Assassin's Creed in Popular Video Game Culture Essay

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Video games have risen in popularity in America the past couple decades where popular gaming franchises influence or reflect modern American culture. Many video game franchises are popular but one franchise that has stood out in video game media is Assassin's Creed. Assassin's Creed is a franchise that consists of video games, spinoffs, comics, graphic novels, animated films, figurines, weapon replicas, clothing, and other merchandise. Only focusing on the video game branch of the franchise, the series began in 2007 with its first installment released. The franchise was planned out as a spin-off for the Prince of Persia series but developed into their own franchise. Currently there are seven main games in the franchise all of which have …show more content…
While a small percentage of games sold are rated mature for violence, many popular games of the year tend to be mature featuring any form of weapons, fighting, or gore/blood (“Rating Category Breakdown”, “Top 100 Most Popular Games”). Assassin’s Creed is no exception with adding violence to its content. Since the game is named Assassin's Creed, the main protagonists are people trained in the art of murdering and killing. With the ability to use a wide range of historically inspired weapons as well as fictional ones, the player has the ability to kill in many varied ways in the games. The most notoriously violent element of the franchise would be the hidden blade weapon and the glorious ability to jump from high buildings and stab the player's target in the throat with the hidden blade. If many Americans like violent video games like Assassin’s Creed that might reflect a negative aspect of our culture. Video games are not the only medium which has a popular presence of violence. Movies and television shows also depict many violent actions, some considered excessive and meaningless. Stephen King analyzed popular horror films and why people go view them, and one of the reasons is that people want to satisfy their “anti[-]civilization emotions” (King 462). While that may be one of the reasons people like violence in popular media, video games take it a step further by adding the sense of immersion where people are not merely watching violence but enacting it.

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