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| {{Era|ACV|Realworld}}{{DISPLAYTITLE:''{{PAGENAME}}''}}{{Youmay|the Discovery Tour for Norway and England|for [[Discovery Tour|other Discovery Tours]]}}
| | {{DISPLAYTITLE:''{{PAGENAME}}''}}{{Era|ACV|Realworld}} |
| {{Imageneed}}
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| [[File:ACV Discovery Tour Banner.jpg|thumb|250px|Promotional banner]] | | [[File:ACV Discovery Tour Banner.jpg|thumb|250px|Promotional banner]] |
| '''''Discovery Tour: Viking Age''''' is the ''[[Discovery Tour]]'' mode for ''[[Assassin's Creed: Valhalla]]''. It was released as a free downloadable add-on on 19 October 2021<ref>{{Twitter|assassinscreed|status/1437809050406821890|Assassin's Creed|quote=Experience life in the Viking era like never before. Discovery Tour: Viking Age releases as a free expansion for Assassin's Creed Valhalla players on October 19th! [https://pbs.twimg.com/media/E_Qfs54WYAM2_I8.jpg pic.twitter.com/zLpP9ZHLlD]}}</ref> and is available for free to those who own the base game, or for purchase as a stand-alone version on PC. | | '''''Discovery Tour: Viking Age''''' is the ''[[Discovery Tour]]'' educational mode for ''[[Assassin's Creed: Valhalla]]''. It was released as a free [[Assassin's Creed: Valhalla downloadable content|downloadable]] addition on 19 October 2021<ref>{{Twitter|assassinscreed|status/1437809050406821890|Assassin's Creed|quote=Experience life in the Viking era like never before. Discovery Tour: Viking Age releases as a free expansion for Assassin's Creed Valhalla players on October 19th! [https://pbs.twimg.com/media/E_Qfs54WYAM2_I8.jpg pic.twitter.com/zLpP9ZHLlD]}}</ref> and is available for free to those who own the base game, or for purchase as a stand-alone version on PC. |
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| ==Gameplay== | | ==Gameplay== |
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| ==Memories== | | ==Memories== |
| {|border="0" cellspacing="3" cellpadding="0" align="center" style="font-size:90%" | | {|border="1" cellpadding="1" cellspacing="1" style="width:700px; text-align:center" |
| |[[File:DTVA Quest Banner - Oaths and Honour.jpg|200px|link=Oaths & Honour]] | | |[[File:DTVA Quest Banner - Oaths and Honour.jpg|230px|link=Oaths & Honour]] |
| |[[File:DTVA Quest Banner - Through Faith and Fire.jpg|200px|link=Through Faith & Fire]] | | |[[File:DTVA Quest Banner - Through Faith and Fire.jpg|230px|link=Through Faith & Fire]] |
| |[[File:DTVA Quest Banner - Seaworthy.jpg|200px|link=Seaworthy]] | | |[[File:DTVA Quest Banner - Seaworthy.jpg|230px|link=Seaworthy]] |
| |[[File:DTVA Quest Banner - Into the West.jpg|200px|link=Into the West]] | | |[[File:DTVA Quest Banner - Into the West.jpg|230px|link=Into the West]] |
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| |[[Oaths & Honour]] | | |[[Oaths & Honour]] |
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| |[[Into the West]] | | |[[Into the West]] |
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| |[[File:DTVA Quest Banner - A Barter For Peace.jpg|200px|link=A Barter for Peace]] | | |[[File:DTVA Quest Banner - A Barter For Peace.jpg|230px|link=A Barter for Peace]] |
| |[[File:DTVA Quest Banner - Aelfred's Legacy.jpg|200px|link=Aelfred's Legacy]] | | |[[File:DTVA Quest Banner - Aelfred's Legacy.jpg|230px|link=Aelfred's Legacy]] |
| |[[File:DTVA Quest Banner - New Life, New Lands.jpg|200px|link=New Life, New Lands]] | | |[[File:DTVA Quest Banner - New Life, New Lands.jpg|230px|link=New Life, New Lands]] |
| |[[File:DTVA Quest Banner - Where Fates Align.jpg|200px|link=Where Fates Align]] | | |[[File:DTVA Quest Banner - Where Fates Align.jpg|230px|link=Where Fates Align]] |
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| |[[A Barter for Peace]] | | |[[A Barter for Peace]] |
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| |[[New Life, New Lands]] | | |[[New Life, New Lands]] |
| |[[Where Fates Align]] | | |[[Where Fates Align]] |
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| |} | | |} |
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| <tabber> | | <tabber> |
| |-|Jorvik's Architecture= | | |-|Jorvik's Architecture= |
| Jorvik—now called York—is a great example of how Anglo-Saxon and [[Norse people|Norse]] civilizations merged over time. Its multiple docks and narrow streets filled with exotic supplies welcomed international traders year-round
| | [[File:DTVA - Jorvik's Architecture.jpg|thumb|250px]] |
| | [[York|Jorvik]]—now called York—is a great example of how Anglo-Saxon and [[Norse people|Norse]] civilizations merged over time. Its multiple docks and narrow streets filled with exotic supplies welcomed international traders year-round |
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| To represent this thriving hub, Level Artists and Level Designers used [[Coppergate Market|Coppergate]] one of the city's most notorious landmarks. | | To represent this thriving hub, Level Artists and Level Designers used [[Coppergate Market|Coppergate]] one of the city's most notorious landmarks. |
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| Production insights kindly provided by Associate Level Design Director [[Junjie Lin]], Level Artist [[Danny Hung]], and Level Designers [[Israel Chua]] and [[Julien Koch]] (Ubisoft Singapore). | | Production insights kindly provided by Associate Level Design Director [[Junjie Lin]], Level Artist [[Danny Hung]], and Level Designers [[Israel Chua]] and [[Julien Koch]] (Ubisoft Singapore). |
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| |-|Landscaping England= | | |-|Landscaping England= |
| | [[File:DTVA BTS - Landscaping England.jpg|thumb|250px]] |
| To replicate England's diverse flora was no small feat. The developers wanted it to be accurate and help players navigate the map. | | To replicate England's diverse flora was no small feat. The developers wanted it to be accurate and help players navigate the map. |
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| Production insights provided by Level Artists [[Joël Pelletant]] and [[Adrien Paguet-Brunella]], Technical Artist [[Pierre-Alexandre Côté|Pierre-Alexandre]], and Assistant Artistic Director [[Vladimir Eskandari]] (Ubisoft Montréal). | | Production insights provided by Level Artists [[Joël Pelletant]] and [[Adrien Paguet-Brunella]], Technical Artist [[Pierre-Alexandre Côté|Pierre-Alexandre]], and Assistant Artistic Director [[Vladimir Eskandari]] (Ubisoft Montréal). |
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| |-|York the Haunted= | | |-|York the Haunted= |
| | [[File:DTVA BTS - York the Haunted.jpg|thumb|250px]] |
| Rumor has it York is one of England's most haunted cities! | | Rumor has it York is one of England's most haunted cities! |
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| |-|Colouring the World= | | |-|Colouring the World= |
| | [[File:DTVA - Colouring the World.jpg|thumb|250px]] |
| As it turns out, early medieval times were full of colours, from paintings and clothing to flowers and vegetables! To break the prejudice against the this time period, Artists, Modelers, and Texturers made sure to implement vivid colours where they could. | | As it turns out, early medieval times were full of colours, from paintings and clothing to flowers and vegetables! To break the prejudice against the this time period, Artists, Modelers, and Texturers made sure to implement vivid colours where they could. |
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| This choice helps with comprehension of the world, but also for consistency when certain objects are used in gameplay, such as the explosive red oil jars. Hence, one distinct colour makes items easily identifiable. | | This choice helps with comprehension of the world, but also for consistency when certain objects are used in gameplay, such as the explosive red oil jars. Hence, one distinct colour makes items easily identifiable. |
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| |-|Mysterious Forests= | | |-|Mysterious Forests= |
| | [[File:DTVA - Mysterious Forests.jpg|thumb|250px]] |
| Level Artists and Designers used different types of forest to structure England's king: | | Level Artists and Designers used different types of forest to structure England's king: |
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| - tundra bushes, {{Wiki|Ulex gallii|Western gorse}}, with dead and frozen trees in [[Northumbria]] | | - tundra bushes, {{Wiki|Ulex gallii|Western gorse}}, with dead and frozen trees in [[Northumbria]] |
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| Ubisoft Sofia even recreated {{Wiki|Wistman's Wood}} in [[Hampshire|Hamtunscire]] using the pictures the development team took during their scouting trip! | | Ubisoft Sofia even recreated [[Wishtman's Wood|Wistman's Wood]] in [[Hampshire|Hamtunscire]] using the pictures the development team took during their scouting trip! |
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| To do so, they integrated old medium-sized trees, a smattering of rocks, a [[wikt:soupçon|soupcon]] of moss, and a bit of fog to complete this ominous atmosphere. | | To do so, they integrated old medium-sized trees, a smattering of rocks, a [[wikt:soupçon|soupcon]] of moss, and a bit of fog to complete this ominous atmosphere. |
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| Production insights kindly provided by Assistant Artistic Director Vladimir Eskandari, Artistic Director [[Raphael Lacoste]], Art Director [[Eddie Bennun]], Level Artist [[Adrien Paguet-Brunella]] (Ubisoft Montréal). | | Production insights kindly provided by Assistant Artistic Director Vladimir Eskandari, Artistic Director [[Raphael Lacoste]], Art Director [[Eddie Bennun]], Level Artist [[Adrien Paguet-Brunella]] (Ubisoft Montréal). |
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| |-|On Liquid Gold= | | |-|On Liquid Gold= |
| | [[File:DTVA - On Liquid Gold.jpg|thumb|250px]] |
| "Honeymoon" referred to the [[Scandinavia]]n practice of giving newlyweds a moon cycle's worth of [[mead]] (a beverage brewed with [[honey]], water, and yeast). | | "Honeymoon" referred to the [[Scandinavia]]n practice of giving newlyweds a moon cycle's worth of [[mead]] (a beverage brewed with [[honey]], water, and yeast). |
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| The beehives, seem from afar, also act as a natural marker (a beecon?), and are surrounded by NPCs collecting the honey. | | The beehives, seem from afar, also act as a natural marker (a beecon?), and are surrounded by NPCs collecting the honey. |
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| Production insights kindly provided by Modeler [[Laurie Durant]] and Level Artist [[Stephane Joncas]] (Ubisoft Montréal). | | Production insights kindly provided by Modeler Laurie Durant and Level Artist [[Stéphane Joncas]] (Ubisoft Montréal). |
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| |-|Photogra-wha?= | | |-|Photogra-wha?= |
| | [[File:DTVA - Photogra-wha.jpg|thumb|250px]] |
| {{Wiki|Photogrammetry}} is an innovative technique for in-game textures. | | {{Wiki|Photogrammetry}} is an innovative technique for in-game textures. |
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| Information kindly provided by Graphics Team Lead [[Alfredo Cristinziano]] and Modeler [[Olivier Carignan]] (Ubisoft Montréal). | | Information kindly provided by Graphics Team Lead [[Alfredo Cristinziano]] and Modeler [[Olivier Carignan]] (Ubisoft Montréal). |
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| |-|Safe and Sound?= | | |-|Safe and Sound?= |
| | [[File:DTVA - Safe and Sound.jpg|thumb|250px]] |
| Creating an immersive world also includes the sounds triggered when [[Eivor Varinsdottir|Eivor]] interacts with her/his surroundings. | | Creating an immersive world also includes the sounds triggered when [[Eivor Varinsdottir|Eivor]] interacts with her/his surroundings. |
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| <tabber> | | <tabber> |
| |-|The Assassin's Artillery= | | |-|The Assassin's Artillery= |
| | [[File:DTVA - The Assassin's Armory.jpg|thumb|250px]] |
| 200 unique weapon models were designed for ''AC Valhalla''. | | 200 unique weapon models were designed for ''AC Valhalla''. |
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| To enjoy these weapons even more, new fighting styles were created. Players can now fight with a weapon in each hand—the [[dual-wielding]]—or hit foes with their [[shield]]! | | To enjoy these weapons even more, new fighting styles were created. Players can now fight with a weapon in each hand—the [[dual-wielding]]—or hit foes with their [[shield]]! |
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| Production insights kindly provided by Assistant Artistic Director Vladimir Eskandari (Ubisoft Montréal) and Art Director [[John-Paul Tan]] (Ubisoft Phillipines). | | Production insights kindly provided by Assistant Artistic Director Vladimir Eskandari (Ubisoft Montréal) and Art Director [[John Paul Eli Tan|John-Paul Tan]] (Ubisoft Phillipines). |
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| |-|The Music of AC Valhalla= | | |-|The Music of AC Valhalla= |
| | [[File:DTVA - The Musice of AC Valhalla.jpg|thumb|250px]] |
| Music is at the core of ''AC Valhalla''{{'}}s experience, defining territories and moods. To create an acoustic dichotomy between Norsemen and Angles, Norway's music borrows sounds from rituals and daily life, while England's music revolves more around the [[Church]]. | | Music is at the core of ''AC Valhalla''{{'}}s experience, defining territories and moods. To create an acoustic dichotomy between Norsemen and Angles, Norway's music borrows sounds from rituals and daily life, while England's music revolves more around the [[Church]]. |
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| To the uncontrollable delight of ''[[Assassin's Creed IV: Black Flag|AC Black Flag]]'' fans, [[sea shanties]] were also added to ''AC Valhalla''. They are sung as Eivor sails on the [[longship]], by none other than Einar Selvik—''[[skald]]'' [[Bragi (Viking)|Bragi]] in the game! | | To the uncontrollable delight of ''[[Assassin's Creed IV: Black Flag|AC Black Flag]]'' fans, [[sea shanties]] were also added to ''AC Valhalla''. They are sung as Eivor sails on the [[longship]], by none other than Einar Selvik—''[[skald]]'' [[Bragi (Viking)|Bragi]] in the game! |
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| Production insights kindly provided by Audio Director [[Aldo Sampaio]], Music Supervisor [[Simon Landy]] and Audio Designer [[Alexandre Poirer]] (Ubisoft Montréal). | | Production insights kindly provided by Audio Director [[Aldo Sampaio]], Music Supervisor [[Simon Landry]] and Audio Designer [[Alexandre Poirer]] (Ubisoft Montréal). |
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| |-|Use Protection= | | |-|Use Protection= |
| | [[File:DTVA - Use Protection.jpg|thumb|250px]] |
| Shields played an important role in the [[Vikings|Viking]] and Anglo-Saxon fighting techniques, and in ''AC Valhalla'' as well. | | Shields played an important role in the [[Vikings|Viking]] and Anglo-Saxon fighting techniques, and in ''AC Valhalla'' as well. |
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| Production insights kindly provided by Modeler Benoit Lebel (Ubisoft Montréal). | | Production insights kindly provided by Modeler Benoit Lebel (Ubisoft Montréal). |
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| |-|Welcome to Asgard= | | |-|Welcome to Asgard= |
| | [[File:DTVA - Asgard Storyboard.jpg|thumb|250px]] |
| Being the [[Norse mythology|land]] of mighty [[Æsir|gods]]], [[Asgard]] had to be scaled accordingly. | | Being the [[Norse mythology|land]] of mighty [[Æsir|gods]]], [[Asgard]] had to be scaled accordingly. |
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| The [[wolf]] [[Fenrir]] went through the same fate. Indeed, the infamous beast is ten times the size of a normal wolf, thanks to the Character Modelers. | | The [[wolf]] [[Fenrir]] went through the same fate. Indeed, the infamous beast is ten times the size of a normal wolf, thanks to the Character Modelers. |
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| To set ''AC Valhalla''{{'}}s Asgard apart, developers focused on depicting the myths of the Viking {{Wiki|saga}}s, with doors to other [[Nine Realms|realms]], [[Urðarbrunnr|well of Norns]], and so on, combined with glimpses of Eivor's [[Sage|past life]] and [[Genetic memories|memories]]. | | To set ''AC Valhalla''{{'}}s Asgard apart, developers focused on depicting the myths of the Viking {{Wiki|saga}}s, with doors to other [[Nine Realms|realms]], [[Urðarbrunnr|well of Norns]], and so on, combined with glimpses of Eivor's [[Reborn Isu|past life]] and [[Genetic memories|memories]]. |
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| A shame it will all be destroyed come [[Ragnarök]]! | | A shame it will all be destroyed come [[Ragnarök]]! |
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| <tabber> | | <tabber> |
| |-|A Humble Abode= | | |-|A Humble Abode= |
| | [[File:DTVA - A Humble Abode.jpg|thumb|250px]] |
| The castles of England were meant to be seen from afar by anyone seeking refuge. Except, rulers didn't really account for their castles also attracting Vikings! | | The castles of England were meant to be seen from afar by anyone seeking refuge. Except, rulers didn't really account for their castles also attracting Vikings! |
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| Production insights kindly provided by [[Raphaël Lacoste]], Vladimir Eskandari, and Oliver Carignan (Ubisoft Montrëal). | | Production insights kindly provided by [[Raphaël Lacoste]], Vladimir Eskandari, and Oliver Carignan (Ubisoft Montrëal). |
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| |-|Animus, Translate 'Skål!'= | | |-|Animus, Translate 'Skål!'= |
| | [[File:DTVA - Animus Translate Skal.jpg|thumb|250px]] |
| It seems that Vikings and Ango-Saxons could roughly understand each other at the time, as {{Wiki|Old Norse|both}} of their {{Wiki|Old English|languages}} sounded similar and had {{Wiki|Germanic languages|diverged}} only a few centuries before. | | It seems that Vikings and Ango-Saxons could roughly understand each other at the time, as {{Wiki|Old Norse|both}} of their {{Wiki|Old English|languages}} sounded similar and had {{Wiki|Germanic languages|diverged}} only a few centuries before. |
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| To help actors during records, the Voice Design team relied on linguists, such as Runoloist [[Maja Bäckvall]] ({{Wiki|Uppsala University}}). | | To help actors during records, the Voice Design team relied on linguists, such as Runoloist Maja Bäckvall ({{Wiki|Uppsala University}}). |
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| Lines were then written in three versions: in English or context, in the original language (Latin, Old Norse, Old English), and in phonetics for accurate pronunciation. | | Lines were then written in three versions: in English or context, in the original language (Latin, Old Norse, Old English), and in phonetics for accurate pronunciation. |
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| Interestingly, it felt quite natural for [[Iceland]]ic actors to pronounce Old Norse. They wouldn't need a dictionary if their great-great-great-great-grandparents were around to translate! | | Interestingly, it felt quite natural for [[Iceland]]ic actors to pronounce Old Norse. They wouldn't need a dictionary if their great-great-great-great-grandparents were around to translate! |
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| Production insights kindly provided by Voice Designer [[Nicholas Rimwood]] (Ubisoft Montréal). | | Production insights kindly provided by Voice Designer [[Nicholas Grimwood]] (Ubisoft Montréal). |
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| |-|Checkmate= | | |-|Checkmate= |
| | [[File:DTVA - Checkmate.jpg|thumb|250px]] |
| ''AC Valhalla'' is set during a tense political climate. [[Heptarchy|English kingdoms]] were fighting one another as well as trying to ward off Viking attacks. | | ''AC Valhalla'' is set during a tense political climate. [[Heptarchy|English kingdoms]] were fighting one another as well as trying to ward off Viking attacks. |
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| Production insights kindly provied by 3D Modelers [[Audrey Murray]], [[Katy Bouvier]], [[Gabriel Blanchard]], and Benoît Lebel (Ubisoft Montreal). | | Production insights kindly provied by 3D Modelers [[Audrey Murray]], [[Katy Bouvier]], [[Gabriel Blanchard]], and Benoît Lebel (Ubisoft Montreal). |
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| |-|Long Live the King= | | |-|Long Live the King= |
| | [[File:DTVA - Long Live the King.jpg|thumb|250px]] |
| As King [[Alfred the Great|Alfred]] is a historical figure, Artists and Modelers had a lot of documentation to help with his design. | | As King [[Alfred the Great|Alfred]] is a historical figure, Artists and Modelers had a lot of documentation to help with his design. |
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| |-|Take a Leap of Faith= | | |-|Take a Leap of Faith= |
| | [[File:DTVA - Take a Leap of Faith.jpg|thumb|250px]] |
| As the [[Isle of Ely Monastery|monastery of Ely]] has been destroyed. Level Designers and Artists had to draw their inspiration elsewhere. More specifically, from the {{Wiki|Abbey of Saint-Martin-du-Canigou|Saint-Martin-du-Canigou Abbey}} in [[France]]. | | As the [[Isle of Ely Monastery|monastery of Ely]] has been destroyed. Level Designers and Artists had to draw their inspiration elsewhere. More specifically, from the {{Wiki|Abbey of Saint-Martin-du-Canigou|Saint-Martin-du-Canigou Abbey}} in [[France]]. |
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| Production insights kindly provided by Level Artists [[Sébastien Maingot]] and [[Sébastien Genest]] (Ubisoft Montreal). | | Production insights kindly provided by Level Artists [[Sébastien Maingot]] and [[Sébastien Genest]] (Ubisoft Montreal). |
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| |-|The Die is Cast= | | |-|The Die is Cast= |
| | [[File:DTVA - The Die is Cast.jpg|thumb|250px]] |
| Even warriors get some playtime. | | Even warriors get some playtime. |
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| Production insights kindly provided by Game Director [[Benoit Richer]], Technical Design Director [[Oliver Bodwell]], and Game Director [[Eric Baptizat]] (Ubisoft Montreal). | | Production insights kindly provided by Game Director [[Benoit Richer]], Technical Design Director [[Oliver Bodwell]], and Game Director [[Eric Baptizat]] (Ubisoft Montreal). |
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| |-|The Longhouse= | | |-|The Longhouse= |
| | [[File:DTVA - The Longhouse.jpg|thumb|250px]] |
| As [[longhouse]]s were at the centre of Norse communities, it was only natural that they'd be at the forefront of ''AC Valhalla''. | | As [[longhouse]]s were at the centre of Norse communities, it was only natural that they'd be at the forefront of ''AC Valhalla''. |
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| Production insights kindly provided by Brand Artistic Director Raphaël Lacoste, Assistant Artistic Director Vladimir Eskandari (Ubisoft Montreal), Level Artist [[Janice Leng]] (Ubisoft Singapore), and Environment Artist [[Martin Bonev]] (Ubisoft Sofia). | | Production insights kindly provided by Brand Artistic Director Raphaël Lacoste, Assistant Artistic Director Vladimir Eskandari (Ubisoft Montreal), Level Artist [[Janice Leng]] (Ubisoft Singapore), and Environment Artist [[Martin Bonev]] (Ubisoft Sofia). |
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| |-|The Myth of Horned Helmets= | | |-|The Myth of Horned Helmets= |
| | [[File:DTVA - The Myth of Horned Helmets.jpg|thumb|250px]] |
| To make it short: Vikings did not, in fact, wear horned helmets. | | To make it short: Vikings did not, in fact, wear horned helmets. |
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| Beside the fact that horned helmets would have been anything but practical on the battlefield, it seems that the very few ones found by archeologists were only used for ritual purposes. | | Beside the fact that horned helmets would have been anything but practical on the battlefield, it seems that the very few ones found by archeologists were only used for ritual purposes. |
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| - Who's ready to be the party pooper come [[Samhain|Halloween]]? | | - Who's ready to be the party pooper come Halloween? |
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| Production insights kindly provided by Historian [[Patrice Hamel]] (Ubisoft Montreal). | | Production insights kindly provided by Historian [[Patrice Hamel]] (Ubisoft Montreal). |
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| |-|Creating Eivor's Longship= | | |-|Creating Eivor's Longship= |
| | [[File:DTVA - Creating Eivor's Longship.jpg|thumb|250px]] |
| Can't make a Viking game without an awesome longship! | | Can't make a Viking game without an awesome longship! |
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| May you have fair winds and following seas! | | May you have fair winds and following seas! |
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| Production insights kindly provide by modeler [[Katy Bouvier]] (Ubisoft Montréal), Art Director [[Yeau Choong Yap]] (Ubisoft Singapore). | | Production insights kindly provide by modeler [[Katy Bouvier]] (Ubisoft Montréal), Art Director [[Dann Yap Yeau Choong|Yeau Choong Yap]] (Ubisoft Singapore). |
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| |-|Designing Stavanger= | | |-|Designing Stavanger= |
| | [[File:DTVA - Designing Stavanger.jpg|thumb|250px]] |
| [[Stavanger]], as with many cities in ''Assassin's Creed: Valhalla'', is based on an existing city. | | [[Stavanger]], as with many cities in ''Assassin's Creed: Valhalla'', is based on an existing city. |
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| Production insights kindly provided by Brand Artistic Director Raphael Lacoste and Assistant Artistic Director Vladimir Eskandari (Ubisoft Montréal). | | Production insights kindly provided by Brand Artistic Director Raphael Lacoste and Assistant Artistic Director Vladimir Eskandari (Ubisoft Montréal). |
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| |-|New Game, New Crest= | | |-|New Game, New Crest= |
| | [[File:DTVA - New Game, New Crest.jpg|thumb|250px]] |
| It's difficult to set oneself apart in a sea of Viking-themed media. But it was the challenge Marketing and Art teams faced when creating ''AC Valhalla''{{'}}s visual identity. Together, they designed logos and crests, and selected fonts, colours, and interfaces. | | It's difficult to set oneself apart in a sea of Viking-themed media. But it was the challenge Marketing and Art teams faced when creating ''AC Valhalla''{{'}}s visual identity. Together, they designed logos and crests, and selected fonts, colours, and interfaces. |
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| The turquoise colour was added early-on, as a nod to the aurora borealis that illuminate the Norwegian skies. | | The turquoise colour was added early-on, as a nod to the aurora borealis that illuminate the Norwegian skies. |
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| Two axes (for dual-wielding)) form the the A of Assassin's Creed. | | Two axes (for dual-wielding) form the the A of Assassin's Creed. |
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| At their end, the outline of a longhouse rooftop, with delicate engravings to underline Norse crafting skills. | | At their end, the outline of a longhouse rooftop, with delicate engravings to underline Norse crafting skills. |
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| Finally, the faded grid in the background serves as a reminder of the Animus simulation. | | Finally, the faded grid in the background serves as a reminder of the Animus simulation. |
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| Production insights kindly provided by Artistic Director - Visual Conception [[Nicolas Riward]] (Ubisoft Montréal). | | Production insights kindly provided by Artistic Director - Visual Conception [[Nicolas Rivard]] (Ubisoft Montréal). |
| </tabber> | | </tabber> |
| <tabber> | | <tabber> |
| |-|The Creation of Eivor= | | |-|The Creation of Eivor= |
| | [[File:DTVA - The Creation of Eivor.jpg|thumb|250px]] |
| Every detail matters when designing a main character. Personality, backstory, mannerisms... Eivor the "Wolf-Kissed" must have a noticeable scar and tattoos to represent past events, beliefs, and clan affiliation. | | Every detail matters when designing a main character. Personality, backstory, mannerisms... Eivor the "Wolf-Kissed" must have a noticeable scar and tattoos to represent past events, beliefs, and clan affiliation. |
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| A mood board was made with various references, from ''{{Wiki|Mad Max}}''{{'}}s {{Wiki|Imperator Furiosa|Furiosa}} to Major {{Wiki|Motoko Kusanagai}} in ''{{Wiki|Ghost in the Shell}}'', which allowed Concept Artists to create composition (silhouettes, shapes) and concepts. | | A mood board was made with various references, from ''{{Wiki|Mad Max}}''{{'}}s {{Wiki|Imperator Furiosa|Furiosa}} to Major {{Wiki|Motoko Kusanagi}} in ''{{Wiki|Ghost in the Shell}}'', which allowed Concept Artists to create composition (silhouettes, shapes) and concepts. |
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| Then, the Character Modelers designed the details (hair styles, tattoos, outfits, an even leather stitching), while Animators focused on body movement and facial expressions. | | Then, the Character Modelers designed the details (hair styles, tattoos, outfits, an even leather stitching), while Animators focused on body movement and facial expressions. |
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| - {{Wiki|Frankenstein (1931 film)|It's alive! Alive!}} | | - {{Wiki|Frankenstein (1931 film)|It's alive! Alive!}} |
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| |-|White Landscapes= | | |-|White Landscapes= |
| | [[File:DTVA - White Landscapes.jpg|thumb|250px]] |
| For player's to recognize their surroundings easily, developers wanted to create a clash between the English and Norwegian maps. | | For player's to recognize their surroundings easily, developers wanted to create a clash between the English and Norwegian maps. |
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| |- | | |- |
| |[[File:DTVA Basim.png|thumb|100px|center]] | | |[[File:DTVA Basim.png|thumb|100px|center]] |
| ![[Basim Ibn Ishaq]] | | ![[Basim ibn Ishaq]] |
| |Basim is calculating, an agent of chaos, a fickle trickster, and capricious. | | |Basim is calculating, an agent of chaos, a fickle trickster, and capricious. |
| |Visit 5 Behind the Scenes stations | | |Visit 5 Behind the Scenes stations |
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| |Unlocked by default | | |Unlocked by default |
| |- | | |- |
| |[[File:Wiki noimage.jpg|thumb|100px|center]] | | |[[File:Discovery_Tour_Viking_Eivor_Female.png|thumb|100px|center]] |
| ![[Eivor Varinsdottir|Eivor]] (Female) | | ![[Eivor Varinsdottir|Eivor]] (Female) |
| |Protagonist of ''AC Valhalla'', Eivor is a skilled fighter and strategist. | | |Protagonist of ''AC Valhalla'', Eivor is a skilled fighter and strategist. |
| |Unlocked by default | | |Unlocked by default |
| |- | | |- |
| |[[File:Wiki noimage.jpg|thumb|100px|center]] | | |[[File:Discovery_Tour_Viking_Eivor_Male.png|thumb|100px|center]] |
| !Eivor (Male) | | !Eivor (Male) |
| |Protagonist of ''AC Valhalla'', Eivor is a skilled fighter and strategist. | | |Protagonist of ''AC Valhalla'', Eivor is a skilled fighter and strategist. |
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| |Complete the Aelfred's Legacy quest | | |Complete the Aelfred's Legacy quest |
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| |[[File:Wiki noimage.jpg|thumb|100px|center]] | | |[[File:DTVA Young Sigurd.png|thumb|100px|center]] |
| !Young Sigurd | | !Young Sigurd |
| |Eivor's adoptive brother, as a child. | | |Eivor's adoptive brother, as a child. |
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| <tabber> | | <tabber> |
| |-|Promotional media= | | |-|Promotional media= |
| <gallery position="center" widths="180" captionalign="center">
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| </gallery>
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| |-|Screenshots=
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| <gallery position="center" widths="180" captionalign="center"> | | <gallery position="center" widths="180" captionalign="center"> |
| Discovery Tour Viking Age Promotional Image 1.jpg | | Discovery Tour Viking Age Promotional Image 1.jpg |
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| {{Reflist}} | | {{Reflist}} |
| {{ACV}} | | {{ACV}} |
| | {{DTVA}} |
| [[Category:Assassin's Creed: Valhalla DLC]] | | [[Category:Assassin's Creed: Valhalla DLC]] |
| [[Category:Discovery Tour: Viking Age]] | | [[Category:Discovery Tour: Viking Age]] |
| [[de:Discovery Tour: Das Zeitalter der Wikinger]]
| | <!--[de:Discovery Tour: Das Zeitalter der Wikinger]--> |
| [[fr:Discovery Tour : Âge des Vikings]]
| | <!--[fr:Discovery Tour : Âge des Vikings]--> |