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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Assassin's Creed Brotherhood: Designing the Considerate Kill]]></title><link>http://www.joystiq.com/2011/06/06/assassins-creed-brotherhood-designing-the-considerate-kill/</link><guid isPermaLink="true">http://www.joystiq.com/2011/06/06/assassins-creed-brotherhood-designing-the-considerate-kill/</guid><comments>http://www.joystiq.com/2011/06/06/assassins-creed-brotherhood-designing-the-considerate-kill/#comments</comments><description><![CDATA[<div style="text-align: center; ">
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	<font color="gray">Before playing the upcoming <a href="http://www.joystiq.com/tag/assassins-creed-revelations"><em>Assassin's Creed: Revelations</em></a>, Joystiq looks back at the creation of the franchise's first multiplayer installment, <em>Brotherhood</em>.</font></div>
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"It was a very difficult game to design, and making it accessible was even harder. We were starting from scratch, with no benchmarks. It's not like a shooter where all you need to know is how to shoot the bad guys."<br />
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If there's one thing we get, in every way that anything can possibly be gotten, it's <em>the shooting of the bad guys</em>. Games don't even bother to include tutorials for that part anymore, and reviewers treat it as a begrudging axiom when they have to differentiate between the year's big multiplayer offerings.<br />
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When Damien Kieken, multiplayer game director for <a href="http://www.joystiq.com/tag/assassins-creed-brotherhood"><em>Assassin's Creed Brotherhood</em></a>, says it was difficult to make the game -- and then to make it accessible -- he's speaking to a peculiar and notable absence. If you're shooting the bad guys in <em>Assassin's Creed</em>, you're doing it a bit wrong.<p><a href="http://www.joystiq.com/2011/06/06/assassins-creed-brotherhood-designing-the-considerate-kill/" rel="bookmark">Continue reading <em>Assassin's Creed Brotherhood: Designing the Considerate Kill</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2011/06/06/assassins-creed-brotherhood-designing-the-considerate-kill/">Assassin's Creed Brotherhood: Designing the Considerate Kill</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 06 Jun 2011 06:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2011/06/06/assassins-creed-brotherhood-designing-the-considerate-kill/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/19849545/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2011/06/06/assassins-creed-brotherhood-designing-the-considerate-kill/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Assassins-Creed-Brotherhood</category><category>Assassins-Creed-Multiplayer</category><category>aymar-azaizia</category><category>damien-kieken</category><category>microsoft</category><category>pc</category><category>playstation</category><category>ps3</category><category>ubisoft</category><category>ubisoft-annecy</category><category>ubisoft-montreal</category><category>xbox</category><dc:creator><![CDATA[Ludwig Kietzmann]]></dc:creator><pubDate>Mon, 06 Jun 2011 06:30:00 EST</pubDate></item></channel></rss>