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Assassin's Creed fans point out Altair inconsistency that we now can't unsee
Home>News
Published 14:52 12 Jul 2024 GMT+1

Assassin's Creed fans point out Altair inconsistency that we now can't unsee

The fan posted about the detail on Reddit

Ryan Easby

Ryan Easby

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Featured Image Credit: Ubisoft

Topics: Assassin's Creed Shadows, Assassins Creed, Ubisoft

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Altaïr Ibn-La'Ahad is probably one of the most beloved protagonists in all of Assassin's Creed, not least because he's the one that started off the entire franchise. Yet a fan of Reddit has noticed a small inconsistency with the character that, while tiny, is hard to unsee.

Reddit user CrazyMathematican85 pointed out that, despite almost every Assassin's Creed game featuring Altair's robes in some way, each of them moves differently and have completely different physics to the way that the original game treated the robes.

In the comments of the post, fans offered several different explanations for why this may have happened, many of which are directly related to the trials and tribulations that come with game development.

Assassin's Creed Shadows launches later this year.

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"None of these games have actual realistic cloth physics so I guess because Altair's outfit was made specifically for that version of the engine, it looks better in those games. But maybe Shadows will fix this. From what we have seen, the cloth has actual physics and moves around freely, not sticking to the character," one commenter stated.

Another commenter went further in-depth with explaining how it works: "Cloth moves in a similar fashion to how water moves. Good looking water has been very difficult for graphic designers/animators for years. Water looks better in the last few AC games because the tech is at its best. That can be translated to cloth physics too. Software and animators are further mastering how to make it all look as realistic as possible as time progresses. But there are nearly an infinite amount of factors that can affect a games visual quality: engine, studio size, animators experience, time allocated for them to do their job, upper management requirements, feedback from testers, partnerships with NVIDIA/AMD, etc."

It's certainly an interesting discussion to have, and it'll be something to keep an eye on in the upcoming title later this year.

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