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Cette page Web n'existe pas. Soit vous avez la mauvaise adresse ou la ressource a étéArno, the hero of Assassin’s Creed Unity, looks over an expansive churchyard at his target below. He turns to an older Assassin and asks what the plan is. You’re an adult, figure it out yourself. And so the mission starts. In many ways, Assassin’s Creed Unity is the first major rethink of the series since the first one came out seven years and seven games ago.
marine biology hoodiesWhile previous titles built on the fundamentals from the original Assassin’s Creed, Unity is the first game to actually mess with baseline gameplay.
stiles stilinski hoodie 24 “It’s hard because it’s a massive game, and it’s often easier to add stuff horizontally, but the minute you start changing core features, you know it’s going to take a lot of time and it might break everything,” Vincent Pontbriand, Senior Producer at Ubisoft Montreal tells me.
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(Ubisoft flew me to Montreal for a day to see the game.) Previous AC games had you doing relatively linear missions within an open world; Unity makes each mission a sandbox within itself. For the mission shown to us in Montreal, Arno needed to assassinate a man inside a large church. He couldn’t go in through the front door because it was surrounded by guards (though those guards might be distracted by a riot outside). Arno could get in through the upper floor windows, but they were locked (though he might be able to find a key). If he sniffed around enough, he might be able to get in through the sewers. In Black Flag you could solve most problems by just killing everyone in a sword fight, and oftentimes you needed to, because if you got spotted there were very few ways to get unspotted. Unity changes this equation in two ways: first getting in a fight is usually going to be deadly if you’re outnumbered; there are fewer instant kills and the guards don’t wait their turn to match up with you.

Second, if you get noticed, you have a lot more tools to get away; the system for escape and hiding has been completely revamped, with large elements borrowed from the recent Splinter Cell games. What this means, at least in the brief moments we saw, is that the entire thing plays out as much like a mission in the Hitman games as it does previous Assassin’s Creeds. Even parts of the game that follow more traditional patterns are different. For example, in a previous game if you were tasked with tailing a person without getting spotted, you’d get a mission failure if you were. In Unity, instead the mission might morph into a fast-paced chase mission (though there will likely be more bad guys waiting to stab you at the end of it). In messing with the base level formula of the series, a lot of the stuff that had been layered on top didn’t make it into the game. “We took chances and we decided to sacrifice some of the scope — such as the naval gameplay — and instead tried to go deeper and add more depth to everything,” Pontbriand says.

Another fundamental change for the series will be the method of how the story is actually told to you. Unlike previous games where the series protagonist Desmond Miles (or sometimes other characters) were strapped into an Animus machine to relive ancestral memories, the entire storytelling metaphor is different here, though Ubisoft isn’t yet explaining exactly how it’s different. “You are your character,” Pontbriand tells us cryptically. (Buried in this illusive story is likely the in-fiction reason why there’s no playable female characters in the game, a decision I personally say should likely have been addressed when they were revamping the gameplay and formulating the game’s concept. One thing’s for sure, Ubisoft would almost certainly have stepped in it less on the issue were it not for the mystery box reveals that are part of pretty much every game’s marketing plan these days.) This mysterious storytelling conceit may also explain the multiplayer in Unity.

You can be joined in the game by up to three other versions of Arno either in storyline missions or simpler, repeatable loot-/treasure-driven missions where the goals are slightly randomized. This is another reason why the game has been tweaked from the ground up: everything — from the latency of animations to the movements of the guards — has been set to work with multiplayer. (Though multiplayer is not necessary for the main story missions.) Ubisoft clearly sees how you build and customize your character as a driving motivation for playing. Each piece of equipment you put on your Arno has both cosmetic and gameplay implications, and you can change how you play by what you equip. One hood might be great for stealth, for example, while another might make you a more deadly sword fighter. This equipment can be found as loot, or purchased using in-game currency. While playing, I noticed that each piece actually had two costs, one in francs and another with a different, more modern-looking symbol.

When I asked whether this second currency could be purchased with real-world money, I was given a quick “we’re not talking about the second currency yet.” Surprisingly, in a series that puts a lot of importance on which games do and don’t get a numeral after their names to denote a full sequel, Unity is numeral free. With all the fundamental changes to Unity, it seems especially strange that last year’s mostly iterative Black Flag was termed Assassin’s Creed IV. It’s doubly confusing when looking at the other Assassin’s Creed game coming out this year. While Unity is only coming to next-gen systems (Xbox One, PS4 and PC), Assassin’s Creed Rogue is exclusive to last-gen devices (PS3 and Xbox 360). There are some interesting narrative tweaks — this time it stars a Templar hunting down Assassins instead of the other way around — and the game takes place in an interesting location — the sometimes frozen lakes and bays of interior North America.