![]() ![]() Ubisoft has employed a wide range of accessibility options that cover motor and muscular issues, hearing and visual impairments, and even simple things like the ability to change the game's difficulty at any time. ![]() (Image credit: Ubisoft)Īnd the options don't just stop at comfort. Using teleport movement in Assassin's Creed Nexus. It's an interesting middle ground between something like older 3D Zelda games - where Link would automatically jump any time you attempted to walk or run off a ledge - and full open-ended mechanics in a game like Blade & Sorcery. ![]() If you're just running down the street, pressing the jump button does nothing. If you're running toward a wall, for instance, pressing the jump button will make the character perform a leap. Jumping is handled by pressing or holding the A button, but characters don't jump all the time just when it makes sense to. It's one of those moments of sheer brilliance that I hope to see copied in VR games in the years to come.ĭeveloping a system that lets everyday people perform these miraculous motions is imperative to ensuring that the feeling of Assassin's Creed is properly translated to the first-person VR perspective. But parkour is handled with such grace and efficiency I struggle to understand why no one seems to have thought of this system earlier. ![]()
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