Ho usato il search e non mi sembra che ci siano altri thread...
al massimo Tuco locka e risparmiami
Q&A PlayStation.Blog
PlayStation.Blog: When it comes to the basic ingredients of US history, Americans know our stuff. Do you feel pressure to portray characters such as George Washington in a certain way? Do you have creative freedom with him? Alex Hutchinson, Creative Director, Assassin’s Creed III: One of the cool things about Assassin’s Creed III is that we have so much information this time. In previous games, we were filling in gaps — we knew approximately what happened, or an opinion of what happened, so we had a lot of room to move. But now, we pretty much know where all the Founding Fathers were every day of the Revolution and what they were thinking. They were copious letter writers, so we have all kinds of crazy information to build on; Ben Franklin believing that the national bird should be a turkey instead of a “thieving” eagle, or his opinions on women and so on. It’s more about finding different angles on these people, things that maybe aren’t in the populist history, things that we can defend. It’s a lot of fun, there are some juicy characters…Pretty much 80 percent of the speaking characters are real people. You’ve heard of Paul Revere and George Washington, but a lot of the secondary characters here you won’t have heard of. If you sit there with Wikipedia open, though, you can look them up. PSB: What inspired the name of protagonist Connor Kenway? AH: His given Native American name is very hard to pronounce, it’s Ratohnhaké:ton. [laughter]. We took it very seriously when we decided to have a Native American assassin, we wanted someone who was one step removed — we didn’t want a Redcoat or a Patriot. We also really liked the idea of having a minority as the lead character, especially one that isn’t really represented in popular culture. It comes with a lot of risk as well; we’ve hired a Native American consultant to make sure we’re handling things appropriately, and the actor who voices Connor is Native American as well. PSB: You showed a lot of epic-looking battlefield sequences pitting the Redcoats against the Patriots — how does Connor fight on the battlefield? AH: The narrative of the game is “Assassins versus Templars,” it’s not about you saving the American Revolution. You get involved in aspects of it; the story picks up before the Revolution kicks off and continues after it. So whenever you’re at these battle events, you’re never going to be in the line infantry shooting a rifle or serving as an actual soldier. You have an ulterior motive at the battle: Connor’s goal is to assassinate a specific person. Whoever else lives or dies in that battle is not something that concerns him. PSB: What did you think when BioShock Infinite was revealed? Both games explore similar elements such as patriotism and the dawn of American Exceptionalism, though in different ways. AH: I was a huge fan of BioShock, I loved that game. I think most of our team has pre-orders in for BioShock Infinite, actually! Luckily, the flavor of the games is radically different: we are far more earnest, you know what I mean? BioShock is a super-smart game, but they like to exaggerate for effect. I think it will be good for both games to co-exist because they play off each other a little. PSB: For the first time, Connor has the ability to use two weapons at once — how does that change the flow of combat? AH: We wanted him to feel more like a predator, so all of his combat is two-handed whether it’s tomahawk and knife, or hidden blade and knife. There’s a lot of new gear, and if you’ve watched movies like The Last of the Mohicans you can probably figure out some of them! But the core combat system has been rebuilt completely. What the buttons do, how they do it, the enemy types, the strategy, and so forth. PSB: The climbing controls seem to have been simplified. Have you fundamentally changed the way traversal works for Assassin’s Creed III? AH: The goal was to create a character who was as nimble and as capable in a wilderness environment as Ezio and Altair were in cities. We wanted to turn the frontier into a 3D playing space of uneven surfaces and slopes and trees….so when we looked at the controls, we thought we could clarify them. Having to hold two buttons at once in order to climb was definitely something we wanted to address. In Assassin’s Creed III, if you hold R1 you’ll free run safely. You’ll stay relatively horizontal, so Connor will run past trees and he’ll only take “safe” jumps. But if you hold X as well, then the run becomes “unsafe” — he’ll try to go vertical, and if he hits the edge of a cliff, he’ll jump. Hopefully it’ll give peoples’ hands some relief, but it’s also a way of telling the game whether you want to take risks or not. And we’ve managed to unify that new control scheme with our fighting. R1 is always sprint, so you don’t have to lock onto enemies anymore in order to attack them. And if you wanna get out of a fight, you just hold R1 and off you go. We have this idea, too, that Connor is always in motion — that he can assassinate on the run. So we have ways to run past a guard, snatch his musket, shoot his buddy, kill the next guy, and keep on moving.
TL;DR
- No More Ezio
- 18° Secolo (Guerra Civile AmeriGGana)
- Finalmente si possono SCALARE GLI ALBERI
- Protagonista : Connor ; mezzo americano mezzo indiano ; neutrale.
- No More Hidden Blade a quanto pare
The.End
(_The End_)
April 1, 2012, 5:26pm
103
perche hai cercato il nome sbagliato
Assassin's Dead Redemption
http://gaming.ngi.it/showthread.php?t=549793
Ah ecco ma almeno mettere i titoli giusti ._ .
Edit : Grazie sommo Tuco
Lucasart
(Lucasart)
April 1, 2012, 5:31pm
105
Puoi solo prendertela con te stesso
Solo io vedo Assasins Creed 3 come titolo "giusto"?
Allora valeva mettere per AC 2 "Quello tipo Prince of Persia ma con i Templari e c'è Da Vinci"
Lucasart
(Lucasart)
April 1, 2012, 5:39pm
107
Shadlol, non stai pensando quadrimensionalmente!
Jeppy
(Jeppy)
April 1, 2012, 7:06pm
109
Dal trailer sembra che ci siano SOLO alberi, renderli scalabili era il minimo
snakebyte
(snakebyte)
April 1, 2012, 8:00pm
110
non capisco il "finalmente"
killer0
(killer0)
April 1, 2012, 8:14pm
111
Si possono scalare gli alberi? Mio al Day one.
Grismi
April 1, 2012, 8:22pm
112
la hidden blade c'è comunque
Alex
(alexander leah)
April 4, 2012, 8:26am
113
snakebyte
(snakebyte)
April 4, 2012, 10:02am
114
Dobbiamo essere coerenti, non è un fps e per quel tipo di gioco il controller è d'obbligo per giocare al meglio. Quindi non mi meraviglia molto questa notizia.
Baionetto
(Baionetto)
April 4, 2012, 11:38am
116
“i don’t see us investing hugely in a mouse and keyboard setup” ormai siamo oltre il ridicolo devono morire gonfi maledetti loro...
eh beh, d'altronde tutti sanno che AC giocato con mouse e tastiera è tutta un'altra cosa
mi pareva chiaro fin dal primo gioco che il loro focus fosse sui pad.
Alanesh
(Alanesh)
April 4, 2012, 3:20pm
118
tanto ac e' un gioco talmente cagata che possono pure mettere i comandi per tastiera di merda ( come era nei precendenti capitoli ) non ce' alcun problema
kadakar
(kadakar)
April 4, 2012, 4:19pm
119
AC si gioca al meglio con il pad, quindi che ottimizzino il gioco per quella periferica è un dato positivo. La vera notizia deriva dalla frecciatina rosichina della ubisoft al mercato dei pc con cui ha il dente avvelenato a causa della "pirateria" con cui hanno deciso di continuare l'approccio da ritardati, ovvero DRM inutili che danneggiano più in consumatori dei pirati che ci giocano tranquillamente.
A me di ac fotte un cazzo, è una serie di merda, ma mi preoccupa il trend. Poi voglio dire, quanto cazzo gli può costare ottimizzare i controlli? Non siamo ridicoli, via...