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“In the game, Arno isn’t a super pro-revolutionary the Revolution is more in the background of his own personal quest and struggle,” says Durand. Martin actually influenced some significant changes in the script, helping to balance the story. Jean Clement Martin at the Sorbonne in Paris was a script consultant, while University of Quebec, Trois-Rivieres history professor Laurent Turcot, advised developers on the look, feel and daily life of 18th-century Paris.
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In addition to Durand, Ubisoft also enlists the help of academic historians. It’s the small details that really make that happen.” Most people won’t notice all these little details, which is fine, but our goal is to create something that’s believable, where you feel like you’re in Paris during the Revolution. “One detail is the graffiti in Paris at that time. “All of it is based on research, so the more time we have for that, the better prepared we are to make those decisions around the design,” says Durand. In the game, Paris is split into seven different wards, all of them are like mini-cities unto themselves with their own flavors, architectural styles and people. A lot of information around the Bastille was meant to convince people the Revolution was good and everyone was against the monarchy.” You need to know who wrote it and what their goal was. There are no records of what happened from the time that interpret the events in the same way.
PICTURES OF ASSASSINS CREED UNITY ARCHIVE
“If you look at an archive, you need to be able to interpret that archive before using what’s there, you can’t just assume it’s fine as is. “It’s a complex political and historical setting, so a lot of it is doing as much reading as possible to take in the different viewpoints and perspectives,” says Durand. Durand helped coordinate 12 to 15 various types of directors–art directors, narrative directors, design directors–to get thoroughly schooled in the Revolution. Once the technical parameters were set, two years ago or so the historical research began. The first year and a half were focused on the tech aspects of the game–the team knew it was going to be the French Revolution, they knew it would be set in Paris, but the emphasis was on things like adapting for the next generation consoles and testing its technologies for multiplayer use. Work on the game started about four years ago. It’s a driving force, making sure everyone and everything is aware of the kind of history we’re trying to recreate.” How enemies behave, how the artificial intelligence works–it’s all for us to make sure it’s relevant and coherent with the whole idea of the time period. “It influences how we think about the game. “History in our games is not just a setting or empty buildings on a Hollywood backdrop,” he says. Maxime Durand’s official job title at Ubisoft is a production coordinator, but in practice he’s been the in-house historian for every Assassin’s Creed release since 2010. So far, reviews have said the game is “ the most elaborate interactive simulation of the tumultuous time yet conceived,” and that its “ obsession with history is what keeps it feeling new and fresh.” The video game giant’s latest installment of its biggest franchise, Assassin’s Creed Unity, takes place in Paris during the French Revolution and developers went to great lengths to not only make sure its multi-player mode was firing on all cylinders and the story of protagonist Arno is engaging, but that the sights, sounds and action all around the city were as close to the real thing as possible.