![]() Even the brief passage of hand-painted stills that act as cutscenes and the questionably static voice-acting, feel more like tide-me-over’s rather than a necessarily embedded story or plot taking place. Further to that, flittering to the fargone days of Prince of Persia, failure in being spotted or simply regretting a decision can be instantly rewound, meaning you’re constantly in perpetual flow but are wiser because of it.įor those expecting a compelling or be it interesting tale spun from out the fantasy mythos will be left sorely disappointed however. ![]() Like the acclaimed puzzle-shooter then, players are given the chance to plan ahead, albeit a few seconds ahead, via the game’s centre mechanic that when you stop, time stops. ![]() It doesn’t quite warrant the hallmarks of a universal must-play, yet much like how Superhot inverted the first-person shooter in terms of structural philosophy - becoming more a puzzle game than a shooter - Shadwen at points feels more like a platformer than your typical stealth offering, but intrigues for that very reason. The kind that borrows from established favorites and attempts a new spin on the convention of sneaking past patrolling, cone-vision AI (and succeeding in moderate portions). Shadwen, by developers Frozenbyte, is an odd fit for stealth…but a good kind of odd. While Metal Gear Solid & Splinter Cell may put most on the focus on their deeply layered but immersive gameplay mechanics, others such as the Thief series or even recent newcomers in Dishonored tend to weave art direction and aesthetic in tandem to leave their pseudo-fantastical settings linger a little longer in humble memory. So long as, you might assume, said genre executes the act of sneaking one’s way through particularly puzzling and tense moments - and leaves it feeling enjoyable - the rest is mere window-dressing, right? But as we look back on recent history, not all stealth games play to the same rules and it’s interesting to see the varying priorities in some of the most acclaimed titles create equally proficient experiences. We want to sincerely apologize to everyone at Ubisoft, the Assassin’s Creed team, the original artist, and our fans.Stealth games are an odd bunch when you come to ponder just what makes that objective formula that guarantees success. We hold all artistry in high regard and take full responsibility for having allowed this to happen. “In our eagerness to get the story trailer out we made a regrettable mistake and didn’t thoroughly vet the art work used for an in game painting.We’ve already updated the trailer. As Naughty Dog’s Neil Druckmann said, they f’ed up. Naughty Dog has issued a statement about this whole thing. As you can see, they are almost identical (apart from the part that there is no pirate in it). Woooow Uncharted 4 using one of ACIV artwork in their trailer… I get the "thief" title now! lol at 1:36Īlex Hutchinson, Creative Director at Ubisoft Montreal, also made fun of the use of Assassin’s Creed’s concept Doing your own concept art is twice the work? □ /sO7ZAQ6sQ1įor what is worth, here is the concept art from Assassin’s Creed.Īnd here is the stolen concept art that Naughty Dog used. The first one who spotted this was Ubisoft’s Assassin’s Creed Head of Content, Azaïzia Aymar. And as you’d expect, Ubisoft’s employees took it to the Twitter and criticized Naughty Dog for doing such a thing. ![]() That game is no other than Assassin’s Creed IV: Black Flag. However, it appears that Naughty Dog actually ‘stole’ a concept art from a multi-platform game. Obviously, this is of no value to us as Uncharted 4 is not coming to the PC. Naughty Dog released today a new trailer for Uncharted 4.
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