Assassin’s Creed Unity: How Ubisoft Revamped The Stealth Mechanics


Alex Amancio, AC: Unity’s creative director, recently participated in a new interview where he discussed how his team completely revamped the stealth mechanics for Unity.

Alex told GamingBolt that stealth will be hugely important in Assassins Creed Unity and that it will finally be implemented as a pillar of gameplay. He said, “Stealth has always been the main AC pillar. Honestly, I think we have never been able to push it as far as we have done it on ACU this year. We have added several elements to get to that level. We have re-designed all the pillars, but we are particularly proud of what we have managed to achieve on this one, because this element reinforces the very heart of Assassin’s Creed. First of all, we have added a stealth mode, with a crouch position.”

“It’s important to say that Stealth Mode is more than just a CROUCH BUTTON. You’re less conspicuous when you’re in Stealth Mode. So, in Guard Posts, for example, if you want to move silently behind the guards, in Stealth Mode that’s possible because they won’t be aware of your presence, but if you walk or run past them, then they’ll turn around and detect you. There’s a light cover system as well, so if you’re by a low wall or pillar, you’ll automatically snap to that and you can move along it. It’s a light snapping, though, so you can move away from it as well when you’re ready.”

The game comes out this October for the PS4, Xbox One, and PC.

Comments

  1. D2ultima8/25/2014

    And finally, a dev actually debunks the ESRAM excuse. Hopefully more will come out and "admit" that ESRAM is no detriment as there's still system RAM available.

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  2. I don't think you should expect much in the way of technological insights from a "Vice President of Publishing". Does he even know what ESRAM is? The comment about the game being a "big game with a lot of DLC content" suggests he probably doesn't (the small ESRAM size is a performance concern, not something that would affect the size of the game).

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  3. D2ultima8/26/2014

    Yeah, true, but if he says his team had zero issues with it (when so far it was par for the course for every single developer to complain about the esram getting their games to run well) then it's still something to think about.


    Technically ESRAM should be nothing but a bonus to anyone who can make use of it, unless they decided to force everyone to use it before touching system RAM, which would be fairly stupid. But I haven't heard anyone claim that they MUST use ESRAM, only that ESRAM is the cause for performance issues, which should have been attributed to the X1's GPU being only 2/3 as strong as PS4's. I just wanna see more developers pop out and debunk or give proper information as to the "ESRAM performance limit"

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  4. When you compare PS4 and Xbox One memory bandwidth, the ESRAM can not really be seen as a bonus for the Xbox One. It is absolutely needed to bridge the performance gap between system memory on the PS4 (GDDR5) and Xbox One (DDR3). If you have zero issues with the ESRAM, it is probably because your game only needs a relatively small amount of high-performance memory, so that most of it fits into the ESRAM most of the time. Pinball games might be less demanding than most genres in that respect.

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  5. D2ultima8/26/2014

    Maybe so. The bandwidth is definitely different, but the way they calculate data should also be different. I won't deny the PS4 is a lot stronger, however the Xbox 1 shouldn't be that dead. I still fail to see what dissuades the Xbox 1 from performing like a regular PC with 2133MHz DDR3 RAM and an a high end GPU from 5 years ago; I think PS4's great beautiful memory bandwidth is being overestimated and that the ESRAM is basically used as a scapegoat for the system's lack of power, with the promise that one day when devs can use it, it'll be better.

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