Assassin's Creed Rogue
Work In Progress
Assassin's Creed Rogue is the seventh game in the popular Assassin's Creed series and the fifth in the main line of games, developed by Ubisoft Sofia and published by Ubisoft for PS3 and Xbox 360 in November 2014 and for Windows PC in March 2015. Ubisoft has stated it will be the last Assassin's Creed game to be released on seventh-generation consoles; eighth-generation consoles instead had Assassin's Creed Unity released around the same time.
Acting as a direct sequel to Assassin's Creed IV: Black Flag and featuring many of the same gameplay mechanics, Rogue uses a similar meta-narrative where the actual player character (only ever referred to as "Numbskull") is a videogame designer working for Abstergo Entertainment, in part a thinly-veiled pastiche of Ubisoft itself. The story begins with Abstergo again using their fictional genetic memory-reading "Animus" technology to research a new videogame, only to trigger a Trojan program somehow hidden in the memories of a young Irish-American Assassin recruit named Shay Patrick Cormac, which severely affects the computer systems of their entire building. Continuing working on Shay's memories seems the only way to solve the problem, but as before Abstergo seems to have a sinister ulterior motive for their studies.
The majority of gameplay occurs in the game-within-a-game, set in a period from 1752 to 1760, with three main areas: a sea map in the North Atlantic, a river map in the Hudson River Valley near Albany and a city map set in Manhattan (reworked from Assassin's Creed III). The player takes control of Cormac as he comes to doubt the principles the Brotherhood of Assassins is founded on, until a mission to recover an ancient artifact results in him causing an earthquake that levels the city of Lisbon (the real-life 1755 Lisbon quake, one of the deadliest in history). This causes him to turn his back on the Brotherhood, instead embracing their sworn enemies the Templars. Around this personal conflict is the wider conflict of the Seven Years' War. Rather than being a pirate as with Edward Kenway in Black Flag, Cormac is a privateer, working for the French initially and then later throwing in his lot with the British.
The sections played as Numbskull are in first-person, while the main game is a third-person open-world stealth-action adventure game.
The following weapons appear in the video game Assassin's Creed IV: Black Flag:
The player character, Shay Cormac, carries a number of weapons in a four-direction inventory, including various tools like smoke bombs and later a silent "air rifle." His primary weapons are a pair of swords and a brace of single-shot pistols; unlike Kenway in the previous game he can only ever have two, which he can fire using a spinning "combo" animation or use for aimed shots. It is also possible to pick up rifles found in the world and use them as a temporary weapon, but they cannot become a permanent part of Cormac's inventory and will be dropped if any other weapon is selected.
Permanently upgrading Cormac's armament requires purchasing weapons from merchants which unlock at set points in the campaign; these can then be equipped in place of the default flintlocks and swords. The best weapons also require specific tasks be completed in order to unlock them.
Following the first mission, Comac acquires a vessel, the Morrigan, which becomes his personal command. The Morrigan is a sloop-of-war with a shallower draft than the Jackdaw brig from the previous game, allowing it to navigate rivers as well as the open ocean (not that this actually stopped Kenway taking the Jackdaw up a river at one point). The sloop's weapons are operated by rotating the in-game camera; forward fires the chase carronades, the sides broadside cannons and heavy shot, and astern allows a slick of oil to be deployed and ignited. Mortars can also be purchased, which are then aimed using a special first-person view with an aiming line. Finally, the swivel guns (referred to as "Puckle Guns") can be operated by holding down down the button for them; as before they can get critical hits by holding the button down when a critical hit location appears and releasing when the gun crosshair lines up with the critical box, but now can also be free-fired by holding the button at any other time. Oil, mortars and heavy shot for the broadside cannons have limited ammunition, while all other weapons do not.
Presumably for visual appeal, all purchasable pistols are shown with left-handed lockwork in menus; this does not carry over into the game itself.
A variety of Flintlock Pistols are available.
Heckler & Koch Mark 23 Phase II Prototype
One of the intel files accessed by rebooting Abstergo employee computers shows a sequence from Assassin's Creed III of Daniel Cross brandishing a Heckler & Koch Mark 23 Phase II Prototype as he confronts Desmond at the Abstergo lab in Italy. It cannot be used during gameplay.
Queen Anne Flintlock
A set of English Queen Anne Flintlock Pistols, incorrectly called "Queen Anne's Pistols," are one of the available pistol weapons. They have moderate stats across the board, and improved loading times over the standard flintlocks, explained to be due to their screw-in detachable barrels. They are the highest-rated pistol that does not have special unlocking conditions.
Richard Hollis & Sons Percussion Duelling Pistol
A set of Percussion Cap Pistols, incorrectly named the "English Percussion Flintlock Pistol," (a percussion lock does not have a flint) can be unlocked for use after Numbskull has found all of the Abstergo PDAs in the present-day segments. They are anachronistic, since the percussion cap was invented in 1807; the game appears to explain this as Abstergo putting a pistol that shouldn't exist yet in the Animus simulation as a reward.
A set of Wheellock Pistols are also available; as in Black Flag they are the longest-ranged handguns that can be purchased, at a cost of the lowest possible score in both other areas.
Early in the game, Cormac discovers a secret weapon consignment consisting of an "advanced" (read "impossible") compressed-air powered carbine, which is essentially a replacement for Black Flag's blowpipe weapon. It is functionally identical, apparently not requiring any kind of air supply, being totally silent and able to fire a variety of darts with varying effects. The gun itself appears to be a cut-down version of the mutant Enfield model from previous games, to the point it still has the incorrect flintlock mechanism even though this could not possibly serve any function on a pneumatic gun.
Even more strangely, it can later be upgraded to fire rifle grenades, the dartgun somehow able to generate enough pressure to do this without exploding.
Brown Bess Flintlock Musket
The standard long arm of the game is the Brown Bess Flintlock Musket, always equipped with a long bayonet. These can be found in racks in the game world or in the hands of enemy soldiers, and are always used by snipers posted in the rigging of large enemy vessels. Cormac can pick up and use the musket, which has longer range than his standard pistols but is unwieldy to use: it cannot permanently be added to his inventory, and will be discarded if he selects a different weapon.
Two Charleville Muskets are displayed on the wall in the captain's cabin of the Morrigan; they cannot be used.
Cannons are the standard armament of every armed ship in the game and are also seen on fortresses. The Morrigan's broadside cannons can fire aimed normal shot or unaimed heavy shot. The number of cannons on the Morrigan can be upgraded using materials.
As with all of the Morrigan's weapons, there is no animation for reloading the cannons, the weapons simply becoming ready again after a short interval. Perhaps most bizarrely, the penultimate upgrade for heavy shot allows the cannons to be fired twice per unit of ammunition
The Morrigan's bow chaser cannons are described as carronades, a type of low-velocity short-range smoothbore cannon made by the Carron Company ironworks in Scotland and designed to have a wide angle of fire: they were briefly popular in the late 18th to mid-19th centuries. The developers appear to have confused the carronade with the Paixhans Gun, the first successful high-powered flat-trajectory cannon designed to fire explosive projectiles, since that is what the Morrigan's guns do, and the depiction of the ammunition on the upgrade screen seems based on the Paixhans' saboted explosive cannonballs. In both cases the weapon is an anachronism, since claims for the invention of the carronade range from 1759-1779 while the Morrigan has them mounted when Cormac acquires her in 1752; the Paixhans gun, meanwhile, was not developed until 1823.
Oddly, in mechanical terms they are identical to the chainshot used by the Jackdaw, and as in that game the Morrigan starts out with two bow chasers and can be upgraded to four.
Revolutionary war-era field guns on wooden carriages fitted with supply boxes are found throughout the open world, mostly in areas where battles have taken place and around forts. The model itself is the same one used in the previous two Assassin's Creed games. They cannot be used by the player.
As with the previous game, the Morrigan can eventually be upgraded to mount a pair of large-calibre mortars, this time on the sides of her deck. While this was done with ships starting in the 17th century, these "bomb vessels" were specialised warships and it was not a feature of standard Men O'War as shown in the game.
As before, the mortars fire an implausible airbursting non-conservation-of-mass submunition round which rains cannonball-sized projectiles over a wide area. When used by enemy ships or forts, their radius of effect is shown as a yellow circle indicating their projected point of aim and turns red when the round is about to impact
Following a mission in which plans of the weapon are discussed, the Morrigan ends up equipped with four swivel guns described as "Puckle guns," though they are a poor approximation of the real thing since they are effectively just a revolver cylinder and some mechanical-looking bits thrown onto the model for the Jackdaw's muzzle-loading swivel gun. This results in the weapon having a comically oversized barrel. Presumably to save on polygon count, the cylinders are shown as hexagonal rather than round or square as with the real weapon.
The depiction of the weapon's effects is equally inaccurate, buying into the incorrect idea that Joseph Puckle's design was some kind of advanced early machine gun rather than a mediocre and overcomplicated manually-operated flintlock cannon. In reality, the crank attached to the cylinder was only to used to screw it into and out of battery position and rotate it by hand, with the hammer requiring manual cocking and the trigger a lever completely separate from the cylinder assembly.
Instead, it is shown to operate exclusively via the crank like an Agar "coffee-mill" gun or Gatling gun, and in terms of control is fully automatic with simply holding the button down producing a constant barrage of shots. In reality a Puckle gun could only manage around 9 shots per minute, giving it little practical rate-of-fire advantage over a period breech-loading swivel gun with preloaded breech blocks. In Black Flag the gun was mentioned in conversation as if it was the first weapon that could carry more than one load, which is severely incorrect; revolvers, some with self-advancing mechanisms, date back to the 15th century, and true self-loading lever-action guns like the Kalthoff repeater had existed for a century by Puckle's time.
During general sailing the swivel guns can be used in the same way as in Black Flag to target weak points and explosive barrels, but they can now also be fired manually by holding the fire button without the target crosshair visible. The guns have infinite ammunition but will eventually have a brief pause for reloading, explained as the capacity of the cylinders; this can be upgraded to a ridiculous 45 shots between reloads, while the real Puckle gun only had cylinder capacities from 6 to 11 shots.
In boarding actions, rather than only being able to fire five shots from one gun like in Black Flag, the Morrigan can fire 25 shots from each of the two "Puckle guns" on each side, making it extremely easy to complete a boarding action without ever actually boarding the enemy ship. As in Black Flag, the shots have splash damage as if they are explosive, which would have been impossible to achieve at the time. The guns on the Morrigan have a wider range of motion than the Jackdaw's mounts, particularly vertically.