With a history dating back to 2007, one would assume that Assassin's Creed has covered every possible territory. It has branched out into mobile games, handheld titles, action-adventure games, action RPGs, and more. However, one area where the franchise's iconic Hidden Blade has yet to make its mark is virtual reality (VR). This changes with the upcoming release of Assassin's Creed Nexus in November. In this game, players will have the opportunity to step into the shoes of Ezio, Connor, and Kassandra and delve into a new modern-day plot that uncovers untapped memories from the past. Although the connection between these experiences remains unknown, it is clear that this is a bold new frontier for the franchise.
Recently, our website had the privilege of speaking to Olivier Palmieri, the director of Assassin's Creed Nexus, to discuss this exciting new venture and the significance of VR for Assassin's Creed. During the interview, Palmieri shared insights into the game's features, the technologies that have been implemented to enhance the gameplay, and much more. Please note that the interview has been edited for clarity and brevity.
Q: I'm interested in hearing more details about the nose, as you've mentioned it before. Can you please provide more information on why it is important, how it works, and what its purpose is?
Palmieri: The nose plays a crucial role in helping our brain concentrate on a stationary object. In the early days of video games, such as the first Doom, some individuals experienced motion sickness because they were constantly exposed to a moving screen. However, if you were to play in a completely dark room with only a fixed reference point visible, it could be more challenging to cope with motion sickness. This occurred because people were overly focused on the movement while neglecting to take in the entirety of their surroundings.
The human brain finds comfort in having stable references and elements on the screen, and the nose serves as one of those references. When wearing a VR headset, the nose is often obscured from view, creating a dark environment where only the screen is visible. This absence of the nose can be a unique experience for the brain, as it may perceive it as though the nose no longer exists.
While there is no conclusive evidence, numerous tests have been conducted to explore this phenomenon. In 2014, prototypes of different nose designs were even created and tested. These experiments suggest that having a visible nose in the virtual environment can help ground the brain's perception, creating a sense of stability on the screen. This effect is sometimes referred to as the "cockpit effect," as it mimics the experience of having a fixed reference point in space or plane games, promoting comfort and immersion. Although it is not possible to incorporate a physical cockpit in Assassin's Creed, a virtual nose can serve a similar purpose.
Normally, it goes unnoticed. When I bring it up, people go searching for that nose in the game. However, even if I don't mention it, many players have participated without even realizing its presence.Question: I can understand that you don't typically see your own nose unless you intentionally look for it. I'm interested in hearing about our Assassins - is there a specific sequence in which you need to play them, or can you select certain missions?
Palmieri: The game follows a narrative similar to other Assassin's Creed games, where the Assassins are introduced and played in a predetermined order. Therefore, you cannot choose the sequence during your initial playthrough, but you do have the option to replay any mission you have completed previously.
Note: No changes made to the content.
Just to clarify, it's not possible to select any of these three characters for each mission. The character choice is obviously dependent on the specific mission, such as choosing Kassandra for a Greece mission, and so forth.
Q: How challenging was it to develop this story with such unique timelines?
Palmieri: As a character, you wear the Animus device on your head to enter that world. It's an integral part of the narrative, so we couldn't reveal it earlier, but it definitely has logic behind it. There is a purpose behind choosing these three characters and revisiting those locations.
Q: On stage, you talked about the comfort and accessibility features, but I'm interested to know if the Leap of Faith, being more intricate, posed any particular difficulties?
Palmieri: It was quite challenging because discomfort typically occurs with movement. That's why I mentioned a feature that conceals peripheral motion, the human peripheral vision system, to enhance comfort during gameplay. Being elevated, diving, and falling can also trigger fear of heights in players. So, it's a major challenge, but we made several attempts to address it.
Initially, we incorporated fear of heights features that players can activate to mitigate the issue. Additionally, we enabled the option to hide motion to a greater extent than the dynamic blinders, along with the ability to focus on a specific landing point using tunnel vision. The combination of these various features assists players in taking the leap of faith. Nevertheless, it remained a significant challenge.
Q: This is the first Assassin's Creed game in VR. What do you think the VR space brings to the Assassin's Creed franchise and vice versa?
Palmieri: We're incredibly excited about introducing Assassin's Creed to VR. It's the first time it will be available in the virtual reality format, and it offers a vast gaming experience. The addition of this iconic IP game to the VR world opens up numerous possibilities for the players. Some VR enthusiasts might not have had the chance to play Assassin's Creed before, so this is a great opportunity for them to experience it in VR.
Speaking of the impact of VR on Assassin's Creed, it brings a fresh perspective. When you wear the VR headset, you step into the shoes of the Assassin. You see the game world through their eyes, immersing yourself fully. You witness your own arms, legs, and even draw your sword to engage in battles. Visually, it offers a completely new viewpoint, and it also revolutionizes gameplay itself. After 16 years of Assassin's Creed, it's fascinating to explore a different way of playing the game.
Q: I understand that you've had a busy day with numerous inquiries, but is there anything in particular that you would like to discuss that hasn't been addressed yet?
Palmieri: There are several topics that I would like to mention. For instance, the introduction of Assassin's Creed to virtual reality is a major milestone for Ubisoft. It is one of our flagship franchises, and the development of an AAA VR game with a vast scope, numerous characters, and the ability to fully experience Assassin's Creed in VR is something that truly excites us. We are incredibly proud of many aspects of the game.
The world of the game is bustling with activity. As I mentioned earlier, the streets are filled with a lively crowd of non-playable characters (NPCs). This feature often surprises players, as they get to experience a familiar world with the added presence of NPCs. Few VR games offer the opportunity to explore multiple buildings towering over a sprawling city or witness NPCs going about their daily routines on the streets. The visual experience in VR is truly stunning, and we take pride in creating such an expansive and immersive environment. This game is not limited to a linear path; it offers a true open-world experience akin to the popular franchise Assassin's Creed, and the fact that it can be enjoyed in virtual reality adds to its greatness.
Q: Has Ubisoft explored the potential impact of exercise in the VR world?
Palmieri: We have not conducted an analysis on the calorie-burning effects.
You have the freedom to play the game according to your preferences. Whether you prefer a more stationary approach or enjoy physical movement, our game accommodates both. Our parkour and UI inventory system minimize the need for excessive motion, making it accessible for all players. However, our game also offers the option for a more active experience, allowing you to stand, climb, crouch, lean, and engage in physical interactions.
Q: Assassin's Creed Nexus is set to release in November, and this news was recently announced. What can players anticipate upon its release? What advice would you offer to players when starting their journey in Nexus?
Palmieri: Initially, there is no need to worry about experiencing motion sickness or feeling dizzy while playing, as we have carefully designed the game to ensure maximum comfort and accessibility for the majority of players. Feel free to dive in without any fear! We have incorporated a multitude of options to provide comfort and enhance accessibility, so you should feel well taken care of during your gameplay experience.
Concerned about standing up and moving around? Don't worry! This VR game can be fully enjoyed in seated mode, eliminating any need for physical movement. You also don't require a dedicated space to play, so there's no need to feel limited in any way. In terms of immersion, I believe it offers a refreshing and exciting outlook on the Assassin's Creed experience. Being able to see the game from the character's perspective and explore iconic locations with beloved characters adds a thrilling element of enjoyment.
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Assassin's Creed Nexus releases on Meta Quest devices on November 16.