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  • 19 ore fa
Videodiario sul sistema di combattimento di Assassin's Creed Origins, il nuovo episodio della serie Ubisoft.
Trascrizione
00:04Ashaf Ismail
00:04Hey, I'm Ashaf Ismail, Game Director for Assassin's Creed Origins
00:10What would you say is the biggest change to combat in Assassin's Creed from Dylan?
00:15So Dylan, the biggest change to Assassin's Creed in terms of combat
00:18It's that we've drastically changed the paradigm of what is fight
00:22So, in previous AC's we used what we call technically a paired animation system
00:27Which means when you swing your weapon, the hero and the enemy align
00:32They play an animation together, you wait for the animation to finish and then you continue fighting
00:36The change we decided, the paradigm that we shifted is we went to what we call a hitbox system
00:41Which means that any time you swing your weapon, no matter the distance, no matter if there's no one around
00:45you
00:45You're gonna swing
00:47And that means all of a sudden that distance matters
00:50The speed of your weapons matter
00:52Your position in fight relative to other enemies also matter
00:56Because now if you have a big spear and you're swinging it around, you can hit multiple enemies all at
01:00the same time
01:01So all of a sudden, all of these parameters of a weapon really matter in the gameplay
01:06So it's not just about the damage anymore
01:08It's really speed, length, position in fight, the number of enemies you're fighting
01:14That's the basis of it
01:16And then from there, we really go deep on what weapons do the enemies have
01:21How do they behave based on the weapon loadout they have
01:24From heavy weapons, to fast weapons, to shields
01:26All of this has a huge impact on fight
01:29And the way as a player you're meant to read the fight and react to it
01:33What kinds of weapons will we be able to use? Megan
01:36Megan, we have a ton of melee weapons and ranged weapons
01:39So if I start with the ranged weapons
01:41There's the hunter bow, which is a more traditional bow
01:44There's the warrior bow, which is let's say a shotgun bow
01:47It shoots multiple arrows at the same time and you can focus the spread
01:51There's the rapid fire bow, which is more like a very fast pistol or an Uzi even
01:56Where you can really let out a lot of shots very, very fast
01:58And then there's the predator bow, which is the sniper bow
02:02For melee weapons, we have many
02:05So you can fight barehanded
02:07You can fight with a sword and a shield
02:10You can fight with a spear
02:11You can fight with heavy blunt weapons like maces
02:13You can fight with heavy bladed weapons like giant axes
02:16You can fight with what we call a scepter, which is a very fast staff, if you will
02:21You can fight dual wielded with two short swords
02:23We also have two major types of attack, which is the light attack and the heavy attack
02:28And these build combos
02:29So each weapon also has a different combo output
02:33So based on how you use the light and heavy, you have a different set of attacks
02:37We want players to discover each weapon
02:39That every new weapon type gives them this learning curve that they need to master
02:44And to decide what's their favorite
02:46The big thing that we're pushing in terms of equipment actually
02:49Is that now it's a very RPG driven system
02:52So all these types of weapons I mentioned
02:54They all have levels, they all have stats, they all have attributes
02:57So sometimes you can have weapons that are on fire
03:00Or weapons that can deal poison damage on top of the base damage they do
03:03So we've really delved deep into more RPG type mechanics
03:07But that are still credible in the world
03:09There's a huge amount of depth in the system
03:11And we're excited for people to discover that depth
03:14And find that style that they love to play with
03:16How do enemies react in combat by Sarah
03:19So Sarah, how enemies react in combat
03:23We wanted the fight to be able to get very difficult
03:27If there are too many enemies, we want players to actually back off
03:30Or figure out a way to take out singular enemies and manage the fight
03:36You cannot fight eight guys in one shot and be efficient
03:40There are ways for you to actually be able to manage them
03:43But we wanted that if there's a lot of enemies around
03:46You're going to get overwhelmed
03:48We do have the capacity that enemies will attack multiple at the same time
03:52How do you deal with that?
03:53So we have a lot of defensive mechanisms
03:55So you have your shield, you have a dodge, you have a parry
03:59So there's a lot of defenses, you have your bows
04:01So one thing we worked on is actually being able to transition between melee combat and the bow
04:08Very fast, very efficient, without breaking the flow
04:10We wanted players to be able to take a few shots at a guy
04:14To slow them down, maybe if they're charging
04:15Use their spear to take out the two guys that are on their left
04:18And go back to the person charging them again
04:20We wanted the fight to be very dynamic and very spontaneous
04:26And that your skill of understanding the enemies, how they behave
04:30Their weapon loadout, your weapon loadout, the efficiency of your weapons
04:33We want these things to be constantly running in the player's mind
04:36To be an effective fighter in the game
04:45Assassin's Creed Origins
04:48Available October 27th
04:50Pre-order now and get a bonus mission
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