- O jogo contará com um novo sistema de IA em que os npc's (inimigos ou não) irão procurar por você a medida que o seu nível de "procurado" aumenta. Eventos como assassinatos e causar confusão aumentam o nível de atenção que os inimigos terão em você, até um ponto em que eles irão passar a procurá-lo.A diferença é que poderemos reduzir esse nível de atenção eliminando testemunhas, por exemplo.
- O comportamento dos inimigos irá funcionar de acordo com a "classe" à qual eles pertencem. Por exemlo, teremos inimigos mais ou menos inteligentes.
- Poderemos nos misturar a qualquer tipo de npc, não mais apenas aos scholars.
- Os diferentes tipos de inimigos não terão somente formas diferentes de atacar padrões, como também um comportamento único. Alguns inimigos mais inteligentes podem ficar esperando em esconderijos se eles acharem que vocês está por perto. “Especialistas em adagas” são excelentes free-runners e darão muito trabalho para você. Apenas subir em um prédio não irá resolver a questão. Eles também poderão fazer isso.
EDIÇÃO LIMITADA (Black Edition):
A Black Edition do game conterá:
- Uma estátua do Ezio;
- 3 quests exclusivas: Palazzo Medicis em Florença, Santa Maria Dei Frari and Arsenal Shipyard Warehouse em Veneza;
- Conspiracy Book: um livro de capa dura com 64 páginas, com artworks, textos sobre a trama do jogo, etc...
- Trilha Sonora;
- Entrevistas com os produtores do jogo, making of, e e-goodies do jogo.
GAMEPLAY:
- Haverá tipos variados de missões, segundo alguns rumores que apareceram na Gameinformer, o número de tipos de missões gira em torno de 16;
- Em algum momento do jogo usaremos o protótipo de asa delta de Da Vinci para realizar missões;
- A interação com npc’s será de vital importância. O jogo usará um conceito de facções da seguinte forma: existirão grupos de indivíduos como ladrões, cortesãs (prostitutas), mercenários e outros. Ezio deverá realizar missões para ganhar a confiança destes grupos, para que estes nos ajudem em nos assassinatos. Por exemplo, uma cortesã pode seduzir um grupo de guardas para que Ezio possa entrar em um prédio/evento despercebido. Cada facção ter uma “habilidade” única que será necessária para o cumprimento das missões.
- Caso Ezio tome uma surra, apenas ficar parado não irá recuperar o "life" do personagem. Será necessário procurar um médico.
- Será possível usar a água como um esconderijo. A água também pode ser utilizada para matar os inimigos, ou seja, poderemos afogá-los.
- Foi confirmado que existem aproximadamente 200 missões no jogo.
- Missões opcionais como coletar flags estarão presentes no jogo, porém desta vez elas irão dar acesso à algum tipo de bônus.
- Assassinatos poderão ser realizados basicamente de qualquer parte do cenário. Telhados, água e esconderijos estão na lista.
- Segundo informações veiculadas na conferência da Sony na E3 a versão PS3 do jogo terá 6 armas exclusivas. (Créditos para o Xint, não sabia disso);
- Desta vez teremos missões no presente, ou seja, contralaremos Desmond para fazer mais do quê caminhar dentro do Laboratório da Abstergo;
- Foram confirmados dois novos tipos de missões, são eles: escolta e perseguição;
- Usaremos dinheiro no jogo para várias coisas, desde pagar as mulheres da vida para distrair os inimigos como comprar novas armas ou munição;
- Ezio deverá escolher com cuidado quando e quais oponentes atacar. Por exemplo: Existe um inimigo chamado “brute”, seus ataques são mais perigosos que os de um guarda comum. Você deverá escolher entre passar despercebido ou tentar a sorte ao atacar ele.
- Ezio poderá enfrentar os inimigos de mãos nuas, usando somente os punhos e pernas para atacar os inimigos, usando também cabeçadas e até jogo sujo como jogar terra no rosto do oponente;
- Ezio não carregará nenhum tipo de arma, exceto pelas hidden blades e facas. Outras armas como maças, espadas e lanças poderão ser usadas ao serem roubadas dos inimigos;
STORYLINE:
- O protagonista do jogo será Ezio Auditore de Firenze, um jovem nobre da Itália;
- O jogo será ambientado no período da Renascência na Itália, no século XV, personagens como Machiavelli, Leonardo da Vinci e Caterina Sforza e outros farão parte da trama;
- Foram confirmadas três cidades até o momento: Veneza, Florença e Toscana (uma região na realidade). Locais históricos como o Grande Canal. o Pequeno Canal e a Ponte de Rialto também foram confirmados.
SPOILERS:
Spoiler
- De alguma forma não revelada ainda, a família de Ezio será eliminada em um conflito de clãs (algo comum para a época) e ele ficará sozinho. Sendo assim pode-se concluir que ele ser tornará um membro da Irmandade basicamente por vingança;
- Como já era especulado antes, Leonardo Da Vinci irá prover armas e equipamentos para Ezio;
- Leonardo Da Vinci é amigo pessoal de Ezio e é patrocinado pela família dele.
- Lorenzo di Medicci irá ensinar Ezio sobre táticas e planejamentos para as missões;
- Machiavelli também irá ser uma espécie de conselheiro de Ezio, de forma isso afeta o jogo? Ainda não sabemos.
ASSASSIN'S CREED: LINEAGE
Ubisoft confirmou que está produzindo em parceria com a Hybride, um estúdio especializado que foi comprado pela softwarehouse há cerca de um ano, uma série de 3 curta metragens entitulados de Assassin's Creed: Lineage.
Entrevista de Patrice Desilets para a IGN durante a PAX 2009
Spoiler
Assassin's Creed IIis getting religion. Well, more religion than the previous chapter – which was already essentially soaked in the intrigue and horror of the Crusades. The ending of the original Creed tackled a cornerstone of the rise of civilization head-on, too: the birth of a shared mythology and its power to shape the course of human history. Prior to his PAX presentation of Assassin's Creed 2 to a crowd of 5,000 eager gamers, creative director Patrice Desilets sat down with IGN for a few minutes to talk about the game. In our conversation, Desilets confirmed that the series will continue to delve into the use (and abuse) of religion in the ongoing struggle between the Templars and the assassins.
(Warning: slight spoiler alert in the next paragraph for those who have not played the ending of the original Assassin's Creed.) I asked Desilets about whether or not the conspiracy involving the apple would continue in this game, despite advancing the time frame into the Renaissance. "You will learn more about the apple," he confirmed. Apparently this artifact (and possible others) will be a common thread that binds the stories together despite a change in hero. Another thread that links up all of the games in the franchise (Desilets kiddingly referred to an Assassin's Creed 36) is Desmond, who will play a larger role in the second game, now that players have been exposed to him and understand his role in the narrative, particularly during the closing minutes of the game when you get an idea of not only how far back this conspiracy runs, but just how encompassing it is. If you freeze frame that wall at the end of the game – and you know exactly which wall I'm talking about – you see that this about more than an apple. More than just the memories of a single person.
Another feature of the game we discussed was the evolution of crowds moving into chapter two. Desilets admits that the crowds in the first game were not optimal: "In AC1, the crowd was an obstacle. This time, they are an opportunity." The on-stage demo of the game seen later in the day at PAX confirms several of the new opportunities presented by crowds, such as the ability to pick any pocket for money. (This money can be used to buy gear and items, such as poison – but more on that later.) The people in Florence are doing a lot more than just milling about. They seem genuinely engaged in lives, such as playing dress-up to impress peers and gathering in groups to gossip. These groups are essential for the player that focuses on stealth. When you slip into a crowd, a sparkle appears around Ezio that indicates he is invisible to his quarry. A fantastical circle also appears around the crowd that shows you the area you must stay within to remain hidden, provided you do not make any rash moves to upset the innocents you mingle with.
The on-stage demo Desilets goes through wows the crowd. It's fun to pick up on what makes gamers cheer. The first time Ezio runs along a rooftop and then leaps out to a hanging planter or lantern to swing around a ninety-degree corner inspires a whoop. The urban acrobatics are certainly back. In the demo, Ezio performs incredible feats of grace and balance as you slips along posts and poles, shimmying up walls, and essentially defying gravity in little bursts. You can tell Desilets is clearly enjoying the reaction to the game, as it gives him a chance to – and this is his quote – "back up our bulls—t" with a crowd that will have no problem roasting him if the game appears underwhelming in any way as several attendees rather rudely did during the question-and-answer part of the Splinter Cell: Conviction portion of the demo session.
Desilets also reveals that Assassin's Creed II shares a little DNA with the Prince of Persia series. After slipping into the catacomb below Florence, the camera tracks through a gymnastics puzzle. You see the general path you must undertake, but then it snaps back to Ezio with a "now what are you gonna do?" vibe. Using moves similar to the Prince, Ezio weaves and winds his way through passages, jumping across crumbling walls and swinging over gaps in the floor. According to Desilets, there will be approximately 4-5 hours of Prince of Persia-style gameplay in Creed II.
The Persia-puzzle soon gives way to a chase scene which challenges you to perform those same acrobatics you practiced on the rooftops under great pressure. Ezio must track down a fleeing Templar in the catacombs. The chase goes on for quite some time to build tension (although there appeared to be moments where Desilets could have pounced on his prey sooner). It ends, though, as they always do in the Creed games: an assassin standing over the slumping body on his victim.
Desilets says that assassinations will be easier to perform in the second game. The twin wrist-blades help with double kills and Ezio also has a hidden gun on his wrist that fires a deadly shot into his quarry. But there are additional ways to kill a man in Florence, such as pricking him with a poison-tipped knife as you saunter by.
The demo ends with Ezio creeping up to the rafters above a secret meeting in the depth of the catacombs. Several noble-looking men have gathered around a table. The news is that the Pope is giving his blessing to the upcoming Templar operation. There will be murder soon, linked to real-life events related to the Medici family during the Renaissance period.
The crowd was definitely into the game. There were other moments of loud reaction, such as the first double-assassination. At the beginning of the session, Desilets posited that by now, over 35 million people have experienced the first Assassin's Creed in one form or another. With Ezio being one of the last heroes standing in the great stampede of games into 2010, Ubisoft is sure to add quite a few more eyeballs and thumbs to that impressive statistic.
Spoiler
Entrevista muito legal sobre como o nível de dificuldade está sendo trabalhado no jogo. Basicamente foi criado um nível de "profundidade" em que certa memória será explorada de acordo com a vontade do jogador. O produtor também fala sobre formas de aumentar a dificuldade em um game entre outras coisas.
Spoiler
Which members of a development team are typically responsible for determining a game’s difficulty level?
Ultimately, game difficulty is the responsibility of the game designers. They set the game’s intention. However, level designers are responsible for implementing challenges in the game itself. As you can imagine, it is very important they are well synchronized.
Game Designers are the ones who define not only the difficulty but the overall game progression. How will the main character evolve through the experience? What skills will the player be able to acquire and when? What will the pace be like? How de we challenge the player properly though the whole experience to ensure the game is always exciting to play?
In Assassin’s Creed 2, for example, character progression is at the heart of the experience. The main character grows from a noble of Florence, Italy, to become a master assassin. Things will definitely change in his life, so we had to think about difficulty and progression at a very early stage of development, and all the more because this progression must fit with the story dimension. Are there any established philosophies/schools of thought on how to develop a game’s difficulty?
There are many philosophies in the industry. We are all trying to find the best solutions to make sure the experience is as fun and rewarding as possible. If there were one perfect solution we would all use it.
But what does difficulty mean? What is a challenge? How can you ensure fun when it comes to difficulty?
Let’s forget about games for a couple of minutes and remind ourselves of the first time we rode a bicycle. If you learned how to ride a bicycle properly, if you were trained using a tricycle, if you encountered some success for the first few metres you were riding, then you will want to ride more. You will feel you are progressing and you will expect to continue experiencing new emotions and new challenges.
Similarly, Assassin’s Creed 2 is all about learning. You are becoming someone you are not: The best assassin there is. It is true not only for the main character, who is by no means an assassin at first, but also for the player (I hope). The game design, the story, the environment...everything steers toward this objective of allowing the player to properly learn, receive rewards, and face new and adapted challenges.
Can you tell us a bit about the variables that affect game difficulty and how they can be modified? I’m thinking along the lines of artificial intelligence of foes and allies, pitting players against more or fewer enemies, increasing or decreasing time limits, and altering environments...
Difficulty parameters in Assassin’s Creed 2 come from so many elements—the physical environment, the enemies, the main and side missions, the economic system—which makes it difficult to come up with a short answer. Roughly speaking, we look at the basic gameplay blocks that compose all of our features and for each of them we identify the parameters that influence its difficulty. Are we challenging the player’s timing? That sort of thing. From there we ask ourselves how deep we can go and how clearly the player will understand what is being asked of him.
Acrobatically navigating in an open world environment is one of our most impressive features. We make sure the player is properly assisted so that he feels great about this experience, but we have added depth to this system by creating longer and more challenging acrobatic paths. We added features such as the “climb leap,” which allows a player to climb a wall faster but requires a slightly higher level of skill.
In terms of fighting features, some of the obvious parameters that will allow us to offer a more diversified and challenging experience are the number of enemies, their hit points and damage capacity, their ability to properly defend or attack. We have also developed enemies’ ability to coordinate their attacks.
Then there’s the infiltration part of the game. Assassin’s Creed 2 lets you relive true historical moments where you have to assassinate important and evil targets. Approaching these targets needs to be fun and exciting. Consequently, we have refined our detection system and added depth to it. We asked ourselves questions like: How fast will the guards see you and then properly recognize you? Will some guards have the ability to see you even if you are hidden?
For our three main pillars—navigation, fighting, and infiltration—we offer more variety and depth than in the previous game through the introduction of specific “archetype” character types that will be more challenging, such as the “brute,” who is a fighting specialist, the “seeker,” who is a detection specialist, and the “agile,” who is a city navigation star.
Most players understand that the easiest (and perhaps least satisfying) way to create multiple difficulty levels in an action game is to simply modify the number of enemies we face and their skill. What are some more elegant and sophisticated means of increasing a game’s challenge level?
First, adding numerous enemies of higher skills is not always a bad choice when it comes to difficulty. Great games do that. It all depends what you want the player to experience. The problem is when you rely only on this one means.
Second, it also depends on how many features you have and how deep they are. In a fighting game, you only fight, and it is satisfying because the fighting experience is deep, because you have options. For Assassin’s Creed 2 we are adding so many new features that variety comes not just from the depth of the main features but also the diversity of experiences we want the player to have.
Let’s take fighting, which is an important part of Assassin’s Creed 2 experience. If I can use 30 different weapons, if all those weapons are different, if I can not only attack but also disarm my enemies, expertly avoid their attacks so I can take advantage of the situation, if my enemies are more diverse and if they even coordinate themselves while fighting, then believe me you can have numerous fights without the game feeling repetitive.
What are some of the challenges you’re facing that are specific to Assassin’s Creed 2?
Assassin’s Creed 2 offers vast open environments. Much of our game is purely systemic gameplay, which makes it a real challenge to grasp difficulty progression. You never know what the player is going to do or what he is going to cope with.
That’s why, as with its predecessor, we decided to have the player progressively open the world so we can progressively adapt challenges. We think it makes players learn the game better and, in the end, have more fun with it.
Of course, the missions must also progress in difficulty. We offer around 150 different missions in Assassin’s Creed 2, and all of those missions challenge the player based on his character’s progression. I am quite happy with what we are achieving so far.
Are you creating multiple levels of difficulty for players of different skill levels?
We actually have quite an original approach in that we let the player choose how challenging he wants each individual mission to be. Much like poker, we challenge the player before he starts a mission with what we call a “memory.” How deep inside a memory does he want to go? The deeper, the more rewarding the mission will be—but also the more challenging, as the player needs to respect specific parameters, such as making sure he is never detected, that he never loses more than a certain number of hit points, or that he respects certain timed elements.
Humans are a bit lazy. We figure out the most efficient way to play a game, and then we don’t change how we play very much. With this system players will discover so many new and fun aspects of the game.
Players often talk about “fairness” when discussing game difficulty, seemingly forgetting that, thanks to features like unrealistically rapid recovery from injuries, games are almost always slanted steeply in their favour. How do you create the illusion of reality while paying attention to this false notion of fairness?
Like a movie director or even a painter, game developers humbly strive for a balance between fun and realism, between challenge and immersion. I am not sure there is any way to ensure all players receive the experience we intend, but I am sure we need to work a lot, prototype, iterate, test, and listen.
The bottom line is that you want to make sure players have a proper understanding of what is expected of them, and why they succeeded and why they failed.
One thing is certain: We want the game to be accessible, and to offer an experience that avoids frustration. We want players to have fun above all.
VÍDEOS
Spoiler
* Teasers e Trailers
Spoiler
Trailer do primeiro curta de Assassin's Creed: Lineage
Story Trailer
Primeiro teaser
Segundo teaser
Parte de uma CG que vazou.
CG da E3 2009
* Gameplay
Spoiler
Developer Diaries 4
Arsenal Gameplay
Developer Diaries 3
Walkttrough PAX 2009 em HD
Trailer com CGs e gameplay de Veneza
Primeiro video do gameplay apresentado na E3 2009
* Entrevistas
Spoiler
Três novas entrevistas feitas com Patrice Desilets na Itália.
Entrevista com Patrice Desilets Da GamesCon 2009
Developer Diary Part I
Developer Diary Part II
Entrevista com Patrice Desilets falando sobre a história do jogo.
Outra entrevista com Patrice Desilets, falando sobre o gameplay de ACII, sobre possíveis locações para ACIII e entre outras novidades.
To esperando muito de AC2.
Eu já gostei do primeiro que muita gente mete o pau. Imagino que eles vão dar uma boa variada nas missões depois das críticas.
Será jogão com certeza, corrigirão erros e aprimorarão outras coisas. Me parece que o gráfico está um pouco mmis polido nessas fotos.
Ainda nem fechei o primeiro.
__________________
PSN ID:mateusvinhas
Jogos BD : GTA IV, Asssassin's Creed, Resistence 1, Rachet and Clank ToD, LBP, Mortal vs DC, Uncharted, MGS 4, Pure, Star wars FU, Batman A. A, MotorStorm PR.
Jogos PSN : High speed bowlling, Flow, SSF 2 HD, SS HD, Lemmings, Twisted Metal 2, Loccoroco.
4 palavras me chamaram a atenção na entrevista com o produtor:
Vingança - o jogo será bem baseado no sentimento de vingança de Ezio
Variedade - o próprio produtor reconheceu que a repetitividade do primeiro jogo foi muita e que nesse eles fizeram questão de variar bastante o gameplay
Florença - uma das cidades onde passará o jogo e berço do Renascentismo, além de Veneza. Ambas na Itália e cidades maravilhosas
Renascença - história marcando presença no jogo, nos remetendo provavelmente ao século 14
Acho que esse jogo será foda demais!!!! Não vejo a hora do lançamento
Ponte Vecchio? A única ponte do centro de Florença que sobreviveu intacta à 2a Guerra Mundial
ótimo tópico, palmas com certeza. Esse é o jogo mais esperado por mim esse ano, sem dúvidas...não canso de jogar AC1 mesmo depois de ter zerado 3 x, é muito foda!
__________________
+ SUPER NINTENDO + PLAYSTATION 1 + NINTENDO 64 + PLAYSTATION 2 + EX X360 + PLAYSTATION 3
AGORA COM PS3 !!!
PSN: Goa_321
VENDO PS2 COM HD DE 80 GB E JOGOS + CONTROLE E TAPETE DE DANÇA AQUI
Já negociei com: Digital_br; Inu_no_Taishou; Rodmonfort; Fabris77; Lince Da Penumbra
Hype grande por este jogo. 2009, por icrivel que pareca, esta melhor em games que 2008. Nao sei se é somente eu, mas a cada ano, as empresas estão se superando. 2007 foi bom. 2008 estava melhor ainda. Agora 2009 mais incrivel ainda. Tomara que 2010 esteje melhor, se e possivel.
__________________
XBOX 360 PREMIUM (Kit Oficial) GAMERTAG: Cassaro
Puta merda, esse jogo tinha tudo para ser simplesmente animal ... eu sonhei com um jogo como esse ... Mas puta que o pariu, os caras conseguiram estragar o jogo ... o primeiro é chato demais, e a jogabilidade é de chorar ... tirando isso o jogo é nota 10. Não acredito muito neste segundo não.