The folks at gamereactorTV had a chance to talk to Bruno St-Andre, the Mission Director of Assassin’s Creed: Unity at E3 2014 and have only just put up their lengthy interview with the game developer over on their channel.
In the interview, the developer explained how the game is being developed from the ground up with support for four players at a time, playing cooperatively in a multiplayer environment.
"Early on we decided it'd be the shared experience,” said St-Andre. “Every development part of Unity was made to favour the cooperation between players, to favour the systems of working together in cooperation and combination of players, different types of player, who have different types of skills and want to exploit them more within the progression system also."
According to St-Andre the game will still be Arno’s story, however the world will be fully explorable while playing as a group. It’s just a few missions that will be single-player only experiences.
As an added fun fact, St-Andre revealed that one in four buildings in Paris will have accessible, playable interiors, so you’ll have much to explore both inside and outside of the streets.
"It's a separate mode," St-Andre confirmed when the interviewers asked him whether MP and SP feed into each other. "Every mission is about the story of Arno. Some are Brotherhood missions you can take on with your friends, and some are limited to Arno. But the entirety of the game, playing Paris, exploring, collecting stuff, you can do it with your friends four player. Just that some missions are for single player, some are for one to four.”
Additionally, even the game’s combat system has been overhauled with the intention of making it flow better when fighting alongside friends. The game’s progression system is tailored for players who favor different playstyles.
"For [combat], we give you more control on the fight moves, and left space for tactical choices when playing co-op and against the enemy. They're going to strategize better against you, be more co-ordinated in strikes.”
The game’s traversal mechanics have also been given an overhaul, as there was much room for improvement to be made.
"The player's used to our control scheme, but we had place for improvement,” said St-Andre. “We went deeper in our main pillars. For navigation, we wanted more precision. We've got something called controlled descent, so when going down – RT and B – and when going up – RT and A. So we put more precision on that, more control for the player…. we also dedicated a stealth button, so now you enter stealth mode, so you can take cover on objects."