Assassin's Creed Shadows Director Reveals Why Game Was Delayed A Second Time

Assassin's Creed Shadows has already been pushed back from its release date more than once, but the most recent delay has a good reason behind it. Ubisoft recently showed off what Shadows' two protagonists--Naoe and Yasuke--can do with their parkour skills. And those skills were part of the rational behind giving Shadows' programmers a few extra weeks to get everything ready.Game director Charles Benoit told IGN that the additional time was used to polish Shadows and balance the progression. However, he noted that the really difficult issue to deal with was the architecture of Feudal Japan, which wasn't intended to be used as parkour surfaces."The Japanese architecture, the roofs [are] super complex," said Benoit. "Probably the most complex thing that I ever worked with if we compared to Odyssey and Syndicate. We needed specific codes and specific animations to support something super fluid, changing the transition of the parkour to make it even more fluid. So that's one of the specific feedback that we heard that we wanted to address, and it really improved since the last few months."Continue Reading at GameSpot

Jan 23, 2025 - 22:25
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Assassin's Creed Shadows Director Reveals Why Game Was Delayed A Second Time

Assassin's Creed Shadows has already been pushed back from its release date more than once, but the most recent delay has a good reason behind it. Ubisoft recently showed off what Shadows' two protagonists--Naoe and Yasuke--can do with their parkour skills. And those skills were part of the rational behind giving Shadows' programmers a few extra weeks to get everything ready.

Game director Charles Benoit told IGN that the additional time was used to polish Shadows and balance the progression. However, he noted that the really difficult issue to deal with was the architecture of Feudal Japan, which wasn't intended to be used as parkour surfaces.

"The Japanese architecture, the roofs [are] super complex," said Benoit. "Probably the most complex thing that I ever worked with if we compared to Odyssey and Syndicate. We needed specific codes and specific animations to support something super fluid, changing the transition of the parkour to make it even more fluid. So that's one of the specific feedback that we heard that we wanted to address, and it really improved since the last few months."Continue Reading at GameSpot

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