Glitch: Difference between revisions
imported>Lacrossedeamon In the Sword of Mars memory Big Trouble in Glastonbury Abbey called both a glitch and anomaly |
imported>Darman36 ~3¾yrs later, finally found quote source! Was cited to wrong game, too. |
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{{Era|AC|AC2D|ACReb}} | {{Era|AC|AC2D|ACReb}} | ||
{{Update| | {{Update|[[Assassin's Creed: Brotherhood of Venice]]}} | ||
{{Quote|Please remove all of those visual glitches, if possible. We should be able to do something about them!|Lucy Stillman|Assassin's Creed| | {{Quote|Please remove all of those visual glitches, if possible. We should be able to do something about them!|Lucy Stillman to Rebecca Crane, September 2012|Assassin's Creed II|Animus Control & Feedback (Updated).txt}} | ||
[[File:AC1 Glitch.png|250px|thumb|An example of a glitch]] | [[File:AC1 Glitch.png|250px|thumb|An example of a glitch]] | ||
A '''glitch''' is a visual anomaly occurring at certain points while using | A '''glitch''' is a visual anomaly occurring at certain points while using an [[Animus]]. | ||
==History== | ==History== | ||
===Animus 1.28=== | ===Animus 1.28=== | ||
While reliving | While reliving the [[Levantine Brotherhood of Assassins|Levantine Assassin]] [[Altaïr Ibn-La'Ahad]]'s [[Genetic memory|memories]] via the Animus 1.28, [[Desmond Miles]] observed glitches as representations of {{Wiki|nucleotides}} flashing across the interface.<ref name="AC1">''[[Assassin's Creed]]''</ref> Whenever this occurred, Desmond could shift the camera view from behind his ancestor to a position looking directly at the subjects of the scene. Continuously interacting with the glitches during the scene allowed Desmond to cycle through all of the available views. Similar glitches also occurred while Altaïr was chased by [[Soldier|guards]]; the glitches allowed Desmond to view both Altaïr and the guards chasing him.<ref name="AC1" /> | ||
Whenever this occurred, Desmond | |||
The glitches which occurred when Altaïr spoke to a dying [[assassination]] target were exceptional cases, however, wherein interacting with the glitches changed the conditions of the scene, and not simply the camera angle. By interacting with the glitch, the scene changed with the dying target appearing to be standing, uninjured, as they talked. Otherwise, they died in Altaïr's arms.<ref name="AC1" /> | The glitches which occurred when Altaïr spoke to a dying [[assassination]] target were exceptional cases, however, wherein interacting with the glitches changed the conditions of the scene, and not simply the camera angle. By interacting with the glitch, the scene changed with the dying target appearing to be standing, uninjured, as they talked. Otherwise, they died in Altaïr's arms.<ref name="AC1" /> | ||
===Mobile Animus=== | ===Mobile Animus=== | ||
Abstergo Entertainment | In mid-2017, the [[Abstergo Industries]]' multimedia subsidiary [[Abstergo Entertainment]] released the Mobile Animus along with the game ''[[Assassin's Creed: Rebellion|Rebellion]]''. Fashioned after the memories of the [[Spanish Brotherhood of Assassins|Spanish Assassin]] [[Aguilar de Nerha]], the game featured cyclical events, one of which was called ''[[Echoes Through the Animus]]''. However, this event set was plagued by glitches of their own, with the graphics pixelated with black blocks, as well as memories overlapping each other. The [[Player Admin]] advised the user to ignore these glitches, and promised that Abstergo Entertainment would "solve the issue as fast as possible."<ref>''Assassin's Creed: Rebellion – [[Echoes Through the Animus]]''</ref> | ||
==Behind the scenes== | ==Behind the scenes== | ||
Revision as of 17:05, 30 July 2025
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A glitch is a visual anomaly occurring at certain points while using an Animus.
History
Animus 1.28
While reliving the Levantine Assassin Altaïr Ibn-La'Ahad's memories via the Animus 1.28, Desmond Miles observed glitches as representations of nucleotides flashing across the interface.[1] Whenever this occurred, Desmond could shift the camera view from behind his ancestor to a position looking directly at the subjects of the scene. Continuously interacting with the glitches during the scene allowed Desmond to cycle through all of the available views. Similar glitches also occurred while Altaïr was chased by guards; the glitches allowed Desmond to view both Altaïr and the guards chasing him.[1]
The glitches which occurred when Altaïr spoke to a dying assassination target were exceptional cases, however, wherein interacting with the glitches changed the conditions of the scene, and not simply the camera angle. By interacting with the glitch, the scene changed with the dying target appearing to be standing, uninjured, as they talked. Otherwise, they died in Altaïr's arms.[1]
Mobile Animus
In mid-2017, the Abstergo Industries' multimedia subsidiary Abstergo Entertainment released the Mobile Animus along with the game Rebellion. Fashioned after the memories of the Spanish Assassin Aguilar de Nerha, the game featured cyclical events, one of which was called Echoes Through the Animus. However, this event set was plagued by glitches of their own, with the graphics pixelated with black blocks, as well as memories overlapping each other. The Player Admin advised the user to ignore these glitches, and promised that Abstergo Entertainment would "solve the issue as fast as possible."[2]
Behind the scenes
When played on Xbox 360, the Assassin's Creed the achievement "Hungerer of Knowledge" was rewarded for viewing 85% of the total glitches in cinematics throughout the game's storyline.
In some areas in Assassin's Creed II: Discovery, glitches flashed across the screen. Shaking the device during these moments made an extra area appear, in which bonus artwork could be found.
Appearances
- Assassin's Creed (first appearance)
- Assassin's Creed II: Discovery
- Assassin's Creed: Rebellion – Echoes Through the Animus
- Assassin's Creed: Brotherhood of Venice
- Assassin's Creed Roleplaying Game
References
- ↑ 1.0 1.1 1.2 Assassin's Creed
- ↑ Assassin's Creed: Rebellion – Echoes Through the Animus
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