Assassin's Creed III: Difference between revisions
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|Developer = Ubisoft Montreal | |Developer = Ubisoft Montreal | ||
|Publisher = Ubisoft | |Publisher = Ubisoft | ||
|US Date Released = October | |US Date Released = 30 October 2012 | ||
|UK Date Released = October | |UK Date Released = 31 October 2012 | ||
|Genre = Historic Action-Adventure | |Genre = Historic Action-Adventure | ||
|Game modes = Single-Player, Multiplayer | |Game modes = Single-Player, Multiplayer | ||
| Line 24: | Line 24: | ||
As of February 15th 2012, Ubisoft has worked on the title for three years. In a statement made by [[Yves Guillemot]], he shared that "what we have seen is just fabulous."<ref>[http://www.gameinformer.com/b/news/archive/2012/02/15/assassin-39-s-creed-3-release-date.aspx GameInformer: ''Assassin's Creed III Coming In October'']</ref> | As of February 15th 2012, Ubisoft has worked on the title for three years. In a statement made by [[Yves Guillemot]], he shared that "what we have seen is just fabulous."<ref>[http://www.gameinformer.com/b/news/archive/2012/02/15/assassin-39-s-creed-3-release-date.aspx GameInformer: ''Assassin's Creed III Coming In October'']</ref> | ||
The game runs on a new Anvil Engine | The game runs on a new version of Anvil Engine, which improves environment effects. There will be seasonal changes, meaning that the sun will shine during summer and the landscape will be covered in snow during winter, subsequently affecting gameplay.<ref name="Game Informer">GameInformer April 2012 issue: ''Assassin's Creed III''</ref> | ||
In winter, soldiers will move more slowly and stumble about in the snow, and lakes and rivers will freeze over, allowing Connor to access new areas. Another technical aspect of the engine is that it can depict up to | In winter, soldiers will move more slowly and stumble about in the snow, and lakes and rivers will freeze over, allowing Connor to access new areas. Another technical aspect of the engine is that it can depict up to a thousand troops engaged in battle, in contrast to previous games' one hundred, and detailed close-ups.<ref name="Game Informer" /> | ||
==Gameplay== | ==Gameplay== | ||
===Navigation=== | ===Navigation=== | ||
[[File:ACIII-GI_(4).jpg|thumb|250px|left|Connor free-running.]] | [[File:ACIII-GI_(4).jpg|thumb|250px|left|Connor free-running.]] | ||
Exploration will be based around a large countryside area known as the [[Frontier]], which is one and a half times larger than [[Rome]] in ''[[Assassin's Creed: Brotherhood]]'', and not as empty as the [[Kingdom]] in ''[[Assassin's Creed]]'', as one third of the quests and gameplay content are in the Frontier. The cities of [[Boston]] and [[New York]] may also be explored, and will have new details and ambiance. | Exploration will be based around a large countryside area known as the [[Frontier]], which is one and a half times larger than [[Rome]] in ''[[Assassin's Creed: Brotherhood]]'', and not as empty as the [[Kingdom]] in ''[[Assassin's Creed]]'', as one third of the quests and gameplay content are in the Frontier. The cities of [[Boston]] and [[New York]] may also be explored, and will have new details and ambiance.<ref name="Game Informer" /> | ||
Since there is going to be a lot more travel in the game, [[Fast Travel Booth|fast travel]] is making a return, but there is now a whole new system of unlocking it, which is integrated into the natural game progress. | Since there is going to be a lot more travel in the game, [[Fast Travel Booth|fast travel]] is making a return, but there is now a whole new system of unlocking it, which is integrated into the natural game progress.<ref name="Game Informer" /> | ||
More varied methods of movement have been added as well, including climbing trees and other natural elements, leaping over wagons, or sliding under obstacles. Other [[Freerunning]] elements also have you jumping through windows, to trees, then onto rooftops. | More varied methods of movement have been added as well, including climbing trees and other natural elements, leaping over wagons, or sliding under obstacles. Other [[Freerunning]] elements also have you jumping through windows, to trees, then onto rooftops.<ref name="Game Informer" /> | ||
===Combat=== | ===Combat=== | ||
[[File:ACIII-GI_(3).jpg|thumb|250px|right|Connor in a fight with three British soldiers.]] | [[File:ACIII-GI_(3).jpg|thumb|250px|right|Connor in a fight with three British soldiers.]] | ||
Players can [[Dual-wielding|dual wield]] weapons, while fighting and stealth have been completely overhauled with new features, such as "double-counters," "multiple take-downs," and chain kills. Connor will go into battle with a wide variety of weapons at his disposal, including the [[knife]], [[tomahawk]], [[Firearms|flintlock pistols]], [[Bow|bow and arrow]], and [[Hidden Blade]]. | Players can [[Dual-wielding|dual wield]] weapons, while fighting and stealth have been completely overhauled with new features, such as "double-counters," "multiple take-downs," and chain kills. Connor will go into battle with a wide variety of weapons at his disposal, including the [[knife]], [[tomahawk]], [[Firearms|flintlock pistols]], [[Bow|bow and arrow]], and [[Hidden Blade]].<ref name="Game Informer" /> | ||
Context sensitive actions, such as using enemies as human shields, will be included. The target locking system | Context sensitive actions, such as using enemies as human shields, will be included. The target locking system has been removed, and replaced by automated enemy selection, effectively changing the combat dynamics.<ref name="Game Informer" /> | ||
The combat system has been greatly improved, as there are thousands of new animations, none of which are carried over from previous installments. | The combat system has been greatly improved, as there are thousands of new animations, none of which are carried over from previous installments. Simple defense and counter-attacks become more difficult, and combat is now focused on putting the player on the offensive, with attacks based on both speed and momentum.<ref name="Game Informer" /> | ||
===Memories=== | ===Memories=== | ||
Desmond will use the new [[Animus | Desmond will use the new [[Animus]] 3.0, and will find himself reliving “significant events”. 100% [[synchronization]] in memories returns, though synchronization will be treated more like experience in an RPG leveling system, except with a finite amount available.<ref name="Game Informer" /> | ||
Activities completed within missions have their own value. The more in-synch you get, the more you fill your sync bar, which can also be increased through replaying missions. Checkpoints will also be introduced to mission replay, meaning you do not have to replay an entire mission to | Activities completed within missions have their own value. The more in-synch you get, the more you fill your sync bar, which can also be increased through replaying missions. Checkpoints will also be introduced to mission replay, meaning you do not have to replay an entire mission to achieve 100% synch.<ref name="Game Informer" /> | ||
===Others=== | ===Others=== | ||
[[File:ACIII-GI_(15).jpg|thumb|250px|right|Connor hunting an elk.]] | [[File:ACIII-GI_(15).jpg|thumb|250px|right|Connor hunting an elk.]] | ||
Economy in the game will be different, as Connor can now hunt animals, and sell the resources found in them. The quality of the kill, such as the number of hits it takes, also increases the value of the resource. A new property system will be implemented as well. | Economy in the game will be different, as Connor can now hunt animals, and sell the resources found in them. The quality of the kill, such as the number of hits it takes, also increases the value of the resource. A new property system will be implemented as well.<ref name="Game Informer" /> | ||
There will be puzzles similar to [[ | There will be puzzles similar to the [[Glyphs]] and [[Rifts]], but they will not be given by [[Clay Kaczmarek|Subject 16]].<ref name="Game Informer" /> | ||
Platforming missions, like the [[Lairs of Romulus]], are making a return, though it is unconfirmed in what way they will be implemented. ''"People like those. It's not something we'd remove | Platforming missions, like the [[Secret Locations|Assassin Tombs]] or [[Lairs of Romulus]], are making a return, though it is unconfirmed in what way they will be implemented. As stated by [[Corey May]], ''"People like those. We like those. It's not something we'd remove."''<ref name="Game Informer" /> | ||
Multiplayer is also making a return, though Ubisoft is staying tight-lipped about it and its features. | Multiplayer is also making a return, though Ubisoft is staying tight-lipped about it and its features.<ref name="Game Informer" /> | ||
==Gallery== | ==Gallery== | ||
<gallery widths="178" position="center" spacing="small" captionalign="center" captiontextcolor="#ffffff" orientation="landscape"> | <gallery widths="178" position="center" spacing="small" captionalign="center" captiontextcolor="#ffffff" orientation="landscape"> | ||
ACIII-GI_(1).jpg | ACIII-GI_(1).jpg|Concept art of the Frontier. | ||
ACIII-GI_(8).jpg|Continental and British troops prepare to engage. | ACIII-GI_(8).jpg|Continental and British troops prepare to engage. | ||
ACIII-GI_(9).jpg|Connor climbing a mountain. | ACIII-GI_(9).jpg|Connor climbing a mountain. | ||
ACIII-GI_(11).jpg|The city of Boston. | ACIII-GI_(11).jpg|The city of Boston. | ||
ACIII-GI_(13).jpg|A Redcoat | ACIII-GI_(13).jpg|A Redcoat troop patrolling a city. | ||
ACIII-GI_(14).jpg|Connor | ACIII-GI_(14).jpg|Connor riding through a city. | ||
ACIII-GI_(2).jpg|Connor watching a Redcoat patrol. | ACIII-GI_(2).jpg|Connor watching a Redcoat patrol. | ||
ACIII-GI_(5).jpg|Connor carrying a musket. | ACIII-GI_(5).jpg|Connor carrying a musket. | ||
ACIII-GI_(6).jpg|Connor surveying an enemy camp. | ACIII-GI_(6).jpg|Connor surveying an enemy camp. | ||
ACIII-GI_(7).jpg|Connor | ACIII-GI_(7).jpg|Connor passing a Redcoat in Boston. | ||
ACIII-GI_(10).jpg|Connor with [[George Washington]] in the Frontier. | ACIII-GI_(10).jpg|Connor with [[George Washington]] in the Frontier. | ||
ACIII-GI_(12).jpg|[[Charles Lee]] grabbing | ACIII-GI_(12).jpg|[[Charles Lee]] grabbing a young Connor. | ||
</gallery> | </gallery> | ||
==Videos== | ==Videos== | ||
[[Video:Assassin's Creed 3 - Reveal Trailer|thumb|left|300px|Assassin's Creed | [[Video:Assassin's Creed 3 - Reveal Trailer|thumb|left|300px|''Assassin's Creed III'' Reveal Trailer]] | ||
{{-}} | {{-}} | ||
==References== | ==References== | ||
Revision as of 10:23, 9 March 2012
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He who increaseth knowledge, increaseth sorrow. This article contains spoilers, meaning it has information and facts concerning recent or upcoming releases from the Assassin's Creed series. If you do not want to know about these events, it is recommended to read on with caution, or not at all. |
- "Assassin's Creed is the story of one man reliving the lives of his ancestors. Altaïr was the middle of a very very long time-line. There are still many places to explore.
Assassin's Creed has always been planned to be a trilogy, and Desmond is going back in time, using the Animus to eventually become the ultimate Assassin." - ―Patrice Désilets, Creative Director of Assassin's Creed.
Assassin's Creed III is an upcoming game developed by Ubisoft and set for release on October 30th, 2012.[1] Ubisoft has claimed that the game will be bigger than its previous console installments,[2] and will complete the story of Desmond Miles.
The game will be set between 1753 and 1783, and will focus on a new ancestor, Connor, who fought during the American Revolution.
Development
As of February 15th 2012, Ubisoft has worked on the title for three years. In a statement made by Yves Guillemot, he shared that "what we have seen is just fabulous."[3]
The game runs on a new version of Anvil Engine, which improves environment effects. There will be seasonal changes, meaning that the sun will shine during summer and the landscape will be covered in snow during winter, subsequently affecting gameplay.[4]
In winter, soldiers will move more slowly and stumble about in the snow, and lakes and rivers will freeze over, allowing Connor to access new areas. Another technical aspect of the engine is that it can depict up to a thousand troops engaged in battle, in contrast to previous games' one hundred, and detailed close-ups.[4]
Gameplay

Exploration will be based around a large countryside area known as the Frontier, which is one and a half times larger than Rome in Assassin's Creed: Brotherhood, and not as empty as the Kingdom in Assassin's Creed, as one third of the quests and gameplay content are in the Frontier. The cities of Boston and New York may also be explored, and will have new details and ambiance.[4]
Since there is going to be a lot more travel in the game, fast travel is making a return, but there is now a whole new system of unlocking it, which is integrated into the natural game progress.[4]
More varied methods of movement have been added as well, including climbing trees and other natural elements, leaping over wagons, or sliding under obstacles. Other Freerunning elements also have you jumping through windows, to trees, then onto rooftops.[4]
Combat

Players can dual wield weapons, while fighting and stealth have been completely overhauled with new features, such as "double-counters," "multiple take-downs," and chain kills. Connor will go into battle with a wide variety of weapons at his disposal, including the knife, tomahawk, flintlock pistols, bow and arrow, and Hidden Blade.[4]
Context sensitive actions, such as using enemies as human shields, will be included. The target locking system has been removed, and replaced by automated enemy selection, effectively changing the combat dynamics.[4]
The combat system has been greatly improved, as there are thousands of new animations, none of which are carried over from previous installments. Simple defense and counter-attacks become more difficult, and combat is now focused on putting the player on the offensive, with attacks based on both speed and momentum.[4]
Memories
Desmond will use the new Animus 3.0, and will find himself reliving “significant events”. 100% synchronization in memories returns, though synchronization will be treated more like experience in an RPG leveling system, except with a finite amount available.[4]
Activities completed within missions have their own value. The more in-synch you get, the more you fill your sync bar, which can also be increased through replaying missions. Checkpoints will also be introduced to mission replay, meaning you do not have to replay an entire mission to achieve 100% synch.[4]
Others

Economy in the game will be different, as Connor can now hunt animals, and sell the resources found in them. The quality of the kill, such as the number of hits it takes, also increases the value of the resource. A new property system will be implemented as well.[4]
There will be puzzles similar to the Glyphs and Rifts, but they will not be given by Subject 16.[4]
Platforming missions, like the Assassin Tombs or Lairs of Romulus, are making a return, though it is unconfirmed in what way they will be implemented. As stated by Corey May, "People like those. We like those. It's not something we'd remove."[4]
Multiplayer is also making a return, though Ubisoft is staying tight-lipped about it and its features.[4]
Gallery
-
Concept art of the Frontier.
-
Continental and British troops prepare to engage.
-
Connor climbing a mountain.
-
The city of Boston.
-
A Redcoat troop patrolling a city.
-
Connor riding through a city.
-
Connor watching a Redcoat patrol.
-
Connor carrying a musket.
-
Connor surveying an enemy camp.
-
Connor passing a Redcoat in Boston.
-
Connor with George Washington in the Frontier.
-
Charles Lee grabbing a young Connor.
Videos
thumb|left|300px|Assassin's Creed III Reveal Trailer
References
- ↑ XboxGameZone: Assassin's Creed 3 confirmed for October 30th release
- ↑ ComputerAndVideoGames.com: Assassin's Creed 3 will be series' 'biggest yet' - Ubisoft
- ↑ GameInformer: Assassin's Creed III Coming In October
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 GameInformer April 2012 issue: Assassin's Creed III
Source
- Gameinformer Issue 228 April 2012
