Animus: Difference between revisions
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{{Era|AC|ACII|Brotherhood|Revelations|The Fall|Featured}} | {{Era|AC|ACII|Brotherhood|Revelations|The Fall|Featured}} | ||
[[File: | [[File:Animus.jpg|thumb|right|300px|The Animus 1.28.]] | ||
{{quote|You're inside the Animus. It's a projector which renders genetic memories in three dimensions.|[[Warren Vidic]] to Desmond.|Assassin's Creed}} | {{quote|You're inside the Animus. It's a projector which renders genetic memories in three dimensions.|[[Warren Vidic]] to [[Desmond Miles]].|Assassin's Creed}} | ||
The '''Animus''' (plural: '''Animi''') was a virtual-reality machine, re-discovered and developed by [[Abstergo Industries]] | The '''Animus''' (plural: '''Animi''') was a virtual-reality machine, re-discovered and developed by [[Abstergo Industries]]. It was able to read a subject's [[genetic memory]], and project it onto an external screen in three dimensions. | ||
==History== | ==History== | ||
[[File: | [[File:Desmondanimus.jpg|thumb|250px|left|[[Lucy Stillman]] and [[Desmond Miles]] in the Animus Chamber.]] | ||
Initially developed by [[Those Who Came Before]],<ref name="Assassin's Creed II">''[[Assassin's Creed II]]''</ref> the Animus technology was re-discovered by the [[Templars]] in an unknown year, and subsequently re-developed for their own use.<ref name="Assassin's Creed">''[[Assassin's Creed]]''</ref> | Initially developed by [[Those Who Came Before]],<ref name="Assassin's Creed II">''[[Assassin's Creed II]]''</ref> the Animus technology was re-discovered by the [[Templars]] in an unknown year, and subsequently re-developed for their own use.<ref name="Assassin's Creed">''[[Assassin's Creed]]''</ref> | ||
Guided by theories devised by Dr. [[Warren Vidic]], the technology underwent several stages of development and prototypes before a satisfactorily working model was created. However, by 2012, the technology had still not been perfected.<ref name="Assassin's Creed" /> | |||
The | The machine had been in use by the Templars at Abstergo Industries since at least 1985; however, even after sixteen [[Animus Subjects|test subjects]], they had yet to achieve their goals.<ref name="Assassin's Creed" /> | ||
{{-}} | |||
===Animus 1.0=== | ===Animus 1.0=== | ||
The | The Animus 1.0 (or more precisely, 1.28) was the first model of Animus to be created by Abstergo Industries and enter actual use. Abstergo Industries possessed an unknown number of Animi; with some kept individually in laboratories,<ref name="Assassin's Creed" /> and with at least one large room full of the devices.<ref name="Assassin's Creed II" /> | ||
Colored chrome, with blue lighting lining the machine, the Animus 1.0 resembled a bed, and was designed to comfortably fit the user. When in use, the Animus extended a glass panel over and around the head of the user, on which the genetic memories being accessed were projected. The Animus 1.0 was not very energy-efficient, however, and was prone to overheating after extended use. Upon overheating, the blue lighting flashed orange instead.<ref name="Assassin's Creed" /> | Colored chrome, with blue lighting lining the machine, the Animus 1.0 resembled a bed, and was designed to comfortably fit the user. When in use, the Animus extended a glass panel over and around the head of the user, on which the genetic memories being accessed were projected.<ref name="Assassin's Creed" /> | ||
The Animus 1.0 was not very energy-efficient, however, and was prone to overheating after extended use. Upon overheating, the blue lighting flashed orange instead.<ref name="Assassin's Creed" /> | |||
===Animus 2.0=== | ===Animus 2.0=== | ||
[[File:Animusart.jpg|thumb|right|280px|Animus 2.0 and 1.0 concept art.]] | [[File:Animusart.jpg|thumb|right|280px|Animus 2.0 and 1.0 concept art.]] | ||
{{Quote|This baby is twice as awesome as anything you'll find at Abstergo!|[[Rebecca Crane]]|Assassin's Creed II}} | {{Quote|This baby is twice as awesome as anything you'll find at Abstergo!|[[Rebecca Crane]], speaking of her Animus.|Assassin's Creed II}} | ||
The | |||
The Animus 2.0 was an upgraded model of the Animus that had been developed by the [[Assassins]] in 2012. According to the Animus developer and maintainer, [[Rebecca Crane]], her "Baby" was much better than the ones at Abstergo Industries. She had developed it with the partial schematics sent by [[Lucy Stillman]], the Assassins' spy at Abstergo, and had improvised the rest. | |||
The Animus 2.0 was different in many ways to the Animus 1.0, both physically and within the three-dimension reality it projected. For example, the background color of the loading sequence changed from an icy blue to white, with the entire region of a memory slowly loading up each time one was accessed.<ref name="Assassin's Creed II" /> | |||
The external properties of the Animus | The external properties of the Animus also changed greatly, with the 2.0 being an actual chair, and offering increased comfort to the user. However, due to this, a catheter in the user's arm was required, in order to access genetic memories, and link the user into the Animus itself. Despite these improvements, the Animus still suffered from lagged translation software, and was unable to prevent the [[Bleeding effect]] over prolonged use.<ref name="Assassin's Creed II" /> | ||
The new Animus model allowed for remote interaction from an outside source, which included uploading database-like information packets for the user to view. During Desmond's time with the Assassins in 2012, [[Shaun Hastings]], a historian and tactician for the Assassins, made great use of this utility, providing countless files on historical figures and locations.<ref name="Assassin's Creed II" /> | The new Animus model allowed for remote interaction from an outside source, which included uploading [[database]]-like information packets for the user to view. During Desmond's time with the Assassins in 2012, [[Shaun Hastings]], a historian and tactician for the Assassins, made great use of this utility, providing countless files on historical figures and locations.<ref name="Assassin's Creed II" /> | ||
==Usability== | ==Usability== | ||
{{Quote|When we switched the Animus control scheme to use standard videogame controls, I guessed that the subject's learning curve would improve; but the increased acclimatization rate we're seeing with these slacker types is astounding.|Warren Vidic.|Assassin's Creed}} | {{Quote|When we switched the Animus control scheme to use standard videogame controls, I guessed that the subject's learning curve would improve; but the increased acclimatization rate we're seeing with these slacker types is astounding.|Warren Vidic.|Assassin's Creed}} | ||
[[File:Ac desmond.jpg|thumb|left|250px|Desmond Miles in the Animus 2.0.]] | |||
The Animus was developed by Abstergo Industries to be user-friendly, although at first, they found their test subjects to have difficulty in adapting to their control scheme. Subsequently, they changed the scheme to match that of gaming consoles projected into the users' mind, which improved the user response rate and allowed for quicker adoption.<ref name="Assassin's Creed Game Manual">''[[Assassin's Creed]]'' Game Manual</ref> | The Animus was developed by Abstergo Industries to be user-friendly, although at first, they found their test subjects to have difficulty in adapting to their control scheme. Subsequently, they changed the scheme to match that of gaming consoles projected into the users' mind, which improved the user response rate and allowed for quicker adoption.<ref name="Assassin's Creed Game Manual">''[[Assassin's Creed]]'' Game Manual</ref> | ||
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As the user of the Animus was able to interact with the environment in which he was viewing, the concept of synchronization was brought into play. Failure to follow the memories of an ancestor exactly often resulted in a temporary decrease in synchronization with said ancestor, and continual actions in this vein would lead to total desynchronization. This in turn forced the user to reload the memory from an earlier point.<ref name="Assassin's Creed"/> The Animus was designed to put up barriers when the user attempted to interact with an environment the ancestor had not entered at that particular moment in their life, and was also capable of ejecting the user in extreme cases of desynchronization.<ref name="Assassin's Creed"/><ref name="Assassin's Creed II"/> | As the user of the Animus was able to interact with the environment in which he was viewing, the concept of synchronization was brought into play. Failure to follow the memories of an ancestor exactly often resulted in a temporary decrease in synchronization with said ancestor, and continual actions in this vein would lead to total desynchronization. This in turn forced the user to reload the memory from an earlier point.<ref name="Assassin's Creed"/> The Animus was designed to put up barriers when the user attempted to interact with an environment the ancestor had not entered at that particular moment in their life, and was also capable of ejecting the user in extreme cases of desynchronization.<ref name="Assassin's Creed"/><ref name="Assassin's Creed II"/> | ||
The Animus technology suffered from a major complication with regards to synchronization in all its models. Prolonged use caused a condition known as the " | The Animus technology suffered from a major complication with regards to synchronization in all its models. Prolonged use caused a condition known as the "Bleeding effect", which blended the real-time and genetic memories of the user, transferring thoughts, skills and experiences from the ancestor to the descendant.<ref name="Assassin's Creed"/> Prolonged use without cool-down periods often resulted in mental degradation of the subject, and [[Subject 16|in extreme cases]], total mental instability.<ref name="Assassin's Creed"/><ref name="Assassin's Creed II"/> | ||
==Behind the Scenes== | ==Behind the Scenes== | ||
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[[File:Animus_(2000).jpg|thumb|180px|The Animus in 2000.]] | [[File:Animus_(2000).jpg|thumb|180px|The Animus in 2000.]] | ||
*In the Animus 1.28, sprinting long enough during the interactive loading sequence will rid the Animus of the random bits of data flickering around, showing only a blue, foggy expanse. Additionally, Altaïr can hit an invisible barrier. | *In the Animus 1.28, sprinting long enough during the interactive loading sequence will rid the Animus of the random bits of data flickering around, showing only a blue, foggy expanse. Additionally, Altaïr can hit an invisible barrier. | ||
*While replaying memory blocks in '' | *While replaying memory blocks in ''Assassin's Creed'', an unusual red-beige tinted abnormality shows itself for one frame as the memory is initiated. This is the inside of Desmond's face, as the camera for the initiation sequence is shown in 3 ways: starting back and moving forward, starting front and moving backwards, and upside-down. When the camera moves slightly backwards, it glitches into Desmond's face. His eyebrows, nose, and lips are easily seen if the screen is frozen. | ||
*Once a player completes the main storyline of ''[[Assassin's Creed: Brotherhood]]'', the option to leave the Animus is removed from the main menu due to Desmond's now comatose state. | *Once a player completes the main storyline of ''[[Assassin's Creed: Brotherhood]]'', the option to leave the Animus is removed from the main menu due to Desmond's now comatose state. | ||
*A different and older design of the Animus, used by [[Daniel Cross]], is present in ''[[Assassin's Creed: The Fall]]''. The main design is reminiscent to a lounge chair, with a metal visor installed at the top, along with several metal panels attached to the back. | *A different and older design of the Animus, used by [[Daniel Cross]], is present in ''[[Assassin's Creed: The Fall]]''. The main design is reminiscent to a lounge chair, with a metal visor installed at the top, along with several metal panels attached to the back. | ||
Revision as of 04:28, 7 November 2011
- "You're inside the Animus. It's a projector which renders genetic memories in three dimensions."
- ―Warren Vidic to Desmond Miles.[src]
The Animus (plural: Animi) was a virtual-reality machine, re-discovered and developed by Abstergo Industries. It was able to read a subject's genetic memory, and project it onto an external screen in three dimensions.
History
Initially developed by Those Who Came Before,[1] the Animus technology was re-discovered by the Templars in an unknown year, and subsequently re-developed for their own use.[2]
Guided by theories devised by Dr. Warren Vidic, the technology underwent several stages of development and prototypes before a satisfactorily working model was created. However, by 2012, the technology had still not been perfected.[2]
The machine had been in use by the Templars at Abstergo Industries since at least 1985; however, even after sixteen test subjects, they had yet to achieve their goals.[2]
Animus 1.0
The Animus 1.0 (or more precisely, 1.28) was the first model of Animus to be created by Abstergo Industries and enter actual use. Abstergo Industries possessed an unknown number of Animi; with some kept individually in laboratories,[2] and with at least one large room full of the devices.[1]
Colored chrome, with blue lighting lining the machine, the Animus 1.0 resembled a bed, and was designed to comfortably fit the user. When in use, the Animus extended a glass panel over and around the head of the user, on which the genetic memories being accessed were projected.[2]
The Animus 1.0 was not very energy-efficient, however, and was prone to overheating after extended use. Upon overheating, the blue lighting flashed orange instead.[2]
Animus 2.0

- "This baby is twice as awesome as anything you'll find at Abstergo!"
- ―Rebecca Crane, speaking of her Animus.[src]
The Animus 2.0 was an upgraded model of the Animus that had been developed by the Assassins in 2012. According to the Animus developer and maintainer, Rebecca Crane, her "Baby" was much better than the ones at Abstergo Industries. She had developed it with the partial schematics sent by Lucy Stillman, the Assassins' spy at Abstergo, and had improvised the rest.
The Animus 2.0 was different in many ways to the Animus 1.0, both physically and within the three-dimension reality it projected. For example, the background color of the loading sequence changed from an icy blue to white, with the entire region of a memory slowly loading up each time one was accessed.[1]
The external properties of the Animus also changed greatly, with the 2.0 being an actual chair, and offering increased comfort to the user. However, due to this, a catheter in the user's arm was required, in order to access genetic memories, and link the user into the Animus itself. Despite these improvements, the Animus still suffered from lagged translation software, and was unable to prevent the Bleeding effect over prolonged use.[1]
The new Animus model allowed for remote interaction from an outside source, which included uploading database-like information packets for the user to view. During Desmond's time with the Assassins in 2012, Shaun Hastings, a historian and tactician for the Assassins, made great use of this utility, providing countless files on historical figures and locations.[1]
Usability
- "When we switched the Animus control scheme to use standard videogame controls, I guessed that the subject's learning curve would improve; but the increased acclimatization rate we're seeing with these slacker types is astounding."
- ―Warren Vidic.[src]
The Animus was developed by Abstergo Industries to be user-friendly, although at first, they found their test subjects to have difficulty in adapting to their control scheme. Subsequently, they changed the scheme to match that of gaming consoles projected into the users' mind, which improved the user response rate and allowed for quicker adoption.[3]
Despite the core of the technology merely allowing the user to view genetic memories encoded into their DNA, the Animus allowed the user a degree of interaction with the environment they were viewing.[2][1] Although this was limited in the Abstergo model, the level of interaction increased greatly in the Animus 2.0, allowing the user to choose the pace at which they progressed through the memories.[1]
Heads-up display
The Animus' heads-up display, or HUD, was a graphical interface that was projected on top of the memories being viewed, and was visible whilst the memories were being interacted with. The HUD provided the user with useful information, such as their current level of synchronization, currently utilized armament, a birds-eye map of the local area, and a four-piece movement control scheme.[2]
Utilizing the HUD, the user was able to monitor their progress and interact with the environment at their own pace. It also offered the user a way of tracking the ancestor's targets, as well as their allies and enemies.[2]
Synchronization
- Main article: Synchronization
As the user of the Animus was able to interact with the environment in which he was viewing, the concept of synchronization was brought into play. Failure to follow the memories of an ancestor exactly often resulted in a temporary decrease in synchronization with said ancestor, and continual actions in this vein would lead to total desynchronization. This in turn forced the user to reload the memory from an earlier point.[2] The Animus was designed to put up barriers when the user attempted to interact with an environment the ancestor had not entered at that particular moment in their life, and was also capable of ejecting the user in extreme cases of desynchronization.[2][1]
The Animus technology suffered from a major complication with regards to synchronization in all its models. Prolonged use caused a condition known as the "Bleeding effect", which blended the real-time and genetic memories of the user, transferring thoughts, skills and experiences from the ancestor to the descendant.[2] Prolonged use without cool-down periods often resulted in mental degradation of the subject, and in extreme cases, total mental instability.[2][1]
Behind the Scenes
In Assassin's Creed, the Animus acts only as a machine and plot element, allowing Desmond to play through Altaïr's memories the same way the player controls Desmond himself. In Assassin's Creed II, its use was expanded. The Animus became an interface to a new world, including information about the historical locations, people, and time periods. It was developed as a modular tool, allowing the game developers to explore any aspect, be it additional memories, multiplayer or other content. In an interview for IncGamers, producer Sebastien Puel said:
"This franchise has a lot of potential. The Animus allows us to do anything we want, whether it's talking about multi-player, whether it's talking about additional missions, whether it's talking about additional content - whatever it is, the Animus is a perfect tool for that."[4]
Video
thumb|300px|left|Warren Vidic explains how the Animus works.
Trivia

- In the Animus 1.28, sprinting long enough during the interactive loading sequence will rid the Animus of the random bits of data flickering around, showing only a blue, foggy expanse. Additionally, Altaïr can hit an invisible barrier.
- While replaying memory blocks in Assassin's Creed, an unusual red-beige tinted abnormality shows itself for one frame as the memory is initiated. This is the inside of Desmond's face, as the camera for the initiation sequence is shown in 3 ways: starting back and moving forward, starting front and moving backwards, and upside-down. When the camera moves slightly backwards, it glitches into Desmond's face. His eyebrows, nose, and lips are easily seen if the screen is frozen.
- Once a player completes the main storyline of Assassin's Creed: Brotherhood, the option to leave the Animus is removed from the main menu due to Desmond's now comatose state.
- A different and older design of the Animus, used by Daniel Cross, is present in Assassin's Creed: The Fall. The main design is reminiscent to a lounge chair, with a metal visor installed at the top, along with several metal panels attached to the back.
Notes and References
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