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{"id":3082722,"date":"2006-08-31T13:37:42","date_gmt":"2006-08-31T11:37:42","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/assassins_creed-ersteindruck_die_ki_der_masse\/3082722"},"modified":"2024-05-03T15:37:04","modified_gmt":"2024-05-03T13:37:04","slug":"assassins_creed-ersteindruck_die_ki_der_masse","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/assassins_creed-ersteindruck_die_ki_der_masse\/3082722","title":{"rendered":"Assassin’s Creed: Die neue KI der Masse"},"content":{"rendered":"

Ubisoft gibt der Stealth-Action ganz neue Impulse. Assassin’s Creed\u00a0<A class=DYNLINK onmouseover="DynToolTipp_Show('Klicken f\u00fcr Gameinfos<\/b>‘)” onmouseout=”DynToolTipp_Hide(); ” href=”javascript:DynCont_Display(‘Gamefinder’,’runmod.php?sid={SID}&LAYOUT=dyncont_gf&spielid=9710′)”><\/A><\/B><\/B>\u00a0konnte den hervorragenden Eindruck, den es bereits in Los Angeles hinterlassen hat, auch in Leipzig best\u00e4rken. Zwar\u00a0durften wir immer noch nicht selbst Hand anlegen, aber das Gezeigte lie\u00df selbst gestandene Redakteure mit der Zunge schnalzen –\u00a0dieser Titel\u00a0geh\u00f6rt zu den gro\u00dfen Hoffnungen des\u00a0kommenden Spielejahres.

Ihr seid als Assassin in der Zeit der Kreuzz\u00fcge des 12. Jahrhunderts unterwegs und bereist die drei St\u00e4dte Akkon, Damaskus und Jerusalem, um eure Opfer in dem bunten Treiben aus H\u00e4ndlern, Sarazenen und Templern zu finden. Mal reicht es, das Messer in einer dunklen Gasse zu z\u00fccken, mal muss man \u00fcber kleine Quests erst Dokumente sammeln, Geb\u00e4ude infiltrieren\u00a0oder\u00a0anhand von\u00a0Gespr\u00e4chen \u00fcber das Opfer recherchieren. Allerdings wird es keine offenen Metropolen geben – sprich: Die meisten H\u00e4user bleiben euch verschlossen, ausufernde Katakomben sind derzeit nicht geplant.

Erstmals in Leipzig zu sehen waren\u00a0Pferde: Der Assassin trabte in die Stadt, um dann irgendwann abzusitzen oder dem schwarzen Rappen die Sporen zu geben, damit er schnell einen Zielort erreicht. Dort ist die Aufregung dann nat\u00fcrlich gro\u00df, aber der Mann konnte aus dem Sattel hochsteigen und sich \u00fcber einen Balken auf einen Balkon ziehen – sehr coole Szene.

Aber mal abgesehen von dem stilsicheren Figurendesign mit seinen angenehm grauen und staubigen T\u00f6nen, und mal abgesehen von\u00a0der hervorragenden Kulisse, die euch von D\u00e4chern \u00fcber Balkone bis\u00a0den Staub\u00a0der Stra\u00dfen tanzen l\u00e4sst:\u00a0Es ist vor allem die Lebendigkeit der Masse, die das Mittelalter in den engen Gassen so faszinierend macht. Anstatt einer anonymen Bev\u00f6lkerung gibt es Individuen, die als eigenst\u00e4ndige Figuren agieren. Momentan sind 60 integriert, am Ende sollen es bis zu 150 sein, die individuell auf euch reagieren.

Ihr k\u00f6nnt z.B. nicht einfach vom Dach auf einen Marktplatz springen: Plumpe\u00a0AKtionen wie diese\u00a0werden zun\u00e4chst mit Verbl\u00fcffung quittiert, man zeigt mit den Fingern auf euch, sch\u00fcttelt den Kopf, vielleicht regen sich sogar zwei, drei Leute auf. Treibt ihr es zu bunt, werdet ihr bei den Wachen angeschw\u00e4rzt. Also hei\u00dft es: Kapuze auf, untertauchen, den Strom der Anonymit\u00e4t suchen, in Gr\u00fcppchen aufgehen, Kleidung anpassen.

Aber es dreht sich nicht nur um euch: Es kann passieren, dass irgendwo pl\u00f6tzlich eine Schl\u00e4gerei entbrennt, mit der ihr gar nichts zu tun habt – die KI soll diese Szenen ohne Skripte einleiten. Gerade solche unverhofften Situationen k\u00f6nnen euch auch helfen, euer Opfer zu eliminieren – schon in Los Angeles wurde das Untertauchen in einer Gruppe von M\u00f6nchen gezeigt: Setzt ihr eure Kapuze auf und marschiert im Takt mit ihnen zum Richtplatz, kommt ihr eurem Opfer viel n\u00e4her, weil die Wachen euch gar nichts als potenziellen Attent\u00e4ter wahrnehmen.

Um\u00a0eure Opfer\u00a0in dem Trubel zu finden, k\u00f6nnt ihr auf die Adlersicht zur\u00fcckgreifen: Wenn ihr \u00fcber den D\u00e4chern der Stadt lauert, wird die Zielperson f\u00fcr einen Augenblick fokussiert, w\u00e4hrend der Rest im tr\u00fcben Nebel verschwindet. Auch die Flucht ist ein elementarer Bestandteil des Assassinen-Alltags: Mal sind euch aufgebrachte Wachen, mal ist euch ein w\u00fctender Mob auf den Fersen. In diesen Momenten k\u00f6nnt ihr die Umgebung nutzen: Holztr\u00e4ger zerschlagen, um den Weg hinter euch zu versperren; Simse und Fenster erklettern, um in die H\u00f6he zu entkommen.

Das Kampfsystem soll taktisches Geschick fordern und kein Hack’n Slay bieten: Attacke und Parade bilden das Grundger\u00fcst, das\u00a0aus verschiedenen Hieben\u00a0besteht. Wenn euch jemand attackiert, w\u00e4hlt ihr aus einem Pool an m\u00f6glichen Paraden, die am bestern kontern. Im Laufe des Abenteuers k\u00f6nnt ihr zudem euere F\u00e4higkeiten verbessern. Inwiefern neben dem Kampf auch das Reiten und das Stehlen aufgewertet werden, blieb offen.

Dass das Prince of Persia-Team hinter dem Projekt steckt, beweist die technische Brillanz der Bewegungsabl\u00e4ufe: Egal ob ihr euch mit eleganten Schubsern durch eine Meute dr\u00e4ngelt, aus vollem Galopp vom Pferd an einen Balken springt oder das Langschwert in einem weiten Bogen durchzieht – die Animationen sind erstklassig und werden\u00a0wunderbar harmonisch in die Kulisse eingebunden. Technical Director Longley best\u00e4tigte zudem, dass das Spiel auch f\u00fcr den PC entwickelt wird. Alles, was man bisher gezeigt hat, wurde demnach auf PC-Hardware programmiert. Bisher\u00a0galt nur die PS3-Version als best\u00e4tigt.

Weitere Informationen gibt es in der Vorschau<\/A>!
<\/p>\n","protected":false},"excerpt":{"rendered":"

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