Assassin's Creed: Multiplayer Rearmed: Difference between revisions
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|Game modes = Multiplayer | |Game modes = Multiplayer | ||
|ESRB = Mature (M) | |ESRB = Mature (M) | ||
|Platform = iPad, iPhone | |Platform = iPad, iPhone, iPod touch | ||
|Website = | |Website = | ||
|Media = Apple Download | |Media = Apple Download | ||
|image = Rearmed1.png | |image = Rearmed1.png | ||
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|UK Date Released = 21 October 2011 | |UK Date Released = 21 October 2011 | ||
|Genre = Action-Adventure}} | |Genre = Action-Adventure}} | ||
'''''Assassin's Creed: Multiplayer Rearmed''''' | '''''Assassin's Creed: Multiplayer Rearmed''''' was a spin-off video game released for the iPad, iPhone, and iPod touch. It is developed and published by [[Ubisoft]], and was released worldwide on 21 October 2011. This game was the spiritual successor of ''[[Assassin's Creed II: Multiplayer]]'', the earlier top-down, [[multiplayer]]-based ''Assassin's Creed'' game made for iPhone OS. Presumably, the player is an [[Abstergo Industries]] agent since the available multiplayer personas are the Animi Avatars from the [[Assassin's Creed: Brotherhood|first]] and [[Assassin's Creed: Revelations|second stage]] of the [[Animi Training Program]]. | ||
This game | |||
==Gameplay== | ==Gameplay== | ||
''Assassin's Creed: Multiplayer Rearmed'' | ''Assassin's Creed: Multiplayer Rearmed'' was a 2-dimensional top-down touch-based multiplayer game which pitted up to 4 players against each other to play a five-minute competitive match identical to the Animi Training Program's [[Wanted (multiplayer)|Wanted]] mode, if the players are connected through Apple's Game Center via WiFi or 3G. Alternatively, a 1-on-1 match could be played if two players connected via a Bluetooth connection. There is also an offline practice mode in which the player practices against an AI opponent. | ||
The player's target | The player's target was displayed on the top left corner of their screen, and an arrow which acted as a compass pointed towards them. The arrow faded as the target got closer, and disappeared when the target was near the player. An overall list of players and their scores was displayed on the screen's top right corner. A timer centered in the screen's upper third counted down from five minutes. The bottom right of the screen showed which perks the player was using and when they would be available for use. The bottom left corner of the screen was the home button, which forced the player to the main menu, although it cancelled any XP or florins which would have been gained from the match. | ||
The game | The game utilized touch controls to maneuver around the map and to kill targets. A single tap on any desired location on the screen sent the player's persona walking there, unless it was an unreachable area such as off of the map or into a body of water. A quick double tap on any desired location on the screen sent the player's persona sprinting there, although this made the player's persona extremely noticeable. The player could climb buildings by utilizing these methods. The player may target other players or civilians by tapping them when they were outside of their interaction zone, marked by a blue circle around the player's persona. The player could kill or stun players or civilians by tapping on them when they were inside their interaction zone. | ||
===Live action=== | ===Live action=== | ||
Players | Players could compete with friends and foes from around the globe in a 4-player real-time mode, through connecting via the Game Center with either WiFi or 3G. | ||
===Offline practice=== | ===Offline practice=== | ||
Each player | Each player could hone their skills in single player practice and compete with a friend via 1-on-1 Bluetooth. | ||
===Gameplay=== | ===Gameplay=== | ||
[[File:Rearmed2.jpg|thumb|Gameplay screenshot]] | [[File:Rearmed2.jpg|thumb|Gameplay screenshot]] | ||
Like recruits in the Animi Training Program, the player | Like recruits in the Animi Training Program, the player was both hunter and prey. The objective was to hunt down other players and assassinate them before being killed in turn themselves. Being as stealthy as an Assassin was central to the game mechanic. The player could escape from other players by taking advantage of both the crowd and the environment. | ||
===Environments=== | ===Environments=== | ||
Players | Players could interact with each other on a variety of maps, including [[Venice]], [[Alhambra]], [[Jerusalem]], [[San Donato]], and [[Antioch]]. | ||
===Character customization=== | ===Character customization=== | ||
The player | The player could choose to control personas from both ''[[Assassin's Creed: Brotherhood]]'' and ''[[Assassin's Creed: Revelations]]''. They could be customized with dozens of blades, [[boot]]s, [[belt]]s, and [[bracer]]s. Upgradeable abilities to fit individual play styles were also available. | ||
===Social play=== | ===Social play=== | ||
The Game Center's social gaming network | The Game Center's social gaming network allowed the player to create a community. Leaderboard and achievement results could be posted on Facebook, Twitter, e-mail, and SMS. | ||
==Animi Avatars== | ==Animi Avatars== | ||
There | There were a total of 10 Animi Avatars from both the Animi Training Program's first and second stages available for selection. They were: | ||
*The [[Trickster]] | *The [[Trickster]] | ||
*The [[Vanguard]] | *The [[Vanguard]] | ||
| Line 76: | Line 74: | ||
==Trivia== | ==Trivia== | ||
*It | *It took 437,950 XP points to get to the game's maximum level 50. | ||
*In the daily chance lottery, the prizes received | *In the daily chance lottery, the prizes received were based on the amount of numbers possessed which correspond with the daily numbers: | ||
**One matching number | **One matching number received 100 florins. | ||
**Two matching numbers | **Two matching numbers received 1000 florins. | ||
**Three matching numbers | **Three matching numbers received 1 diamond. | ||
**Four matching numbers | **Four matching numbers received 10 diamonds. | ||
**Five (all) matching numbers | **Five (all) matching numbers received 100 diamonds. | ||
==References== | ==References== | ||
*[ | *[https://web.archive.org/web/20111029132612/https://itunes.apple.com/ca/app/assassins-creed-rearmed/id473629046?mt=8 iTunes official post] | ||
{{ACSeries}} | {{ACSeries}} | ||
[[Category:Assassin's Creed series|Multiplayer Rearmed]] | [[Category:Assassin's Creed series|Multiplayer Rearmed]] | ||
[[Category:Assassin's Creed: Multiplayer Rearmed]] | [[Category:Assassin's Creed: Multiplayer Rearmed]] | ||
[[Category:Real world video games|Multiplayer Rearmed]] | [[Category:Real world video games|Multiplayer Rearmed]] | ||
Revision as of 05:21, 18 June 2026
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Ezio, my friend! How may I be of service? This article is in desperate need of a revamp. Please improve it in any way necessary in order for it to achieve a higher standard of quality in accordance with our Manual of Style. |
Assassin's Creed: Multiplayer Rearmed was a spin-off video game released for the iPad, iPhone, and iPod touch. It is developed and published by Ubisoft, and was released worldwide on 21 October 2011. This game was the spiritual successor of Assassin's Creed II: Multiplayer, the earlier top-down, multiplayer-based Assassin's Creed game made for iPhone OS. Presumably, the player is an Abstergo Industries agent since the available multiplayer personas are the Animi Avatars from the first and second stage of the Animi Training Program.
Gameplay
Assassin's Creed: Multiplayer Rearmed was a 2-dimensional top-down touch-based multiplayer game which pitted up to 4 players against each other to play a five-minute competitive match identical to the Animi Training Program's Wanted mode, if the players are connected through Apple's Game Center via WiFi or 3G. Alternatively, a 1-on-1 match could be played if two players connected via a Bluetooth connection. There is also an offline practice mode in which the player practices against an AI opponent.
The player's target was displayed on the top left corner of their screen, and an arrow which acted as a compass pointed towards them. The arrow faded as the target got closer, and disappeared when the target was near the player. An overall list of players and their scores was displayed on the screen's top right corner. A timer centered in the screen's upper third counted down from five minutes. The bottom right of the screen showed which perks the player was using and when they would be available for use. The bottom left corner of the screen was the home button, which forced the player to the main menu, although it cancelled any XP or florins which would have been gained from the match.
The game utilized touch controls to maneuver around the map and to kill targets. A single tap on any desired location on the screen sent the player's persona walking there, unless it was an unreachable area such as off of the map or into a body of water. A quick double tap on any desired location on the screen sent the player's persona sprinting there, although this made the player's persona extremely noticeable. The player could climb buildings by utilizing these methods. The player may target other players or civilians by tapping them when they were outside of their interaction zone, marked by a blue circle around the player's persona. The player could kill or stun players or civilians by tapping on them when they were inside their interaction zone.
Live action
Players could compete with friends and foes from around the globe in a 4-player real-time mode, through connecting via the Game Center with either WiFi or 3G.
Offline practice
Each player could hone their skills in single player practice and compete with a friend via 1-on-1 Bluetooth.
Gameplay

Like recruits in the Animi Training Program, the player was both hunter and prey. The objective was to hunt down other players and assassinate them before being killed in turn themselves. Being as stealthy as an Assassin was central to the game mechanic. The player could escape from other players by taking advantage of both the crowd and the environment.
Environments
Players could interact with each other on a variety of maps, including Venice, Alhambra, Jerusalem, San Donato, and Antioch.
Character customization
The player could choose to control personas from both Assassin's Creed: Brotherhood and Assassin's Creed: Revelations. They could be customized with dozens of blades, boots, belts, and bracers. Upgradeable abilities to fit individual play styles were also available.
Social play
The Game Center's social gaming network allowed the player to create a community. Leaderboard and achievement results could be posted on Facebook, Twitter, e-mail, and SMS.
Animi Avatars
There were a total of 10 Animi Avatars from both the Animi Training Program's first and second stages available for selection. They were:
- The Trickster
- The Vanguard
- The Priest
- The Prowler
- The Renegade
- The Sentinel
- The Doctor
- The Executioner
- The Courtesan
- The Deacon
Gallery
-
An in-game screenshot
-
The Animi Avatars
-
Venice
-
The Doctor stunning his pursuer
-
Customizing the Vanguard
-
Gameplay
-
The game icon
Videos
-
Rearmed match tutorial
-
Rearmed store credits
Trivia
- It took 437,950 XP points to get to the game's maximum level 50.
- In the daily chance lottery, the prizes received were based on the amount of numbers possessed which correspond with the daily numbers:
- One matching number received 100 florins.
- Two matching numbers received 1000 florins.
- Three matching numbers received 1 diamond.
- Four matching numbers received 10 diamonds.
- Five (all) matching numbers received 100 diamonds.
References
