October 26, 2010 // 8:03 pm
- Ubisoft Montreal Community Developer Gabe Graziani
has detailed some Assassins Creed Brotherhood PS3 fixes alongside an exotic gameplay Q&A session today, as follows:
Last week, we wrapped up the Assassin's Creed Brotherhood closed beta. For the duration of the beta we received tons of great feedback from the community.
Today, we're happy to share with you a list of some of the improvements you'll see in the final version of Assassin's Creed Brotherhood when it ships in November.
This list is by no means complete, but it should give you a good idea of what to expect from the multiplayer mode in the full game. Once again, we'd like to give a big "Thank You" to all who participated in the beta and helped make it a success!
Improvements / Fixes:
• Improved Matchmaking
• Improved Voice Chat
• Improved Lock Mechanism
• Improved Stun
• Improved Climbing Control
• Improved Sound
• Improved Kill Cams
• Improved Scoring Display
• Improved End Game Screen
• Improved Rematch
• New Group Lobby System
• Teammate Indicators in Alliance Mode
• Pursuer Proximity Sound
• Gun and Firecrackers Crowd Reaction
• Player Levels in Player List
• Team Score in Menus
Exotic Gameplay Q&A - Marc Alexis Cote, CP Level Design
Q: What is exotic gameplay?
A: What we call exotic gameplay is a sequence in the game that differs significantly from the rest and is usually a unique moment. An example of exotic gameplay that fans of Assassin's Creed 2 will recall is Leonardo's Flying Machine.
Q: Why have exotic gameplay in a game like Assassin's Creed?
A: When you play a game like Assassin's Creed that has more than 20 hours of content, it is beneficial to have segments where you do something completely different. These moments change the pace of the game and are used to give the player a really intense experience.
Q: What are the different ways a mission can be exotic?
A: Each exotic mission will take you to a different location in Italy and also be different from a visual perspective. The audio mix is also slightly more intense and more present to emphasize that you are doing something different. The exotic missions will therefore provide variety to all your senses.
Q: How did the exotic gameplay segments come to focus on Leonardo's War Machines?
A: We wanted the exotic gameplay segments to be intense, packed with action and we wanted them to allow the player to feel powerful. Teaming-up with Leonardo's genius creativity seemed like a perfect match for our intentions.
In many ways, Leonardo was almost 4 to 5 centuries ahead of his time. The concept of a Tank seems very obvious to us living in the 21st century, but to actually come up with the idea when nothing comparable exists is nothing short of pure genius. Leonardo was also a popular character in AC2 and we wanted to give him a role of importance.
Q: What are the main challenges of designing and producing exotic gameplay segments?
A: When designing a War Machine for an exotic segment, we always have to keep in mind that it will be in the hands of players for a maximum of 5 to 10 minutes. Our first goal is to have a machine that players can have an instant feel for how it works.
The goal here is to have a machine that is intuitive and is fun within the first few seconds of getting in it. We must also walk a fine line so that the player does not feel that he is in a completely different game.