The Rogues, Remastered Series: Mission 4

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Sign me up Stay informed about special deals, the latest products, events, and more from Microsoft Store. Sign up. Thank you! Ubisoft Montreal ran with this in creating a wholly new intellectual property , eliminating the Prince and creating the conflict between the Assassins and Templar Knights. Further, in postulating what other assassinations they could account for throughout human history, they came onto the idea of genetic memory and created the "Animus" device and modern storyline elements, which further allowed them to explain certain facets of gameplay, such as accounting when the player fails a mission, in the same way they had done in The Sands of Time.

Following release of the first Assassin's Creed in , Ubisoft Montreal and other Ubisoft studios use the series to present games from various historical periods, striving for historical accuracy while conceding some elements for gameplay. The Assassin's Creed games primarily revolve around the rivalry between two ancient secret societies — the Assassins and the Knights Templar — and their indirect relation to an ancient species pre-dating humanity , referred to within the games as "those who came before", whose society, along with much of Earth's biosphere, was destroyed by a massive solar storm thousands of years before the games.

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The games' real-world chronological setting begins in the year , but most of the gameplay is in historical settings. Within the franchise, Abstergo Industries is a mega-corporation conglomerate with multiple branches, secretly run by modern Knights Templar. The company is the present-day main antagonist of the franchise.

Abstergo secretly created the "Animus", a device that allows its users to "re-live" and experience the memories of their genetic ancestors within their bloodline through a virtual simulation. Overexposure to the animus causes the "bleeding effect", which results in giving the user skills and abilities of his ancestors, but is also dangerous for the user as it can damage their mind, causing symptoms such as dementia , insanity , dissociative identity disorder or brain damage.

Abstergo is seeking to discover the location of several historical artifacts, known as the "Pieces of Eden". Such artifacts hold great power, and are capable of controlling free will. Abstergo seeks to use them to remove free will and bring humanity into one single unified group, while the Assassins oppose them.

In order to find the Pieces of Eden, Abstergo is abducting people whose ancestors are suspected to have had historically confirmed or suspected interactions with such devices, forcing the kidnapped person into the Animus and searching for clues on their ancestors' memories within the Animus. Desmond Miles is a bartender who is a descendant of several lines of prominent Assassins ; though raised as an Assassin, he left his nomadic family to seek out a more common lifestyle.

He is initially kidnapped by Abstergo, which is aware of his ancestral lineage. Desmond is forced into the Animus and is revealed to be subject 17; many of the sixteen previous subjects died as a result of Animus over-exposure. Desmond is later rescued by a small team of modern-day Assassins and agrees to work with them, continuing to experience the memories of his ancestors to discover the locations of additional Pieces of Eden so they can be recovered before Abstergo can do so.

From the bleeding effect, Desmond gains some of the Assassin skills of his predecessors at the cost of living with multiple sets of memories and personalities in his mind. Throughout these events, Desmond learns of allusions to the prophetic end of the world in from a former Animus test subject, Subject 16; the event turns out to be a repeat of the disaster which wiped out the ancient civilization, and he finds out that his memories hold the key to Earth's surviving a second solar storm.

During his experiences, Desmond is aided by holographic projections of three of the ancient race's rulers: Jupiter, Minerva, and Juno. After Desmond dies to ensure Earth's survival, his memories, which have survived through genetic samples of his DNA, [4] are accessed by Abstergo, which hires a new subject to enter the Animus.

The Verdict

While the games are often presented through protagonist Desmond Miles, the bulk of the game is played as Desmond experiences the memories of his ancestors through an advanced device called the Animus. This provides a means of a diegetic interface, showing Desmond's ancestor's health, equipment, goals, and other features as part of the Animus interface. The Animus is based on the player controlling the assassin to maintain the synchronization between Desmond and his ancestor's memories.

Performing actions that go against the Assassin's way or dying breaks the synchronization, effectively requiring the player to restart at a previous checkpoint. Furthermore, the player cannot explore outside areas that the assassin has not experienced yet. There are also abnormalities within the Animus from previous users of the device. While playing as the Assassin characters, the games are generally presented from a third-person perspective in an open world environment, focusing on stealth and parkour.

The games use a mission structure to follow the main story, generally assigning the player to complete an assassination of public figureheads or a covert mission. Alternatively, several side missions are available, such as mapping out the expansive cities from a high perch followed by performing a "leap of faith" into a haystack below, collecting treasures hidden across the cities, exploring ruins for relics, building a brotherhood of assassins to perform other tasks, or funding the rebuilding of a city through purchasing and upgrading of shops and other features.

At times, the player is in direct control of Desmond, who by nature of the Animus use has learned Assassin techniques through the bleeding effect, as well as their genetic ability of Eagle Vision, which separates friend, foe and assassination targets by illuminating people in different colors. Through the Animus interface, the player can go back to retry any past mission already completed; for example, in Assassin's Creed: Brotherhood , the player achieves better synchronization results by performing the mission in a specific manner such as by only killing the mission's target.

The games use the concept of "active" versus "passive" moves, with "active" moves, such as running, climbing the sides of buildings, or jumping between rooftops, more likely to alert the attention of nearby guards. When the guards become alerted, the player must either fight them or break their line of sight and locate a hiding place, such as a haystack or a well, and wait until the guards' alert is reduced. The combat system allows for a number of unique weapons, armor, and moves, including the use of a hidden blade set in a bracer on the Assassin's arm, and which also can be used to quietly assassinate targets.

Desmond is pulled from the Animus, and was going to be killed, but his life is spared by Lucy Stillman , an Assassin working as a mole within Abstergo, as she claims they might need to further examine his memories later. He comes to learn that a former test subject had left messages only Desmond can see, foretelling the end of the world in The first Assassin's Creed introduced core elements that remained in the rest of the game series.

The game creates fictionalized, historical versions of Masyaf the Brotherhood's location , Jerusalem , Acre and Damascus , and incorporates a number of documented historical figures into the story.

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Ubisoft - Assassin's Creed Rogue Remastered

Other core elements include the virtualized Animus system, free running, climbing, stealth, parkour , and the initial formulation of the combat system. The game requires the player to complete a number of side quests before they are able to obtain an assassin quest from a local Brotherhood guidemaster in each city, but this side quest prerequisite was abandoned in future games. Lucy returns and breaks Desmond out of Abstergo, taking him to an Assassin safehouse to work alongside Shaun, a historian, and Rebecca, their technical support.

Using an improved version of the Animus, Desmond takes witness to Ezio Auditore da Firenze, a young nobleman from the late 15th century in Florence , shortly before the execution of Ezio's father and brothers by order of a corrupt official working for the Templars.

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