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| Upon being forced to stab his ally Lucy Stillman, Desmond Miles has fallen into a coma, and has been returned to the Animus to maintain his consciousness. There, he falls into an Animus back door called the Black Room, where he hopes to reassemble his shattered mind - and therefore reawaken from the coma - by locating a key memory connecting himself, Altaïr Ibn-La'Ahad and Ezio Auditore da Firenze together. To do so, he begins reliving the later memories of Ezio.

After having freed Italy from the Templar threat, the Mentor of the Assassin Order, Ezio Auditore questions his life as an Assassin, wondering how it would have been if he had never been one.[1]

Ezio thus sets out on a pilgrimage to his ancestor's homeland of Masyaf, which he discovers has been overrun by the Templars. There, he finds an ancient artifact, which is locked away, and can only be opened with five seals.[1]

The search for these seals takes him to Constantinople, where he finds out that there is an army of Templars forming in the city - threatening to destabilize the region. Ezio must follow in the footsteps of his spiritual mentor and forefather, Altaïr Ibn-La'Ahad, which will lead him to discovery and revelation.[1]


Narrative

In a interview with Alexandre Amancio Amancio,Creative Director of Assassin's Creed Revelations. Saying that players would enjoy after getting more involved in the game a sense of progressive by gaining objects by progressing through.You could also do these narratively by the character evolving and going to new places feeling growth. With only on the narrative side being evolved and no impact on the story side it would be shallow.Alex says that if you do these you'll feel progression. Ex. New armor,stronger armor making to feel like you earned something, which you're using the new element directly in the game. Alex, in all says that narrative and game play have to be one strong element.
  1. 1.0 1.1 1.2 Cite error: Invalid <ref> tag; no text was provided for refs named Ubisoft: Assassin's Creed Revelations