Climbing is based on the “human scale”. Instead of textures defining if a surface is climbable, the actual polygons of the model determine it. If a brick or ledge sticks out more than 2 inches, then Altair can climb it. Since Altair is an experienced acrobat, the developers have made “climbing as easy as walking”; meaning that climbing will be effortless for the player. If a surface is climbable and Altair latches onto it, then he will start ascending.
Patrice then showed us the video at GDC, which demonstrates climbing within the game engine. There was an obstacle course of several different ledges and bricks on a vertical plane, and the character realistically moved between them.
Jumps are also based on the “human scale”. An athletic person can jump 6.5 feet, and that is the base model that Altair can jump. Again, Patrice pointed out that jumping will be effortless.
With Xbox 360 controller in hand, Patrice then started another interactive demo, where he controlled our assassin. He stated that this demo was done in real time and not a cut-scene. To demonstrate, he took direction from the audience on what moves he should do next. He climbed to the top of a clock tower, and then jumped off and fell to his death.
The control scheme in Assassin’s Creed will be significantly different from that of the typical game. Rather than explicitly specifying what actions Altaïr will take, the player presses buttons corresponding to his various body parts and the game attempts to figure out what action should be taken. For example, running toward a wall and pressing the “legs” button will cause Altaïr to jump over a wall, while pressing the “arms without weapons” button will cause him to vault it. Virtually all movement through the environment can be done with just the left joystick alone, walking, running, climbing, jumping, swinging from pole to pole, all can be done with just the left joystick. The only movement exception appears to be sprinting and starting a wall climb, which requires one to be sprinting first. However, when moving through crowds at a run you will stumble over anyone you run into, so you can also shove people aside as you run past to move faster and avoid tripping.
A major selling point is “social stealth” – the ability to blend in with a crowd, as opposed to simply hiding in shadows.
It also appears that the player will be able to battle many historical figures, including the legendary Order of the Knights Templar. Patrice then showed how the fighting mechanics work. He stated that fights should mimic multiple situations, and is realistic (i.e. a sword to the head is a fatal blow). He stated that sword fighting should be about blades actually hitting each other. The AI has morale system, so if you are totally kicking everyone’s ass then they get frightened and run away. Interaction between NPCs is more diverse than just killing them. People around you are obstacles, and you can push your way through them (touching their shoulder as you pass), navigate around them, or interact with them in other ways.
Features that were demonstrated included improved crowd mechanics, the “chase” system (chasing after a target trying to flee), as well as deeper aspects of free running. This was the first time where Altaïr could be heard speaking. It was again showcased for nearly 20 minutes on Wednesday, July 11th. The video showed an extended version of the E3 demo, and included Altaïr trying to escape after his assassination of Talal the Slave Trader.
In another part of the demo, Patrice demonstrated how to interace with people and objects. One button is used to push people, and another to speak with them. If you start fighting with one, then others will probably come to his aid and you have a full-blown brawl to deal with. You can flee, but the now aggravated NPCs will start chasing you. If you can find a good hiding place (like behind a curtain), then the NPCs will search for you a bit and eventually give up.
The world is wide open, and you can explore as much or as little as you want between missions. When you reach the next objective, a cut scene is spawned that moves the plot forward. In one cutscene, Altair enters a building, and a disembodied voice starts speaking from the shadows. Altair is surrounded by four armed thugs that he must then defeat. Patrice demonstrated how you can grab a character and either throw them into a wall, counter their moves, kick them in the groin, do a back-handed bitch-slap, or deliver a killing combination blow. Again, fighting is very slick and elegant, and the kill moves are brutal, yet beautifully choreographed.
