Blog Archives

Assassin’s Creed III – Hostile Negotiations

Hey, guys. This is it. The last post in my Assassin’s Creed III Level Analysis series. Before I start, I would like to thank the people from UbiSoft forums for all their feedback, and especially a person by the nickname of Sushiglutton for taking on a task of challenging a lot of things that I say – I really appreciate that. This post is going to be about Hostile Negotiations. This is going to be a bit different in nature from my other posts, because for the most part I talk about what Assassin’s Creed III has done wrong in its mission design and how I think it would be better to improve it. In this post, I will talk about what the game has done right. As usual, spoilers bellow.

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Assassin’s Creed III – Lee’s Last Stand and the Combat System

Hey, guys. Sorry for quite an absence, but I’m back to wrap up my Assassin’s Creed III level design analysis series. Really, there are only two levels left that I want to talk about: Hostile Negotiations and Lee’s Last Stand. I’ll start with Lee’s Last Stand, because it’s got the boss battle, and… this post will be much more about the combat system that it’s going to be about level design, though. As usual, spoilers.

(sorry in advance for the lack of any screens in this post to vary it up visually)

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Assassin’s Creed III – Father and Son

The series of Assassin’s Creed III mission analysis continues. Today I’m going to look at Mission 2 of Sequence 9 – Father and Son.

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Assassin’s Creed III – Chasing Lee (and Parkour Mechanics Analysis)

Hi, guys. Today, I’m going to talk about Mission 2 of Sequence 12 – Chasing Lee. And just in general about how to design an engaging chase parkour sequence with Assassin’s Creed III mechanics. Spoilers.

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Assassin’s Creed III – The Tea Party

And I’m back with some more Assassin’s Creed III Mission Design analysis. This time, we’re looking at Mission 3 of Sequence 6 – The Tea Party.

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Assassin’s Creed III – Lexington and Concord

Continuing the series of Assassin’s Creed III Level Design Analysis. Thanks to the members of UbiSoft forums for all the positive (as well as critical) feedback I’ve got! This time, we’re looking at Mission 2 of Sequence 7, Lexington and Concord.

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Assassin’s Creed III – Public Execution

Continuing the thoughts about Assassin’s Creed III levels. This time, it’s Mission 3 of Sequence 8 – Public Execution. Once again, spoilers in this post.

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Assassin’s Creed III – Battle of Bunker Hill

Anybody who knows me will tell you that I love Assassin’s Creed. And that’s true. Assassin’s Creed III is no exception. I thoroughly enjoyed that game. However, that doesn’t mean I think it’s without flaws. And the biggest flaws of Assassin’s Creed III, in my opinion, lie in the direction of mission design. A lot of times it’s really restrictive, and doesn’t use the full array of Assassin’s Creed III mechanics. Don’t get me wrong, I don’t find the missions to be bad per se. I was having a blast playing them during my first playthrough. But replaying them, due to their more linear nature all across the board… was less enjoyable. So I decided to start a little series, analyzing different missions from Assassin’s Creed III and how I think they could be improved. The first one is Mission 4 of Sequence 7 – Battle of Bunker Hill (yeah, I’m not going to do this in chronological order). Possible spoilers, just in case.

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