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View Full Version : Description of new Assassins creed 3 Demo (Not video)



Legendz54
03-27-2012, 07:54 AM
(The information on the Demo is kinda scattered around everywhere so here it is put together) :)

When we first meet Connor Kenway, he's perched on a tree in the middle of a thick, snow-covered forest. This is the Frontier; a vast area of countryside that connects the game's two main cities, Boston and New York. It's bigger than the entirety of Brotherhood's Rome, and densely packed with trees, mountains, rivers, camps, and forts.

Developer Tommy François is controlling our hands-off demo - running in real-time on PS3 - and he spins the camera around, showing off Connor's hyper-detailed character model.
Ubisoft Montreal's costume design has always been impeccable, and Assassin's Creed III is no different. Connor's military coat is pure 18th Century colonial chic, and colourful patterns on his bow and quiver hint at his Native American ancestry. We also notice a flintlock pistol tucked into a holster, and a tomahawk (shaped like the iconic Assassins symbol) hanging from his belt.Connor begins to move through the forest, and the animation is stunning. He leaps between trees effortlessly, ducking under low-hanging branches, and edging through narrow gaps in the foliage. To reach higher ground, he'll sometimes leap from a tree to a nearby rock face and ****ber up. Ubisoft hired professional climbers to make the animations as authentic as possible, and it shows

François drops from the trees briefly to show us the new snow effects. Some areas are covered in a light powder that you can run through without any problems, but when it gets deeper, your movement is impaired. Connor slows down as he struggles through a waist-high drift, carving a trail behind him. It isn't just for show, either; you'll be able to follow footprints to hunt down assassination targets.WILD BEASTS

It's always quicker to travel through the trees - and safer. As Connor treks through the snow, we hear an almighty roar. A black bear, twice his size, rears up and flashes its claws. It's about to come crashing down on Connor, but before it gets the chance, he flicks out his hidden blade and plunges it into the beast's heart, killing it.
The Frontier is crawling with wildlife. Animals can be hunted and harvested for resources, like meat and pelts. François made a point of telling us that Ubisoft had come up with this idea long before it appeared in Red Dead Redemption, and there are a few differences. Unlike Rockstar's game, the value of materials is affected by how you kill your prey. If you shoot a deer with a musket rifle, its pelt will be damaged, and it'll lose some of its value. But if you use a blade to perform a 'clean' kill, the skin will be worth a lot more.

With the bear dealt with, Connor continues through the forest. He approaches a sheer cliff and begins to climb. The way he reaches for outcrops and footholds to pull himself up looks impressively natural. When we reach the top, we're treated to a dazzling vista that stretches for miles. The view's made even more spectacular by the new, minimalist HUD; the top of the screen's now entirely menu-free, while health and ammo counts are incorporated into the mini-map and weapon icons respectively, GTA-style.François assures us that everything we see can be explored. In the distance we can make out a tall mountain, a winding river, what looks like a small town, and an endless sea of trees. It makes the rural sections of Assassin's Creed II look laughably tiny.

Suddenly, the quiet ambience of the forest is interrupted by the sound of thundering drums and flutes. Below, a platoon of American soldiers are making their way down a dirt road, led by a marching band. At the back of the group, two soldiers pull a cart filled with hay - which can only mean one thing in an Assassin's Creed game.
Connor skips from the top of the cliff onto a nearby tree and positions himself above the convoy. When the cart passes, he dives into it. François tells us that these new moving 'leaps of faith' might look simple, but are incredibly difficult to program. Safely hidden in the hay, the camera pulls back and we see that the soldiers are marching towards the city of Boston. But just as we get a tantalising glimpse of the enormous city, the screen fades to black.
CROWD CONTROL

Assassin's Creed III takes place between the years 1753 and 1783, and the next part of our demo appears to be set several months after, or before, our trip through the snowy forest. We're in Boston, and it's the height of summer. This is our first glimpse of the AnvilNext engine's new crowd tech, which allows up to 2,000 characters to appear on screen at once. The city is teeming with life, and we're stunned by the way NPCs interact with Connor, and each other.
A salesman walks alongside us, excitedly hawking his wares, before giving up and wandering back to his stall. A dapper gentlemen saunters past, spinning his cane and whistling, and bids us good day. A lady drops a crate of apples, and a street urchin runs past and steals one. An inquisitve dog barks at us. This all happens in real-time as you walk through the city, and it's brilliantly immersive. The term 'living, breathing world' is seriously overused by developers of open world games, but in this case, it's warranted.Connor's journey is interrupted when he stumbles into a checkpoint guarded by British soldiers. They immediately recognise him, and enter alert mode. Rather than stay and fight, Connor pushes through the guards and makes a run for it. He sprints down a wide street, leaping over market stalls, swinging on tree branches, and skipping across a moving horse and cart. He climbs a tall tree and swings on a branch towards a building. The window shutters swing open, and a woman shrieks in panic. Connor jumps through the window, rushes through the woman's house, and emerges on the other side. It's a thrilling, dynamic chase sequence, and from what we can tell, totally unscripted.
François tells us that the streets of Boston are historically accurate, but that some artistic liberties had to be taken for gameplay reasons. When they realised that Boston's main streets were huge and wide (unlike the winding streets of previous settings), they had to place trees in the middle to give players a way of crossing them without dropping to street level. When the chase is over, Connor climbs a church tower and we see the city in its entirety. In the distance, black smoke fills the sky; a reminder that we're in the midst of a brutal war.
WAR GAMES

After another fade to black, the final part of our demo begins. This time we're at Bunker Hill in 1775, in the thick of one of the American Revolution's most famous battles. Connor's mission is to assassinate a British general, which would be easy if he wasn't in a camp protected by 2,000 musket-wielding soldiers. Of everything we've seen in the demo so far, this is the most impressive, and the most unlike previous Assassin's Creed games. The scale of the battle is dizzying, and you really do feel like you're in the middle of a raging conflict.
Rather than skirt around the edges, Connor charges head-first into the battle. As the British and the Americans fire their muskets back and forth, he slips through the chaos, dodging cannon balls. He waits for the British to fire, then pushes forward while they reload, which takes a few seconds. In reality it took upwards of a minute to reload a musket, but François says they had to shorten it to make the sequence more fun. After a dangerous dash through the battlefield, Connor slips into the forest surrounding the enemy camp.The detour into the forest is another chance to show off AC3's fantastic looking animation as Connor ****bers and swings to mount a tree branch. A group of British soldiers approach and the next system we're given a glimpse of is the sequel's revamped combat (Ubisoft hints the game's controls have been totally overhauled).
Connor aims and fires into the first soldier's neck with a new toy, the Rope Dart, which does exactly what its name suggests. Grasping one end of the rope our protagonist drops down from the tree branch, brutally hoisting his target by the neck to hang him from his former perching spot. Our man then shows off another combat addition by grabbing a second soldier to hold him as a human shield - useful when armed guards only have a single shot from their near-impossible-to-reload muskets.
Another addition we're told about - but now shown - is a new cover system, including cover assassinations, and a redesigned weapon wheel and only two face ****ons on screen (compared to four) hinting at further changes.
Connor makes quick work of the remaining guards and approaches the enemy camp. Whenever you move through foliage like shrubs or tall grass, Connor automatically crouches. Stealth in general has been vastly improved, and forest environments are full of opportunities to sneak.
Connor skulks through the undergrowth and come across our assassination targe. He's on horseback in the middle of the camp, waving his sword and ordering his troops around. Connor bursts out of the bushes, takes out two guards with his tomahawk, and leaps towards him. We cut to a slow-motion cinematic angle of him lunging at the startled general, face twisted with anger, bloody tomahawk primed, and... that's it. There's a final fade to black, and the demo ends.

playassassins1
03-27-2012, 07:55 AM
Nice!!!

pacmanate
03-27-2012, 08:12 AM
The view's made even more spectacular by the new, minimalist HUD; the top of the screen's now entirely menu-free, while health and ammo counts are incorporated into the mini-map and weapon icons respectively, GTA-style.

Thats made me happy

KrYpToNiC95
03-27-2012, 08:46 AM
I really hope that the chase in unscripted because it makes me wonder how a woman has opened her window just in time for Connor to jump through it.

HorTyS
03-27-2012, 08:51 AM
The view's made even more spectacular by the new, minimalist HUD; the top of the screen's now entirely menu-free, while health and ammo counts are incorporated into the mini-map and weapon icons respectively, GTA-style.

Thats made me happy

Same here, the less HUD the better IMO.

ProletariatPleb
03-27-2012, 10:08 AM
Awesome 0_0

pirate1802
03-27-2012, 10:11 AM
http://weknowmemes.com/wp-content/uploads/2011/12/mother-of-god-meme.jpg

EscoBlades
03-27-2012, 10:13 AM
Pretty much spot on with that description :D

LightRey
03-27-2012, 10:31 AM
http://weknowmemes.com/wp-content/uploads/2011/12/mother-of-god-meme.jpg
The only way to describe this appropriately.

KrYpToNiC95
03-27-2012, 10:53 AM
Pretty much spot on with that description :D


Did the chase sequence seem unscripted to you Esco?

EscoBlades
03-27-2012, 10:58 AM
Did the chase sequence seem unscripted to you Esco?

For the most part yeah. In fact, i'd say 98% of it was fully dynamic. It was easy to see alternate routes to take during the chase. Thinking back to it, there was a moment when connor (in full flight mode) jumps on to a market stall and leaps on to a moving cart that conveniently happened to be there. Besides that, he could have easily take 3 other paths along that wide street.

It was beautiful to watch!

Sajn12
03-27-2012, 11:16 AM
Can't wait until I play it. It looks very cool and awesome :O

KrYpToNiC95
03-27-2012, 11:42 AM
For the most part yeah. In fact, i'd say 98% of it was fully dynamic. It was easy to see alternate routes to take during the chase. Thinking back to it, there was a moment when connor (in full flight mode) jumps on to a market stall and leaps on to a moving cart that conveniently happened to be there. Besides that, he could have easily take 3 other paths along that wide street.

It was beautiful to watch!

Thanks :D. I just hope we'll get numerous opportunities to go through buildings as an escape route and not just once of twice.

frigabond
03-27-2012, 11:54 AM
Great job!! I felt like I was in the room watching it . . . almost.
Well done and thank you! My awesome now has sauce. :)

De Filosoof
03-27-2012, 12:33 PM
AWESOME!!!

I still can't believe how all of this is possible on current gen.
Following trails and blood on the snow to hunt an animal?
When i play games with snow or blood stains on the ground the blood almost directly disappears and the snow trails aren't even there in the first place or disappear within a few seconds. The weather is even dynamic and it has impact on your movement, that's just crazy.
All this stuff would be even too amazing for a linear game but this is a big open world game.
One word.....D-amn....

SixKeys
03-27-2012, 02:25 PM
Yup, read this yesterday. It all sounds amazing.

Why is it such a big deal that the HUD takes less space now? It's easy to turn off any parts of the HUD you don't want on screen in all the games.

pacmanate
03-27-2012, 02:32 PM
Yup, read this yesterday. It all sounds amazing.

Why is it such a big deal that the HUD takes less space now? It's easy to turn off any parts of the HUD you don't want on screen in all the games.

I like the HUD and the reason I liked this new decision was because it will still be there just around the map icon instead

JumpInTheFire13
03-27-2012, 03:02 PM
Can't... Comprehend... This... Awesomeness!!!!!!!!!!!!!!
Hurry up October!!!!!

playassassins1
03-27-2012, 03:11 PM
Can't... Comprehend... This... Awesomeness!!!!!!!!!!!!!!
Hurry up October!!!!!

Thats what we said when ACR was announced ''Hurry up november!'' and here we are. We played ACR. So before you know it, you'll get the game and enjoy it.

UrDeviant1
03-27-2012, 03:26 PM
This all sounds so amazing. How many hours till October 31st? :(

egriffin09
03-27-2012, 03:32 PM
Wow, that's was an incredible gameplay description. As I was reading it, my mouth was dropped to the floor the entire time, everything sounded absolutely incredible. Like the person said before me, it felt like I was in the room watching the demo. Everything about this game sounds awesome & epic. Hopefully gaming sites will post a piece of this demo during PAX in a couple of weeks. I've been excited for every AC game to date, but the way I feel about AC 3 can't be described. I'm way more excited for AC 3 than I was for AC 2. AC 3 seems like it will be alot more about exploration (which equal more gameplay hours) and less about linear gameplay going from mission to mission. With the frontier being 1.5 times bigger than Rome, I see myself spending at least 12 hours in that section of the game alone, most likely even more. The city life seems "real" in AC 3, with real random events and people carrying on with their normal lives. The fact that the description said that the cities (boston and New york) in AC 3 make the rural cities of AC 2 look tiny is just incredible. I was just hoping for a game as good as AC 2, but AC 3 seems, at least from this gameplay description to be better than AC 2 in every way. I don't want to jinx AC 3 (knock on wood), but from the screenshoots, gameplay previews, and everything else that has been revealed about AC 3, I say that this game will meet & exceed our expectations.

freddie_1897
03-27-2012, 03:43 PM
This all sounds so amazing. How many hours till October 31st? :(
just over 5 113.39078 hours

UrDeviant1
03-27-2012, 03:46 PM
just over 5 113.39078 hours

I better stick the Kettle on...

deskpe
03-27-2012, 04:46 PM
I really hope that the chase in unscripted because it makes me wonder how a woman has opened her window just in time for Connor to jump through it.

Its a scripted event, but it can happen in random free roam aswell when a chase I triggered. scriped to maybe happen during any chase.


Im glad the hud is smaller now! HOPE WE CAN STILL TURN OFF ENEMY EHALTH BARS if they are back.

notafanboy
03-27-2012, 05:57 PM
Pretty much spot on with that description :D


i know you´re probably tired of all the questions that are thrown at you but how´s the soundtrack ?(if you could hear it, or if or if there was any music at all)

rileypoole1234
03-27-2012, 08:50 PM
I really want to see the battle demo. The first thing I thought of when I heard of the location was darting through the madness of a battlefield chasing after one man. Sounds brilliant.

EscoBlades
03-27-2012, 09:02 PM
i know you´re probably tired of all the questions that are thrown at you but how´s the soundtrack ?(if you could hear it, or if or if there was any music at all)

We couldn't really hear much music.

pacmanate
03-27-2012, 09:18 PM
Man I really cannot wait for PAX

Legendz54
03-28-2012, 02:34 AM
We couldn't really hear much music.
I have 1 question also, Did you hear Connors voice in the Demo, i know it said that Connors voice sounded "boyish" Did Connors voice sound anything like the previous assassins?

Dieinthedark
03-28-2012, 03:04 AM
Its a scripted event, but it can happen in random free roam aswell when a chase I triggered. scriped to maybe happen during any chase.


Im glad the hud is smaller now! HOPE WE CAN STILL TURN OFF ENEMY EHALTH BARS if they are back.

How could you do that?

RzaRecta357
03-28-2012, 03:07 AM
Just wanted to answer the person asking about unscripted window. In another interview on gametrailers it's stated those are new chasebreakers like online that will only be there during chases...to you know.... Chase break.

Josegtx13
03-28-2012, 05:18 AM
The only thing I don't like is that the musket's are reloaded in seconds.

Oh well, everything else sounds awesome! :D