Tuesday, April 10, 2012

Assassin's Creed II interface

All screenshots are taken from the game Assassin's Creed II, which was developed by Ubisoft. I assume no ownership over original images.

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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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