Disney World Union Pushes Back Against Parent Company

As Disney’s domestic theme parks get closer to opening, The Hollywood Reporter says the company is being accused of retaliating against a union of 750 Disney World performers demanding workers be tested for COVID-19 upon a rolling series of resort re-openings. Disney World is currently scheduled to partially re-open July 11, followed by Epcot and Disney’s Hollywood Studios on July 15.

However, Disney’s reported response to the call for testing has been to “rescind all of its recall notices for Equity members,” opting to reopen parks without those performers in the union.

A statement issued by the union reads: “Since our public request that Disney test performers in the park, there have been more than 114,000 new coronavirus cases in Florida. Rather than agree to testing of performers, Disney has decided to retaliate against workers fighting for a safe workplace.”

Disney, in a statement of its own, responded: “Seven unions signed agreements to have their employees return to work… the Actors’ Equity rejected our safety protocols and have not made themselves available to continue negotiations, which is unfortunate. We are exercising our right to open without Equity performers.”

Disneyland, originally scheduled to re-open on July 17, has canceled those plans pending approval from California.

If you’re gearing up to visit a theme park in the near future, our piece on what to expect is worth a read.

Back To The Future Part II on Netflix: 20 Easter Eggs You Never Noticed In The Time-Bending Sequel

Back To The Future Part II on Netflix: 20 Easter Eggs You Never Noticed In The Time-Bending Sequel – GameSpot

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Disclosure: ViacomCBS is GameSpot’s parent company


Super Mario 64 Fan Is Remaking The Mushroom Kingdom In Fortnite

Fortnite’s creative mode, like Minecraft, is becoming a wonderful hub of imagination. One player has set out to create the entire world of Super Mario 64 within a single Fortnite map.

“I still have a long way to go, but I plan on re-creating as much of the game as possible,” Redditor King Yoshi told GameSpot. He has several levels complete, including Peach’s Castle, ‘Bowser in the Red Sea’, part of Whomp’s Fortress, among others.

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Recreating other games within Fortnite has become a hobby for King Yoshi and other players. He’s completely remade the map from Resident Evil 2, puzzles and zombies included, in Fortnite.

He’s laid out Raccoon City, the police station, the orphanage, and other areas from the game as if you were playing as Leon or Claire. He even has potted plants set up where green herbs are located in the original game. Check out the video below to see a walkthrough:

Fortnite’s creative mode, which launched in 2018, gives players the tools to design their very own islands. Some fans have gone as far as using familiar in-game assets, like buildings and zombies from the Save the World mode, to design their own game modes, narratives, and takes on classic games.

GameSpot may get a commission from retail offers.

Get Death Stranding For Free With Purchase Of Select Nvidia Graphics Cards

Hideo Kojima’s Death Stranding releases July 14 on PC, but if you’re in the market for a new graphics card, you can get it for free. From now until July 29, all purchases of Nvidia GeForce RTX graphics cards come with a free Steam code for Death Stranding. With games like Cyberpunk 2077, Assassin’s Creed Valhalla, and Vampire: The Masquerade – Bloodlines 2 coming later this year, now might be a great time to upgrade your PC’s hardware. If you’ve already got a great graphics card and just want to snag an excellent deal on the game, then Green Man Gaming has Death Stranding for only $46.79.

Eligible graphics cards include the RTX 2080, RTX 2070, and RTX 2060 as well as all of their Super and Ti variants. You can see a list of participating retailers on Nvidia’s website, though it’s always wise to double-check that the retailer itself states you’ll receive a free PC copy of Death Stranding.

6479543 – RTX Graphics Cards – Death Stranding Promo

If you don’t know that your PC can run the latest game from Hideo Kojima, then you’re in luck. Death Stranding’s recommended specs have been revealed, and they’re actually not that demanding. Of course, the better graphics card and other components you have, the higher the resolution and the better the performance will be. GameSpot recently got a hands-on preview with Death Stranding’s PC version and was impressed by the port’s performance.

“Death Stranding looks great and runs well, and can even surpass that of the PS4 Pro, given you have the proper PC hardware,” editor Michael Higham wrote. “It often goes without saying, but this is good news–the broader takeaway here is that the quality of Death Stranding’s PC port can speak to how Sony’s first-party exclusives can get another lease on life on a new platform for a different audience.”

Death Stranding was awarded the honour of being one of GameSpot’s best games of 2019. Reviews editor Kallie Plagge scored it a 9/10 in our Death Stranding review, praising the ways in which it lets you connect with others, fight the ghost-like BTs, and rewards you for doing so.

GameSpot may get a commission from retail offers.

A Website Will Pay Someone To Play Animal Crossing: New Horizons

You may have been playing Animal Crossing: New Horizons for months and perfected your idyllic island life, but now you can enter for a chance to do so while getting paid. A website is offering a “dream job” contest that will pay actual money to some lucky villager for playing 50 hours of the popular game.

The site, HighSpeedInternet.com, is an Internet provider comparison tool, and the contest ostensibly revolves around testing your Internet connection–but New Horizons isn’t exactly known for pushing your fiber connection to the limit. The grand prize is the “job” of playing 50 hours of Animal Crossing within about a month, at which point you’ll get paid $1000–or $20 per hour for something you were probably going to do anyway.

The full contest rules note that in this job you’ll be considered an independent contractor, so you’re not actually getting hired on by the site. You’ll need to be 18 or older and a legal US resident. Plus you need to provide your own Nintendo Switch and game, and obviously, the contest isn’t affiliated with Nintendo.

This is clearly a marketing stunt, so you’ll also need to give your email address and upload/download speeds to fill out the entry form. You can probably expect that information to be used somehow, at the very least in a mailing list, so make your peace with that if you plan to sign up.

If you want to dive into Animal Crossing–for free or otherwise–now is a good time to do it. The game just issued its big summer update, which introduced swimming and diving for precious new items. It’s the first of two planned summer updates, with the second to come in August.

GameSpot may get a commission from retail offers.

Get 3 Gallons of Monster Energy Drink on Sale Today

If you’re feeling lethargic and need the sort of energy boost only a can of carbonated sugar can provide, have I got some great news for you: Monster Energy 24-packs are on sale at Amazon right now.

The price appears at checkout and works out to just about $1.13 a can. That’s a stellar deal if you normally buy it by the can at your local gas station like I do. Now, you may be tempted to drink them all but I beg of you, keep it to just one can at a time. Sam Porter Bridges, the main character of Death Stranding, isn’t a real person, and therefore isn’t negatively affected by overindulging in Monster Energy drink.

Monster Energy Drink 24-pack Deal

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Death Stranding comes to PC next week (July 14 to be specific). If you missed it on PS4, but don’t have a PC, the PS4 Death Stranding Collector’s Edition is available at Amazon for $129.99. That’s the one with the baby in the jar. As far as collector’s editions, I think it’s one of the best.

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Seth Macy is Executive Editor, IGN Commerce, and just wants to be your friend. Find him on Twitter @sethmacy.

 

The Evolution of Assassin’s Creed: From the Holy Land to Valhalla

Assassin’s Creed Valhalla, the upcoming twelfth (core) entry in Ubisoft’s historical murder series, is set to be a very different experience than the first game was in 2007. What was once a regimented stealth adventure set in key cities of the Third Crusade is now a vast, country-spanning action-RPG with Vikings, character abilities, settlement management, and castle assaults.

Assassin’s Creed has evolved, but Valhalla is just the latest in a long bloodline of ancestors that have constantly brought change over the series’ lifetime.

“This is why Assassin’s Creed is so beautiful to me,” says Jean Guesdon, Creative Director at Ubisoft Montreal, who has worked on several of the series’ most important games. “It’s a universe that can morph; assassins never were the exact same through the time periods. And so we have ways to keep creative, to keep the values – the more important iconic elements – while actually assessing, accepting, and embracing the specificities of each time period.”

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Climbing to new heights

There are few things more endemic to Assassin’s Creed than parkour. Building on what Ubisoft Montreal had learned while developing fluid navigation for Prince of Persia: Sands of Time, the team working on the original game made the cities of Damascus, Acre, and Jerusalem like pedestrianised Grand Theft Auto maps, featuring then-unprecedented vertical scale. But while protagonist Altaïr Ibn-La’Ahad’s adventures had allowed him to climb and sprint across the towering walls of the Holy Land, an internal post-mortem after release concluded that parkour was ultimately underutilised.

“A lot of the actual missions we were asking the players to do [in the original] were not relying on the strength of the game,” Guesdon says, who was a game designer for Assassin’s Creed 2. “And so we said ‘Okay, we need to use that as a gameplay block during missions’.”

To better integrate parkour into Assassin’s Creed 2 – which shifted the world forward almost 300 years and relocated the action to Renaissance-era Italy – the team created what they call ‘freerun highways’.

[poilib element=”quoteBox” parameters=”excerpt=A%20lot%20of%20the%20missions%20did%20not%20rely%20on%20the%20strength%20of%20the%20game.”]“It was literally a highway for parkouring where, at any given time, the player is able to identify a ramp that would lead up to the rooftops,” explains Philippe Bergeron, Lead Mission Designer on Assassin’s Creed 2. “It became more important to do so, because we added the ability to do air assassinations. We wanted to bring the player up to the higher levels of the city so you have more opportunities to actually kill people down below.”

Assassin’s Creed 2 featured a variety of new elements in its level design to ensure players would make use of the entire city rather than limiting activities to individual landmarks. Markers in the world, such as a white sheet, indicated routes that could be easily climbed up to the rooftops, and strong enemies on the ground would actively chase you to encourage seeking higher elevation. And when high above the streets, guards and snipers ensured that rooftops were not safe sanctuaries away from challenge as they had been in the original game. Combined, these elements made parkour deeply integral to experiencing Assassin’s Creed 2’s world.

Missions were designed to incorporate all of these ideas as well. Objectives chained areas together, and enemies would chase the player through districts. This simultaneously helped integrate mechanics narratively and develop character, too. Early on, for instance, protagonist Ezio Auditore da Firenze spends the night at a girlfriend’s house, but must flee through the city after her father discovers the two of you in bed. This section not only helps tutorialize free-running and stealth mechanics, but quickly establishes Ezio as a cheeky, hot-blooded Italian rogue.

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Running with new crowds

Alongside parkour, Ubisoft Montreal knew it had to make improvements to Assassin’s Creed’s social stealth systems, an idea inspired by the crowds used in IO Interactive’s Hitman games.

“[Hitman: Blood Money] had a carnival map in New Orleans, and there’s a massive crowd of people that you could walk through,” Bergeron says. “There wasn’t that much behavior in them, but we still wanted to achieve that dream.”

“It was to completely nail this fantasy of being an assassin and not being seen,” Guesdon says. “Either you dominate the situation from above using the parkour, or you’re at the ground level, just disguised in the middle of everybody and nobody knowing that you’re there.”

While the first Assassin’s Creed featured groups of monks you could blend in with, the sequel offered a more challenging take on hiding in plain sight: the courtesans. “What would happen is, as you walk around with the courtesans, they would peel off one after the other as soon as you met guards,” Bergeron recalls. “So it was like having shield in a shooter game, where every time you encounter an obstacle, a courtesan would peel off.”

Alongside the courtesans, Ezio could also employ the assistance of local thieves, who would assist him while running across the city, and mercenaries, who could help in battle. The three groups bolstered Assassin’s Creed’s three main design pillars of social stealth, parkour, and fighting, which ensured the sequel both played better and was more varied than its predecessor. But all these elements are overshadowed by Assassin’s Creed 2’s biggest change: a full overhaul of the game’s structure.

[poilib element=”quoteBox” parameters=”excerpt=Assassin%E2%80%99s%20Creed%E2%80%99s%20structure%20was%20a%20bit%20repetitive.%20That%20is%20why%20we%20reworked%20the%20global%20structure.”]“Assassin’s Creed’s structure, with the memory blocks, was a bit repetitive, and we were also lacking variety in terms of actions,” Guesdon explains. “This is why we massively reworked the global structure, with the sequences and the memories inside them, and added a lot of side content; other activities, introducing an economic system, having the villa that you could build and upgrade progressively that would give meaning to some other missions and actions. And so all this made AC2 a much more complete game.”

Rather than a series of targets you took down in largely similar methods, Assassin’s Creed 2 embraced its world, and turned Renaissance Italy into a playground filled with collectables, activities, and secrets. It’s a design approach that not only revolutionised Assassin’s Creed, but established the blueprint for many other open world games Ubisoft would go on to make. The impact of Assassin’s Creed 2 can be felt across series like Watch Dogs, Far Cry, and Ghost Recon – not to mention plenty of other non-Ubisoft games. It was a defining moment in the company’s history, and one that would impact the entire gaming community for years to come.

Assassin’s Creed 2 also added one small element that, at the time, no one on the team could have foresaw what it would evolve into. “We were allowed to have water as well,” Bergeron says. “Altaïr was afraid of water, he died when he jumped in it. Ezio was not. That gave us a pretty big dimension. It got us our boats for the first time.”

Two games later, after Brotherhood and Revelations had introduced assassin recruitment and management missions, the little gondolas coasting along the canals of Venice became colossal warships in Assassin’s Creed 3. Fascinatingly, the introduction of the galleons and broadside volleys of naval combat came via something of a destiny’s crossroad moment.

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Creating a new frontier

“I saw a couple of designers reviewing a naval battle [prototype] and we knew it had some potential,” says Julien Laferrière, associate producer on Assassin’s Creed 3. The prototype in question had come in from Ubisoft Singapore; the team there had developed a ship-to-ship combat system, albeit without any specific Assassin’s Creed project in mind. The team at Ubisoft Montreal quickly realised that naval battles fit perfectly with their new American Revolution setting. Suddenly it made sense that new protagonist Connor wasn’t just an assassin, but also a ship captain too.

“Just this feeling of being on a ship, firing the cannons and everything, was something really powerful that we knew we had to explore,” Laferrière says. “It branched off very quickly from a prototype to ‘Okay, let’s include it in the game and let’s give the Singapore team this awesome mandate.’ So, that’s how it came to life, and the rest is history.”

Ships were not Ubisoft Montreal’s only bold move with Assassin’s Creed 3. To shift from Renaissance Italy to the colonial American frontier also meant a radical change in environments. After three games with Ezio as the protagonist, the series had become famed for parkour on tall European buildings, and the likes of 18th Century Boston had none of that. Instead, the world design team developed new freerunning routes through the natural woodlands of Massachusetts and New York.

This new frontier was a breath of fresh air for level designers. “For the longest time the assassin was limited to running around on architecture; rocks and trees were a no man’s land,” Bergeron says. “We were not allowed to go there.”

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But Assassin’s Creed 3 allowed Connor to go practically anywhere. “The first discussions we had was about tree navigation,” Bergeron recalls. “We added rock climbing, so putting your hands in cracks and stuff. What we lost in altitude, we gained in network. Because you were using vegetation, it was much more permissible to have wiry branches and slightly less predictable paths.”

“We added trees [into cities] to be able to bridge the gap between architecture, vegetation, and more architecture,” he explains. “These ingredients helped us create a slightly more organic looking city, and that paved the way for games that came after. You look at Origins and Valhalla, and now we’re mainly an [outdoor] environment game. We’re less about architecture and we’re way more about discovering rocks, and planes, and forests.”

Design evolution for both land and sea made Assassin’s Creed 3 a bold new chapter in the series’ lineage. But it was an awkward step forward; the naval combat was entirely separate from the land-based adventures, effectively making it feel like a separate campaign that had little influence on the main story. For what came next, Ubisoft Montreal knew it had to bring those components together.

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Sailing on new waters

The inception of Assassin’s Creed 4 may not have come from the source you’d expect, however. “Actually, this one came from marketing,” Guesdon says. “They said ‘Whoa, these ships, we need to do more’.” And so the pirate fantasy of Black Flag was born.

By AC4, Guesdon was in the role of Creative Director. At the helm of this new ship, he helped develop a new vision for an all-encompassing experience of the Golden Age of Piracy.

“I remember one of the first questions the team asked me was ‘How do we mix Assassin’s Creed fantasy and pirate fantasy?’” Guesdon recalls. “And to me, the answer was we needed to come up with one coherent and unified game. I didn’t want to have an Assassin’s Creed game on the ground and a pirate game at sea.”

[poilib element=”quoteBox” parameters=”excerpt=Boats%20are%20just%20freedom%2C%20basically.”]Black Flag broke Assassin’s Creed 3’s barrier between land and sea; you could walk from a city to the docks, board your ship, and sail out to sea without a single loading screen. Furthermore, its Caribbean map – a huge archipelago of islands – was a true open world, unlike the large but separate cities of past games. It was the breaking of that technical hurdle that made Black Flag’s themes come alive.

“Boats like that are just freedom, basically,” Guesdon says. “You’re the only master on board. After God, it’s really you in charge. Where do I go? This is this message playing just for you.”

The team realised it was important to make all elements of Black Flag integral to the experience as a whole. “We made sure to always try to think about how we ensure what you do at sea would benefit your activities on ground, and vice versa,” Guesdon explains. “To create the sense that both are really interesting, and I can’t just limit myself to one.”

Much of Black Flag felt familiar because it was built atop of Assassin’s Creed 3’s biggest triumphs; the natural landscapes of the Caribbean islands can trace their origins back to the American frontier, and the new combat options – including a brace full of flintlock pistols – is rooted in the dual-wielding birthed in its predecessor. But the glue that bound all this together is Black Flag’s true secret weapon: not a cannon or a cutlass, but a man called Edward Kenway.

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“It was important for us to show that the world of Assassin’s Creed is bigger than just always being an assassin,” says Darby McDevitt, scriptwriter on Black Flag. “I think it would be akin to, if you were making a Star Wars game, and you always had to be a Jedi. I don’t think the universe would work as well.”

Han Solo analogies aside, Kenway’s privateer-turned-pirate background brought a fresh perspective to the overarching narrative of the series. Rather than being a stoic member of the Assassin’s Brotherhood, he was a chancer looking for profit.

“We thought that if this Assassin’s Creed universe has any legs, it should be able to depict the entire world under the influence of the Assassins and the Templars,” McDevitt says. “So it was the first time that we said, ‘Let’s show this conflict from the outside, looking in.’ And so at the very beginning of AC4, Edward Kenway steals some assassin robes. He doesn’t know who this person is, but he knows that there’s going to be money at the end of it.”

Stealing those robes sparks Edward’s growth from rebel to honorable captain; still an outlaw, but one who can live up to the promises he’s made to his family back in England. And by focusing on Edward’s journey, Black Flag manages to avoid the pitfalls of over-reliance on MacGuffins like the Apple of Eden, a sci-fi device that the series has frequently fallen back on.

“We needed to give him a personality that he could grow out of,” McDevitt says. “And I think people who stick with the character understand that, and they know it’s about a man finding himself.”

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The sea-faring adventures of Captain Kenway came together fluidly, but Assassin’s Creed isn’t just about the past. The present-day narrative is the thread that links the entire series together, and one that had frequently frustrated players. In Assassin’s Creed 3, the story of modern protagonist Desmond Miles had been concluded in what many fans saw as disappointing fashion, and so Black Flag had the opportunity to reinvent what the present-day framing story could be.

“We were feeling the limitations of constantly having a single man get into an Animus and relive the memory of a pivotal assassin ancestor, simply to sort of find an artifact or a MacGuffin or find some kind of thing in the past that was crucial to the present,” McDevitt recalls. “So we hit on this idea that maybe there was an Animus that could take anyone’s blood and any third party observer could go in and observe anyone else.”

That third party observer would turn out to be the player themselves, rather than any scripted protagonist. This wasn’t a shallow decision, either – it tied into a broader narrative ambition called Initiates. “The idea was that if you were into the modern-day story, you would log on to Initiates and there would be constant, maybe weekly content,” McDevitt explains. “And the idea was to take Black Flag and start to fuse it with Initiates, so that you were actually part of the story.”

Initiates didn’t last long, and the program was completely shut down in 2015. The modern-day story in Black Flag, which ran into Unity, wrapped up in Assassin’s Creed Syndicate a few months after Initiates was retired. With that chapter done, a new approach for the present-day fiction needed to be found for the next project in the series, a prequel set in ancient Egypt called Assassin’s Creed Origins – and that’s where Layla Hassan came in.

“The whole direction with Layla was to have a little explorable space that you could discover”, says Laferrière, who was also associate producer on Origins. As a result, Layla’s modern-day sequences in Origins were far less frequent than in previous games, but were significantly deeper. Rather than being linear narrative chapters, Layla had a laptop that players could freely browse for more information on the larger Assassin’s Creed universe.

“We had a small team on the floor in Montreal dedicated to the present day,” Laferrière says. “They tried to craft every email you could find in a laptop and so on. The pictures you can find as well, there’s some little Easter eggs in there. That’s the sort of mindset that we were embracing for the present day.”

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Crafting a new history

But Origins didn’t just reset the series’ modern narrative. It overhauled almost every aspect of the game. Combat, equipment, progression, even the series’ iconic hidden blade were all broken down and rebuilt. “We knew it was a necessary step forward,” Laferrière says. “It’s something that we were feeling for a long time.”

The multiple new directions of Origins all have their roots in one design decision. “We had the opportunity to do a full country with Egypt,” Laferrière explains. “It was about giving a lot of freedom to the player to discover this beautiful world. Obviously, it had to translate into the mechanics.”

The change in mechanics led to a shift in genre for Assassin’s Creed as well. Origins – and its successor, Odyssey – both resemble an RPG far more than the stealth action games the series originated as. The decision to add role-playing elements, where you could invest in skill trees to unlock new abilities, came with the realisation that the team was building a game that would demand dozens and dozens of hours from players. There had to be something to offer long-term player satisfaction.

“I feel that [in previous games] we were focusing a lot on the minute to minute,” Laferrière says. “Okay, I’ve got beautiful, fluid animations, when I plunge my hidden blade in an enemy, it’s really satisfying, and stuff. But I feel like Origins brought a very satisfying hour to hour gameplay.”

“We reward the choices of the player, but from a gameplay perspective,” he adds. “Not only from a tactical point of view, but really in terms of the time investment that the player is making into the game. You have a long term plan, you have a long term strategy for your character based on the gameplay style that you like, and the game really rewards you for it.”

[poilib element=”quoteBox” parameters=”excerpt=In%20previous%20games%20we%20were%20focusing%20on%20the%20minute%20to%20minute%2C%20but%20Origins%20brought%20very%20satisfying%20hour%20to%20hour%20gameplay.”]Origins featured three skill trees which allowed players to build protagonist Bayek into the kind of character that suited their playstyle. And while those playstyles were familiar to long-term players – broadly speaking, dedicated to action or stealth – in Origins they felt very different.

For action, the new feel came thanks to an entirely new take on battle. Replacing the “parry-to-autokill” combo system, Origins introduced a more skill-based approach to combat. Mechanically, this meant that instead of being based strictly on a character’s animations, it used hitboxes; every character and weapon has an invisible box drawn around it, and if those items collide with each other, damage is inflicted.

“It’s a lot more reactive, opening up a lot of possibilities,” Laferrière says. “Prior to that, every single move had to be handcrafted by an animator or mo-capped and then paired with the NPCs. Now, the [hitbox] system gave us a lot of freedom to tweak and calibrate and balance. Yes, it’s still based on animations, but what’s driving it is really the data itself. What’s the range of your weapon? How much damage is it doing?”

“We wanted to have a system that would be satisfying after 60, 70, 80 hours of game time,” he adds. “The hitbox system was the way to go because there is a certain mastery to it, a certain rhythm. We needed it because we were going for the long play, basically.”

For players looking to remain true to the series’ stealth roots, some relearning was required. The hidden blade had its always-instant-kill nature removed to reflect Bayek’s inexperience with it. Social stealth was removed entirely; instead of hiding amongst people, the environment was filled with tall grasses and other natural cover. This demanded entirely different strategies from players.

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“We were really focusing on the mechanic itself to blend in with the RPG,” Laferrière says. “It really felt like I’m infiltrating, I’m hiding, I’m using my long range bow to kill my targets, I was leveling up my hidden blade as much as I can. For me, that’s how the stealth was really rewarding in the game. It felt really tactical. I think that’s the take that we had on stealth, it felt more logical.”

The decision to eliminate social stealth mechanics was controversial, but was ultimately made to support the narrative, and because the RPG system changed the way missions worked. Instead of being presented in a linear order by the ‘sequences’ of the Animus, Origins presented gameplay in a non-linear quest format. Quests require quest givers, and that has a huge impact on both story and gameplay presentation.

“We needed Bayek to be recognisable,” says Guesdon, who once again took up the role of Creative Director for Origins. “Because we were embracing the quest [structure], you want people to come to you, to ask for your help, or to share something. And so for that reason, we needed to have a character that would be recognisable by the public. And so not being an assassin, because it’s set before [the start of the Assassins Brotherhood], was actually good for that. And so we had the opportunity to leverage that.”

Bayek was a medjay – something of an Ancient Egyptian police officer – and being a recognisable public figure meant social stealth was impossible from a fiction standpoint. This continued into Ubisoft Quebec’s Assassin’s Creed Odyssey, where protagonist Kassandra (or Alexios) is a known mercenary. And so social stealth remained absent for another game, traded for further RPG elements like dialogue trees and romance options. But for the next step in Assassin Creed’s evolution, being a blade in the crowd is coming back.

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Building new stories

“On Valhalla we reviewed [feedback] about the stealth, and we felt it was a good opportunity to bring back the social stealth,” Laferrière says, who is now a producer on Assassin’s Creed Valhalla. “Because you are a viking in hostile territory, it makes sense that you cannot always fight your way through. Sometimes you have to blend in, you have to try to hide.”

Alongside the return of social stealth is the resurrection of another lost Assassin’s Creed ingredient: the home base. Not seen since Syndicate’s rolling locomotive stronghold, Valhalla’s players will be able to build a Viking settlement which grows and develops over time. It’s an advancement of ideas that began in locations like Ezio’s villa and Connor’s homestead. “Yes, we had the villa, we had the homestead, but now it’s really reshaping the game structure itself because you have a village to care for,” Laferrière explains. “It’s not a side thing that is optional, it’s really at the center of your decisions. And it’s also the opportunity to see the consequences of your actions.”

[poilib element=”quoteBox” parameters=”excerpt=Valhalla%20does%20not%20have%20a%20driving%20plot%20like%20you%20would%20expect%20in%20a%20typical%20movie.”]Darby McDevitt also adds that, in his new role as Narrative Director for Valhalla, he’s trying a different approach with storytelling to help anchor the game in the Viking fantasy. “The [Icelandic] sagas are very interesting in terms of their structure,” he says. “They don’t tell a story. They’re actually closer to Don Quixote, where you have a character and they go on a series of adventures, but there’s not a driving plot like you would expect in a typical movie like a Lord of the Rings. The story itself is going to be more individual stories that all accumulate up into something larger, something greater than the sum of its parts.”

Along with a new approach to mythology in the form of the Norse pantheon, the siege warfare revealed in the first gameplay trailer, and the inclusion of both Norway and Saxon England as locations, it seems like Valhalla could be another major milestone in the history of Assassin’s Creed. But whatever evolutions the team at Ubisoft Montreal make, they won’t be the last.

“There is no formula,” Guesdon says. “All the teams working on all these games are working hard and always pushing to make the franchise relevant as a modern piece of entertainment. This is why the franchise keeps evolving and adapting. And if we keep this honesty we had at the release of Assassin’s Creed, where we always look at what we’ve done, what are the good things, the less good things, then I have no worry. There are so many talented people working on the franchise, and loving it, and wanting it to carry on, that it could last for a very long time.”

He smiles. “Long live the Creed. Really, I deeply believe in it.”

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Matt Purslow is IGN’s UK News and Entertainment Writer, and long-time Assassin’s Creed enthusiast. 

Good News: There’s Footage Of A Dog In A Mo-Cap Suit Working On The Last Of Us Part 2

Players have had some time to play through The Last of Us Part II, and there’s been some division over whether it’s a new milestone for the PS4, a narrative masterclass, or a disappointment relative to player expectations. There’s been arguments about the game’s intent, its violence, and its characters. But there’s one thing we can all agree on–the dog they used for motion capture is a very good dog.

Jeremy Yates, the lead animator on The Last of Us Part II, has shared a short, slow-motion video of a dog–it looks like a border collie–doing a running jump in a motion-capture suit. Ironically, it looks to be the exact opposite of a Naughty Dog.

It’s been a long and difficult year, but the eight seconds you spend watching this video will be good.

It’s enough to make you feel bad for killing so many of the dogs in-game.

For more fun The Last of Us Part II content, check out Blink 182’s Mark Hoppus covering his own music in-game, and actor Troy Baker’s take on who could play Joel in a movie.

GameSpot’s Play For All–a celebration of all things gaming–is ongoing. Join us as we bring you the summer’s hottest news, previews, interviews, features, and videos, as well as raise money for COVID-19 relief efforts and Black Lives Matter with the help of our friends from around the gaming world. Check out the Play For All schedule for more.

Now Playing: The Last Of Us Part II Video Review

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Madden 21 Ratings Reveal Coming Soon, Starting With Rookies

One of the most exciting parts of every new Madden season is the reveal of player ratings, and this year promises to be no different. EA Sports is planning to release Madden NFL 21 in August–whether or not the actual NFL season goes forward–and player ratings are always a hot topic.

EA Sports has begun hyping the Madden 21 ratings reveal with a new teaser video featuring Hall of Fame QB Steve Young and former NFL star Chad Johnson. They appear in the video announcing the player ratings to this year’s rookies, including Tee Higgins, Tua Tagovailoa, Henry Ruggs III, Jordan Love, Justin Herbert, Jerry Jeudy, Jalen Hurts, and Ceedee Lamb.

However, this teaser video doesn’t reveal the actual ratings, only how the players reacted to them. You can make some assumptions about their ratings based on their reactions, but the full Madden NFL 21 ratings reveal for rookies is coming later. EA Sports will begin to announce the ratings on July 9 at 10 AM ET. Check back with GameSpot for the latest.

EA Sports is historically known to drag out the Madden ratings reveal over the course of weeks, so the rookie ratings will be just the start.

Madden NFL 21 is mixing things up a little this year as it relates to player ratings. In the years past, ratings were adjusted regularly based on how an athlete performed on the field in a given week. For Madden NFL 21, however, the ratings will be adjusted in real time, EA Sports has said, though it remains to be seen precisely how this will work.

Madden NFL 21 released on August 28 for PS4, Xbox One, and PC, before coming to PS5 and Xbox Series X later in the year. Everyone who buys Madden NFL 21 for current-gen systems can get a free upgrade to the next-gen edition until Madden NFL 22 is released in 2021.

Now Playing: EA Sports Montage | EA Play 2020

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Nolan North’s Nathan Drake Movie Casting Idea, Dark Pictures Release Date, & WoW: Shadowlands Details | Save State

There’s already an Uncharted film in the works with Tom Holland staring as a young Nathan Drake, but the game’s voice actor Nolan North thinks Chris Pine would be a great adult Drake. The movie is slated for a July 2021 release, but it’s easy to assume it’ll get delayed due to COVID. Speaking of delays, the next installment in the Dark Pictures anthology games, Little Hope, was pushed back to October 30, 2020. News of the delay came with the announcement of new pre-order details including three different versions.

Here’s an interview that Kurt Indovina did with the game’s actor Will Poulter: https://youtu.be/mqnIxbAYrNU

World of Warcraft’s next expansion, Shadowlands, gets lots of new details, including a look into the game’s new dungeons, covenant system, and more. There’s still no release date for the expansion, but it’ll be going into beta very soon.