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News video games 23 October 2019, 13:41

author: Frozen

Assassin's Creed Dev Apologizes for the Towers

Patrice Désilets, chief designer of Ancestors: The Humankind Odyssey and the first installments of the Assassin's Creed series, apologized to players for creating the mechanics of unveiling game map by climbing high objects. He believes that developers are abusing this system in current games.

In Assassin's Creed, climbing an observation point was crowned with a spectacular leap of faith.

Patrice Désilets, chief designer of the first installments of the Assassin's Creed series and the recent Ancestors: The Humankind Odyssey, realizes that the mechanics he invented for revealing maps by climbing onto high objects are often copied by other creators. The founder of Panache Digital Games was a guest at the Enthusiast Gaming Live Expo (EGLX) in Toronto, where he expressed regret with this state of things.

"Breath of the Wild, wow! That was a game where you could do anything, once you finished the first half hour or so. Now, you're going to just climb towers and unfog the rest of the map. Sorry... it's my fault..."

This mechanic first appeared in Assassin's Creed, whose lead designer Désilets. In the 2007 production, the only way to get rid of the fog of war from the world map was to climb the observation points located in strategic locations. Although Patrice Désilets left Ubisoft during his work on Assassin's Creed: Brotherhood, mechanics has remained an integral part of the cycle to this day, and has also been used in productions unrelated to the assassin franchise, such as the aforementioned The Legend of Zelda: Breath of the Wild or the Far Cry series.

Ancestors: The Humankind Odyssey has no climbing towers. But there are trees.

Patrice Désilets' latest work, Ancestors: The Humankind Odyssey, is available for sale on Epic Games store. The versions for PlayStation 4 and Xbox One are due to debut in December. Next year the title will also appear on Steam.