enstikto (13-06-2014)
More news (via accesstheanimus fb) - μπορεί να περιέχουν minor spoilers!
Από gamespot
Aπό polygon:- There are three factions in the game. The protectors, the guards, they are concerned with keeping the balance within the city. Their role is to maintain order. The aggressors, the extremists of the Revolution. They provoke the crowd and the player during the game. The crowd is the third faction: some people are armed or react to certain situations, taking action.
- The plot of Unity will span a few decades
- Arno's mother is Austrian, his father is French
- Players will be the protagonists of the present day. Not as Abstergo employees.
- There is a Quest Log and it was confirmed that it will be possible to have more open missions at the same time
- There are treasure hunts in the city and they will involve Nostradamus, who lived in Paris. Nostradamus in the game will leave several clues that lead to various monuments to get rewards
- There are the skill points in the game and by using them the player will be able to obtain skills for Arno
- In addition to the skill points there are gears / equipment: hoods, outfits, gloves / gauntlets, belts, boots. Each of these will not change only on a visual level but will also have direct impact on gameplay
- Weapons will have different stats
- In co-op mode Arno will keep the equipment that he has in the single player. The other Assassins will be generated with the outfits and equipment obtained by other players but with the heads taken from a database of generic Assassins heads. In this way, players will meet and talk about where they got the outfits or equipment
- Upward parkour will be operated with a button while the downward parkour will be operated with another button
- There will be two types of missions. The first one, Adaptive Mission Mechanics (AMM), Amancio gave an example: If you were in a mission where you have to find the lair of some enemies and you have to stalk a person to reach it, traditionally if this person spotted the protagonist , he would be de-synchronized. In Unity, on the other hand, if the enemy sees the protagonist, the mission becomes a chase. If the player loses the enemy, it becomes a locate mission. If the enemy, while he escapes, ends up in a systemic battle in the streets systemic and is killed, maybe if the player loots the body he will get the address where he was heading, but since now the enemy is missing, the other enemies maybe will double the guards in that location. The second innovation is the Black Box Design: the assassination missions and the co-op missions are considered as 360 degrees missions in which a space (internal or external) is defined and the player can explore it, find opportunities and complete the mission the way he/she wants, maybe finding secret passages that lead directly to the objective of the assassination
- There is a mechanic very similar to what we saw in the AC2 Villa: there are activities to be carried out in the city which will change its nature, district by district. A sort kind of personalization of the city.
- The activities will have a direct effect on the balance between aggressors and allies in the various districts
Kαι από συνέντευξη με τον Alex Amancio:- The moments after the assassinations with the targets that deepened their past and their motivations have changed. Just before the moment of the assassination time is slowed down just before the blade hits and the target sees his life in front of his/her very eyes and the player can see flashes of the target's memories. These memories will also cover parts of the plot that are not explained in the main story. These memories also show the target's perspective on what is shown, deepening his/her character.
For example, if the player is searching for the culprit of something and the target knows who it is, this culprit could be seen in his/her memories. This mechanic (being able to see the flash of the target's memories) will also be explained in terms of plot and it will be an offshoot of the Eagle Sense.
- Not all interiors contain a mission but all the interiors tell a story.
- The villa of the main character is a "Revolutionary Cafι", a place people share ideas, act for a theater and sing.
- Each district of Paris has hubs that the protagonist will be able to take back from the Templars and then renovate. These Cafιs will connect to one of the, so the more hubs will be freed, the more shows will be represented in the theater of the protagonist's Cafι. For some districts it may be some songs, for others it might be poetry, readings, political speeches, plays and so on.
- In the early stages of research, the team has a full time person in charge of carrying out the research about historical elements that may appear in the game. In addition to this, the team relies on specialists. For Unity, for example, two French historians examined the script to check if there were any historical errors regarding the Revolution. Even for the construction of the city the team called architects, urban designers and archaeologists and the team also traveled to Paris and got old maps of the city. In addition to that, for every part of this research, the team had a person responsible for it, for example for six months a person dealt with all the letters.
- To demonstrate the historical research behind the game an anecdote was told. Towards the end of the game the team wanted to add a part in which a very dramatic event takes place and a character of the game must make a very difficult decision, and the team wanted something to symbolize the importance of that situation. For this reason the team wanted to create a scene outside of the city with large army, a situation that had to do with Napoleon. While this scene might seem credible if it had happened six years later, those six years were crucial, so the team had to find another solution.
- The co-op will be online only while the single player can normally be played off-line
News coming from the interviews of Loomer979 with Alex Amancio:
- In Unity, combat will be more challenging. In the previous games, enemies waited in line to attack the player, now while he/she is fighting with one of them, the other ones will attack him/her too (for example by shooting) and they will try to team up to beat him/her. The reason why combat is more difficult is because, in this game, the devs wanted to give stealth much more importance.
- Amancio described combat as if it was divided in steps: in the first one, the player should attack enemies to keep them off their balance individually, like going from one to the other to destabilize them and prevent them to team up. The second step is when the player actually engages the combat with one enemy. It's a hit, parry, dodge action without the automatic dodge of the previous chapters. In addition, it's not possible to use the same pattern with every guard: the player has to learn how different guards behave. For example, with an enemy with an axe, it will be probably more usefull to dodge instead of blocking the hit.
Around the city, the player will be able to find a lot of activities:
- In the Murder Mistery missions the player will find dead bodies and will be able to choose to solve those cases: he/she will need to investigate and find clues, target people and then actually accuse them and put someone in jail. It will be possible to go then to jail and look at the people that the player sent there.These missions revolve around a character called Vidocq which can be considered the founder of modern criminology.
- There will be contracts and they will be very varied: they could be kill missions, protect missions, mssions in which the player will have to find something for somebody, and they will all be centered on famous historical character from Paris and/or an event that actually took place in Paris.
- There will be a Treasure Hunt based on Nostradamus: he lived in Paris in the MiddleAges and, in the game, he left clues around the city. Between the fans, there are a lot of people who like to read the database entries and others who hate it. In this very case, clues will be in the database because there will be riddles about the monuments and if the player reads the database, he/she will know where to go.
- There will be Letters: while walking into a building, the player may find a piece of paper on which he/she can read a slice of life of people that lived at that time, maybe a story or someone writing a song that became a famous revolutionary song.
- There will be Environmental Setups: maybe the player will find blood and by using the Eagle sense, he/she will find traces that go behind a painting and find something behind it.
- Arno has a British accent, although he is French is because we are "watching" the game. Essentially the Animus is translating into the native language of the player. "It's not a bunch of people trying to address you in English with a French accent. This is actually you perceiving it as if you were part of that period and you were also French." British English was chosen rather than the American one because it is almost a standard in Hollywood that people perceive the British accent as coming from the past / historical and from a foreign country. Nevertheless, there will still be the occasional French word every now and then inside the dialogue as tradion in AC. As for the characters that are non-gameplay related, the Animus does not translate what they say, so that will be in French.
- The motivation for the choice of this diversification with regards to the past is that in some cases there were situations which featured people of different nationalities. For example, in AC3 there were English-speaking characters and Native American ones. In these situations the developers could make the decision that if the player is from a certain nationality all the characters of his nationality will speak in his own language and the rest of the dialogue in all the other languages would be heard in the original languages, subtitled (as was the case for the native tribes). The same thing happened to Black Flag when the player was in the French or Spanish islands. The problem is that in Unity everyone is French and there is not this sort of second perspective, therefore it was decided to stay in the unified language, whereas the player sees the events from the perspective of these characters, so there will be no accents.
- With regard to the Helix mention in the Introduction to Arno trailer, Amancio said that in the present day there is a new technology that allows to have shared experiences and, therefore, allows multiple players to merge in the same world. So Helix is the evolution of the Animus
- The player will be the protagonist in the present day. In this case, however, not in the role of an employee of Abstergo or in the shoes of someone else, but the player himself / herself will be the protagonist.
DAFUQ?!?!!??
http://gamingbolt.com/assassins-cree...4-and-xbox-one
1080p 60fps?
Δηλαδη ποσο ανεκμεταλλευτο ειναι ακομα το hardware loool?
Ενταξει εγω απλα περιμενω να δω.... Γιατι παιζει και να τρολαρουν με το "target" και τελικα να βγει 720ρ λοολ
Παντως αν ισχυει θα δουμε απιστευτα πραγματα αυτη την γενια...
Last edited by Valkyre; 18-06-2014 at 23:04.
καλα η ubisoft εχει μπει σε blacklist για μενα....τα ιδια λεγαν και για watch dogs.Μη πιστευετε τιποτα αν δε δειτε το τελικο προιον. Οπως και να χει,οταν βγει και ΑΝ αξιζει θα το παρω στο PC οπως αρμοζει
Ανέβηκε και στο αγγλικό Amazon μια Special Offer έκδοση με ένα ρολογάκι χειρός...not bad
http://www.amazon.co.uk/Assassins-Cr...ds=unity+creed
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Viper (19-06-2014)
^Με την λαιμητόμο έκδοση κανενα νεότερο?
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^με φόβο τελωνείου?
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^Πάντως μου βγάζει Dhl και ups για την αποστολή
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Δεν θέλει τέτοιο ρίσκο....ελπίζω να απαντήσουν σε ένα e-mail
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