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Assassin's Creed Mirage
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Direktur animasi Assassin's Creed Mirage berbicara kepada kami tentang kembali ke akar gameplay seri

Selama waktu kami di Los Angeles, kami bertemu dengan Benjamin Potts dari Ubisoft Bordeaux untuk mempelajari semua tentang bagaimana pengembang mendekati kembali ke akar Assassin's Creed dalam judul yang akan datang ... dan yang terpenting tentang bagaimana mereka menangani unta animasi yang akurat dalam permainan.

Audio transcriptions

"Hello everyone and welcome back to Gamereactor, as you can see we're still at Ubisoft right now and if you can maybe see behind us right now we have Basim because I'm sitting here right now with Ben, two Bens on the couch right now, to talk about Assassin's Creed Mirage."

"Now we've seen a lot about the game recently, it's the Ubisoft Forward, when you're probably going to see this interview, and well, we've got to see a lot more of the gameplay and how this title is going to play out, so tell me a little bit about what it's been like to work on this sort of return to the older format, should we say, for Assassin's Creed."

"It's been incredible, what a great journey, so we've spent a couple of years really working hard on this and making sure that we've been listening to the community, to the fans, you know, and making sure we're designing a game that hopefully everybody's going to play and enjoy, so it's been a really good ride."

"And Assassin's Creed Mirage, it's less like the RPGs that we've had of late, these massive, really sprawling games, it's more about the specifics of the Assassin's Creed format, right, it's about stealth, it's about parkour, and well, being an animation director, I suppose that means that it's a lot more work for you to make it feel really authentic."

"Yeah, definitely, I mean, we took a lot of references, obviously, from the very first Assassin's Creed, Assassin's Creed games, I should say, sorry, but actually this game is a really special game because it's a celebration, of course, for the 15-year anniversary of Assassin's Creed, so you know what, it's a little bit of all the games, we're really paying, you know, a homage to the franchise, specifically the first few, because we're taking it back to the roots, and you're absolutely right, our core gameplay pillars are stealth assassinations and parkour, and yes, we've invested quite a bit of time on animation to, you know, realise these things as best as possible."

"And with Baghdad as well being this new sort of location that people can go and visit, were there any sort of parts of Baghdad that are really unique that required you to create these sort of special animations surrounding them?
Well, certainly parkour has been a big focus for us, and it's come in two forms, level designers and the world designers have really crafted a world that animations can perform in, essentially, and you know, so we've got a much smoother experience and a lot more fluidity in what we've got, we've got some new ingredients, which have required obviously new animations, such as a crossing pole, you might have noticed in the gameplay trailer, so yeah, absolutely, you know, there's always new animations to bring to a game, we've done everything we can to do the best job to realise our pillars."

"Was there any challenges behind introducing the new sort of supernatural assassination technique, the one where you can change skills, because that's quite different to the sort of really physical assassination moves that we've been used to in the series.
Yeah, I mean, we needed to bring something unique for Basim, you know, again, it's a special game, it's a very tightly crafted narrative action adventure, but we needed to find something that was kind of iconic for Basim."

"We went through lots of iterations, lots of ideas.
The idea behind the assassin's focus actually is we're kind of, we're looking at the speed, the notion that Basim is actually so fast that in his mind's eye he can kind of slow down time and think about what his next targets are going to be and chain assassinations."

"I wouldn't say, yes, I guess in one way it's supernatural to some, for us we kind of feel it's a really strategically advantageous way of assassinating targets.
It's very carefully crafted and designed and balanced, so it's not too powerful, yet strategically you've got to think about how you use it."

"And one of the things that I noticed in the recent gameplay and one of the things that has been talked about is the fact that with the mounts, it's not just horses, there's camels there.
What was the process of doing that?
Did you have to sort of capture a camel in real life?
I don't want to say put it in a moor suit or whatever, but you know what I mean?
It could be quite interesting trying to get a camel into a mocap suit, right?
No, I mean we've based our animations for the new mounts specifically, you know, it's a lot of work there."

"We reused some animations there, but we had to update work and kind of go through a lot of technical processes to get it to where it is.
But yeah, no, we had a big team working, well, big team, we had quite a few guys working on that."

"But yeah, it is a challenge always, mounts are always a challenge.
Animals that you don't ride, you know, are one thing, but when you have to start riding them it becomes another thing altogether.
And let's talk a little bit about the cast as well then, you know, there's some quite big profile and interest in actors that are working on this project and bringing Assassin's Creed Mirage to life."

"So what has that been like working with these talented individuals?
Well, I mean, it's a real privilege, right, obviously, that people would want to work on the franchise.
Shoray Agchalou, who plays Roshan, who has a very distinctive voice, they're voice actors which have decided to work for the franchise, right, and it's great, I mean, she's a very well-known Persian actress, very distinctive voice, and it just brings a really nice flavor to the game, you know, so really excited to work with these guys and it brings a great flavor to the game."

"With this return to the sort of more fundamental stealth and parkour theme that Mirage is revolving around, do you think that's something that we're going to see looked at more in the future as well in the Assassin's Creed series?
Well, I'm not really in a position to talk much about the future of the series, right, but, you know, my focus is very much on Mirage at the moment and making sure that we finish the game off properly and release it to the world, which is on the 12th of October."

"But yeah, I mean, I'm not going to make a comment about what's coming up, you know, always Assassin's Creed brings out some good stuff, so I've got that to look forward to.
Well then, sorry about that, talking about Mirage, it's coming up soon, as you say, October 12th, it's coming to PC, it's coming to PS4 or PS5, Xbox One, Xbox Series, right?
And well, with that being the case, with it coming up relatively soon, what is one thing that you're really, really excited for people or for fans to see in-game for themselves?
Whoa, that's a big question."

"Well, I think actually is seeing some stealth gameplay being played out, you know, if I would to switch that around to being my most personal moment, you know, my favorite moments is actually using smoke bombs, you know, and using the tools that we've given Basim to perform these stealth moments, you know, we've got blow darts, we've got throwing knives, we've got smoke bombs, but for me, smoke bombs, I get quite addicted to."

"So you know what, I'm really looking forward to the fans' reactions when they can play and take out targets using the variety of tools that we've got, you know, so, and not only that, actually, do you know what, I'm just really excited to finally release the game to the world, you know, it's going to be great."

"Well, it's coming soon, as you say, October 12th, you'll be able to see more very soon.
Well, you will have seen tons of gameplay, actually, by the time this interview goes live, because the Ubisoft forward will have aired.
But yeah, you'll learn more about Assassin's Creed, and if you are interested in seeing more about the game, you can be sure to stay tuned to your local GameRants region."

"Until then, though, thank you for watching, and we'll see you in the next one."

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