2. Case Study- DELETE ONCE COMPLETE
• Call your work; 1. Case Study
• You must choose a game that was released within the last 5 years and
critically discuss:
1. List terminology from the lecture and reference how each has been used
2. Discuss the game’s use of audio
• Music, Sound effects, Dialogue, Tone/Mood created etc
3. How the game is representative of the wider genre of that style of games
(does it share characteristics of the genre? Does it develop the gameplay of
the genre?)
4. Graphics comparison to similar games/ games from the same franchise/
games released at a similar time
5. Game engines used/console capabilities/ graphics cards needed for the
game
6. Annotate screenshots and box art
• You must include a paragraph on video game addiction and quote and
reference an article discussing this subject.
3. Compress Your File- DELETE ONCE COMPLETE
1. Click on any picture in your file and then a FORMAT tab should appear at the top
of the screen (or somewhere depending upon your version).
2. Click on the COMPRESS PICTURE button. This may have text saying that or it may
just look like a square with 4 arrows pointing in to it.
3. Next ensure “Only apply to this picture” is unticked and “delete cropped areas” is
ticked.
4. Next choose “email resolution”
5. Hit ok and save
See below (it will be slightly different on a mac)
5. Game World
The terrain in Assassin’s Creed Brotherhood is pretty much
most of the game world. This is because the game is built to
center climbing and adventure as a key part of it. For
example in the image next to this, all the buildings you can
see are climbable and heavily encouraged to be climbed for
gameplay.
There actually isn't much architecture in the game, as the
majority of the in game buildings and structures are part
of the terrain do the accessibility and how often they will
be climbed while playing. For example in the image next to
this there his the Pantheon. In the game parts of this
structure are terrain, however the front part with the
pillars is not terrain, as it can not be climbed. I would say
that this is one of the only pieces of architecture in the
game. This isn't necessarily a bad thing.
There is many objects in the game. One example is the
many carts full of hay around the game world. These act as
a soft landing from great heights, these are objects as they
are intractable. Another example is the weapons, when you
kill enemies in the game who were already engaged in
combat, they will drop their weapon. These are fully
intractable, as you can pick them up and use tem , even
thrown them.
6. Characters
The playable character is Ezio. He is shown in the first image. He is the
protagonist, also In the game he is part of the Brotherhood. The only
form of co-op in this game is in the multiplayer section. For example
you can play games of hide and seek, with the bonus of killing the
opponents.
The next image shows all the playable characters in the multiplayer
section of the game. Another thing to point out is that the playable
characters are also controlled by the computer. This is so players can
hide their characters in clones that look the exact same, and either
stand in groups or follow a simple path through small map. This adds
to the hide and seek. The final image is of the multiplayer. There is also
characters who are completely un playable (NPC’s) these are found
seamlessly throughout the game world.
7. Feedback Interface
The feedback interface in this game works
very well and is also integrated well. For
example of it working well is when you
accidently kill a civilian. The game warns
you with an on-screen alert that killing
more civilians will result in you having to
start from a recent save. An example of it
working well is in one of the missions.
There is a mission where you are infiltrating
the enemy, and disguised as one of their
captains.
You carry a chest of gold coins to the
destination, however you are not given a
marker or told where it is. The game hints
where you need to go based on the
direction you take. For example if you start
going in the wrong direction the guard
accompanying you will start saying things
like “Does he even know where he is
going”. I think this was so clever and is
excellent use of the feedback interface in a
puzzle like mission.
8. Perspectives
The perspective of Assassin's Creed
Brotherhood is 3rd person, as you can see
the character and the view is fixed on
them. The game is in a 3D graphics
format. This is evident as the character
moves with a 3- dimensional axis.
For example this is moving in any
direction in 360 degrees, up and down
as well, however this is influenced by the
environment. For example if you cant
climb up a building than you cant go
upward from where the character was.
9. Cut Scenes
Assassin's has Creed Brotherhood has quite a few
cut scenes, these helped to develop many
characters. For example we see Ezio slowly
transform throughout 3 games, from a young
arrogant man into a wise old man who has seen
the world and its wonders. In Assassin’s Creed
Brotherhood we see him in the middle, balancing
family, love, vengeance, anger and alliances. These
nicely complimented and conflicted each other,
this brought players closer to Ezio and helped to
really make him an iconic gaming character.
The cut scenes managed to amplify the narrative.
For example the cut scenes showed the
protagonist and the antagonist battling throughout
the game, in some cut scenes literally battling, in
some it was proxy battles that take place. This all
moved the narrative on, getting towards the end,
defeating the antagonist, which I have to say was
satisfying. That’s when you know it was a good
narrative.
10. Avatar
The avatar in the game is mostly just the character,
however there was some missions where the character
used vehicles, for example there was a few key missions
where the main character destroyed prototype weapons.
For example one was a wooden tank, so for this the avatar
was the tank. The other one was a glider of sorts, so for
this the avatar was the glider. You might count the hay
carts as avatars as well, as you can hide of them.
11. Game Type
Assassin’s Creed Brotherhood is a single
player game with a multiplayer element.
The multiplayer section is the hide and
seek like game. The multiplayer in this
game is purely competitive. As it is very
unlikely that anyone would ever manage
to cooperate with another player in this
game.
12. Narrative
From fairly early on in the game the narrative is set, with the
goal of liberating Rome and the controlled area from the
Borgia’s. They were a real historical family, however in this
history is altered. The narrative is already quite compelling,
this is only increased as it goes on, mainly through the cut
scenes, and developing characters.
Assassin’s Creed Brotherhood also has side narratives. For
example one is that you help Leonardo Da Vinci, his plans
for game-changing weapons are taken by the Borgia's. You
must destroy the weapons and the plans. Another is that
there is 4 keys hidden around the world that once all used
reveal a special set of armor, all the missions to get the keys
were interesting. In addition there was also a side narrative
in which you aid Ezio’s allies and make thus give them a
bigger presence in Rome.
One major narrative that works in harmony with the main
narrative is he modern day one. Tis is where you play as
Desmond Miles, a new recruit to the assassin’s who uses the
Animus to access his ancestors memories, this is done to
train him as an assassin. As I say this narrative works so well
and doesn't conflict the main narrative. This narrative can be
seen as the main one, to me it is in the background.
13. Game Setting
Assassin’s Creed Brotherhood is set in 16th
centaury Italy, more specifically focusing on
Rome. The game delves into other locations
too. For example you see the Villa Auditore,
Its real name is Villa La Petraia, its near
Florence.
14. Player Goals
Assassin’s Creed Brotherhood sets many goals for the player. There is
two for collecting. Around the world you can find certain Borgia flags,
these can be collected, there is also some feathers. These goals
originated in the first game of the franchise, Assassin’s Creed. These
images show the collectables. There is also some player goal that
once completed unlock certain armor/weapons to be purchased with
in-game currency. These are key for a game of this type, open world.
These goals help to motivate the player to keep playing and also
make the world feel more full and plentiful. All this is key for open
world games, you don’t want to become uninterested to quickly,
keeping the player interested often is crucial.
15. Rewards
Assassins Creed Brotherhood offers many achievements,
completing them gains you some Gamerscore on Xbox or
Trophies on PlayStation. This can feel very rewarding as
you gain more and more Gamerscore/trophies, as it
shows other players your reputation shall we say.
For example I myself have been playing for many years
and have collected around 16,000 Gamerscore. When I
see someone with more than me I respect them and all
the effort they have put in. It also motivates me to do
more as well.
Assassin’s Creed Brotherhood has many unlockables to
offer, as a reward for doing certain things in the game.
For example for collecting all the Borgia flags you unlock
the Borgia Cape, for repairing the entire city (100%) you
unlock the Auditore Cape.
16. Game Rules
There is Game rules in Assassin’s Creed
Brotherhood to keep it immersive and in good
condition, so it doesn't crash. However if you
were to get into the code and change it,
through modding, you could change the rules
and implement what you wanted, within
reason, as some games cant handle certain
modifications.
For example there is a mod for Assassin’s
Creed Brotherhood that lets you play as
Desmond in the animus. What I mean is you
can use the modern day character inside the
animus, in Italy in the 16th centaury.
17. Difficulty levels
Assassin’s Creed Brotherhood doesn’t have any difficulty levels, many players have
requested them to be implemented. Sadly Ubisoft doesn’t seem to want to do this.
However, the game is fine without them.
18. Inventory
Assassin’s Creed Brotherhood does have a sort
of inventory. This is mainly used to check how
much resources you have. you can also check
your armour/weapons but this can be done
without the inventory. The resources are for
certain shop quests that require certain
materials/resources.
19. Winning
In Assassin's Creed Brotherhood there isn't really a
scoring system, nothing is displayed. However when
you are in a mission you will often see an objective
prompt on the left of the screen. Its not too big and
distracting, but useful when you forget what you are
trying to do.
This links to the win condition for each mission, you
are rewarded more completion of the game if you
complete all the objectives and bonus/optional
objectives. This is mainly aimed at completionists,
these are players who aim to complete every
objective, bonus/optional objective, mission, and
collectable.
20. Balance
There is balance in Assassin's Creed
Brotherhood. An example of this is in the
weapons system, each weapon is rated in
certain areas. As far as I know these are
damage, speed and deflect. These help to
make each weapon useful in a different
scenario, one might be useful at the start
when others aren't available. This makes
them all mostly equal and balanced. Meaning
that no weapon is overpowered. I think this
system works very well.
The system is also there for the armour in the
game. The armour uses different ratings, they
are instead health and resistance. This system
works well as well, its very similar to the one
used for weapons.
21. Addiction
Video game addiction is a serious issue, especially as it is an
accepted activity to do in your spare time. It can be hard to see
when that time is spare time and when it slowly becomes your
other times of the day or week. This is also an issue for
children/teens/young adults as they are the majority of gamers,
and they are still mentally developing
I think we need to take it more serious, and need
rules/regulations to help people from not become addicted in the
first place. This may be done by making people more comfortable
to talk to their GP about their mental health, as this can be a hard
thing to do, as its admitting there may be an issue/problem.
As far as I can tell Assassin’s Creed Brotherhood is not as bad as
other games, like Warframe or Destiny for example. These games
use the reward system to keep you playing for longer than a game
like Brotherhood for example. However in Warframe there is a
prompt on the screen that tells you to consider stop playing as
you have been playing for at last an hour. Brotherhood doesn’t
use the reward system often and keeps you playing with the
story/narrative instead, this isn't as effective as the reward
system. However, you can become addicted to any game along as
you depend on it, maybe as your sole source of entertainment or
distraction.
22. Artistic Styles
Photorealism
Assassin’s Creed Brotherhood does not use
Photorealism, mainly because the original
version of this game is from 2010. So the
remastered version (2016) doesn’t change
much, just tweaks a few things, brings the
graphics more up to date and etc. but doesn't
implement any Photorealism.
Cel-Shading
Assassin's Creed Brotherhood doesn’t use
Cel-Shading. This because It intends to make
the 3-D space look 3-D and not 2-D.
Abstraction
Assassin's Creed Brotherhood does not use
abstraction, as it was released in 2010 , after
the time where abstraction was dominant.
Exaggeration
As far as I can tell Assassin’s Creed
Brotherhood doesn’t use exaggeration and
actually seems quite immersive.
23. Graphics
2-D sprites and 3-D isometric sprites
Assassin’s Creed Brotherhood does not
have any 2-D sprites or 3-D isometric
sprites for it. In addition Brotherhood
does not use these to make It look “3-D”
it already does look 3-D.
24. Concept ArtThere are loads of Concept
Art for Assassin’s Creed
Brotherhood, these really
show you the developer’s,
Ubisoft, concepts for the
game. Most of the Concepts
made it into the game,
however some didn’t. These
couldn’t be done for many
reasons, for example some
would not have been able
to be implemented due to
technical qualities, or
maybe just a lack of time.
These can be sometimes be
later added in the form of
updates, downloadable
content (DLC’s) or even paid
Expansions.
25. Background Graphics
Assassin's Creed Brotherhood does
use background graphics. These come
I the form of distant horizons, the
background around the playable
areas, like Rome. These are important
to give the game atmosphere and
make it more immersive. In the
environment/world that is set before
you whilst playing.
26. In-Game interface
Assassins Creed Brotherhood does have an in-game interface, this helps the player to play
the game. This will include the current weapon equipped, ammunition, health, player set
marker/game set marker, health, current companion, companions health, allies health,
companions location, allies location, mini map, notoriety, world markers like shops. You
cold even include the prompts that tell you what progress you have made in challenges,
warnings and also the mission objectives.
27. Box Art
This is the box art for Assassin's Creed
Brotherhood. Colour has been used in
such a creative way. Having the
characters in the background feel more
part of the background, by having them
in dull and grey related colours. This
draws more attention to the main
character, Ezio.
In the 2016 remastered version of the
game, which came with Assassin’s Creed
2 and Assassin's Creed Revelations,
Ubisoft gave it some new box art. I have
to say it works very well, at drawing
people in and making it look so
refreshed and new, even after all this
time. I like how they kept the same
colour chooses, a dark red, black, white,
grey/blue. This work well to give the
collection a sense of identity and
connects it to Brotherhood, 2, and even
Revelations.
28. Audio
Assassin's Creed Brotherhood used, in my opinion, really
good music and soundtracks. A great example of this is
the well known song, which has been used in its variants
in each game in the franchise, is called Ezio’s Family by
Jesper Kyd.
As far as dialogue, I thought this was done quite well,
especially for being created in 2010 at the latest, possibly
even years before then. I liked how they used humor in
the dialogue, his worked well in developing characters
and showing their complex interactions with one another
as characters.
For example Shaun uses sarcasm as a way to create
banter between him and the other main modern day
characters. This is key to make the audience relate to him
and the other characters. In addition Desmond often uses
short responses in conversations, this is attempting to
show his lack of understanding and how he's not quite all
in. Saying things like “Could someone tell me what's going
on?” The music, soundtracks and dialogue results in a
sense of rebellion, as you fight against the current system,
the Borgia's.