Assassin's Creed (2007)

8.5
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Ratings: 8.5/10 from 7,840 users  
Reviews: 27 user | 1 critic

A bartender awakens in a scientific facility. Two secretive scientists explain that he must relive his genetic memories of a 12th century assassin ancestor Altair through a machine called Animus, if he wants his freedom back.

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Title: Assassin's Creed (Video Game 2007)

Assassin's Creed (Video Game 2007) on IMDb 8.5/10

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Cast

Cast overview, first billed only:
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Lucy Stillman (voice)
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Desmond Miles / Abbas Sofian (voice)
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Warren Vidic (voice)
Peter Renaday ...
Al Mualim (voice)
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Malik A-Sayf / Additional Voices (voice)
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Acre Bureau Leader / Additional Voices (voice)
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Damascus Bureau Leader / Additional Voices (voice)
Jean-Philippe Dandenaud ...
Robert de Sable (voice)
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Tamir (voice)
Hubert Fielden ...
Garnier De Naplouse / Monk (voice)
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Talal / Masun / Rauf / Kadar A-Sayf / Additional Voices (voice)
Harry Standjofski ...
William of Montferrat / Informer (voice)
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Jubair Al-Hakim / Abu'l Nuqund / Additional Voices (voice)
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Majd Addin / Additional Voices (voice)
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Storyline

A bartender awakens in a scientific facility. Two secretive scientists explain that he must relive his genetic memories of a 12th century assassin ancestor Altair through a machine called Animus, if he wants his freedom back.

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Certificate:

M | See all certifications »

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Release Date:

15 November 2007 (Netherlands)  »

Also Known As:

Assassin's Creed  »

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Did You Know?

Trivia

Originally, the game was to include a crossbow for ranged attacks but Ubisoft had this removed to make the game more challenging (as test gamers favored the ranged attacks over mêlée combat). Although the crossbow doesn't feature anywhere in the game play anymore, the evidence of it's existence is still in the trailer at the start up of the game - Altair is wearing it on his back along with a quiver of bolts. See more »

Quotes

Informant: Altair, can you lend a hand? Perhaps a blade?
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Connections

Spoofed in The Simpsons: The Food Wife (2011) See more »

Frequently Asked Questions

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User Reviews

 
Like honey, it's smooth and *sweet*, but you won't find it filling
24 February 2011 | by (Denmark) – See all my reviews

A young bartender is abducted(by scientists) and put into a machine known as The Animus. It enables him to relive his ancestor's memories, and you're now going through them in chronological order to find what the people who took you are looking for. The game-play is of you in a beautifully recreated Holy Land(Jerusalem, Damascus, Acre, etc.) during the Crusades, and you're taking out important people representing all three Abrahamic faiths. Linear and story-driven, you go to an area, get intel about your target there by beating it out of people or completing other simple(and terribly repetitive, if occasionally fun) objectives, and then do the hit itself. Afterwards, you disappear, hiding in plain sight(nifty at first, then you realize how easy it, and other aspects, make this) and return to the Bureau. Hit-man in medieval times? There's definitely inspiration there(they clearly did not want to make those, exactly... there's no hiding bodies, as one example. I do wish they didn't worry so much that we'd turn it off just because things aren't moving at a high pace, it removes build-up and thus robs the climax of its potential impact). However, you also have free-roam capabilities, Grand Theft Auto style(with horses in place of cars... and yes, any you find, you can ride; why they never give you a high-speed chase(in general, it's not as exciting as that franchise) involving them(you can easily outrun those that are on foot), maybe even going up against someone also hoofing it and armed, is beyond my comprehension), and it's all in your own time. And you can climb *everything*(UbiSoft realizes that they've hit gold here... seriously, it never gets old! How'd they manage that?), Prince of Persia style(if there hardly any puzzles in this), there's constant environment interaction in this. Climb up the side of buildings(get to the top of a tower, and you can scan the surroundings for activities), jump from one rooftop(and don't worry about falling, you're nearly never going to die... period; also, why not have you stalk your prey from up there?) to another(sometimes followed closely by guards), like Aladdin... it's nicely done, and then you suddenly realize that no decision you make in this has any chance of screwing you over, taking away any sense of danger. It's not life or death, it's left or right. Heck, at times, I let myself get wasted because it was quicker than losing the tail, and it didn't cost me anything. This is far too streamlined. Freedom is great... still, there ought to be consequences. This gets dull because of the lack thereof. Yes, you will be punished if you kill everyone(and since you don't get anything out of it, there's no point system, why would you?), and yes, sometimes sneaking is messed up if you aren't careful in crowds – that just gets irritating, though. And why does no one suspect this guy who wears a priest-like cloak... and weapons? I get that the hood prevents his face from being seen, still, you never dress up. Yes, 47 has a bald head with a barcode on the back of it, but... er... darn it. The graphics are gorgeous, and there are astonishing visuals. This is very speedily gotten into. The controls are intuitive, with a key for the head(ear, eyes), one for the non-lethal hand stuff(grasp/let go(can someone please tell all future developers to not do this? Those should be on different ones, or you may do one when trying to do the other, slowing you down or letting you fall), grab, gentle shove(to get past others without bumping into them, smart)), one for the harmful ones(attack with whatever you've readied), and feet(run faster, or blend(in)). Whether you hold down the right mouse button or not determines if you are doing socially unacceptable deeds or not with those. You do not have to memorize a lot to do well at this. Combat uses either a sword(get used to going for counters, otherwise, it takes forever... and hope that it does them in, instead of just leaving them on the ground; not sure why not all of them do the former, it's not like the others try to keep you away from the vulnerable ones) or a short blade(and throwing knives that you seldom get anything out of in that situation(they're for taking out those who don't know you're there from a little distance), yet they're tied into that so you'll accidentally waste them with no effect and dragging out the fencing) that is relatively efficient at getting to them in spite of their defense(why not play with the balance? In real life, you can't block every blow). You can do quick strikes or "charge up". When not spotted, you can use a sharp metal pick that protrudes from your left arm's sleeve to instantly eliminate(and this can be done to the majority of those you face). The map lets you know through the GPS how far you are from what you've marked(and you can place one manually) and in what basic direction it is, excellent feature, more VG's need this. This does have an indicator on the HUD about if you're being watched(or worse), if I nevertheless spent a lot of the game running from guards who were offended because I happened to mount a steed at the wrong place or time(or something similarly innocent). Do not fall into water. This heavily trained and disciplined dude *can't swim*. You have a 360 degree camera, and a third-person perspective. Stand still, and you can enter a 1st that will also allow you to tell if someone standing before you has information, is an enemy/ally, etc. The overall plot(in present day; in the main portion, it's fine, if clichéd) is vague and leaves you unsatisfied, if the philosophy can be interesting. There is brutal and disturbing content in this, if little blood and the violence tends to be mild. I recommend this to fans of the concept and of the mix of games. 7/10


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