The perfect controls of Assassin's Creed

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Tuesday, October 02, 2012
EDITOR'S NOTEfrom Rus McLaughlin

When I introduced my Dad -- a big Tom Clancy fan -- to the very first Splinter Cell, he completely checked out of it. Too many controls, too many functions, too much to keep track of. To this day, he still prefers the beautiful simplicity of iron sights/shoot/grenade. Jump? Don't bother him with your stupid jumping!

Altair in Assassin's Creed

I hate many current action games because their controls are often too complicated. I still can't remember all of Bayonetta's moves unless I have an FAQ file on my computer.

But Assassin's Creed made action games fun for me again ... just by simplifying all the controller commands.

Its control scheme might almost be too simple. You get one attack button and one jump button. Holding down the right trigger (on the Xbox 360; R2 on the PlayStation 3) opens up a bunch of other moves, but  I usually only use attack and jump. That's all I need to pull off all the acrobatic moves I want to use..

Expert gamers would say I'm just an amateur who doesn't understand hardcore action. They're wrong. Game developers started making controls too complicated right around the Playstation 2 era -- I don't know why ... maybe to make the action more intense. But whatever the case, you don't need to make things complicated just to make them fun.

 

Snake choke holds a soldier for interrogation

Take Metal Gear Solid 3. On the PlayStation, I always have to concentrate on how long I hold onto the square button; a little puts a choke hold on an unsuspecting solider, but too much, and he's a goner. I don't slit anyone's throat by mistake. The Xbox port shows some improvement, but I still need to keep track of too many commands while fighting complicated bosses with better attacks. Those controls never made much sense to me.

Assassin's Creed, on the other hand, makes everything easy. Developer Ubisoft tends to gravitate toward simple control configurations, and I tend to gravitate toward them because of it. Their 2003 masterpiece, Prince of Persia: The Sands of Time, had some of the best controls I've ever used. I usually only had to focus on jumping, attacking, and rewinding time (in case of accidents) with the shoulder buttons. The controls felt so natural that playing it was a pure pleasure.

The prince wall runs to avoid some spikes

Assassin's Creed evolves those controls in excellent ways. It took time to adjust to the sword fights's rhythms, but I quickly learned the ropes as my assassin climbed the ranks. I simply locked onto soldiers and hacked at them with the attack button or parry-riposted.

The battles almost became too easy after I earned that counter-attack. I could divert every single enemy slash at the moment of impact, then wipe out every guard I encountered. In fact, I didn't even have to sneak around anymore. It's not like anybody could stop me if I walked right in through the front door.

It did become somewhat repetitive, but the easy-as-pie controls have a magnetic appeal for me. Playing through Bayonetta, I need an instruction manual for everything, because it's impossible to remember the exact timing of every single combo attack. I suppose I could use the techniques outlined in the pause menu, but how is consulting a manual every five seconds fun? I came to play, not to repeatedly stop and study. Too-specific, timed-button combos like those keep me from enjoying -- or finishing -- otherwise brilliant games.

It's not a matter of dumbing games down, but other developers could learn a thing about streamlining control schemes from Ubisoft in general and Assassin's Creed in particular. Two buttons and one trigger let me massacre entire armies. That's all I want, and that's all I need.


What are some other games with excellent control setups? How can current beat-em-ups and shooters benefit from such a simple control scheme?

 
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Comments (8)
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October 02, 2012
Whoa, I still see some spelling errors in there. Otherwise, great job! Thanks for the promo!
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October 02, 2012

Shigeru Miyamoto had this philosophy of simplicity for years at Nintendo. Look at the big green button on the Game Cube controller and the Wii "Remote". (The nun chuck was added later in development if I'm not mistaken).

However, if I may play devil's advocate, I wouldn't call the controls of Assassin's Creed perfect or simplified. The controls can still be daunting to beginners. Why else would they have the button commands displayed in the hud at all times.

I think what you are interpreting as simplified control scheme is really a natural control scheme (and fun control scheme). Semantics I guess but look at God of War for example. Memorization of button patterns to pull of combos and moves was necessary but it never felt too complicated to learn all of the moves, because it was fun and natural. I assume Bayonetta is controlled in a similar fasion (I haven’t played it yet).

Anyway as the Assassin’s Creed series progressed, the control scheme did become closer to perfection, especially when compared to Splinter Cell. So I will give you that.

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October 02, 2012

I admit, the sword fights heat up in the second half of the game. I'm surprised by all of Altair's dodge moves and grab counters. You are right--it is very natural. I think that's what made me very comfortable with the game.

Bayonetta has a very similar combo move system to God of War. I actually prefer the Bayonetta director's previous game, Devil May Cry. The moves were also difficullt in that game, but it just felt more understandable. For instance, I can always remember how to do Dante's sword thrust move. Just tilt the analog stick forward and hit the sword button.

Compare that to Bayonetta, where I have to remember which shoulder trigger will activate her teleport move, etc. And then I have to still figure out the best combo moves, so that she isn't vulnerable to attacks. That game is just brutal. And I can't find enough of those green health herbs.

By the way, I still hate parts of Splinter Cell. The Washington D.C. sneaking section is such a horrible experience. I didn't want to play the rest of the series after the first hallway of that building. I love the lighting effects though. I wish the new game didn't botch the stealth techniques to replace them with Call of Duty-style action. Oh well.

100media_imag0065
October 02, 2012

I loved the combat of Assassins Creed. The way the timing came in to play, and how with a bit of practice you could take down 10 armed men without getting hit once, it was all so rewarding. With each Assassins Creed game the combat took a hit. Now it just isn't fun anymore. And while I totally agree that the simplified controls of Assassins Creed is great, I always thought the games controlled so poorly.

It's so innacurate. Trying to climb up something in a very particular way is next to impossible. And that's directly caused by the simplified controls. Most of the time, when you are trying to chase someone or run away, you end up jumping off a roof to your death because the game, for some absolutely insane reason, decided you wanted to take a leap off this 100 ft tall building instead of jumping over the 1ft tall chimney.

This happens time and time again in Assassins Creed games. I got so frustrated with Revelations that I put it down and swore to never play another Assassins Creed game again until they fix it. In all my years, I can count on one finger the number of games I've put down due to pure frustration. The First being Tak on the PS2 (Such terrible checkpoints you often had to replay an hours worth of the game if you died). Now I can count them on two fingers, since I put Revelations down, and I won't pick  it back up.

You'd think after 4 games they would have figured out how to let me scal buildings and run on rooftops without the game completely misreading what I wanted to do. If I had a dime for every single time I was climbing a building and my character just suddenly turned around and jumped off....I even bought a brand new controller, hoping against hope it was the controller fault. I started paying very close attention to where I was holding the thumbsticks when I was running or climbing, thinking it had to be my fault if it wasn't the controllers.

I remember exactly when I put the game down. I had failed a missions because, again, my character jumped off a roof when I never told him to. So I lined myself up on a long stretch of rooftops. I was pointed in a straight line. Using the new controller, I carefully started running straight. As straight as humanly possible. I watched as he effortlessly jumped over one rooftop, and then over a chimney, and then over a wooden railing, and then, for no reason whatsoever, made a right turn and jumped off the roof.

I stood up, ejected the game, and put it away for good. I know I'm not the only one who has this problem. And I sure hope they fixed it with 3. I'll let a few friends play it first and tell me if it's fixed before I buy it. If not, then so long, and thanks for all the fish.

Lolface
October 03, 2012
I had that same problem. I hated chasing people across rooftops because I would always end up jumping off the roof and onto the street. However, this problem isn't exclusive to Assassin's Creed. It's in just about every free roaming platform game. For instance, in infamous 2, he would always jump on top of a chimney, pipe, or any stray object sticking out on the roof, and just perch for no good goddamn reason. Always killed my momentum in chase sequence.
Default_picture
October 03, 2012

Whoa, I'm a bit surprised by the responses here. The climbing techniques certainly aren't perfect, but I'm still pretty sharp at jumping around. The jumps aren't always accurate, but I still manage to dive into haystacks if I'm a little too high.

I think the biggest problem that really bothers people is that Altair doesn't receive the more accurate "grab ledge" move until after the first three big assassinations. One would think that he would understand this basic technique by now, but I guess he needed to relearn everything.

Maybe Ubi Soft should re-release Prince of Persia: Sands of Time. That was the game that really helped me adjust to all the ledge leaping mechanics. It was also a big improvement over the ancient PC games. I mean, those games were really, really old.

Matthew's right. The fall off the rooftop always happens after a certain point in every free-roaming plattform game. I just can't understand why Altair doesn't know how to swim. Or why every other soldier can't swim. I guess people never worry about swimming in the desert, until they actually drown.

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October 03, 2012

I actually think the combat is awful in AC and the design for movement is needlessly convoluted resulting in ridiculous mistakes. I'm pretty sure the general consensus of the controls in the franchise are that they aren't very good.

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October 04, 2012

Nope. I love the combat and overall gameplay of the game; I actually consider it a step up from Ocarina of Time's.

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