1. #1
    Legendz54's Avatar Senior Member
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    Description of new Assassins creed 3 Demo (Not video)

    (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.







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  2. #2
    playassassins1's Avatar Senior Member
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    Nice!!!
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  3. #3
    pacmanate's Avatar Senior Member
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    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
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  4. #4
    KrYpToNiC95's Avatar Senior Member
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    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.
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  5. #5
    HorTyS's Avatar Senior Member
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    Originally Posted by pacmanate Go to original post
    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.
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  6. #6
    Awesome 0_0
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    pirate1802's Avatar AC Expert
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  8. #8
    EscoBlades's Avatar Community Manager
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    Pretty much spot on with that description
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  9. #9
    LightRey's Avatar Senior Member
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    Originally Posted by pirate1802 Go to original post

    The only way to describe this appropriately.
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  10. #10
    KrYpToNiC95's Avatar Senior Member
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    Originally Posted by EscoBlades Go to original post
    Pretty much spot on with that description

    Did the chase sequence seem unscripted to you Esco?
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