AltogetherAndrews said:Not sure I see what's so innovative about the platforming here though, care to explain? In fact, nothing so far has echoed the comments about great ambition and new ideas, but then I've only just reached Damascus.
Go to the market in Damascus and check it out for yourself. It's sort of like Jet Grind Radio meets early Tony Hawk meets Prince or Persia. You can string some very long sections of free running where you're just hitting a pole, ledge, bar or whatever to keep your speed going. If you're trying to move fast and you spend a lot of time on the ground, you're just not doing it right. That's where the animation and the level design shines. What makes it even cooler is the way these "lines" are worked in within the levels are really seemless, there's no obvious "jump from this ledge to this one to get ahead!" like in most platformers. It's all worked into a very believable city. If someone showed me the design for it and told me it was a zelda type game with NO jump or climb button, I wouldn't think twice of it.
The other thing that really stands out is how the character interacts with others in the world and objects around him. One of the big "next-gen" things they talked about are crowds. It's not only that there are a huge amount of people on screen at once, it's also the tech that goes into how Altair feels his way through it. That also extends to the way he climbs things. It's not just a mesh that gets thrown onto a wall when the designer decides that it the player should be able to climb it. Every foot hold and hand hold are a part of the geometry, Altair's movements are never random. He will shift his feet and hands to get a better position before climbing up or to make a leap to the next ledge. I can't even begin to imagine how long it took them to write the code for all that.