The franchise has seen its fair share of shakeups over the years, but is a bigger one than most. Although this upcoming title doesn't seek to reinvent the wheel in terms of the core nature of, it does attempt to bring staple elements of the series to virtual reality for the first time. lets players take on a full story as veteran Assassins Ezio Auditore da Firenze, Connor Kenway, and Kassandra from a first-person VR perspective.
Despite sticking to familiar playable charactersis keen to separate itself from the perception of a VR tech demo, angling to tell a new story and fill out a full-length gameplay experience. This goal brings plenty of challenges with it, but it also opens up opportunities to rethink stealth, combat, and assassinations. Screen Rant sat down with game director Olivier Palmieri to discuss the biggest priorities of making a proper title in VR and whatthe experience could mean for the future of the VR space.
Screen Rant: Is there any one element or even a few key elements from Assassin's Creed that were deemed the most essential to translate to the VR experience?
Olivier Palmieri: Many, I'd say, because it's a proper Assassin's Creed. We never wanted this to be like a demo or just a one-hour game, you know. The Hidden Blade is one iconic feature, so among the most important things to translate and to have in the game, and also a great opportunity to make it motion-based and to trigger the Hidden Blade and to do the motion to assassinate.
I'd say combat globally was very important, with the axe for Connor, with Ezio's sword or Cassandra's sword or Cassandra’s bow. All those tools that they have were quite key. Stealth, hiding, different ways of hiding, open maps letting the player go where they want.
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