Yeah I made a topic titled The Next Assassins Creed or something like that.
Anyway, I'm not too sure about the changes, since I haven't been keeping up with it as much as I'd like to, but I'm sure there are some significant changes. I made a quick search right now and found this:
[h=3]WeaponsEdit[/h]A new weapon called the hookblade will be introduced, which will allow Ezio to use ziplines throughout the city, speeding up navigation by around 30%. Additionally, a crafting system will allow the creation of bombs, with options for up to 300 different types.
[h=3]Assassin's DensEdit[/h]The concept of Borgia towers has been expanded, and in order to neutralize the Templar presence, various assault scenarios must be completed. The liberated buildings will be known as "Assassin's Dens," though control over them may be lost to a Templar assault. These attacks will be triggered when the player's notoriety increases.
Controlling a den and its surrounding region will allow the player to upgrade all the shops and buildings in that area, including the den itself, which will provide more navigation options (like additional ziplines for the hookblade) in that part of the city. As an added benefit, controlling a den will change the character of the surrounding guards. Regular Ottoman patrols will continue to monitor the regions under control, and will still halt if illegal activities are committed, but won't be overly hostile.
Assassin's Dens can be protected by either the player or by an assigned Master Assassin, who will ensure the prevention of any further Templar attacks on the building.
Instead of only featuring normal secondary memories, Ubisoft has added new "Random Quests". For example, you will find a store owner being robbed or a child in need of help.
Eagle Vision has been modified into Eagle Sense, which would allow the player to focus on a character and determine the route they have taken. This will thus give the player an estimation of where they will go, which could be useful for ambushes or locating a secluded place to strike a target.
Ezio will be searching for the seals containing Altaïr's memories, thus allowing the player to control Altaïr.
The modern day aspect of the game will also be upgraded with a new feature labeled "revolutionary gameplay," in which Desmond Miles will need to change the construct of his ancestors' memories and, in the process, unravel the future.
To do this, Desmond will enter the Animus and find a safe-mode called the "Black Room," where he will reintegrate the splintered layers of his subconscious. Here, a great deal more about Desmond's own past will be revealed.
During a recent interview with gameplanet.com (a New Zealand based gaming website), Darby McDevitt stated that the majority of Desmond's gameplay will be within the Animus and indicated that there may be a very small portion in a different context.
The Desmond gameplay will be similar, in a way, to the Secret Locations that were seen in previous games. To quote Alexandre Breault: "The majority of the game-play in these Animus section focuses on movement, timing, and precision, but we also include some illusion based puzzles inspired by the work of Rene Magritte and Roger Penrose. The main goal here is to encourage the player to think and engage with the environment, not simply pass it by."
The game will also make updates to crowd mechanics, adding "stalkers" who run up to Ezio and attack him, preceeded by whispers, similar to Brotherhood's multiplayer.
In the same vein of making the gameplay seem more real, mission givers will no longer stand motionless, ready to give Ezio a task – They will be real people, performing tasks of their own until Ezio approaches, and talks to them.
There will now be Optional Objectives. These will consist of small tasks to complete within a mission e.g Perform a zipline assassination.