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Κι άλλη συνέντευξη του narrative director του Βαλχάλα, στο Gamespot.
Μερικά αποσπάσματα:
Assassin's Creed Valhalla's Narrative Director On Crafting A Unique New Story
Darby McDevitt discusses Assassin's Creed Valhallah's protagonist, as well as how Ubisoft is distinguishing the latest entry in the franchise.
www.gamespot.com
Μερικά αποσπάσματα:
GameSpot: What's the general story of Assassin's Creed Valhalla?
Darby McDevitt: Assassin's Creed Valhalla is a game set in the 9th century, at the height of The Viking Age. The player is invited to take part as a Viking raider and also a leader of a clan from Norway. The general outline of the story is that, at the time period in which we begin, the 870s AD, it's a time of strife in Norway. So after a short time in Norway, this clan, led by Eivor, and other characters who I'll get into later, are eventually driven out of Norway to seek life elsewhere for political reasons, for matter of survival, and for narrative-driven reasons as well.
Then the bulk of the game transports you to England, when in the historical period--if you're familiar--is the time of the Great Heathen Army running rampant.The player will insert themselves into that chaos and carve out a place for themselves by building a settlement, raiding, getting into big battles, meeting lots of incredible historical and fictional characters, and trying to make a new home for themselves in England.
There almost seems like two eras of Assassin's Creed--one, the early era, builds towards this major narrative beat. And now we have more individual, self-contained stories. Does Valhalla fall into that latter camp or does it start building towards one future thing?
McDevitt:
As far as [Valhalla's] story goes, we do continue the story that began in Origins and continued in Odyssey. We take that and we build on it in a big way. We also did a lot of thinking about how to connect all the games, at least the lore of all the games, to make it feel like everything we've done over the past dozen games has little feelers and little entry points into this game. Even if you're a hardcore fan of the series and you start digging below the surface, it might take a year to really get all the small details we brought to life.
We really try to do it so it's not in a cheap way, it's not an Easter egg or small note in the corner of the map that says, "Edward will soon be here." We tried to design the world and the narrative so that everything connects. People who get all the way through [Valhalla], they 100% this game, they will have to take a few weeks to soak in the amount of detail we put into this one. So, it's not only the continuation of the Odyssey storyline, it's a really good capper for what has come so far.
I don't want to give the impression it's the last game. That's something I want to avoid, but it's a good summation.
How much--without spoiling it, obviously--is Eivor's role as a leader rooted into Valhalla's gameplay and story? Are there opportunities for infighting that you have to subdue, for example, or are there moments in the story where Eivor has to account for their leadership decisions? How does this game tackle moments of grey outside the black-and-white conflicts?
McDevitt:
Well, you'd make a fine narrative designer [laughs]. Definitely, the story is going to have to touch on topics like the difficulties of leadership. I'm not going to get into too much, but we would not leave that narrative stone unturned. Especially since Assassin's Creed games have a history of spanning a number of years so we want you to feel like your time in England takes many, many years. You settle down, you build a settlement, and you watch it grow with all the pains and celebrations that go with that.