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Assassin's Creed Mirage-attacken Assassin's Focus närmare förklarad

Ubisoft ville särskilja sin nya lönnmördare från resten med en rörelse som, även om den ser övernaturlig ut, är mer av en fysisk höghastighetsattack...
Jonas Mäki Editor Sweden 28 juni 2023

I det gameplay som Ubisoft Bordeaux visat upp hittills från Assassin's Creed Mirage, har många reagerat på den nya attacken Basim kan använda för att eliminera flera mål i snabb följd. Den heter Assassin's Focus, och under en intervju med animation director Benjamin Potts i Los Angeles frågade Gamereactors utsända om denna rörelse och dess ursprung. Potts svarade:

"We needed to bring something unique for Basim, you know, again, it's a special game, it's a very tightly crafted narrative action adventure, but we needed to find something that was kind of iconic for Basim.

We went through lots of iterations, lots of ideas. The idea behind the assassin's focus actually is we're kind of, we're looking at the speed, the notion that Basim is actually so fast that in his mind's eye he can kind of slow down time and think about what his next targets are going to be and chain assassinations.

I wouldn't say, yes, I guess in one way it's supernatural to some, for us we kind of feel it's a really strategically advantageous way of assassinating targets. It's very carefully crafted and designed and balanced, so it's not too powerful, yet strategically you've got to think about how you use it."

På tal om nya funktioner frågade vi också Potts om de ridbara kamelerna och hur teamet gick tillväga för att animera dem. Mer specifikt undrade vi om teamet lyckades sätta en kamel i en mo-cap-dräkt, något som Potts tyckte var kul:

"It could be quite interesting trying to get a camel into a mocap suit, right? No, I mean we've based our animations for the new mounts specifically, you know, it's a lot of work there. We reused some animations there, but we had to update work and kind of go through a lot of technical processes to get it to where it is. But yeah, no, we had a big team working, well, big team, we had quite a few guys working on that. It is a challenge always, mounts are always a challenge. Animals that you don't ride, you know, are one thing, but when you have to start riding them it becomes another thing altogether."

Du kan se hela vår intervju med Potts nedan, där vi diskuterar återgången till seriens rötter och de utmaningar och möjligheter som det innebär.

Editor Sweden Jonas Mäki has written for Gamereactor since 2002, becoming an editor in 2007. He covers the video game industry across news, releases and the business side, with a particular interest in sales figures and where the industry is heading.
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