- Release Year: 1996
- Platforms: Windows
- Publisher: Coconuts Japan Entertainment Co., Ltd., Inscape, Warner Interactive Entertainment Ltd.
- Developer: Blue Sky Software, BlueSky Software, Inc.
- Genre: Action
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: Arcade, Shooter
- Setting: Futuristic, Sci-fi
- Average Score: 50/100

Description
Assassin 2015 is a 3D first-person shooter set in a futuristic sci-fi world, where players take on the role of Jack Butcher, a government assassin assigned to eliminate Jacques Arnoud, the head of Microkomm funding a rebellion. After a botched mission leaves Jack trapped in a besieged building swarming with guards and security drones, the game follows a linear, combat-focused gameplay through corridors and rooms, with support from Jett Jones and sequences like escaping giant robots and elevator shootouts.
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Assassin 2015 Reviews & Reception
gamespot.com (53/100): the game’s performance as a first-person shooter doesn’t hold a candle to id’s new powerhouse that has taken the nation by storm.
goldenageofgames.com : Overall, if you enjoy eclectic FPS that isn’t a straightforward action game, Assassin 2015 is worth a look. It could have been a Top Dog had it been more challenging and long – a pity.
oldpcgaming.net : There are few things more disappointing than suffering through a game only to realize you’ve been here and done that so many times before, only better — much, much, better.
Assassin 2015 Cheats & Codes
Assassin: Special Edition (Amiga)
Type ‘anothercheatmode’ during gameplay to enable cheat mode with unlimited energy, then press one of the following keys: W, D, N, E.
| Code | Effect |
|---|---|
| anothercheatmode | enables cheat mode with unlimited energy |
| W | activates weapons power-up |
| D | activates self-destruct |
| N | skips to the next level |
| E | skips to the boss level |
Assassin 2015: Review
Introduction
In the crowded pantheon of 1990s first-person shooters, Assassin 2015 stands as a fascinating anomaly—a title that prioritizes cinematic storytelling and technical ambition over refined gameplay. Developed by BlueSky Software and released in 1996, this Windows-exclusive FPS presents a high-concept cyberpunk narrative wrapped in motion-captured cutscenes and Hollywood-caliber voice acting. Yet, beneath its slick veneer lies a game of profound contradictions: a short, linear experience praised as an “action movie you play” yet criticized for its brevity and repetitive mechanics. This review dissects Assassin 2015‘s unique position in gaming history, examining how its ambitious execution clashes with its fundamental design flaws, ultimately cementing it as a cult oddity rather than a landmark title.
Development History & Context
Emerging from the tumultuous era of 1996, when the FPS genre was dominated by titans like Quake and Duke Nukem 3D, Assassin 2015 represented a bold but risky pivot by developer BlueSky Software. The studio, known for titles like VectorMan and Goosebumps: Attack of the Mutant, invested heavily in cinematic production—uncommon for mid-tier developers of the time. Executive Producer Chuck Osieja and Director Matt McDonald spearheaded a vision to blend Hollywood sensibilities with interactivity, utilizing Lightwave 3D for both in-game assets and pre-rendered cutscenes. This approach allowed for unprecedented visual consistency, though it came at the cost of technical innovation.
Technologically, the game relied on a custom 3D engine that eschewed advanced features like mouselook or jumping, focusing instead on corridor-based navigation. Development constraints included limited CPU resources, which forced the use of MIDI music during gameplay (despite full orchestral tracks in cutscenes) and a linear design to avoid open-world complexity. The game’s futuristic setting—rooted in cyberpunk tropes of corporate espionage and rogue AI—reflected the era’s fascination with dystopian futures, yet its release was overshadowed by more polished competitors. Warner Interactive and Inscape’s marketing positioned it as a “next-generation cinematic experience,” but its modest $30 price point and niche audience hinted at its status as a passion project with commercial viability concerns.
Narrative & Thematic Deep Dive
The plot of Assassin 2015 is a masterclass in genre pastiche, channeling the gritty anti-hero tropes of Blade Runner and the political intrigue of The Parallax View. Players assume the role of Jack Butcher, a disillusioned government assassin thrust into a web of betrayal after a routine assassination of Jacques Arnoud, head of the mega-corporation Microkomm, goes awry. The mission’s collapse—triggered by a sabotaged escape route and a mysterious bomb—traps Jack in a labyrinthine facility, transforming him from hunter to hunted.
The narrative unfolds through motion-captured cutscenes directed by Matt McDonald, featuring surprisingly high production values for a 1996 game. Voice actor Dave Fennoy delivers a nuanced performance as Jack, while Adrienne Barbeau’s portrayal of Jett Jones, Jack’s hacker ally, adds gravitas. Key themes permeate the experience:
– Betrayal and Paranoia: The government’s double-cross mirrors cyberpunk staples of institutional corruption, with Jack’s skepticism mirroring player unease.
– Corporate Overreach: Microkomm’s role in funding the Red Storm Rebellion critiques unchecked corporate power, echoing real-world fears of privatized military forces.
– Dehumanization: Jack’s sterile, hostile environment—filled with drones and robotic enforcers—reflects a world where humanity is secondary to profit.
The script, penned by Richard Karpp, balances noir-tinged cynicism with B-movie flair, though its brevity (the story resolves in ~2 hours) prevents deeper thematic exploration. Still, the narrative cohesion remains a testament to BlueSky’s storytelling ambition.
Gameplay Mechanics & Systems
Assassin 2015’s gameplay is defined by its rigid linearity and die-or-try-again design. Players navigate claustrophobic corridors under the constant guidance of Jett Jones, whose radio directives (e.g., “Turn left, now!”) eliminate exploration in favor of cinematic pacing. This approach, while immersive, creates a frustrating lack of player agency—wrong doors trigger instant-death animations, while the path forward is always explicitly dictated.
Core mechanics include:
– Combat: A single, multipurpose weapon (machine gun with rocket launcher) simplifies encounters. Targeting is auto-assisted, and ammo is infinite, though overheating mechanics force tactical pauses.
– Health System: A regenerative shield and non-regenerating health bar mimic modern systems but reduce tension, as death merely respawns players nearby with full resources.
– Enemy AI: Guards exhibit rudimentary tactics (e.g., ducking behind cover), but drones—hovering turrets that spawn unexpectedly—feel unfair rather than challenging.
Boss fights devolve into environmental puzzles (e.g., disabling a giant robot by flipping switches), undermining the action-movie fantasy. The game’s most innovative feature is its “palette swap” cutscenes, used to transition between rooms with different visual themes without breaking immersion. However, these technical gimmicks cannot compensate for the shallow gameplay loop, which emphasizes trial-and-error over skill. As one critic noted, “Playing the game is fun—a no-brainer, really—but it’s completely repetitive.”
World-Building, Art & Sound
Assassin 2015 excels in world-building through its atmospheric design, even if the environment itself is a single, oppressive corporate compound. Art Director Matt McDonald’s team used Lightwave 3D to craft a cohesive cyberpunk aesthetic: chrome-plated hallways, flickering neon signage, and oppressive industrial architecture evoke a lived-in dystopia. Textures are detailed for 1996 standards, though lower resolutions reveal pixelation. The game’s lighting, particularly in shadow-heavy corridors, creates genuine tension, while the G350 robot—a towering mechanical juggernaut—embodies the threat of unchecked technology.
Sound design is a dual-edged sword. Cutscenes feature full orchestral scores (composed by Jon Holland) and crisp sound effects, elevating key moments. Gameplay, however, defaults to abrasive MIDI tracks that clash with the cinematic tone. Voice acting is uniformly excellent, with Barbeau’s commanding performance and Fennoy’s weary delivery grounding the narrative. The absence of an in-game radio soundtrack or environmental ambiance (e.g., distant alarms) undermines immersion, turning corridors into sterile battlegrounds. Still, the art and sound collectively establish a cohesive, if underutilized, world—a testament to BlueSky’s creative vision.
Reception & Legacy
At launch, Assassin 2015 received a polarized reception. Critics lauded its presentation but lamented its gameplay. PC Games (Germany) awarded it 74%, praising its “strong enemies” and “rendered world,” while PC Action (64%) called cutscenes “beautiful” but criticized “gameplay monotony.” Lower scores like CNET’s 20% dismissed it as “a tech demo masquerading as a game.” Players were similarly divided; one MobyGames review declared it “the best action movie I ever played,” while others noted its “two-hour runtime” made it “unworthy of full price.”
Commercially, the game underperformed, with its niche appeal and stiff competition sealing its fate. Yet its legacy endures as a curiosity:
– Technical Influence: Its use of Lightwave 3D and motion capture predated widespread adoption of these tools in games.
– Cult Status: Retrospectives highlight its ambition, with Old PC Gaming calling it “a could-be Top Dog marred by poor implementation.”
– Genre Experimentation: It paved the way for narrative-driven FPS like BioShock, though its linear design feels archaic today.
Modern preservation efforts (e.g., Internet Archive’s demo) ensure it remains accessible, but its reputation as a “flawed gem” outweighs its historical significance.
Conclusion
Assassin 2015 is a microcosm of 1990s game development: a product of immense creativity constrained by technical and market realities. Its strengths—a gripping narrative, Hollywood production values, and artistic cohesion—are undeniable, yet they cannot redeem its gameplay shortcomings. As a short, linear experience, it delivers an unforgettable cinematic rush, but its repetitiveness and brevity relegate it to the realm of “curiosity” rather than “classic.” For modern players, it offers a fascinating glimpse into a bygone era of experimentation, where ambition sometimes outpaced execution. Ultimately, Assassin 2015 stands not as a landmark title, but as a poignant reminder of the risks and rewards of pushing boundaries in a rapidly evolving medium. It is, in the words of one player, “well worth your time—if borrowed, not bought.”