Assassin's Creed Unity
Assassins Creed Unity Boxart.jpg
Developers Ubisoft Montreal
Publishers Ubisoft
Release Date(s) NA 28 October 2014
EU 28 October 2014
Genre Historic action-adventure
Mode(s) Single-player
Co-operative play
ESRB rating RP (pending)
Platforms Xbox One, Playstation 4, PC
Media DVD, Blu-ray disc, Digital download
Assassin's Creed Unity is an upcoming Sandbox action-adventure game developed by Ubisoft Montreal, releasing on Xbox One, Playstation 4 and PC on October 28, 2014 in North America and Europe. It is the sequel to Assassin's Creed IV: Black Flag. The game follows the assassin Arno Dorian during the French Revolution as he goes on a mission of redemption for the death of his adoptive father and to seek out the real powers behind the revolution.


[edit] Development

The game is primarily developed by Ubisoft Montreal but does so in conjunction with nine other studios worldwide based in Kiev, Singapore, Shanghai, Annecy, Montpellier, Bucharest, Quebec and Chengdu. The creative director for the game is Alexandre Amancio who also worked on Assassin's Creed: Revelations, the story that brought Assassin Ezio Auditore's story to an end. The lead writer is Travis Stout of Fallout: New Vegas fame. Ceri Young also helped write some of the story missions for Unity focusing in the co-operative missions, with Russell Lees writing the story side-missions in the game. Any historical characters that appear during the time period in which Unity is set have been relegated to side-missions only in order to the team to concentrate on telling the story of Arno.

The game is designed with an upgraded Anvil engine which is used alongside the Theatre Zen and City Light tools, which improves animation, asset management and volumetric lighting.

Amancio commented on the use of English actors in the game with identifiable English accents, which differs from their choices in previous games to try and align accents of the characters with geography. It's clear to players that the game takes place in France so French accents were deemed unnecessary.

Three composes have orchestrated the soundtrack for this game; ryan Amon, Sarah Schachner and Chris Tilton.

[edit] Gameplay

[edit] Locations and Exploration

The game will be coming exclusively to next-generation consoles and PC with a fully explorable city of Paris built to a 1:1 scale with crowds numbering the thousands. The entire city will be available to players, including building interiors and catacombs which will be loaded seamlessly without the need of loading screens. Landmarks such as Notre-Dame will also be open to Arno, with a quarter of its interior explorable. Empty rooms may have unlockable treasure. Map icons will also be visible from the rooftops.

The haystacks from previous Assassin's Creed games have by and large been removed in favour of player controlled descent from buildings and other high spots. Social Stealth has also gained a crouch option activated by a button prompt. Combat has also been improved to feel more realistic, one such change to the system is the removal of a counter kill option

[edit] Memories

Approach to missions has also received an overhaul from previous games in the series. Memories will be dealt with an Adaptive Mission Mechanic as opposed to a series of objectives, thus giving players several potential paths to take, all which ultimately lead to the completion of the mission. One such example is the option to follow a target and should they detect you a chase sequence will begin as opposed to desynchronization and restarting from the last checkpoint

Each memory is dealt with in a similar style to that of the first Assassin's Creed game, in that each mission is boxed off, referred to as "black box missions." In the opening cinematic of the each mission, clues will be shown revealing multiple possible paths in which the mission can be completed. Rather than following a linear path there can be up to 10 different approaches to an objective. In order for each memory to be completed, Arno must leave the area of the mission - this differs from previous Assassin's Creed games where the assassination of the target was considered the end of a mission with the protagonist often having to make a hasty exit afterward. In Unity, depending on the path chosen, Arno can enter and leave a mission with the only person knowing of his presence being his target.

[edit] Customisation

The Assassin's which accompany Arno during missions can be customised by friends, upgrades and other customisation options can be purchased by use of the experience gained during co-operative missions. Arno has access to a new Eagle ability named Eagle Pulse which will develop throughout the process of the story. This ability allows him to sense the amount of guards in an area he plans on infiltrating.

[edit] Modern Day

A modern day portion of the game is different from that of Assassin's Creed IV: Black Flag in that it won't feature the player as an employee of Abstero Entertainment. It will instead, similar to Black Flag have the protagonist as the player -- you -- but instead they will be approached by the assassin's to explore Arno's memories as well as help them fight the modern day templars.

[edit] Co-operative play

"Assassins do not only embark on their own quests (like Ezio avenging his family), they have to pay their dues to the Assassin council. So players will have to complete what we call Brotherhood missions, in shared experience, to fulfil their duties towards the Assassins."
- Alex Amancio on why co-operative play was introduced

Following on from Wolfpack gameplay featured in the multiplayer portion of Assassin's Creed III and Assassin's Creed IV: Black Flag, Unity will be the first game in the series to introduce a co-operative element to the campaign of Assassin's Creed. A total of 3 additional players will be able to join another persons game to take on story missions. Amancio has stated he expects a lot of players to make full use of this feature.

Each of the Assassin's is fully customizable and the experience gained from participating in the mission can be invested in combat, navigation or stealth abilities.

[edit] Game Editions

See: Game Editions