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  • Assassin's Creed considered co-op, but it 'didn't fit' the story

    by 
    David Hinkle
    David Hinkle
    02.04.2013

    "Before we knew about the Desmond story and Animus link, we had a huge co-op component in there," Assassin's Creed 3 mission director Philippe Bergeron has revealed. "But it just became too hard to do: the engine couldn't support it, and then the metaphor we had above it didn't support it."It's part of an interview featured in the current issue (95) of OXM on news stands right now. Initially the co-op feature was going to be a driving mechanic in the original Assassin's Creed, but Ubisoft abandoned the concept. "Co-op was one of those big things at the beginning that just didn't make sense in the end," Bergeron says. "For us it was really part of the single player experience, to have in-and-out co-op, and in the end we never thought it made sense in the storyline that we had for the Animus."Of course, once the idea became more and more about Desmond and the Animus, it didn't make sense to have someone else running around in Desmond's ancestral memories. "There was no way to reconcile having multiplayer or co-op in an ancestor's memories," Bergeron explains."Your ancestor lived his life in a certain way, so assuming you had branching storylines, it creates a paradox. It didn't fit."

  • Assassin's Creed 3 follows Desmond more than ever

    by 
    David Hinkle
    David Hinkle
    04.03.2012

    Lead writer Matt Turner says Assassin's Creed 3 will feature more Desmond than ever before, and more present-day events than in any past installment. "All I can say about Desmond's story is you're going to experience more Desmond than you've ever had before," he said. "We're spending more time on the present than we have in past games."Though Ubisoft has only given us a glimpse at new historical protagonist Connor Kenway so far, Desmond will play "a big part of our story," Turner assures CVG.We were able to spend some time with Assassin's Creed 3 at a recent event, learning about the numerous development teams, its colonial American setting and why you won't explore one of old America's most significant cities, Philadelphia.

  • Ubisoft: Assassin's Creed: Revelations will be, well, revealing

    by 
    Jessica Conditt
    Jessica Conditt
    07.24.2011

    In an interview with the Guardian, Assassin's Creed creative director Alexandre Amancio explains Ubisoft's mindset when creating Revelations and the caution his team is taking with Altair, Ezio, Desmond and their combined Body Mass Index. "Well, Assassin's Creed has been going since 2007 -- the narrative is very rich and complex, so to avoid collapsing under the weight of our own mythology we needed to wrap up a few mysteries and set things up for what is to come. That's what this game is about: we're giving players some answers from Assassin's 2 and Brotherhood, we're completing the destiny of Altair, and we're tying it in to what's coming in 2012. And obviously, our over-arching storyline has to do with the end of the world in 2012 – we need to set up everything for the conclusion of that narrative. In this game, you'll get to understand why Ezio is so important and how his destiny his aligned to Altair's and to Desmond's." It appears Amancio is focused on completing the first arc of the Assassin's Creed series with an emphasis on character development and clarifying the franchise's future, which can't be very vast considering he's counting on the world to end next year.