“Assassins Creed 2” flickr photo by anna1395 shared under a Creative Commons (BY) license

Assassin’s Creed 2: Released November 17, 2009 – Two years after AC1’s release! One of my favorite parts to this game wasn’t a game at all. A couple weeks before its release, Ubisoft put out a three episode series featuring characters from the game in a sort of prequel situation. You can watch it on YouTube in its entirety. The CG may be a little outdated, but I own it on DVD, so there’s that… (I’m in it for the story!)

Continue reading “Assassin’s Creed 2: A New Life”


“wallpaper_assassins_creed_02_1600” flickr photo by shanewarne_60000  

shared under a Creative Commons (BY) license

Let’s talk Assassin’s Creed…

     The year was 2005. My buddies and I were playing Halo 2 like crazy, both live and locally. I remember getting a flag melee kill on the guy with the sward AS he was lunging at me to win the 2v2 flag match. The top of my game. Times were good… yeah I know that was luck. I’m not TheHaloGod (<- check out the video), but that was awesome!

Continue reading “Welcome to Assassin’s Creed”


“Assassin’s Creed Soars With First Trailer” flickr photo by  BagoGames  https://flickr.com/assassins-creed shared under a Creative Commons (BY) license

A good buddy of mine recommended I try the new Assassin’s Creed Rebellion app since it recently came out and the Creed is sorta my thing. …So here we go!


Assassin’s Creed Rebellion starts you off playing as Ezio in his Brotherhood garb searching for Rodrigo Borgia in Spain, where he conveniently meets up with Aguilar and Maria from the movie. You join forces and Ezio leaves the party. The tutorial holds your hand for what seemed like quite a while. As you level up your brotherhood, you unlock new rooms you can build, which all do different things (I haven’t gotten to them all) like earning money, gathering “intel” (which is basically the your action scale for how many missions you can run), training your characters to level them up (increasing health and damage), and smith rooms to make armor and weapons. You kill people, break into chests, and fetch resources and DNA. With the DNA you gather, you earn new playable characters which are rated on the “common – rare” scale. This aspect of the game is tugs at the “gotta catch ’em all” mindset which might have been the “hook” in the design of the game.

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