Assassin’s Creed Brotherhood Weekly News #5

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Assassin’s Creed Brotherhood Weekly News #5

Multiplayer Improvements!
Last week, we wrapped up the Assassin’s Creed Brotherhood closed beta. For the duration of the beta we received tons of great feedback from the community. Today, we’re happy to share with you a list of some of the improvements you’ll see in the final version of Assassin’s Creed Brotherhood when it ships in November. This list is by no means complete, but it should give you a good idea of what to expect from the multiplayer mode in the full game. Once again, we’d like to give a big “Thank You” to all who participated in the beta and helped make it a success!

Assassin's Creed Brotherhood Weekly News

Improvements / Fixes:

  • Improved Matchmaking
  • Improved Voice Chat
  • Improved Lock Mechanism
  • Improved Stun
  • Improved Climbing Control
  • Improved Sound
  • Improved Kill Cams
  • Improved Scoring Display
  • Improved End Game Screen
  • Improved Rematch

Added Features:

  • New Group Lobby System
  • Teammate Indicators in Alliance Mode
  • Pursuer Proximity Sound
  • Gun and Firecrackers Crowd Reaction
  • Player Levels in Player List
  • Team Score in Menus


Exotic Gameplay Q&A – Marc Alexis Cote, CP Level Design
Q: What is exotic gameplay?
A: What we call exotic gameplay is a sequence in the game that differs significantly from the rest and is usually a unique moment. An example of exotic gameplay that fans of Assassin’s Creed 2 will recall is Leonardo’s Flying Machine.
Q: Why have exotic gameplay in a game like Assassin’s Creed?
A: When you play a game like Assassin’s Creed that has more than 20 hours of content, it is beneficial to have segments where you do something completely different. These moments change the pace of the game and are used to give the player a really intense experience.
Q: What are the different ways a mission can be exotic?
A: Each exotic mission will take you to a different location in Italy and also be different from a visual perspective. The audio mix is also slightly more intense and more present to emphasize that you are doing something different. The exotic missions will therefore provide variety to all your senses.
Q: How did the exotic gameplay segments come to focus on Leonardo’s War Machines?
A: We wanted the exotic gameplay segments to be intense, packed with action and we wanted them to allow the player to feel powerful. Teaming-up with Leonardo’s genius creativity seemed like a perfect match for our intentions. In many ways, Leonardo was almost 4 to 5 centuries ahead of his time. The concept of a Tank seems very obvious to us living in the 21st century, but to actually come up with the idea when nothing comparable exists is nothing short of pure genius. Leonardo was also a popular character in AC2 and we wanted to give him a role of importance.
Q: What are the main challenges of designing and producing exotic gameplay segments?
A: When designing a War Machine for an exotic segment, we always have to keep in mind that it will be in the hands of players for a maximum of 5 to 10 minutes. Our first goal is to have a machine that players can have an instant feel for how it works. The goal here is to have a machine that is intuitive and is fun within the first few seconds of getting in it. We must also walk a fine line so that the player does not feel that he is in a completely different game.

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  • Sure, as most improvements to final releases, developers close down their betas and tell us they made improvements, when in the end when you actually get the game, you’ll not notice anything.
    Video or it didn’t happen <.<

  • well most of the things they did change are probably too small to notice. The whole point of a beta is so gamers can spot mistakes that the games testers might have missed so it’s not like they’d do it on purpose,
    I’d say the only reason we say mistakes is because the amount they had to begin with is so annoying they missed a few, for instance I’m working on UDK to make my own level for a gaming course.
    For instance every time you change something you have to edit the lighting fixtures or they screw up and the lighting breaks leaving your character standing in pitch black. (Well from what I’ve done, professional games designers probably know a work around)

  • @2;
    I obviously know what a beta is for, but i doubt they did anything major to the actual issue, they probably messed with the issues and before you know it another issue will come up.

  • to continue my previous comment, yes you’re right it takes a lot of work to fix these issues, (took.. really, as they say they fixed it) but a beta should be released quite a while before release. 2 months ain’t gonna do it.
    You need to put betas out atleast half a year before release (closed one) so you can go into finalizing with most bugs fixed.
    then an open/public beta is needed a month before release so they can fix minor things.
    That said:
    The issues with this game we’re not significant, but there were loads.
    + like i said, most betas tend to not differ from the final game.

  • @4
    What about patches? :-)

  • When a patch is needed, the game shipped as a fail.
    It’s a good way to fix it, but back in the day there were no gamebreaking bugs because there were no patches.
    Patches are needed ofcourse, and this game will get atleast one, i’m sure of it, even if it’s minor :(

  • Do you know if the game is region locked for multiplayer (I would like to get the US collector’s edition).

  • Looks like you could of done with more people getting in on the beta.
    I hope these changes are for the best and I look forward to playing the final product.

  • Hi Gabe Graziani,
    Could you tell something more about the on-line?
    You say “Improved Matchmaking” but also “New Group Lobby System”.
    Does this mean it is always Matchmaking? Or can I see a list of all current games, set filters and then choose a game?
    Friends invite?
    Public/private lobbies?
    Thanks :-)

  • No changes to radar? Boo! Radar made this game way too easy. A Hot/Cold system would have been much better.

  • @6
    Back in the day, games where a lot less complicated

  • @6
    Back in the day, games were creative..

  • Looking forward to the full game.

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