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Polygon recently published a new Child of Light preview with new details about the upcoming downloadable game. Read on below for the information, plus comments from writer Jeffrey Yohalem.

– Combat system has traditional elements but has a twist
– Game rewards clever thinking over button-pushing dexterity
– One level takes place in a subterranean network of caves back with big spiders and three-legged archers
– One player can play as Aurora while another controls the floating spark sidekick Igniculus
– Head through the caves and battle enemies
– Combat system based largely on the system from Grandia 2
– Sneak up on enemies in order to gain an advantage in battle
– Can attack first if you drop on enemies from above or behind
– Battles are set on several raised platforms
– Platforms were inspired by the designs of opera sets
– Bar at the bottom screen tracks the amount of time between each combatant’s attack
– Small pictures of each combatant will move along the bar as they prepare to attack
– At the end of the bar is a smaller bar colored red
– Characters that are attacked while their picture is in the red zone will have their attack “interrupted”
– This resets their charging time and starting them over from the beginning of the bar
– Dialogue is structured like an epic ballad
– Every second and fourth line in its poem-like structure rhyme
– Yohalem wrote the first 10 pages of the script before he realized it “had to be a poem”
– He then decided to write the script directly into poem format

Ubisoft shared shipment figures for two semi-recent titles during its latest financial results conference call. Rayman Legends shipped one million while Splinter Cell: Blacklist sold two million copies of its own, according to the publisher. Ubisoft also commented on Assassin’s Creed IV’s performance, stating first week sales were lower than last year’s Assassin’s Creed III.

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Michel Ancel may be the creator of Rayman, but he doesn’t consider himself to be on the same level as Shigeru Miyamoto.

Ancel spoke briefly about how he views himself in comparison to Miyamoto while speaking with ONM recently. Ancel feels he’s more of an “apprentice” whereas “Miyamoto is a master” – or perhaps an “advanced apprentice”.

He said:

“It’s very kind of you to have me with such talented people, but I really consider myself to be an apprentice, where Miyamoto is a master. Well, maybe an advanced apprentice!”

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It’s no secret that Beyond Good & Evil did not perform up to Ubisoft’s expectations. While the game was met with a great reception from critics, it wasn’t a financial hit.

The fact that Beyond Good & Evil was essentially a commercial failure still causes Ubisoft to be cautious today. According to Child of Light creative director Patrick Plourde, the publisher was hesitant to move forward the project.

Plourde told GamesIndustry:

“If the game is a missed opportunity, then it’s going to be a missed opportunity for years. Even when I pitched Child of Light, they mentioned Beyond Good & Evil. They said ‘Beyond Good & Evil was not a success, and we made that mistake once.’ And it’s like, yeah, but it’s 10 years ago… If somebody tries something and fails, there are going to be repercussions for other people. For me it would be a shame if that happens. I don’t think people are malevolent or evil about that. It’s just if it fails, they’re going to be careful greenlighting other projects like that.”

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The Assassin’s Creed franchise has already visited plenty of time periods, locations, and settings. A new Assassin’s Creed game taking place in present day is unlikely, however.

Assassin’s Creed IV lead writer
more or less ruled out the possibility during a Reddit AMA he participated in earlier today. He said:

“I doubt we would do a modern day AC. There are just too many mechanics we would have to develop to make it believeable [sic] … vehicles, plausible modern cities, a huge array of ranged weapons, etc. The modern day will most likely remain as a “context” for all future games, something to tie them all together.”

In Assassin’s Creed IV: Black Flag, players can rate each of the game’s missions. Users are given the option of handing out up to five stars.

Ubisoft Motreal user research project manager Jonathan Dankoff told NowGamer that the data provided will assist the company in improving future titles. He said:

“Ubisoft is actually using all of this data to improve future games. Ubisoft has been using data tracking to improve our titles for a while, but this is the first time we will be able to match gameplay metrics to player appreciation in order to dig even deeper into player behavior.

“The combination of the two data sources will give us incredible insight into how players are interacting with our game and guide future development teams to create missions that appeal to our players even more.”

Wondering which mission is Assassin’s Creed IV’s highest-rated thus far? Dankoff revealed:

“We’re still in the early stages of collecting data, but already at this stage it’s impressive to see how closely the mission ratings mirror the results from our own pre-launch playtest sessions. The current favorite mission decided by our fans is Sequence 02 Memory 06: The Treasure Fleet, but I look forward to seeing how the data evolves as more people play!”

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