We spent a day with the limitlessly talented Ubisoft Montreal studio this week. Five hours of unrestrained gameplay on a nearly-final build, one skipped reveal, and quite a few answers from Creative Director Patrice Desilets later, we're ready to believe in Assassin's Creed. This studio visit marked the first time that Ubisoft allowed outsiders to play through entire missions, rather than just the murder and escape portions of the game we've seen and played at previous events this year.

You Will Be a Bright Sword in Darkness

We were placed roughly at the game's chronological midpoint and given three victims to approach in any order we liked. Targets are split amongst the game's three primary cities of Acre, Jerusalem and Damascus. We decided to make time to Acre to play through the entirety of what we'd only glanced upon before: the assassination of William De Montferrat, Richard the Lion-Hearted's vassal and the regent of Acre. His reign's cruelty has brought the wrath of the assassins upon him.

We headed to Acre. The first time you visit each of the major cities, you'll have to cross the Kingdom first. The Kingdom is a middle ground, patrolled by Muslim and Catholic alike, with routes to each of the game's three cities and the mountain fortess of the Assassins. After your first time through, you'll be able to quick-travel instead of visiting the Kingdom, but we expect to spend plenty of time there regardless.


Throughout each of the game's cities, including the Kingdom, are numerous hidden flags (we saw Templar and Hospitalier varieties). Collecting flags instantly drew us into exploring the cities, learning how to take Altair into hidden places, and in general made each trip through the Kingdom worth taking. Our favorite "collectables" are the lone, bloodthirsty Templars wandering the cities. These zealots will attack Altair on sight, but each one you kill brings you one step closer to completing another collection checklist...

When you arrive in a city with a target, the first step is to find a lookout. These are the tallest points in the area, giving Altair a chance to search for clues and prey high above the bustling distractions of his prey's city. Once you reach the top of a lookout point (marked both on your map and by circling predatory birds), you'll gain access to a bevy of new information. Some lookouts will mark every hiding point in their area on your minimap, while others might simply give you an important vantage point. The most important ones, however, direct you to clues.