The sheer horror: In Assassin’s Creed we actually ride twisted people

Altair consists of a human skeleton, but so do his horses.

Altair consists of a human skeleton, but so do his horses.






Altair consists of a human skeleton, but so do his horses.

When the first Assassin’s Creed game with Altair was in development, Ubisoft didn’t have the technical and financial capabilities to do so, as it did with the last Assassin’s Creed Valhalla, for example. The developers therefore always had to come up with something when the conventional means did not allow it.

Charles Randall, a former Assassin’s Creed developer, has over Twitter again shared exactly such examples, one of which seems particularly morbid. Because Altair’s horses are anything but normal, because there is actually a human in every horse.

Necessity is the mother of invention and people are made into horses

Fortunately, we can use horses so that we don’t just have to travel the open world with Altair on foot in the first Assassin’s Creed. However, these are not anatomically correct horses, as the inner workings are of human nature. More specifically, inside them is “a twisted, fucked-up human skeleton,” rather than a purpose-built horse skeleton, as Randall puts it.

Knowing that this horse has a twisted human skeleton is kind of creepy.






Knowing that this horse has a twisted human skeleton is kind of creepy.

The idea of ​​Ubisoft taking a human NPC for this, twisting it, mutilating it and pressing it into the shape of a horse, certainly doesn’t appeal to everyone, even if it only affects the skeleton itself. But it was certainly an ingenious trick to cope with the technical limitations, which Randall himself celebrates:

Cheers to the amazing animators and riggers for making this guy look like a horse!

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The character Malik also presented the developers of Assassin’s Creed with a challenge. Malik only has one arm, but again there wasn’t enough money for an extra skeleton or net. So they just twisted his arm back so far that it looks like he lost his left arm. If the camera were to slide into the character model, we would see “a tiny little arm contracted with a bicep,” says Randall.

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Also, if you’ve been wondering why Altair keeps getting killed at the edge of the map, Randall says it has a good reason: himself. He was keen to eliminate the possibility of players slipping through level caps and has an “ultimate solution.” ” built in: “Kill the player”.

Reference-www.gamepro.de