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Assassin's Creed III

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"Assassins Creed is the story of one man reliving the lives of his ancestors. Altair was the middle of a very very long timeline. There are still many places to explore.
Assassins 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 Desiliets, Creative Director of Assassin's Creed

At E3 2009 he exclaimed “I’m telling you. At the end of AC2 you’ll say‚ ‘Holy crap, I never saw it coming!’ There will be a cliffhanger. It’s cool to have a cliffhanger,” that leads into Assassin’s Creed III. As for the writing on the wall Patrice says “It has nothing to do with Assassin’s Creed 2, it has to do with the Assassin’s Creed universe, not the second one.”

More recently as Patrice was wrapping up production on Assassin's Creed II's in September he mentioned that he's looking forward to rounding out the trilogy. “I have many different ideas. I’m not ready yet to exploit them. I think I have some juice left in me left to continue this. I’ve been doing Assassin's Creed games for the past six years. It’s tough to be bored. I was a bit bored with the Turk crusade and the monk aspect, and everything, but in this there’s a brand new setting. And it's my first sequel; I never did a sequel before, because I didn't do any Prince of Persia sequels. I love the idea of refining your ideas, the gameplay and what you can do with it. So I'm not bored yet.”

The scriptwriter of the series, Corey May however ensured that as long as he works for Ubisoft, Assassin's Creed would never takes place during World War II as he would like to bring the players to more unvisited periods.[1]

References

  1. http://blogs.ign.com/UbiAssassinsCreed/2009/10/22/131037/ I will, however, go on the record saying Assassin’s Creed will NEVER TAKE PLACE DURING WORLD WAR 2 – at least as long as I’m involved with the project! Hopefully I haven’t just been fired. Regardless of my employment status, one of our major goals with Assassin’s Creed is to transport players to times and places not normally visited in games.