Assassin’s Creed’s Desilets: Altair, an eagle; The Prince (of Persia), a puma
After smoothing out some of the bumps for Ubisoft‘s upcoming Assassin’s Creed on the Xbox 360 and PS3, Patrice Desilets, the game’s Creative Director, engages in a more light-hearted interview with NZGamer talking about some of the features which make Assassin’s Creed a game to watch out for next year.
Desilets described the game as a sandbox type environment where Altair has free rein over pretty much everything around him. He explains this by saying:
In sandbox games the story is really secondary to the action. In Assassin’s the story element, the narrative, is just as important as the toy. So everything you do in side-quests and in missions is what drives forward the story. So for example, when you enter a city and you must investigate a target you get the story. You may have to eavesdrop on some people talking about your target – you will learn more and get more story. You may pick someones pocket and find a document which explains what’s going on. Story.
He also explains that the bird-like movements of Altair were a deliberate design placed into the game. It fits well into his role as an assassin, attributing him to a bird of prey much in the same way that he describes The Prince (of Persia) as a puma.
There were even vague hints of a strange futuristic element that Desilets refused to comment about. However, considering the already grand scope of the game physics, the four years put into development was well worth the wait.
Assassin’s Creed is set to be released early next year for the PC, Microsoft Xbox 360, and Sony PlayStation 3. You can check out the full interview through the read link below.
After smoothing out some of the bumps for Ubisoft‘s upcoming Assassin’s Creed on the Xbox 360 and PS3, Patrice Desilets, the game’s Creative Director, engages in a more light-hearted interview with NZGamer talking about some of the features which make Assassin’s Creed a game to watch out for next year.
Desilets described the game as a sandbox type environment where Altair has free rein over pretty much everything around him. He explains this by saying:
In sandbox games the story is really secondary to the action. In Assassin’s the story element, the narrative, is just as important as the toy. So everything you do in side-quests and in missions is what drives forward the story. So for example, when you enter a city and you must investigate a target you get the story. You may have to eavesdrop on some people talking about your target – you will learn more and get more story. You may pick someones pocket and find a document which explains what’s going on. Story.
He also explains that the bird-like movements of Altair were a deliberate design placed into the game. It fits well into his role as an assassin, attributing him to a bird of prey much in the same way that he describes The Prince (of Persia) as a puma.
There were even vague hints of a strange futuristic element that Desilets refused to comment about. However, considering the already grand scope of the game physics, the four years put into development was well worth the wait.
Assassin’s Creed is set to be released early next year for the PC, Microsoft Xbox 360, and Sony PlayStation 3. You can check out the full interview through the read link below.