Ubi world where is the hidden items




















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If you are not already registered, this will create a PS account for you. You should receive an activation email shortly. Getty Images. Jun 12, Lena Lavinas. Support High-Quality Commentary For more than 25 years, Project Syndicate has been guided by a simple credo: All people deserve access to a broad range of views by the world's foremost leaders and thinkers on the issues, events, and forces shaping their lives.

Show More Contact Us. Your name Your email Friend's name Friend's email Message. Cancel Send. Please select an option. Choose an option Please wait, fetching the form. If you find all these tablets, you can unlock the legendary blade Excalibur, one of the most powerful weapons in the game. Another Mystery in the game are Animus anomalies. These glitches in the space-time continuum are identified with a triangle icon on your map or a literal glitch in the world.

Once you investigate these glitches, the present day protagonist Layla is pulled into the world. To get back to the present, Layla has to finish a glitch-tastic parkour course like a time-traveling Sonic the Hedgehog. They're a nifty little puzzle to play with, and completing each one unlocks a cool mystery about the Assassin's Creed universe.

Hell yeah, lore. Valka is the clan seer. She's also your friend and confidant. A bit into the game, Valka joins you in England and asks you to build her hut right away.

You'll think: All right, diva, everyone needs a hut built. We're living in tents. Why are you so special? Well, it turns out that building Valka's hut opens a quest line that takes you to literal Asgard -- as in "home of the Norse Gods" Asgard. As you can imagine, it's beautiful and fun. That's all I'm going to say. That was a lie, I will say one more thing: In Asgard, your horse is an elk. An elk! You're like Santa Claus. In order to build Valka's dream hut -- and the rest of your settlement, as it's the main goal of your England adventure -- you must find supplies and materials.

When in your longboat, you can stop by military camps, bandit camps and abbeys to have some jolly good fun. Get ready to slice and dice soldiers while setting fire to thatched roofs. These raids serve a purpose beyond pure chaos, however. It's the best way to find the supplies needed to build the buildings in your growing settlement.

The player's map is covered in a fog of war and subdivided regions, essentially acting as defacto levels. This isn't the only way to go, as there were and are open-world titles without a mini-map or non-diegetic something that does not exist in the game world map screen, like Shenmue and its sequel.

You could have the player clear the fog of war manually by walking over every square-inch of the map, but that's rather time-consuming and tedious. At that point, it's almost better to return to completely open-ended exploration. So instead, a developer introduces a challenge mechanic, which when completed, will clear the fog and show you layout of the current area. Opening up these areas on an in-game map allows the player to feel like they're working towards something tangible.

Some players need carrots. Open-world games aren't new, but the technological power to build complex and detailed worlds is, and as fidelity trends upwards you need ways to let players know where they can go and what they can interact with.

The latter issue gave rise to Detective Vision, another prevalent mechanic in recent games. Given a naturally-styled and high-fidelity open-world, you want points-of-interest to stand out to a player. Continuing the Wind Waker example above, the Fishmen make themselves known by leaping up out of the water; given the vast blue ocean, this movement stands out.

Developers are also known to offer direct waypoints and breadcrumbs to a specific structure, in-game highlights via a marker, or an alternate vision mechanic Detective Vision strikes again.

Back in , Ubisoft decided to go with one simple way to solve that problem in its open-world. Ubisoft's Assassin's Creed was the first title to really offer what would become a staple of the entire publisher. In that game, Ubisoft differentiated your map view points by making them the tallest structures in any region.

In the relatively flat cities of the first game, these focal points would draw the player's eye simply by standing above everything else. Given Assassin's Creed's early focus on climbing, seeing a tower offered a natural challenge to a player: "See if you can scale me.

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