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The main unique feature of the interface in the Assassin’s
Creed series is that the control buttons are mapped to corresponding body
parts. At all times in the game, except for when the game is in a shop window
or menu screen, the HUD displays a game pad map in the upper left corner. The XBOX
controller button colors are displayed but with hand, weapon, foot and head
icons in place of the A, B, X, and Y symbols. Next to each of these buttons is
a small text explaining what pressing the button will do. If the “high profile”
button is pressed, the actions will change into high profile actions. For
example, the bottom most button, the one which controls the character’s feet,
will make the character run by default. When the high profile button is
pressed, the button will make the character sprint. Depending on if the
character is in combat or climbing, the context for these buttons will further
change. Each time, though, the corresponding action will appear in a
single-word description beside the button in the HUD.
The player’s health is displayed in the top left, along with
a small, stylized avatar resembling Ezio, the protagonist, while he is dressed in
his assassin clothes. The health is represented by a series of diamond pips
that will go from filled with white to an empty black when the player takes
damage. There is also feedback in the form of controller vibration when this
happens. One of the game play elements is that the player’s armor, which is
what the player purchases to increase his health, can be damaged. If armor is
damaged to the point of not being able to protect the player, corresponding
pips on the life bar will partially deplete, notifying the player to get the
armor repaired. Typically, this will be accompanied by a tool tip instructing
the player to go to a blacksmith for the repair. The avatar of Ezio represents
the character’s infamy. As the player does illegal actions, such as pick
pocketing or assassinations, and, most importantly, if they are witnessed doing
so, the infamy level rises. With no infamy, the avatar appears completely
white. The more it grows, however, the more a red ring fills in around the
avatar. If the player becomes infamous, meaning the guards will give chase when
they spot the player, then the avatar fills entirely red and is replaced with
the Assassin’s symbol.
Navigation is helped via a mini-map appearing in the lower
right corner. The map gives an bird’s-eye view architectural schematic of the
surrounding areas. Within this map, icons show the location of points of
interest, such as shops or, if the location has been found, treasures. Mission
targets are also displayed on the mini-map. If the player is on a mission or if
the player has set a custom marker, the icon will hover on the edges of the map
if the target is out of range in order to help guide the player. When there is
one target, a numerical value next to the map indicates how far away the player
is from the goal. In situations where there are multiple targets, it seems this
value indicates how near the player is to the closest target.
The lower left of the screen displays what weapon is
equipped along with how much money Ezio has.
If the player presses the weapon menu button, the game will
pause and a weapon wheel will appear on the screen. Using the control pad or
mouse, the player points in the direction of the desired weapon to select it.
When highlighted, a weapon specific sound effect will play, further indicating
the weapon to be selected.
The remaining key menu is a larger version of the mini-map.
The same rules that govern the mini map apply to the larger map.
Not exactly a menu but a form of game feedback, the villa in
Assassin’s Creed II serves as a home base for Ezio. In addition to possessing a
mini game that can allow the player to grow the villa, and with it his income,
the villa houses a mansion that displays player progress in the form of armor
sets, weapons, collected art, codex pages and assassinated targets.
Since the game is set in Renaissance Italy, the style of the
interface might seem to run counter to the theme. However, one of the major
elements of the game is that the sequences involving Ezio are the genetic
memories of Desmond, the other principle protagonist, who accesses these using
the Animus, a complex, futuristic machine that places the user in a virtual
environment to live out genetic memories. Because of this, the interface has
more of a futuristic theme. This theme is further backed by the glowing
outlines goals and important people tend to have and the strange, digital
camera flickers that happen at certain moments in the game, from when the
player enters and exits a cutscene to when the player is low on health.
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