An interview with the Ubisoft producer Jade Raymond. She talks about the progress of Assassins Creed, SIXAXIS, and Home. Click the link for the full interview.

Game Informer: It’s been a little over a year since the game was debuted. Some people got to play it last year at E3, and then it went radio silent for a long time. Why was that?

Jade Raymond: Well, every time you get a demo ready, even if you’re just showing raw gameplay, it takes time away from making the game. As a responsible producer, I know that the end product is the most important thing. And so, the team has been allowed to focus on trying to deliver
GI: We’ve seen a lot from the medieval town, and most of the assets seem to show the same bluish-hued area. At E3, will we be seeing some more zones?

Raymond: Already in the video we’re going to show today, which is all 100-percent game footage, we elected to show absolutely no prerendering or no post-processing—it’s all real, raw game footage. And what we’re showing today will also show some of the other environments
GI: When Assassin’s Creed was first announced for the 360, there were some comments made that there might be some differences in that version. Is everything going to be pretty much identical, or will there be any differences between the PS3 version and the 360 version?

Raymond: There shouldn’t be any differences at all. We’re sharing the exact same assets. The engines have the same capabilities. Both systems have different things going for them. With PlayStation 3, currently, you can see maybe a slight difference in some of the textures.
GI: What about the Sixaxis controls? Are you planning on using any of that at all?

Raymond: No.

GI: Why not?

Raymond: There’s still an opportunity if we come up with a great idea. We really wanted to us it first and we thought a lot, and every idea we came up for it ended up feeling a bit like a gadget. We were like, “If it doesn’t fit, if it’s not a great idea, why do it?”
GI: Are you planning on implementing any of the Home features, like trophies, or is it too late in the cycle to add that?

Raymond: It’s a little bit too late to be looking at that stuff. That’s probably for the sequel.
GI: Where are you guys at in development, percentage wise?

Raymond: Well, we’re pretty much done with all of our features. Right now on the feature side, we’re on the polish level
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  • 0
    SvR2008 May 26, 07
    I cant wait for this game!
  • 0
    Kuhn* May 27, 07
    Same here.

    The game looks great.

    Nice interview.
  • 0
    The Blue Flame May 28, 07
    Great interview. She really gave us a lot of information, good information. Not many game developers actually give you useful information in these sort of interviews, they just stretch what we already know.

    After watching the interview, the game looks even better than before. It's certainly high on my Most Wanted Games of 2007 list. ^^
  • 0
    Will Baxter May 30, 07
    Thanks, very nice. It's going to be good, cannot wait

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