Assassin's Creed 2 Talk

Joystiq confirms plans for an Assassin's Creed sequel, relating comments about the project during Ubisoft's first-half fiscal 2008-09 conference call. A sequel to the successful stealth/action game was probably a given, but the confirmation indicates they are shooting for a release during Ubisoft's fiscal 2010, which would make for a holiday 2009 release using those old-fashioned non-fiscal calendars the rest of us are saddled with. GiantBomb has their own light to shed on this news (thanks Destructoid), as during the taping of an episode of Gametrailers' Bonus Round they picked up word from tapped-in industry analyst Michael Pachter that the middle ages setting of the first Assassin's Creed will shift several hundred years forward into the 18th century, perhaps to be set during the French Revolution. This news of a time shift is not confirmed, and other details like target platforms are not available at this time.
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Re: Assassin's Creed 2 Talk
Nov 30, 2008, 17:55
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Re: Assassin's Creed 2 Talk Nov 30, 2008, 17:55
Nov 30, 2008, 17:55
 
We're not talking about a 2-d game-world where things are on a timer. We're talking about NPCs acting dynamically based on their own AI, the player having to change courses and react to them on the fly, as well as executing moves to jump, grab, swing, climb, etc, that are based on the environment that they are encountering at that moment, rather than some memorized series of events such as you'd find in a typical side-scroller where everything is on a fixed and timed path. AC managed to turn all of that into holding down a single button and running at things so that you can watch your character do all the climbing, grabbing, swinging and such on its own. You just choose where to run.

Again, the goal of the game was not to make a freerunning simulator. And all of those things in the game you brought up did require interaction. You couldn't just run and jump off random things without ever pushing buttons, you were required to give user input. It automated some of the functions for you but yet again, it was not a freerunning simulator. The mode of transport was not the entire game unlike something like Mirror's Edge.

If I'm not a fan I can't be objective? Do you understand the meaning of the words "fan" or "objective"?

Not what I meant. Your negative opinion on the game is what prevents objectivity. I was a fan of the game overall but can acknowledge it's faults, that's the difference between you and I. It was fun but flawed but the freerunning wasn't one of those flaws.

The platformer-esque rooftop running was the primary showpiece in all of the videos and ads. It was hard to believe that there was almost no interaction involved aside from guiding the direction of the character.

You don't sound like you spent a lot of time with Assassin's Creed. Interaction was frequently required in much of the freerunning, just obviously not to the degree of something like Mirror's Edge. As for the goal of the game, the videos and ads I saw showcased the game world, combat and many other things. They didn't focus solely on the freerunning. If you feel they did then please point to a specific advertisement to give us an example.
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