Assassin’s Creed: Rogue—An Uncommon History
Author’s Note: When discussing protagonists’ identity in the Assassin’s Creed series below, I opted for glibness over complexity, cracking wise when I could have dug deeper into still-influential historical processes and identities. I flattened where I could have deepened. Apologies.
“I heard it’s glitchy,” several friends said when I told them I was writing about the new Assassin’s Creed game. I had to explain that they were thinking of the other new Assassin’s Creed game, the one Cameron Kunzelman reviewed last month. That’s Unity, this is Rogue.
Rogue is the story of Shay Patrick Cormac, an Assassin who leaves the brotherhood. The series has never done a terribly good job of making the Assassins or their Templar enemies as nuanced or as philosophically consistent as they try, and the event that causes Shay to leave is the exact opposite of subtle. There’s also the modern-day storyline, involving a virus that shuts down Abstergo, security consultants dealing with the fallout, and the reconstruction of Shay’s genetic memories which, we’re told, are fragmented and glitched out. So I guess, in a way, it is the one with all the glitches.
While Unity jumps to a new generation of consoles, dealing with all the issues that brings, Rogue is the seventh—and, I assume, final—entry in the series for the hardware on which it was developed. In some ways, it’s all been leading up to this: I have no idea if it would make sense narratively or mechanically without at least familiarity with the previous six games. It’s impossible for me not to see them all here. Even some multiplayer mechanics make an appearance in this single-player only game.
The Carribbean-set Black Flag successfully executed mechanically what III tried to do: moving the game’s action out of its dense urban areas, full of religious and other massive architecture, and creating satisfyingly navigable natural locations. Condensed outdoor spaces (literally islands) tied together by a relatively low-intensity naval simulation.
Black Flag also returned the story of the series embracing its conspiracy-theory style roots: multiple sources of story, multiple levels, piecing together audio and text and image into an ever-expanding paranoia. III had the unenviable task of drawing Desmond’s story to a close and tying up/explaining a lot of the First Civilization plotlines. The explanation people thought they wanted misses what they enjoyed, though: competing views and stuff that just doesn’t quite make sense now. The explanation destroys its promise.
Rogue’s settings feel like the lessons learned from Black Flag applied to the colonial America of III. The Caribbean is replaced with the frigid North Atlantic, meaning sometimes there’s snow and sometimes the water is so cold you’ll be damaged and sometimes there will be geographically inappropriate penguins.
The Appalachian River Valley is Rogue’s version of III’s Frontier—the wilderness of the eighteenth century condensed into a space that allows on-foot travel between locations that were weeks apart in a matter of minutes. But this version of nature is built differently than its predecessor: there’s a lot more water, so the spaces between those locations are more easily traversed by sailing the Morrigan, Shay’s ship, than by running and swimming. Even though the River Valley’s land-to-water ratio is the inverse of the North Atlantic, the spaces where you play (explore, climb, do missions) are their own kind of island in both.
The Animus continues to play its weird in-between role of sort-of-super videogame. There are “glitches” in some partial memories, missing polygons and surfaces, “unknown areas” where your menu shows gibberish instead of a location. Of course, these in-game “glitches” are the equivalent of the film technique where you see it “burn” and then cut away to something else. As much as they try and acknowledge a technology, they are still within another one. This is opposed to the glitches that, for example, result in Shay falling through a pier and being stuck in the water beneath it. Or falling through the ground. Or getting stuck in a rock. The Animus is never used to explain away these actual glitches, which are just, you know, the software doing what it was told to do, rather than what its programmers intended for it to do.
These spaces are vertically varied, with rocky cliffs and outcrops straight out of Black Flag, but with more snow. It’s the lessons learned from that game put back into the same general area visited in III. The Middle Eastern and European Assassin’s Creeds have centuries of massive Catholic and Muslim architecture for climbing and leaping off of. Eighteenth-century North America’s lack of Catholic architecture is filled in by an early-game jaunt to Lisbon on All Saint’s Day 1755 . It’s a combination quick visit to the past games’ monumental-architecture-as-puzzle, set-piece escape, and a massive upping of the series’ paranoid explanations for everything that has ever happened ever.
It’s “early game” mission-wise. I hit it at about 14 hours in, because unlike the previous games in the series, almost the entirety of each region you visit is available to explore as soon as you get there. This means that if you’re compelled to remove as many map markers as possible before going on to the next story mission, Shay might not go rogue until, oh, hour 16.
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