Weather systems in games might not be as critical or as elemental as, say, physics, though they do supplement a whole lot to them, generally when they’re open universe pretension formed on emergent mechanics. The Legend of Zelda: Breath of a Wild and Metal Gear Solid V: The Phantom Pain are primary examples of that.
Assassin’s Creed has also changed into some-more of an emergent character of gameplay, generally with final year’s Origins, and Odyssey looks to be holding that even further. Which is since it’s really sparkling to know that a diversion will have energetic continue systems, from inclement continue to thunderstorms to misty environments.
“As we transport around you’ll come opposite opposite atmospheres and you’ll strike some places that are foggy, some places that are rainy, some places that are stormy, since we have reintroduced a full continue complement into Odyssey,” a game’s universe executive Ben Hall told Game Informer. “So you’ll see a sun-bleached skies, though you’ll also see a thunderstorms on a sea and a waves and everything. It’s flattering thespian and flattering cool, and it all happens dynamically.”
That promises to be a flattering large addition- in theory. It would be forever improved if a diversion weaves in a continue systems with fight and stealth, or even traversal, identical to a aforementioned Breath of a Wild and The Phantom Pain, though Ubisoft haven’t mentioned if that’s going to be a case. That said, given a fact that naval fight and exploration are returning in full form in Odyssey, we can positively design copiousness of extraordinary storms while during sea- remember Black Flag? Of march we do.
Assassin’s Creed Odyssey launches on Oct 5 for a PS4, Xbox One, and PC. Recently we also schooled that a diversion has over 30 hours of available interactive cutscenes. Read some-more on that here.