nominated<ref name="IMDB"/>
|-
|Best Visual Arts
|Raphael Lacoste, Nicolas Cantin
|style="text-align: center;"|Nominated<ref name="IMDB"/>
|-
|rowspan="2"|{{Wiki|Game Audio Network Guild Awards}}
|rowspan="2"|Music of the Year
|''Assassin's Creed''
|style="text-align: center;"|Nominated<ref name="IMDB"/>
|-
|[[Jesper Kyd]]
|style="text-align: center;"|Nominated<ref name="IMDB"/>
|-
|rowspan="4"|{{Wiki|5th British Academy Games Awards|2009}}
|rowspan="4"|{{Wiki|British Academy Games Awards}}
|Best Original Score
|Jesper Kyd
|style="text-align: center;"|Nominated<ref name="IMDB"/>
|-
|Technical Achievement
|rowspan="3"|Jade Raymond, [[Patrice Désilets]], [[Claude Langlais]]
|style="text-align: center;"|Nominated<ref name="IMDB"/>
|-
|Artistic Achievement
|style="text-align: center;"|Nominated<ref name="IMDB"/>
|-
|Best Story and Character
|style="text-align: center;"|Nominated<ref name="IMDB"/>
|}


;{{Wiki|Gametrailers}}
==Release==
*'''Won:''' ''Best of Show''
''Assassin's Creed'' was releashed on {{Wiki|Xbox 360}} and {{Wiki|PlayStation 3}} on 13 November 2007, in [[North America]], 16 November in [[Europe]], and 21 November in [[Australia]] and New Zealand.<ref>{{cite web|author=GameSpot Staff|url=https://www.gamespot.com/articles/assassins-creed-golden/1100-6181699/|title=Assassin's Creed golden|publisher=''{{Wiki|GameSpot}}''|date=29 October 2007|accessdate=5 May 2024|archiveurl=https://web.archive.org/web/20180507003453/https://www.gamespot.com/articles/assassins-creed-golden/1100-6181699/|archivedate=7 May 2018}}</ref> The PC version of Assassin's Creed was released in North America on 8 April 2008 as a ''Director's Cut Edition''.<ref>{{cite web|url=http://news.spong.com/article/14941/Assassins_Creed_PC_New_Investigation_Types?cb=496|title=Assassin's Creed PC: New Investigation Types|author=Beauchemin, Charles|publisher=Spong|date=4 March 2008|accessdate=5 May 2024|archiveurl=https://web.archive.org/web/20090102200459/http://news.spong.com/article/14941/Assassins_Creed_PC_New_Investigation_Types?cb=496|archivedate=2 January 2009}}</ref> A DRM-free version was later made possible by GOG Games, a digital distribution service and subsidiary owned by CD Projekt. The game is available on the GOG Games store and GOG Galaxy.<ref>{{cite web|url=https://www.gog.com/en/game/assassins_creed_directors_cut|title=Assassin's Creed: Director's Cut|accessdate=5 May 2024|publisher={{Wiki|GOG.com}}|archivedate=12 March 2022|archiveurl=https://web.archive.org/web/20220312140810/https://www.gog.com/en/game/assassins_creed_directors_cut}}</ref>
*'''Runner-up:''' ''Best Trailer'', ''Most Innovative'', ''Best Action/Adventure''


;{{Wiki|1UP}}
''Assassin's Creed'' was later included in the ''[[Assassin's Creed: Anthology]]'', exclusive to PAL regions and released on 29 November 2012, alongside the compiled ''[[Assassin's Creed II]], [[Assassin's Creed: Brotherhood]], [[Assassin's Creed: Revelations]]'', and ''[[Assassin's Creed III]]''.<ref>{{Cite web|url=https://www.eurogamer.net/assassins-creed-anthology-includes-5-games-dlc|title=Assassin's Creed Anthology includes five games, DLC|publisher=''{{Wiki|Eurogamer}}''|author=Phillips, Tom|date=6 November 2012|accessdate=5 May 2024|archiveurl=https://web.archive.org/web/20220704231553/https://www.eurogamer.net/assassins-creed-anthology-includes-5-games-dlc|archivedate=4 July 2022}}</ref> The ''[[Assassin's Creed: Heritage Collection|Heritage Collection]]'', a PAL-region exclusive released on 8 November 2013, contained the same as the ''Anthology'' apart from the DLC.<ref>{{Cite web| url=https://www.ign.com/articles/2013/10/04/assassins-creed-heritage-collection-announced-for-europe| title=Assassin's Creed Heritage Collection Announced For Europe| author=Karmali, Luke| work={{Wiki|IGN}}| date=4 October 2013| accessdate=12 May 2024| archiveurl=https://web.archive.org/web/20150108080227/https://www.ign.com/articles/2013/10/04/assassins-creed-heritage-collection-announced-for-europe| archivedate=8 January 2015}}</ref>
*'''Won:''' ''Best PS3 Game''
*'''Runner-up:''' ''Best Visuals'', ''Game of the Show''
{{col-end}}


==Editions==
===Editions===
<tabber>
<tabber>
Limited Edition=
|-|Limited Edition=
[[File:AC - limited edition.jpg|right|200px]]
[[File:AC - limited edition.jpg|right|200px]]
A limited collector's edition of the game was released in North America alongside the standard release. The North American edition contains a collectible three inch Altaïr figurine, a [[Assassin's Creed (webcomic)|Penny Arcade comic]], a mini strategy guide and a bonus disc. The bonus disc includes behind-the-scenes videos, developer diaries, trailers, production team interviews, and the winners of the ''Assassin's Creed'' short film contest. A European limited edition of the game was also released which includes a twelve inch Altaïr figurine, art book, and bonus disc. The bonus disc contains several short films and content similar to the North American version.
A limited collector's edition of the game was released in North America alongside the standard release. The North American edition contains a collectible three inch Altaïr figurine, a [[Assassin's Creed (webcomic)|Penny Arcade comic]], a mini strategy guide, and a bonus disc. The bonus disc includes behind-the-scenes videos, developer diaries, trailers, production team interviews, and the winners of the ''Assassin's Creed'' short film contest. A European limited edition of the game was also released which includes a 12" Altaïr figurine, art book, and bonus disc. The bonus disc contains several short films and content similar to the North American version.


In addition to the game, a steelbox was released, which holds the [[Assassin's Creed (comic)|''Assassin's Creed'' graphic novel]], a bonus disc and a certificate of authenticity. It is decorated with the [[Assassin insignia]] and Animus effect symbols, while on its back a picture of Altaïr is displayed. The steelbox provided space to insert the game case of any platform.
In addition to the game, a steelbox was released, which holds the [[Assassin's Creed (comic)|''Assassin's Creed'' graphic novel]], a bonus disc, and a certificate of authenticity. It is decorated with the [[Assassin insignia]] and Animus effect symbols, while on its back a picture of Altaïr is displayed. The steelbox provided space to insert the game case of any platform.
|-|
|-|Director's Cut Edition (PC Only)=
Director's Cut Edition (PC Only)=
[[File:Acdc.jpg|right|200px]]
[[File:Acdc.jpg|right|200px]]
The  Director's Cut Edition of ''Assassin's Creed'' features four types of PC-exclusive Informer Challenge investigations, named Archer Stealth Assassination, Escort, Merchant Stand Destruction, and Rooftop Race. These investigation missions replace some of the original memories in the console versions to provide a greater variety of gameplay. Modifications have also been made to existing missions based on player feedback.<ref>[https://store.ubi.com/us/assassins-creed-directors-cut-edition/575ffd8fa3be1633568b4cea.html?lang=en_US Assassin's Creed Directors Cut Edition for PC (Ubisoft Store)]</ref>
The  Director's Cut Edition of ''Assassin's Creed'' features four types of PC-exclusive Informer Challenge investigations, named Archer Stealth Assassination, Escort, Merchant Stand Destruction, and Rooftop Race. These investigation missions replace some of the original memories in the console versions to provide a greater variety of gameplay. Modifications have also been made to existing missions based on player feedback.<ref>{{Cite web|url=https://store.ubi.com/us/assassins-creed-directors-cut-edition/575ffd8fa3be1633568b4cea.html?lang=en_US|title=Assassin's Creed Directors Cut Edition for PC|publisher=Ubisoft Store|accessdate=31 August 2019|archiveurl=https://web.archive.org/web/20170703032702/http://store.ubi.com/us/assassins-creed-directors-cut-edition/575ffd8fa3be1633568b4cea.html|archivedate=3 July 2017}}</ref>
 
A DRM-free version was later made possible by GOG Games, a digital distribution service and subsidiary owned by CD Projekt. The game is available on the GOG Games store and GOG Galaxy.
{{-}}
{{-}}
</tabber>
</tabber>
==Trivia==
*The Assassins are based on an Islamic sect known as the ''Order of the Hashshashin'' from which the term "assassin" originates, the idea for it coming from ''Blitzkrieg to Desert Storm: The Evolution of Operational Warfare'' by {{Wiki|Robert M. Citino}}, along with {{Wiki|Vladimir Bartol}}'s novel ''{{Wiki|Alamut (Bartol novel)|Alamut}}''.<ref>{{WP|Assassins}}</ref>
*The siege of Masyaf borrows elements from Vladimir Bartol's novel. In the novel, the leader of the Assassins orders two of his men to kill themselves as a demonstration of his power. The two men jump from a tower with smiles on their faces, much in the same way Altaïr performed a [[Leap of Faith]] from Masyaf Castle.
*One of the key inspirations of [[Raphael Lacoste]], the Art Director and Production Designer of ''Assassin's Creed'', was Orientalist paintings, particularly the lithographs of the Holy Land and Syria by David Roberts.
*The game starts shortly after the [[Siege of Acre|siege of Acre]] and ends just before the [[Battle of Arsuf|battle of Arsuf]], thus making the narration span from July to September 1191.
*The popular phrase used to describe the Assassins' maxim "Laa shay'a waqui'n moutlaq bale kouloun moumkine" is Arabic for "Nothing is true. Everything is permitted." This quote is generally attributed to the founder of the Hashshashin, {{Wiki|Hassan-i Sabbah}}.<ref>{{Cite web| url=http://www.gamepro.com/article/news/85121/exclusive-assassins-creed-q-a/| title=Exclusive Assassin's Creed Q&A| author=Tenacious Moses| publisher=GamePro.com| date=01-11-2006| accessdate=10 October 2007| archiveurl=http://web.archive.org/web/20090103070349/http://www.gamepro.com/article/news/85121/exclusive-assassins-creed-q-a/| archivedate=03-01-2009}}</ref>
*''Assassin's Creed'' was later released in the ''[[Assassin's Creed: Anthology]] Collector's Edition'' box, consisting of the main games in the [[Assassin's Creed (series)|''Assassin's Creed'' series]].


==Gallery==
==Gallery==
<tabber>
<tabber>
|-|Videos=
|-|Videos=
<gallery widths="180" position="center" spacing="small" captionalign="center">
<gallery widths="180" position="center" captionalign="center">
Prince of Persia- Assassins
TGS 05 - Project Assassins teaser
Assassin's Creed - Pre-E3 2006 Trailer
Assassin's Creed - Pre-E3 2006 Trailer
Assassin's Creed Official Trailer (HD)
First Assassin's Creed Demonstration E3 2007 HD
Assassin's Creed-Official Trailer--HD(1080p)
Assassin's Creed Altair Was Here trailer
Assassin's Creed Altair Was Here trailer
Assassin's Creed Cello Trailer
Assassin's Creed Cello Trailer
Assassin's Creed Developer Diary 1
Assassin's Creed Developer Diary- Storyline
Assassin's Creed dev diary 2
Assassin's Creed dev diary 2
Assassin's Creed Dev Diary Freedom
Assassin's Creed Dev Diary Freedom
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</gallery>
</gallery>
|-|Promotional media=
|-|Promotional media=
<gallery widths="180" position="center" spacing="small" captionalign="center">
<gallery widths="180" position="center" captionalign="center">
Jerusalem.jpg
AC - Altair stabs Templar Knight.jpg
AC - Altair flees Crusaders.jpg
Assassin's Creed KeyArt 01.jpg
Assassin's Creed KeyArt 02.jpg
Assassin's Creed KeyArt 03.jpg
Assassin's Creed KeyArt 04.jpg
Assassin's Creed KeyArt 05.jpg
Assassin's Creed KeyArt 06.jpg
Assassin's Creed KeyArt 07.jpg
Assassin's Creed KeyArt 08.jpg
Assassin's Creed KeyArt 09.jpg
Assassin's Creed KeyArt 10.jpg
Assassin's Creed KeyArt 11.jpg
Assassin's Creed KeyArt 12.jpg
</gallery>
|-|Screenshots=
<gallery widths="180" position="center" captionalign="center">
AC1 Jerusalem.jpg
Altairattackleap.png
Altairattackleap.png
AC1 Promotional Screenshot 1.jpg
AC1 Promotional Screenshot 1.jpg
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AC1 Promotional Screenshot 10.jpg
AC1 Promotional Screenshot 10.jpg
AC1 Promotional Screenshot 11.jpg
AC1 Promotional Screenshot 11.jpg
AC - Altair stabs Templar Knight.jpg
AC - Altair flees Crusaders.jpg
</gallery>
|-|Concept artwork=
<gallery widths="180" position="center" spacing="small" captionalign="center">
TBA
</gallery>
</gallery>
</tabber>
</tabber>
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*[[Marcel Jeannin]] as [[Richard I of England|Richard I]]
*[[Marcel Jeannin]] as [[Richard I of England|Richard I]]
*[[Jennifer Seguin]] as [[Animus]]
*[[Jennifer Seguin]] as [[Animus]]
{{!}}
{{!}}
*[[Shirin Amini]]
*[[Shirin Amini]]
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*Lead Modeler: Patrick Gagné
*Lead Modeler: Patrick Gagné
*Composer: [[Jesper Kyd]]
*Composer: [[Jesper Kyd]]
 
{{!}}
;Special thanks
;Special thanks
*Florence Baccard
*Florence Baccard
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*Lionel Raynaud
*Lionel Raynaud
*Nicolas Schoener
*Nicolas Schoener
}}
==Appearances==
{{Appearances
|characters=
*[[Al Mualim]] {{1st}}
*[[Altaïr Ibn-La'Ahad]] {{1st}}
*[[Desmond Miles]] {{1st}}
*[[Lucy Stillman]] {{1st}}
*[[Warren Vidic]] {{1st}}
*[[Richard I of England]] {{1st}}
*[[Robert de Sablé]] {{1st}}
|creatures=
*[[Horse]] {{1st}}
|events=
*[[Third Crusade]] {{1st}}
**[[Defense of Masyaf]] {{1st}}
**[[Hunt for the Nine]] {{1st}}
**[[Battle of Arsuf]] {{1st}}
**[[Retaking of Masyaf]] {{1st}}
|locations=
*[[Earth]] {{1st}}
**[[Levant]] {{1st}}
***[[Masyaf]] {{1st}}
***[[Damascus]] {{1st}}
**[[Israel]] {{1st}}
***[[Acre]] {{1st}}
***[[Jerusalem]] {{1st}}
|organizations=
*[[Assassins]] {{1st}}
**[[Levantine Brotherhood of Assassins]] {{1st}}
*[[Crusaders]] {{1st}}
**[[Templars|Knights Templar]] {{1st}}
***[[Levantine Rite of the Templar Order]] {{1st}}
**[[Knights Hospitalier]] {{1st}}
**[[Knights Teutonic]] {{1st}}
*[[Saracens]] {{1st}}
**[[Ayyubid dynasty|Ayyubid Sultanate]] {{1st}}
|species=
*[[Humans|Human]] {{1st}}
|vehicles=
|technology=
*[[Animus]] {{1st}}
*[[Fists]] {{1st}}
*[[Hidden Blade]] {{1st}}
*[[Sword]] {{1st}}
|miscellanea=
*[[Leap of Faith]] {{1st}}
}}
}}



Latest revision as of 16:51, 2 November 2025

This article is about the first video game in the series. You may be looking for Assassin's Creed (series).
"Jerusalem, the twelfth century. Amidst the chaos of the Third Crusade, a Brotherhood of warriors rose to power. Shrouded in secrecy, feared for their ruthlessness, they alone would save the Holy Land, or destroy it. They were the Assassins."
Assassin's Creed 2006 trailer voiceover[src]

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 their ancestors. The protagonist is a bartender named Desmond Miles, who is abducted by the company Abstergo Industries and forced to relive the memories of his ancestor Altaïr Ibn-La'Ahad, an Assassin. As Desmond explores Altaïr's story in the Holy Land during the Third Crusade, details of a battle between two ancient sects—the Knights Templar and the Assassin Order—emerge as both scour for artifacts known only as "Pieces of Eden."

Assassin's Creed received primarily positive reviews, for both its story and its gameplay, and received several awards at 2006's E3. In November 2009, a sequel in the form of Assassin's Creed II was released, building on the foundation set by Assassin's Creed.

Gameplay[edit | edit source]

Altaïr Ibn-La'Ahad, one of the game's protagonists

Assassin's Creed is a non-linear action-adventure video game, during which the player controls the 12th-century Levantine Assassin Altaïr Ibn-La'Ahad, whose life during the Third Crusade is experienced through the Animus by his 21st century descendant, Desmond Miles. The game's overall goal is to rise through the Assassins' ranks by carrying out a series of assassinations given by the Order's leader, Al Mualim. In doing so, Altaïr travels from Masyaf to cities in the Holy Land, specifically, Jerusalem, Acre, and Damascus.

Upon arrival in any of the cities, Altaïr must locate an Assassin bureau and discuss his tasks with the local rafiq, a Brotherhood agent, gaining basic knowledge of his target. From there, it is up to Altaïr to perform additional reconnaissance via eavesdropping, interrogations, meeting with informers, and gathering important items. It is only after Altaïr has gathered enough information that he can carry out the assassination. After successfully completing an assassination, Altaïr returns to Masyaf to debrief with Al Mualim, and is subsequently rewarded with better equipment, before he is given the names of his next targets.

High vantage points allow the player to map out portions of the city

Between main memories, Desmond must direct Altaïr to high points in the city to further synchronize his surroundings and map out the city that Altaïr is currently located in. Other side memories include tracking and killing Templars, collecting flags, and saving civilians who are being threatened by city guards.

Accompanying this, Altaïr needs to carry out most of his actions without being noticed by officials. The game uses a meter dependent on social stealth to inform the player of how noticeable Altaïr is to surrounding individuals, including the guards, by changing the 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, indicated by the logo becoming red and the entire synchronization interface earning a red tinge and background, guards will be always vigilant and citizens will scatter in various directions in the event that the guards chase and attempt to bring down Altaïr. To reduce his notoriety, Altaïr must break the guards' line of sight and then find a hiding place, blend in with wandering scholars, or join citizens sitting on benches.

Altaïr's freerunning abilities allow for greater exploration

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 freerunning, attacking foes, and high profile assassination attempts. In the event that the player finds themself faced with multiple enemies, one can utilize Altaïr's sword-fighting abilities to combat guards.

Health in Assassin's Creed is measured as the level of synchronization between Desmond and Altaïr's memories. Whenever Altaïr is injured, it is experienced as a deviation from the actual memory that occurred and synchronization decreases. If there is complete desynchronization, the current memory that Desmond is experiencing dematerializes and restarts at the last stable checkpoint.

Because Altaïr's memories are rendered by the Animus software, "glitches" may often be experienced with nucleotides and error messages appearing. These glitches can be used to help identify targets and if the player reacts quickly enough, may be used to provide other vantage points during cut-scenes.

Synopsis[edit | edit source]

Setting[edit | edit source]

Desmond Miles, a seemingly ordinary bartender, is kidnapped by the company Abstergo Industries for use as a test subject in the Animus, a device that can simulate genetic memory. Abstergo intends to put Desmond in the device to relive the memories of his ancestor Altaïr Ibn-La'Ahad, a member of the Assassin Brotherhood who lived during the Third Crusade in the Holy Land. Initially, Desmond has trouble adjusting to the device, but eventually relives Altaïr's exploits over the next several days. The game then primarily changes to Altaïr's point-of-view, with occasional transitions to Desmond, due to problems with the Animus or onset of the Bleeding Effect.

Plot[edit | edit source]

Warren Vidic of Abstergo Industries overlooks Desmond inside the Animus

The game opens with Desmond entering Altaïr's memory, but he soon faces synchronization problems. On this, Lucy Stillman and Warren Vidic's voices can be heard, arguing over Desmond's safety within the Animus. After experiencing a few problems, Desmond exits the virtual machine and Vidic briefs him about the Animus' inner workings, before initializing the machine's tutorial program. After Desmond is done with the tutorial, he enters Altaïr's closest memory that he can synchronize with; Lucy adds that Desmond has to relive key moments of Altaïr's life to increase his synchronization, before reaching the final memory which holds the information that Abstergo is seeking.

In 1191, Altaïr attempts to retrieve one of a series of artifacts known as the "Pieces of Eden" from Solomon's Temple alongside two fellow Assassins, Malik Al-Sayf and his brother Kadar. However, the trio are beaten to the treasure by Robert de Sablé, Grand Master of the Knights Templar and the Assassins' sworn enemy. While attempting to recover the treasure from the Templars and kill Robert, Altaïr breaks all three tenets of the Assassins' Creed and is forced to escape empty-handed after being overpowered by Robert. In the following battle, Kadar 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 the Templars' attack, comes back with the artifact and disparages Altaïr because of his arrogance.

Altaïr, Rauf and another Assassin performing the Leap of Faith

After narrowly defeating a retaliatory attack by the Templars, the Assassins' leader Al Mualim demotes Altaïr to a novice but gives him another chance to rise through the Brotherhood's ranks. 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.

Altaïr completes each task, learning how each target is connected to Robert and the Templars, and how they all aim to end the Crusades and place the Holy Land under their own control. With men on both sides killed, he discovers that Robert's last plot is to attempt to unite the Christian and Muslim forces against their new common enemy, the Assassins themselves. Altaïr eventually slays Robert before King Richard I of England, ending the Templars' plans but failing to convince the King that an end to the war would be welcome to both sides. From a dying Robert, Altaïr learns that Al Mualim had helped the Templars locate the Piece of Eden in Solomon's Temple but eventually betrayed them, just as he had the Assassins, in order to keep the artifact for himself.

Altaïr discovers a map detailing the locations of other Pieces of Eden

Altaïr quickly returns to Masyaf and confronts his master, who reveals the truth to him: the Piece of Eden is not a supernatural artifact but rather 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, and then states his intention to use the artifact to compel humanity into a brainwashed state, and in doing so, bringing an end to all conflict. Altaïr is eventually able to see through the deceptions created by the artifact and kill Al Mualim. When Altaïr recovers the artifact, the Piece of Eden activates, showing a holographic view of Earth with the locations of countless other Pieces of Eden marked across the globe.

When the process is complete, Desmond learns that Abstergo is the Templars' modern-day front and that they are already seeking the Pieces of Eden from the locations identified in Altaïr's memories. Furthermore, he learns that the modern-day Assassins tried to rescue him due to him once being an Assassin himself, but failed. Following this, Desmond is to be killed after an order from the high-ranking Templar Alan Rikkin, but Lucy saves him by convincing Rikkin and the others that Desmond can still be useful to them. Before Lucy leaves with Vidic, she indicates to Desmond that she is an undercover Assassin by tucking her ring finger into her palm, referring to the Assassins' tradition of severing their finger in order to join them and operate their signature weapon, the Hidden Blade.

Clay's blood messages in Desmond's room

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. In turn, this allows him to see strange messages painted on the walls of his room and the floor of the lab. The messages deal with various forms of the end of the world from different cultures, including several references to 21 December 2012, the date when Abstergo plans to launch a satellite that will "permanently end the war". It is hinted that this method will be similar to how Al Mualim hypnotized Masyaf, but on a larger scale. The game ends with Desmond wondering what the images mean and who could have drawn them.

Development[edit | edit source]

After the 2003 release of Prince of Persia: The Sands of Time, creative director Patrice Désilets developed a spin-off entitled Prince of Persia: Assassin about an Assassin in Jerusalem protecting a prince with magical powers.[1]

The first details on what would become Assassin's Creed came in mid-September 2005 during the Tokyo Game Show, when GameSpot reported on Ubisoft's trailer for a new game in production with the working title of "Project Assassins".[2] No further word was heard until E3 2006, when an updated version of the trailer was shown under the name Assassin's Creed. When GamesRadar pressed Ubisoft for comment after they previously claimed Assassin's Creed had never been previewed before, a representative confirmed that "Project Assassins" and Assassin's Creed were indeed the same.[3]

In a September 2006 interview with IGN, game producer Jade Raymond described Altaïr as a "medieval hitman with a mysterious past" and definitely not a time traveler.[4] In October 2007, in an IGN Australia interview, Patrice Désilets described the lead character's ability to climb and free-run as being designed by the individuals who developed the mechanic for the Prince of Persia series.[5]

In December 2006, Kristen Bell, who voiced Abstergo researcher and employee Lucy Stillman, gave the first concrete information about the plot, confirming a focus on genetic memory and a corporation's search for descendants of an assassin.[6] Ubisoft also released a 5-part series of "Developer Diaries" videos on the game's website with members of the development team, including creative director Patrice Désilets and producer Jade Raymond, explaining the thought processes behind the various aspects of the game.

The game initially had a multiplayer mode, though it was cut during development.[7] In an interview with IAMAG Inspiration to promote the release of Assassin's Creed IV: Black Flag, Raphael Lacoste, the Art Director and Production Designer of Assassin's Creed, revealed one of the key inspirations for the initial vibe of the series was Orientalist paintings, particularly the lithographs of the Holy Land and Syria by David Roberts.[8]

Music[edit | edit source]

The musical score for Assassin's Creed was composed by Jesper Kyd and the entire soundtrack was developed to "capture the gruesome atmosphere of medieval warfare but also be edgy and contemporary."[9] The score was written to contain orchestral music with dark and ominous overtones. Many of the tracks also contain choruses and vocal tracks in Latin to cement the darker elements of the game and the time period of the game's setting. Six tracks were released on the Ubisoft website for those who purchased the game. The soundtrack is also available on iTunes and Amazon.

Prequels and sequels[edit | edit source]

In February 2008, Assassin's Creed: Altaïr's Chronicles was released for Nintendo DS as a prequel for Assassin's Creed. A non-canon mobile version developed by Gameloft was also released for the iPhone and iPod Touch in April 2009.

In January 2009, Ubisoft confirmed the production of Assassin's Creed II, which was released for the Xbox 360 and PlayStation 3 in November 2009. The sequel continued the story started in Assassin's Creed with a different set of genetic memories created to be explored by the player.

At the same time, Assassin's Creed: Bloodlines was released for the PSP. It was comprised as another spin-off game in the same vein as Assassin's Creed: Altaïr's Chronicles, where the story of Altaïr continued a month after Assassin's Creed. The style of the graphics and the gameplay also resembled the first game more than its predecessor Assassin's Creed: Altaïr's Chronicles.

In November 2010, Assassin's Creed: Brotherhood was released. It continued the story of Ezio Auditore da Firenze from Assassin's Creed II and the modern day Assassins' story. It is also the first full game in the series to feature a multiplayer mode.

In November 2011, Assassin's Creed: Revelations was released. The story of Ezio came to a close when he traveled to Constantinople to find the five keys to Altaïr's library under Masyaf's castle. The keys also allowed Ezio to see memories of Altaïr's life preceding and following the events of the first game. This also allows the player to once again play as Altaïr.

In October 2012, Assassin's Creed III was released. Although having almost nothing about Altaïr, it continued Desmond's story in the form of Ratonhnhaké:ton. However, Altaïr's outfit was available when Desmond completed each main story mission with full synchronization.

In October 2013, Assassin's Creed IV: Black Flag was released. The game told the story of Edward Kenway, the father of Haytham Kenway and grandfather of Ratonhnhaké:ton from Assassin's Creed III.

In November 2014, Assassin's Creed: Unity and Assassin's Creed: Rogue were released. Unity followed the French Assassin Arno Dorian on his path for redemption during the French Revolution, while Rogue took place during the Seven Years' War and told the tale of the Assassin Shay Cormac who turned to the Templars after being betrayed by his former comrades.

In October 2015, Assassin's Creed: Syndicate was released. Set in the Victorian era, Syndicate was the first game to feature two playable protagonists, the twins Jacob and Evie Frye.

In October 2017, Assassin's Creed: Origins was released. Set in Ptolemaic Egypt, the player follows the story of Bayek of Siwa and the birth of the Assassins.

In October 2018, Assassin's Creed: Odyssey was released. Set during the Peloponnesian War, players follow the story of the misthios Kassandra.

In November 2020, Assassin's Creed: Valhalla was released. Set during the Viking expansion into Europe, players follow the story of the Viking Eivor Varinsdottir.

In October 2023, Assassin's Creed: Mirage was released. Set during the Islamic Golden Age in the Abbasid Caliphate, players follow the story of a younger Basim Ibn Ishaq, a major side character first introduced in Valhalla.

Awards[edit | edit source]

Date Award Category Recipient(s) Result
2006 Game Critics Awards Best Action/Adventure Game Assassin's Creed Won[10]
Best Original Game Nominated[10]
Best Console Game Nominated[10]
2007 Best Action/Adventure Game Nominated[10]
Spike Video Game Awards Best Action Game Nominated[10]
Visual Effects Society Awards Outstanding Real Time Visuals in a Video Game (for the Xbox 360 trailer) Jade Raymond, Nicolas Cantin, Raphael Lacoste Nominated[10]
2008 Golden Trailer Awards Best Video Game Trailer Assassin's Creed Nominated[10]
Academy of Interactive Arts & Sciences Adventure Game of the Year Nominated[10]
Outstanding Achievement in Animation Nominated[10]
Outstanding Achievement in Art Direction Nominated[10]
Outstanding Achievement in Gameplay Engineering Nominated[10]
Outstanding Achievement in Visual Engineering Nominated[10]
Game Developers Choice Awards Best Technology Claude Langlais Nominated[10]
Best Visual Arts Raphael Lacoste, Nicolas Cantin Nominated[10]
Game Audio Network Guild Awards Music of the Year Assassin's Creed Nominated[10]
Jesper Kyd Nominated[10]
2009 British Academy Games Awards Best Original Score Jesper Kyd Nominated[10]
Technical Achievement Jade Raymond, Patrice Désilets, Claude Langlais Nominated[10]
Artistic Achievement Nominated[10]
Best Story and Character Nominated[10]

Release[edit | edit source]

Assassin's Creed was releashed on Xbox 360 and PlayStation 3 on 13 November 2007, in North America, 16 November in Europe, and 21 November in Australia and New Zealand.[11] The PC version of Assassin's Creed was released in North America on 8 April 2008 as a Director's Cut Edition.[12] A DRM-free version was later made possible by GOG Games, a digital distribution service and subsidiary owned by CD Projekt. The game is available on the GOG Games store and GOG Galaxy.[13]

Assassin's Creed was later included in the Assassin's Creed: Anthology, exclusive to PAL regions and released on 29 November 2012, alongside the compiled Assassin's Creed II, Assassin's Creed: Brotherhood, Assassin's Creed: Revelations, and Assassin's Creed III.[14] The Heritage Collection, a PAL-region exclusive released on 8 November 2013, contained the same as the Anthology apart from the DLC.[15]

Editions[edit | edit source]

A limited collector's edition of the game was released in North America alongside the standard release. The North American edition contains a collectible three inch Altaïr figurine, a Penny Arcade comic, a mini strategy guide, and a bonus disc. The bonus disc includes behind-the-scenes videos, developer diaries, trailers, production team interviews, and the winners of the Assassin's Creed short film contest. A European limited edition of the game was also released which includes a 12" Altaïr figurine, art book, and bonus disc. The bonus disc contains several short films and content similar to the North American version.

In addition to the game, a steelbox was released, which holds the Assassin's Creed graphic novel, a bonus disc, and a certificate of authenticity. It is decorated with the Assassin insignia and Animus effect symbols, while on its back a picture of Altaïr is displayed. The steelbox provided space to insert the game case of any platform.

The Director's Cut Edition of Assassin's Creed features four types of PC-exclusive Informer Challenge investigations, named Archer Stealth Assassination, Escort, Merchant Stand Destruction, and Rooftop Race. These investigation missions replace some of the original memories in the console versions to provide a greater variety of gameplay. Modifications have also been made to existing missions based on player feedback.[16]

Gallery[edit | edit source]

Credits[edit | edit source]

By type 
Cast Crew

Cast

Crew

  • Creative Director: Patrice Désilets
  • Associate Producer: Vincent Pontbriand-Trudel
  • Producer: Jade Raymond
  • Pipeline Director: Claude Langlais
  • Associate Producer: Simon Tremblay
  • Art Director: Raphaël Lacoste
  • Level Design Director: David Châteauneuf
  • Game Design Director: Maxime Béland
  • Animation Director: Alex Drouin
  • Animation Director: Sylvain Bernard
  • Script Writer: Corey May
  • Lead Programmer: Mathieu Mazerolle
  • Lead Audio Designer: Mathieu Jeanson
  • Pre‑production Art Director: Nicolas Cantin
  • Assistant Art Director: Mathieu Leduc
  • Missions Technical Director: Marc-Antoine Lussier
  • Level Design Technical Director: Pier-Luc Papineau
  • Art Technical Director: Danny Oros
  • Assistant Art Technical Director: Viken Majoulian
  • Characters Technical Director: François Lévesque
  • Animation Technical Director: Steeve Ouellet
  • Engine Team Lead: Dominique Duvivier
  • Engine Team Lead: Stéphane Girard
  • Lead Modeler: Patrick Gagné
  • Composer: Jesper Kyd
Special thanks
  • Florence Baccard
  • Michael Beadle
  • Dan Black
  • Jay Cohen
  • Andrew Cove
  • Jonathan Dankoff
  • Christophe Derennes
  • Dean Evans
  • Mathieu Ferland
  • Blake Fisher
  • Jean-Marc Geffroy
  • Thomas Giroux
  • Serge Hascoët
  • Sabrina Jacques
  • Pauline Jacquey
  • Yann Le Tensorer
  • Yannis Mallat
  • Sébastien Puel
  • Francisco Randez
  • Lionel Raynaud
  • Nicolas Schoener

References[edit | edit source]

  1. Edge Staff (27 August 2012). The Making Of: Assassin's Creed. Edge. Archived from the original on 29 August 2012. Retrieved on 27 June 2013.
  2. Gerstmann, Jeff (16 September 2005). TGS 2005: Project Assassins Impressions. GameSpot. Archived from the original on 21 December 2021. Retrieved on 21 December 2021.
  3. Richardson, Ben (17 May 2006). Assassin's Creed exposed. GamesRadar. Archived from the original on 14 March 2016. Retrieved on 21 December 2021.
  4. Miller, Jonathan (28 September 2006). Assassin's Creed Preview. IGN. Archived from the original on 1 March 2007. Retrieved on 5 May 2024.
  5. Kolan, Patrick (22 October 2007). Assassin's Creed AU Interview: Patrice Desilets. IGN Australia. Archived from the original on 14 October 2014. Retrieved on 5 May 2024.
  6. Goldman, Eric (13 December 2006). IGN Exclusive Interview: Kristen Bell. IGN. Archived from the original on 16 December 2006. Retrieved on 21 January 2010.
  7. Makuch, Eddie (23 December 2015). Ubisoft Experimented With Multiplayer for First Assassin's Creed - Report. GameSpot. Archived from the original on 30 April 2024. Retrieved on 25 December 2015.
  8. Assassin’s Creed: The Origins of Art – Exclusive Interview with Artistic Director Raphael Lacoste. IAMAG.co. Archived from the original on 12 August 2020. Retrieved on 5 May 2024.
  9. McWhertor, Michael (17 October 2007). Assassin's Creed Score Is BAFTAstic. Kotaku. Archived from the original on 8 July 2008. Retrieved on 21 January 2010.
  10. 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 10.11 10.12 10.13 10.14 10.15 10.16 10.17 10.18 10.19 Assassin's Creed (2007 Video Game) - Awards at the Internet Movie Database
  11. GameSpot Staff (29 October 2007). Assassin's Creed golden. GameSpot. Archived from the original on 7 May 2018. Retrieved on 5 May 2024.
  12. Beauchemin, Charles (4 March 2008). Assassin's Creed PC: New Investigation Types. Spong. Archived from the original on 2 January 2009. Retrieved on 5 May 2024.
  13. Assassin's Creed: Director's Cut. GOG.com. Archived from the original on 12 March 2022. Retrieved on 5 May 2024.
  14. Phillips, Tom (6 November 2012). Assassin's Creed Anthology includes five games, DLC. Eurogamer. Archived from the original on 4 July 2022. Retrieved on 5 May 2024.
  15. Karmali, Luke (4 October 2013). Assassin's Creed Heritage Collection Announced For Europe. IGN. Archived from the original on 8 January 2015. Retrieved on 12 May 2024.
  16. Assassin's Creed Directors Cut Edition for PC. Ubisoft Store. Archived from the original on 3 July 2017. Retrieved on 31 August 2019.

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