Assassin’s Creed Shadows creative director Jonathan Dumont has revealed that the studio decided to make the open-world in the upcoming title leaner, with less clutter than previous games in the franchise. Speaking to GamesRadar, Dumont spoke about how visiting Japan to do research on Assassin’s Creed Shadows changed the developers’ minds on how to tackle things in the game.
“When you go on location, there’s always something that even if you looked at all the books, the movies, everything, you say ‘oh man, that’s surprising,'” said Dumont. “It was the density of the trees and the forest and how much there was. You had a lot of little mountains that created overlapping views that typically we didn’t quite get.”
Dumont talks about the studio needing to focus on crafting a world with an immense level of fidelity even at smaller scales, thanks to having their perspectives changed after seeing a Japanese castle fortress in person.
“And the scale of castles and things like that. Castles are big, you know, the castle fortresses – holy crap, when you go there, it’s like ‘I didn’t expect that,'” he said. “So we had to adjust to sort of wrap our mind around, well, we needed much more fidelity on the scale.”
Owing to this, the studio is working on making sure that players will feel a similar level of awe, which can only be achieved when they aren’t constantly being bombarded by new points of interest.
“The travel time is a little different – it’s not a point of interest [followed immediately by another] point of interest, [every] 50 meters,” explained Dumont. “There’s more open, natural landscaping that will be a little bit longer to travel, but when you get to a place there’s a lot more to it. The scale ratio changed from Odyssey, and what we had done before, and then just the fidelity of trying to make incredible attention to detail in the environment, so that we craft the crap out of it.”
After facing quite a few delays, Assassin’s Creed Shadows finally got a release date of
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