How Assassin's creed writers created something longer than The Odyssey



[ad_1]

We, the game lovers, often talk about the latest "epic" game – usually large-scale, but sometimes as epic in the classic sense of the word, involving mythology, battles and maybe even real gods.

This year has already been kind to us on this front, with the superb God of the war for PlayStation 4 released earlier this year, but now, Ubisoft is ready to evolve the Olympic summits with its latest game.

Now Assassin's Creed: Odyssey, will be launched on October 5 for PC, PlayStation 4 and Xbox One.

The latest entry endorses the company's recognized approach that allows players to "park and stab people through history."

the Assassin & # 39; s Creed The series is heralded as a shift from a linear adventure to a full-fledged role-playing game, with a group of game reporters invited to try out a preliminary version of the game in Sydney last week.

The series is known for its attention to historical detail and huge scale, but the latest entry takes place in a new territory with three main arcs, conversation choices, a massive world map and a much more open approach.

My impressions of the survey were positive, with rewarding battles, accessible controls and plenty of things to explore and discover – not to mention good writing.

Ubisoft Quebec screenwriter Dan Bingham said the game had more than 30 hours of dialogue, which makes it longer than its original namesake.

"We literally have more lines of dialogue in the game than in L & # 39; Odyssey," he said.

So, how are you writing the script of a game with more dialogue than one of the most famous epics of all time?

"Basically, I like to compare that to the way a television series would be written over an entire season," said Mr. Bingham, with "showrunners" representing the main points of the plot and the writers dealing the details.

"We divided it into episodes – some writers focused on certain characters and quests," he said.

Although the game is graphically brilliant, the plot has very dark elements, but there is a lot of humor and lightness in the game, including the main character (Alexios or Kassandra, depending on the player's choice).

"We modeled the story after a Greek tragedy, but the Greeks were also famous for their comedy," said Mr. Bingham. "We wanted to capture that too."

Being a game for a mature audience, there is a lot of swearing – although the Greeks showed us very different explanations, the developers had to make the distinction between creating an immersive historical setting while guaranteeing players the full impact of the project. dialogue too.

"We had a lot of Greek curse words in the game, but we had to reduce them and use more modern words," Bingham said.

He also stated that the dialogue for the playable characters of Alexios (masculine) and Kassandra (feminine) is identical, with only differences in inflection and diffusion.

In a first for the series, players also have choices to make during conversations.

For example, during one of the first missions, I perceived a debt with a merchant and I gave him the option to break some of his business as a "motivator" to make him pay or let the debt slip … this time. I decided to drop the debt and I was rewarded with a merchant's sword as a way of settling the situation.

Had I taken the beautiful pottery? it would be a pity if someone accidentally spills and repeatedly with a big shield ", it would have happened differently.

This kind of thing happens throughout the game, with players having different ways of dealing with the problems they face – and not knowing if a decision made at the moment can have an impact much later.

"There are no good or bad choices – but they all have consequences," Bingham said.

Assassin's Creed Odyssey will be released on October 5 on PC, PlayStation 4 and Xbox One; a full review will be forthcoming.

Royce Wilson attended the press event in Sydney as a guest of Ubisoft.

[ad_2]
Source link