![]() ![]() Ubisoft decided to change the way design approaches were made for the games that followed, with Assassin's Creed: Syndicate being more content-focused, while Assassin's Creed: Origins was themed around player-choice and an overhaul of the combat system, which was mirrored after games like Dark Souls and Dragon's Dogma. Unfortunately, a lot of the exploration and navigation was impeded by graphical glitches, frame-rate issues and performance roadblocks many of these problems persisted for well after six months of the game's release. It does make sense in a way given that most people admit that Assassin's Creed: Unity is one of the best looking games from eighth gen and that the design of France is both densely realized and artistically captivating. Jean explained that both games put the tech before the content, and that both games suffered from the problem of the team trying to bring tech to life as opposed to giving gamers a very thorough gameplay experience. ![]() Guesdon compared Assassin's Creed: Unity to the original Assassin's Creed that came out in 2007. We had a game that was wonderful in terms of art, but that was not renewing enough of the experience. We created the perfect conditions for the perfect storm. ![]() We fell again into this trap of working a lot on the tech, and not allowing enough the teams to create the content to create something new. Eurogamer transcribed some of Guesdon's comments about the roadblocks and hiccups the teams ran into while building Unity, with Guesdon saying. During this year's Game Developers Conference in San Francisco, California, creative director Jean Guesdon talked about the development of Assassin's Creed: Unity during the "10 Years of Evolution of the Assassin's Creed Brand" talk. ![]()
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