Abstract
While recounting his journey to Jerusalem, the French traveller Francois-René de Chateaubriand describes having faced a ‘real embarrassment’: ‘Should I give an exact description of the holy places? But then I will merely be repeating what others have said before me.… But would that not remove the most essential part of my journey, and defeat its end and purpose?’ (Chateaubriand 2011). In a rather different context and a narrative medium that Chateaubriand could not have anticipated, the player of Ubisoft’s cult videogame Assassin’s Creed (2007) faces a similar problem. As the fictional game protagonist, Altair ibn Ahad, perches atop a high tower inside a virtual recreation of the holy city, the same issue arises of representation and comparisons with earlier narratives and narrative media. How does Altair/the player’s experience compare with the narratives of the earlier travellers and storytellers? This chapter will briefly discuss this question; but it will also examine how narratives in the videogames themselves compare with novels adapted from those games. The Assassin’s Creed games and the popular series of Assassin’s Creed novels by Oliver Bowden (a pseudonym used by the author Anton Gill) will be considered here because they self-consciously take their stories across multiple media and into different periods of history. By looking at how narratives transition into particular kinds of media—from the printed book to the digital game and vice versa—this chapter aims to encourage a broader analysis of the ways in which ‘narrativity’ operates in literary and cultural terms.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Works Cited
Atkins, B. (2007). Killing time: Time past, time present and time future in Prince of Persia: The sands of time. In B. Atkins & T. Krzywinska (Eds.), Videogame, player, text. Manchester: Manchester University Press.
Berger, W., & Staley, P. (2014). Assassin’s Creed III: The complete unofficial guide, a teacher’s limited edition. In D. Davidson (Ed.), Well played: A journal on video games, value and meaning. Pittsburgh: ETC Press.
Bogost, I. (2008). Unit operations: An approach to videogame criticism. Cambridge, MA: The MIT Press.
Bolter, J. D., & Grusin, R. A. (1998). Remediation: Understanding new media. Cambridge, MA: MIT Press.
Bowden, O. (2011). Assassin’s Creed: The secret crusade. Harmondsworth: Penguin Books.
Bruyn, B. D. (2012). Wolfgang Iser: A companion. Berlin: Walter de Gruyter.
Consalvo, M. (2009). Cheating: Gaining advantage in videogames. Cambridge, MA: The MIT Press.
Davidson, D. (Ed.). (2011). Well played 3.0: Video games, value and meaning. Pittsburgh: ECT Press.
de Chateaubriand, F. (2011). Record of a journey from Paris to Jerusalem and back (A. S. Kline, Trans.). http://www.poetryintranslation.com/PITBR/Chateaubriand/Chathome.htm
DeLanda, M. (2006). A new philosophy of society: Assemblage theory and social complexity. London/New York: Bloomsbury Academic.
Ensslin, A. (2014). Literary gaming. Cambridge, MA: The MIT Press.
Fernández-Vara, C. (2014). Introduction to game analysis. New York: Routledge.
Fletcher, B., Kerschl, K., & Stewart, C. (2014). Assassin’s creed: Brahman. Hunt Valley: Diamond Comic Distributors.
Genette, G. (1997). Paratexts: Thresholds of interpretation (J. E. Lewin, Trans.). Cambridge: Cambridge University Press.
Hamilton, K. (2013, July 19). Ubisoft reveals a new Assassin’s Creed set in India (It’s a comic). http://kotaku.com/ubisoft-reveals-a-new-assassins-creed-set-in-india-its-843196157
Hernandez, P. (2014, December 19). What people get wrong about PewDiePie, YouTube’s Biggest Star : http://kotaku.com/what-people-get-wrong-about-pewdiepie-youtubes-biggest-1673109786
Kamen, M. (2014, October 23). Assassin’s Creed historian on merging the past with fiction. Wired.co.uk. http://www.wired.co.uk/news/archive/2014-10/23/assassins-creed-unity-interview-maxime-durand/viewgallery/339188
Lukacs, G. (1963). The historical novel (H. Mitchell & S. Mitchell, Trans.). Boston: Beacon Press.
Lynch, A. (2011). Nostalgia and critique: Walter Scott’s ‘secret power’. Postmedieval: A Journal of Medieval Cultural Studies, 2(2), 201–215.
Milam, D., Magy Seif El-Nasr, Al-Saati, M., and Niedenthal, S. (2008). Assassin’s Creed: A multi-cultural read. Loading …, 2(3). http://journals.sfu.ca/loading/index.php/loading/article/view/51/46
Montefiore, S. S. (2012). Jerusalem: The biography. New York: Vintage.
Mukherjee, S. (2007). Ab(Sense) of an ending: Telos and time in digital game narratives. Writing Technologies, 2, 1. https://www.ntu.ac.uk/writing_technologies/back_issues/Vol.%202.1/Mukherjee/62762gp.html
Raymond, J. (2006, October). Assassin’s Creed: Interview with Jade Raymond. xboxgazette.com. http://www.xboxgazette.com/interview_assassins_creed_en.php
Ryan, M.-L. (2014). Story/worlds/media: Tuning the instruments of a media-conscious narratology. In M.-L. Ryan & J.-N. Thon (Eds.), Storyworlds across media: Toward a media-conscious narratology. Lincoln: University of Nebraska Press.
Ryan, M.-L., & Thon, J.-N. (Eds.). (2014). Storyworlds across media: Toward a media-conscious narratology. Lincoln: University of Nebraska Press.
Scott, W. (2008). Talisman. Charleston: BiblioLife.
Simon C. (2008, November 6). Let’s play archive. https://archive.org/details/lets-play&tab=about
Sophie. (2011, June 28). Interview with Oliver Bowden. ubiworkshop.com. https://www.ubiworkshop.com/the-workshop/interview-with-oliver-bowden/
Sudnow, D. (1983). Pilgrim in the microworld. London: Heinemann.
TheKaizoku. (2015). Assassin’s Creed—Corrupted protectors .https://www.fanfiction.net/s/11332765/1/Assassin-s-Creed-Corrupted-Protectors
thevictorianassassin. (2013). thevictorianassassin. https://www.fanfiction.net/u/5077637/thevictorianassassin
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Copyright information
© 2016 The Author(s)
About this chapter
Cite this chapter
Mukherjee, S. (2016). An Assassin Across Narratives: Reading Assassin’s Creed from Videogame to Novel. In: Gelder, K. (eds) New Directions in Popular Fiction. Palgrave Macmillan, London. https://doi.org/10.1057/978-1-137-52346-4_19
Download citation
DOI: https://doi.org/10.1057/978-1-137-52346-4_19
Published:
Publisher Name: Palgrave Macmillan, London
Print ISBN: 978-1-137-52345-7
Online ISBN: 978-1-137-52346-4
eBook Packages: Literature, Cultural and Media StudiesLiterature, Cultural and Media Studies (R0)