Assassin’s Creed Syndicate: Quick-fire interview
Before we sat down to play ASsassin’c Creed Syndicate at a recent preview event, we chatted to creative director Marc-Alexis Côté about the game, and asked some quick-fire questions about the new title…
Can players approach Syndicate any way they want?
The thing I want the most for players in Assassin’s Creed: Syndicate is for them to have fun, but to have fun in the way that they want. We’re not a game that’s forcing combat or forcing stealth, or forcing navigation – enjoy the game the way you want to.
How historically accurate is Syndicate compared to London in 1868?
Assassin’s Creed, for me, has always been about authenticity. You’ll see that in the crowds, you’ll see it in the music, [and] you’ll see it in the dialogue. We’ve had the chance to work with incredible historians and authors who specialise in the Victorian era, and who help us capture this essence and put it into the game.
What’s your favourite element that has been improved upon over Unity?
Just one of the things that we’ve improved is the crowd dynamics. You could see factions starting to interact more, the crowd being more naturally alive, and this is something that we expanded upon because we found it to be a great foundation for what we wanted to do with the Rooks, the Blighters and the Police in Syndicate.
Which one place should every gamer visit first?
I would say Westminster Palace and Big Ben, they offer an impressive view on the city.
Why bother with the confusing overarching, present day story bits?
For fans and for newcomers, why go into the past? You need the justification, and it’s the present that gives it this justification – otherwise why go into an Animus?
What can we expect this time, then?
As you’ll see we’ve got a bit more important present-day component than we had last year, somewhere between Black Flag and Assassin’s Creed: Unity.
All-important question: Is Desmond really dead? We hated that guy…
Desmond is really dead [laughs].