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These tasks are optional but will bring you interesting rewards if you accept to fulfil them. Cities are now filled with a ton of missions that the player can do if she chooses: for instance, you can now decide to get rid of witnesses if you feel you are becoming too notorious after a not-so-stealthy assassination, or help thieves pursued by guards. But we also want the player to have a real freedom and opportunity to explore and ‘use’ the world we have created at their own pace. We invested most of our development time in ensuring that there is a huge amount of variety and depth in the missions required to finish the story. There is no limit to the types of challenges we will give players. Some characters will give you an assassination mission, others an ‘escort and protect’ mission while some will give you a chase mission, and so on. There are no more patterns of missions to perform, but rather a story that develops through a great amount of missions given characters. We are redefining the overall mission structure to give gamers a more fun, rewarding and unpredictable experience throughout the game by adding a lot of variety in missions types and changing the way the story and the missions unfold.
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In Assassin’s Creed II the game structure and the mission system were the most crucial elements we wanted to improve on.
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Assassin’s Creed was the first game to immerse players in a believable and mature experience inspired by historical events. How so?Īssassin’s Creed was an astonishing experience I believe it brought entirely new elements to the industry by allowing players to fluidly navigate an urban environment while enjoying breathtaking views and full freedom of control.Īnd beyond gameplay innovations in the area of free-running and crowd, the team also pushed for innovation in storytelling. You say feedback from the last game has shaped the design of the second.
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