bears the influence of games throughout the franchise, but one particularly big element of its style is a direct result of 's approach. The franchise's first venture into Japan is being developed by Ubisoft Quebec, the same studio behind, so it's no surprise that there's a lot of continuity in its ideas. While Sengoku period Japan and Ancient Greece are radically different, every aspect of presentation doesn't necessarily have to be.
In an interview with ,art director Thierry Dansereau explained that the game's focus on vivid colors was informed by and its reception. hasn't always been the most colorful series, but was often vibrant, and players' responses to that element carried over into the design of
Thierry Dansereau: Me, I would say personally it comes from the lessons learned on the making of Assassin's Creed Odyssey. We saw, even on Reddit and channels like that, players feel great when there's colors. And you love to be in a world that's worth saving. So you want to spend time where you feel great.
The team didn't swerve into a cartoon fantasy, and Dansereau also explains that the colorful nature of the setting was obvious when visiting Japan and considering references. Instead, the developers "," particularly when it comes to highlighting the changing seasons in the game.
The focus on color is particularly notable when comparing to the earliest entries in the series, which leaned toward desaturation in some regards. While this element established a visual brand that synchronized with the concept of the Animus, it didn't ultimately stick around for the long haul.
Assassin's Creed Shadows is setting one record for the open-world games in the franchise's, and it's all because of Japan's mountain ranges.
Thierry's explanation makes perfect sense, as vivid colors are a particularly easy way to release dopamine, but it's particularly interesting to see that fan environments like Reddit helped influence the way that 's design choices played into Although negative
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