Assassin's Creed - Raising the bar for sandbox games.

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There was a brief video development diary focusing on the various freedoms that Assassin's Creed offers over on filefront.

I am always impressed when a developer makes the decision to create a sandbox (flowerbox) environment pushes the envelope for creative interaction from the user.  What UBISOFT has done with Assassins Creed is closer to what I would call "The Perfect Game".  It's still pretty far from where it needs to be, but it is clearly a step in the right direction.

Assassin's Creed is a good mix of Grand Theft Auto style sandbox with Shadow of the Colossus.  You have a very detailed city that allows you to "climb/travel" with freedom to go anywhere within the city, that you want to go.  Or at least that is the impression that is given when watching this video.  It's too soon to tell whether there are certain "areas" you can explore or if everything is "explorable".  It helps that the architecture of the in-game city is so beautiful that it urges you to explore the beauty up close.

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1 Comments

Demon180 said:

I really like Ubisoft's approach to blending interactive objects with the natural architecture. Metal Gear Solid series has done a good job of this, but level design feels restrictive compared to Assassin's Creed's open flowerbox environment. Let's just hope item placement isn't as awkward as finding bazooka ammunition inside someone's locker...gotta love MGS! :)

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This page contains a single entry by CYD Vicious published on October 6, 2007 10:31 AM.

Gunbound on wheels was the previous entry in this blog.

Do the design decisions on one console effect the gaming on another console? is the next entry in this blog.

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