Showing posts with label creed. Show all posts
Showing posts with label creed. Show all posts

Monday, July 9, 2012

Michael Fassbender Cast in Assassin's Creed Movie




Michael Fassbender will star in Ubisoft's upcoming Assassin's Creed film.


According to Variety, the acclaimed actor has been cast as "the franchise's iconic hooded hero". But of course, the series has featured several hooded heroes, from Altair to Ezio to Connor. If the film sticks closely to the chronology and storyline of the games, it's likely that Fassbender will take the role of Altair or Desmond (or maybe both).


"Michael Fassbender was our first choice," said Jean-Julien Baronnet, CEO of Paris-based Ubisoft Motion Pictures. "Michael is an extremely smart, talented, versatile and committed actor."


With roles in critically-acclaimed movies like Shame and blockbusters such as X-Men: First Class and Prometheus, Fassbender has quickly established himself as one of the most in-demand actors around, and his casting in the Assassin's Creed movie sends out a strong signal of intent by the recently-founded Ubisoft Motion Pictures. The film will also be produced by Fassbender's own company, DMC Film.


Ubisoft was originally in talks with Sony Pictures to develop the franchise, but negotiations broke down last autumn. Ubisoft has since been developing the property independently to retain greater creative control. It's an approach it's also taking with other key properties, such as Splinter Cell. But once the film has a director and writer attached, the publisher is willing to speak with studios.


"We're open to re-discuss with the key studios once the production package is finalised," Baronnet added. "Whatever the financial model, Ubisoft Motion Pictures will limit its risk investment."


Is Michael Fassbender right for the Assassin's Creed franchise? Let us know in the comments below. Meanwhile, read our feature on How to Make a Great Assassin's Creed Movie.







Daniel is IGN's UK Games Writer. You can be part of the world's worst cult by following him on IGN and Twitter.



Source : ign[dot]com

Thursday, July 5, 2012

Exclusive: How It Should Have Ended Presents Batman and Superman's Comic-Con Thoughts




For the past few years, the gang at How It Should Have Ended have offered animated, comedic takes on “What If?” style finales to everything from Assassin’s Creed to The Avengers to Game of Thrones: Season 1. Along the way, they’ve also launched the ongoing “Super Cafe” segments, where Batman and Superman hang out, Seinfeld-style, to chat about this and that. As producer Tina Alexander explained, “Daniel [Baxter] came up with the first appearance of 'Super Cafe' in our original Superman HISHE. He wanted to put Superman and Batman in a casual situation where they could talk about their lives and a diner seemed a good fit. We started to put it in all our super hero shorts but fans demanded seeing it even more than that... so we decided to start a little series of just ‘Super Café’.”


Alexander added, “And you never know who might be joining them!” Which is very true, considering a memorable recent installment found Super Mario trying to hang out with Superman and Batman, much to the dismay of the World’s Finest.


With San Diego Comic-Con just a week away, IGN is happy to present the exclusive debut of a new installment of How It Should Have Ended’s Super Cafe, with the focus on that uber-popular convention. Check out the video below, to see Batman and Superman debate the appeal of Cosplay, being the first to see footage from films like Iron Man 3 and The Hobbit and more.







Alexander noted they actually debated which of these Super Friends would be the cynic, revealing, “The original script had Superman playing the cynic and Batman pointing out that he dresses up like a human everyday (a joke we were sad to lose, but it didn't make sense in the reversal). But then we remembered that Dark Knight Rises was suspiciously absent (in panel form) from the Con last year, which disappointed a lot of fans. So maybe Batman isn't into it? At that point we reversed things and we felt like it was a lot funnier to have Superman threaten to make him go."


Still, if Batman were to actually make it to Comic-Con, Alexander feels he’d change his tune. “I'm pretty certain he'd be a huge hit and become a regular attendee. How could he not enjoy all that fan love? After all, he's Batman!”



Source : ign[dot]com

Monday, June 4, 2012

E3 2012: Assassin's Creed III - Battling on the High Seas




Ubisoft has revealed that Assassin's Creed III will feature boat-based navigation and naval warfare.


Lead character Connor will be given full control of a ship, which will not only be used for navigation, but battles as well. During the on-stage demo, Sony's E3 2012 press conference, Connor engaged another vessel, cannons roaring and bright red embers floating through the stormy air as his foes were destroyed. Grids allow players to determine cannonball trajectories during battle as well.







Sony also announced a special, ACIII-branded bundle for the Playstation 3.


For more on Assassin's Creed III from E3 2012, check out these screenshots and our impressions of a separate game demo set in the wilderness.




Source : http://www.ign.com/articles/2012/06/05/e3-2012-assassins-creed-iii-battling-on-the-high-seas

E3 2012: Assassin's Creed Liberation, Bundle Announced for Vita




As reported this week, Assassin's Creed: Liberation is indeed releasing for PlayStation Vita October 30.


Starring a French/African female assassin, the spin-off is set in New Orleans in the 18th century. Vita players will earn exclusive access to Connor's tomahawk, character skins, ammo pouch and upgrades.


In conjunction with its announcement, Sony has announced Liberation will also be part of an exclusive crystal white-colored Vita bundle, complete with a 4GB memory stick.






Mitch Dyer is an Associate Editor for IGN's Xbox 360 team. He’s also quite Canadian. Read his ramblings on Twitter and follow him on IGN.




Source : http://www.ign.com/articles/2012/06/05/e3-2012-assassins-creed-liberation-announced-for-vita

E3 2012: On the Hunt in Assassin’s Creed III




It’s not hard to recognize an Assassin’s Creed game. The series has been around since 2007, and though it’s been quite successful, it hasn’t changed much. Sure, we’ve seen iterative advances like the improved controls of Assassin’s Creed II and the bomb-making mechanic of Revelations, but gameplay has generally been the same: run, climb, hide, kill, repeat.


With Assassin’s Creed III, that changes. Everything feels new and exciting again. While all of the elements fans of the series love are still included, Assassin’s Creed III adds in enough new features -- and improves upon old ones -- to feel fresh. More importantly, it evolves the idea of exploration. Instead of highlighting climbable ledges or using specific markers to tell you where to go, Assassin’s Creed III makes the environment around you feel real. If an area looks like you can access it, you probably can.







“Clarity of navigation is a big challenge in an organic environment because it’s in direct conflict with believability,” creative director Alex Hutchinson told IGN. “What we had to say was basically ‘you can go anywhere.’ Anything you see that has a handhold that’s climbable climbable and we really highlight the areas that you can’t go. We also worked on the idea of, even within branches, there are some areas where you can only go straight, and then we’ll make a very clear point of choice where you can divide to go back and in different directions.”


Assassin’s Creed III also introduces a brand new element: hunting. While we already knew hunting was included, seeing it in action immediately makes you realize what a smart fit it is for the franchise. Staying stealth now includes Stalking Zones, areas you can move through while you chase your prey. After a few seconds of watching Connor hide while he follows a deer, you’ll soon realize the franchise’s assassins have been hunting all along.


“Stalking zones are kind of like mobile hide spots. You can duck into them and if no one saw you, you can move around and hunt down your prey,” Hutchinson said. “They’re useful in the frontier if you’re hunting animals, but also in cities if you’re trying to hunt two-legged prey.”


Enemy encounters in general are far more exciting than they’ve been before. The team behind Assassin’s Creed III has rebuilt combat from the ground up, introducing a two-handed fight style that lets Connor use multiple weapons at once. In addition to a weapon like a tomahawk or hidden blade, Connor might be carrying a pistol. As you move through a crowd of enemies, you might use one weapon for close combat, then switch immediately to the pistol or bow and arrow for a ranged shot. No matter which combination you choose, combat is always quick, fluid and awesome looking.







“It’s all within your control,” Hutchinson said. “If [an enemy] is targeted and you tap Y he’ll shoot, but the animations that play are designated by the system. So if you’re facing the wrong way but your camera is pointing back towards someone then he’ll shoot over his shoulder. If you’re facing towards him, he’ll shoot straight ahead. So you’re in complete control but we always make you look cool.”


Streamlined combat also means streamlined visuals. The HUD has been dramatically simplified, and while button prompts may still appear during quick time events or while countering enemy attacks, the goal is to clear out the screen to allow players to focus and be immersed.


“We spent a lot of time working on immersion,” Hutchinson said. “What we wanted to do was clear out the screen a little bit, so we took most of the feedback from the top of the screen and put it on the bottom, just to give you a really nice view forward. And we’ve tried to make all of the highlights natural. You didn’t notice the highlights for targets, but they’re there when you’re playing. You see them pop between the guys, but we wanted them to be not as dominant on the screen as before.”


If Ubisoft is successful, you’ll be immersed in the world as you explore. Many non-playable characters you encounter feel like they’re actually something rather than just walking along a pre-scripted path, and you can interact with most of them. In the demo we saw, walking through a Colonial camp meant encountering trappers, soldiers and any number of other people who seemed to actually have a purpose.



“There’s a lot of crowd life that’s there to just tell the story of the space, people moving through the environment,” Hutchinson said. “But also in most of these locations, you can pick up side quests or you can encounter random animals that could be attacking you depending on season or time of day, so there’s all kinds of systemic stuff going on as well.”


Ubisoft has put a lot of time into refining the Assassin’s Creed experience, and it shows. While Connor still runs, climbs, hides and kills, he does it in a way Altair and Ezio never quite did, blending in with the world around him on a level previous games never achieved. The plot of Assassin’s Creed III is still shrouded in secrecy, but if the story is a match for the improvements to gameplay, this could easily be the best Assassin’s Creed yet.






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Source : http://www.ign.com/articles/2012/06/04/e3-2012-on-the-hunt-in-assassins-creed-iii

Sunday, May 20, 2012

Hitman Director on Killing Diana, Giant Chickens and Why Absolution is Built to Last




The original assassin is back, declares Hitman: Absolution’s promotional videos. It’s a shrewd statement, with the very word now forever fused with Ubisoft’s blockbuster Assassin’s Creed series. Of course, Hitman and Assassin’s Creed actually have quite little in common with each other; beyond sharing leads whose occupations involve executing people the games themselves are fundamentally different in a large number of ways.

As a device to remind you of the pedigree of the Hitman series, however, the statement succeeds. 47 has been snuffing folk out since before Altair was a twitch in Ubisoft’s loins. 47 may have spent most of this generation on the sidelines, but he’s about to be brought back off the bench.


One of the most interesting things about Hitman’s hiatus is that there’s been no real attempt by anybody to fill the vacuum. We’re at the tail end of a massive gap between Hitman games and yet IO is still coming back to a relatively empty space. In a marketplace where for every GTA there’s a Saints Row and for every Battlefield there’s a Homefront, it’s actually a little surprising. We ask Hitman: Absolution director Tore Blystad for his thoughts on the matter; why hasn’t the Hitman formula ever really been emulated?

“It is a really difficult genre to work with as there are so many challenges both from a technical and design perspective,” explains Blystad. “But it would be great to have more games closer to Hitman as we then could develop the genre faster by learning from each other.”

“We don’t have many games to compare ourselves with directly, only if we divide the game into building blocks and compare them to the competition, for instance in terms of art direction or shooting mechanics.”

The time between drinks hasn’t been wasted; IO has picked up a variety of valuable lessons during the years between Blood Money and Absolution. The team has learnt a lot about player communication and player behaviour, and are far closer to the players and their experience than ever before. IO is also building levels in an entirely different way to its previous titles.

“We have learnt from experience that we need to always see the levels through the eyes of the player so for Absolution we have designed the tools to be able to play as we build the levels,” says Blystad.

The trickiest part of the process, however, has been the AI.

“The basic AI has by far been the most challenging,” says Blystad. “Every NPC is running from the same core and that just has to be rock solid to be able to support a massive game like Absolution. The AI has always been a huge challenge in the Hitman games but there are some new systems adding far greater complexity to Absolution, for instance the new AI navigation and communication, the dynamic combat AI and more logical alert propagation. It is something we will continue tweaking all up until release of the game, I’m sure.”

Part of the wrinkle is fashioning AI in such a way that it can respond equally believably to a player wading through a level guns blazing and a player taking a Silent Assassin approach to proceedings.

“One part is the actual code and logic and design behind the scenes, a whole other challenge is the timing, the locomotion and animation and the dialogue and voice acting,” says Blystad. “We have a very large and diverse cast for the game with a multitude of different character classes and they all need their own traits and features and as the game takes place in different locations the characters also needs different voice sets to fit the locations. The dynamic AI dialogue combined with the story and level specific dialogue is a staggering 2000 pages of dialogue which in itself is a challenge even to fit on a disc. In comparison a movie script is typically 90 pages long.”

hitman-absolution-20120110030504181
Hitman, baby; one more time.

On the topic of AI we ask Blystad to elaborate a little on the crowd technology the team showcased at GDC earlier this year; how it works and what he feels it adds to the levels it’s a major part of. Blood Money’s packed streets and writhing dance clubs were stunning at the time but appear dated now. Absolution is looking to reset the bar.

“The locations of Absolution are most often civilian locations where crowds are a natural part of the setting and this is a unique opportunity for gameplay seldom seen in other games,” he says. “From a gameplay point of view crowds are working pretty close to what they do in real life. They are perfect for blending in and disappearing from enemies but if you start a fight and create a panic you quickly find yourself the centre of attention.”

“Since Blood Money, crowds have become a signature feature for us and we really wanted something special for Absolution. The main focus for Blood Money was high numbers and wow factor more than gameplay, it was technically just a huge special effect. For Absolution it has been completely rethought and every single crowd member is actually a potential regular NPC and can at any given time become an interactive character with unique behaviour. But on top of that the crowd has some crowd specific behaviour that enables actors to navigate in large masses and reaction propagation happens different from regular NPCs.”

The new tech supports crowds of up to 1200 strong, at 30 frames-per-second.

One of the best things about the Hitman series has always been the way it allowed gamers to learn from the experiences of others as much as their own, which encouraged a lot of replay and experimentation. One of the criticisms levelled at IO by Hitman’s hardcore devotees has been the focus to date on leading with more action-oriented demos and videos. Of course, stealth is a tough thing to showcase, considering it relies heavily on patience and extended moments of observation, but are we still going to be trading stories with one another about the pianos we’ve ‘accidentally’ dropped on people, the performers we’ve pushed into shark tanks and the panties we’ve poured ether on? We ask Blystad how much of this quintessentially Hitman magic Absolution retains.

“When we design the game, one question we keep asking ourselves is, ‘What will players tell each other about when they play this level?’

“When we design the game, one question we keep asking ourselves is, ‘What will players tell each other about when they play this level?’” he says. “And if our answer to that doesn’t sound cool or like there was a good choice, we will keep working on it.”

“The Hitman legacy is extremely strong when it comes to cool ‘assassin stories’ to tell, it’s actually even stronger than the mechanics themselves. Like throwing someone in their pool to be eaten by their own sharks, replacing a prop gun for a play with a real loaded gun, sniping an assassin through a Mardi Gras crowd dressed as a chicken, these are all really intriguing fantasies, and there will be tons of this in Absolution. In addition to the inherent replay value of the levels we have added a comprehensive challenge system that will entice certain play styles and hint at certain unlocks that can be achieved on the level to get even more fun out of each level.”

hitman-absolution-20120110030508877
Thy kingdom come.

This kind of depth and replay value is one of the keys to making a single-player game that people will hang onto and play for longer, rather than play and shelve/trade.

“As developers, it is heart-warming to us when players spend months, even years with our games, clocking in hundreds of hours to find every secret and cover every inch of the map,” says Blystad. “But in reality, of course, not all players will have the time, patience or interest in going into that kind of detail with every game. Absolution is built to last for a long time for the players who want more and for a single-player game it is a major advantage to not feel finished once the game has been played through once.”

“Absolution is built to last for a long time for the players who want more.

So coming into E3 and the final phase of development we ask Blystad when he looks at Hitman: Absolution’s gestation, and what IO has crafted to date, what part of the game is he most satisfied with?

“If I ever come to a point where I truly feel satisfied about anything I do, it is probably time to retire,” he says. “I can only focus on all the million problems that we have and all the unfulfilled opportunities to create something better and more fun, a joke that could be paced better or a corner that could be lit better.”

“But if there is a thing that I believe we do quite well, it is to create diversity, and I think that what we will be showing the next couple of months will show just how diverse the game is.”

There is, however, one thing that’s been bugging us: Diana. Kicking things off in Absolution by asking players to kill Diana seems a little odd considering Diana saved 47’s life in the closing moments of Blood Money. Is IO at all concerned there’ll be a bit of resistance from returning Blood Money fans here?

“This is a central piece of the story of Absolution and we know this is a difficult topic for returning Hitman fans,” grins Blystad. “We do believe when they get to play the game it will come across differently from what they expect though and can only ask that people wait until they try it for themselves.”



Source : http://www.ign.com/articles/2012/05/21/hitman-director-on-killing-diana-giant-chickens-and-why-absolution-is-built-to-last

Thursday, May 10, 2012

Assassin's Creed 3 Gameplay Video: Full Trailer Released Ads By Google » Blog Tags Today's Most Popular Videos »



A new Assassin's Creed 3 gameplay trailer is below for you to enjoy. You've done it, gamers. Your "likes" on facebook have unlocked the full 90 minute trailer! Click play!



As you can see, the Assassin's Creed 3 trailer gives a deeper look at the franchise’s new hero... fighting a freakin' BEAR, as well as a ton of different dudes. Running takedowns, face-stabbings, and everything you love. Here's the official description:

"Trapped between two worlds, Connor dons the mantle of the Assassin in the fight for justice against the Templars. Sentinel, outsider, and champion, Connor defends the land against those who would infringe upon freedom and liberty."

For all of our Assassin's Creed 3 information, check out our Assassin's Creed 3 FAQ... and leave your comments below.


Source : http://www.g4tv.com/thefeed/blog/post/723662/assassins-creed-3-gameplay-video-full-trailer-released/

Monday, May 7, 2012

Assassin's Creed Started Out As A Prince Of Persia Concept Ads By Google » Blog Tags Today's Most Popular Videos »







Ubisoft's Assassin's Creed series is one of the most recognizable in the games biz today, but you might be surprised to learn that it actually started out life as a Prince of Persia spin-off, called Prince of Persia: Assassins. Early concept footage for the game that might have been was discovered by Superannuation in a work reel belonging to a former Ubisoft sound designer (via Eurogamer).

You don't really get a sense here of of how Prince of Persia fits into what you're seeing, which is probably why Assassin's Creed grew into its own thing. There's a lot that's familiar for fans of Ubi's history-trotting franchise, however. Skip to 1:30 for that footage. There's some other unreleased stuff here too, including a look at a never-released 3D Indiana Jones game.


Source : http://www.g4tv.com/thefeed/blog/post/723508/assassins-creed-started-out-as-a-prince-of-persia-concept/