In addition to being a virtual first-person version of Assassin’s Creed, Assassin’s Creed Nexus VR also sets the standard for the series by being the first game where the player plays not just one, not two, but three former protagonists.
In the VR game, players will be able to don the costume of Assassin’s Creed II’s Ezio, Assassin’s Creed III’s Connor or Assassin’s Creed Odyssey’s Kassandra. To see how these three characters will differ from each other and be known in the context of gaming, I had the chance to speak with Nexus VR’s Creative Director David Votypka during the Summer Game Fest.
As part of the interview, Votypka told me why the development team has chosen to focus on such powerful and iconic characters.
“After all, we have these well-known and beloved assassins that fans have played in games that are not VR games”, in Votypka. “Wouldn’t that be greatabout the fans got to play some of their favorites in a new way the first time Assassin’s Creed comes to VR? A reunion with Ezio and Monteriggioni, but in the most immersive way possible, where you are actually there. With these three assassins and the variety in the environment, it’s very exciting for the fans, and it also gives a certain nostalgia.”
Votypka elaborates on how the gameplay will differ in that each assassin has unique weapons and tools: “It was an interesting design decision upfront because we didn’t want to create three completely different characters where you had to learn three new ways toplay the game on. Everyone has some sort of ranged weapon, they have throwing knives that you can pull off your chest and throw smoke bombs, and things like that.
“Then there are some differences, because we wanted to be true to the assassins as well. So Ezio has a one-handed crossbow and two hidden blades, and so does Connor. Kassandra only has one blade, and this is the first time players get to play Kassandra with hidden blade.
“There are some differences, but not so big that the players think this is something completely different.”
Assassin’s Creed Nexus VR In Kassandra’s first fight, players will manually draw their sword, reach across their chest to retrieve throwing weapons such as knives and smoke bombs, and then reach over their shoulder to retrieve their firearm. But the battles aren’t the only part of the game that the team has tried to make feel as authentic and immersive as possible, as the series’ famous movements were also an important element to achieve.
“It was something I felt we had to do right”, Votypka said when asked about the parkour and freerunning mechanics. “We couldn’t deliver an Assassin’s Creed that was just linear corridors. It has to be an open city environment that you can traverse in 360 degrees, horizontally, vertically and all that. Rooftop climbing, parkour everywhere. If it wasn’t it hasn’t been Assassin’s Creed, and that’s what VR needs. The really big brands that come to VR need to have the same experience, but in some ways better, because it’s more immersive and more immersive. So it was a challenge when it in terms of design and engineering, but it was also a really good fit, because a lot of these mechanics are very physical and fit very well into VR.”
Assassin’s Creed Nexus VR Ubisoft has yet to set a launch date, but the game will arrive on Meta Quest by the end of 2023. As for why Ubisoft and developer Red Storm Entertainment choose to launch the game on Quest platforms and not Vive, Reverb and other VR devices , or how the Nexus VR connects to Assassin’s Creed’s Infinity hub, you can watch the full interview with Votypka below.
2023-07-05 17:25:59
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