Animus Control & Feedback.txt

Animus Control & Feedback.txt was a file pertaining to the Animus 1.28's functionality as well as the Animus Project's subject and host for a particular session. On 7 September 2012, Lucy Stillman emailed the document to Warren Vidic, who added some written commentary to it.Assassin's Creed – Warren Vidic's email: "RE: Animus Functionality & New Subject"Assassin's Creed – Lucy Stillman's email: "RE: Animus Functionality & New Subject" The next day,Assassin's Creed: Initiates – The Desmond Files: "Escape From Abstergo" she escaped with Desmond Miles from Abstergo Industries' laboratory in Rome, though she kept the original document with her all the way to an Assassin hideout staffed by Rebecca Crane and Shaun Hastings.Assassin's Creed II – Modern day When Vidic raided the safehouse on 15 September,Assassin's Creed: Initiates – The Desmond Files: "Under Attack" the small Assassin cell was forced to flee. After reaching the Tuscan town of Monteriggioni by the next day, Lucy emailed an updated version to an associate the day after.Assassin's Creed II game manual
==Animus Control & Feedback.txt==
;Subject #17
Desmond Miles
Age: 25
Weight: 170 lbs
Height: 6'
Blood Type: A+
Nationality: U.S.
Psychological traits: Independent, introverted and defensive. Desmond has trouble trusting others. His parents were incredibly overprotective, essentially imprisoning him within their community, swearing it was for his own good. He has spent the past nine years avoiding large cities, hiding from civilization. He guards his thoughts and emotions behind a wall of cynicism.
He might be a little difficult to work with. – Lucy
;Ancestor for this treatment:
Altaïr Ibn La-Ahad ("Son of None")
Age: 25
Weight: 170 lbs
Height: 6'
Nationality: Unknown
Year: 1191
Months for Study: July – August – September
Personal History: Little is known of Altaïr and the assassins for whom he worked.
Psychological Traits: Disciplined, focused, bold.
===CONTROLS===
Forward 	W
Backward 	S
Left 	A
Right 	D
High Profile 	Right Click
Weapon Hand Action	Left Click
Free Hand Action 	Left Shift
Head Action 	E
Leg Action 	Spacebar
Target Lock 	F
Throwing Knives 	1
Hidden Blade 	2
Sword 	3
Fists 	4
Chase Camera 	E
Centre Camera 	C
Map 	Tab
Pause 	G
NOTE: THE DEFAULT CONTROLS CAN BE RE-MAPPED IN THE OPTIONS MENU FOR PLAY WITH A 5 BUTTON MOUSE, A GAME-PAD, OR ONLY THE KEYBOARD
====Animus controls====
The animus allows the subject to control his ancestor through a combination of standard and contextual buttons. Standard buttons always perform the same action, for example pressing 2 always selects the Hidden Blade. Conversely, the action resulting from a contextual button press will change depending on the context the ancestor is currently in. For example, pressing a can make the ancestor sprint, jump, dodge, blend or run up a wall, depending on the context.
=====Map=====
Pressing the Tba key opens the map (see section 2.7 for details).
===Standard Controls===
The standard Animus controls are not contextual. Each of the keys listed here always triggers a single predictable action in the ancestor.
=====Move=====
The subject moves his ancestor using the W, A, S, and D keys. Pressing W or S moves his ancestor forward or backward. Pressing A or D makes the ancestor turn to the left or right.
=====Look=====
The subject can look around the ancestor's environment by using the mouse.
=====Target and Lock On=====
The Animus will display specific visual effects on certain citizens with whom the ancestor can interact. By pressing the Target Lock key, the attention of the ancestor focuses on the selected citizen, and he is then locked on to that citizen. When locked, the ancestor can pickpocket, interrogate, kill and accomplish other objectives. Press the F key to enter Fight mode. Once you are in Fight mode, targeting will switch automatically to the nearest enemy. When you want to exit Fight mode, press the F key again to unlock and run away.
=====High Profile=====
By holding the High Profile key, the subject enters High Profile mode. The profile of the subject dictates the actions (see section 1.3.1 for more details).
=====Chase Camera=====
When the subject is chased by a soldier, pressing the Chase Cam button makes the camera change its viewing angle to see the closest pursuer.
=====Quick Inventory=====
Numbers 1–4 on the keyboard each have a weapon assigned to them.
Pressing a number selects the weapon assigned to that number. Pressing a second time unsheathes the weapon.
#Short Blade and Throwing Knives
#Hidden Blade
#Sword
#Fists
=====Pause=====
By pressing the G key, the subject accesses the Pause menu.
=====Map=====
Pressing the Tab key opens the map (see section 2.7 for details).
====Contextual Puppeteering Controls====
The Animus allows the subject to control his ancestor like a puppet. Each body part is linked to a key (E key for head, Left Mouse Button for weapon hand, Left Shift for empty hand, and Spacebar for legs). In the top right corner, the heads-up display (HUD) shows each key's functionality. You will notice that the functionality changes depending on the context.
=====High and Low Profile=====
It is possible to change the intensity with which the ancestor performs each action. By default, the ancestor will be in Low Profile, but the ancestor's state can be changed to High Profile by pressing and holding the Right Mouse Button.
=====Free Roaming=====
======Free Roaming: Low Profile======
Spacebar: Blend
Press and hold the Legs key to blend in and pass close to informed soldiers unnoticed. The ancestor moves more slowly when blending.
Left Shift Key: Gentle Push
Press and hold the Empty Hand button to perform a gentle push. A gentle push is socially acceptable and will allow the ancestor to get past citizens without making them drop what they are holding.
Left Mouse Button: Attack
Pressing the Weapon Hand button makes the ancestor attack with his currently equipped weapon.<ref group="note" name="note6">Vidic – Doesn’t this belong in the fight section? You should add a note that attacking is easier if you are locked on a target, otherwise the ancestor will just perform some less effective mobile attacks.}}
E key: Vision
Pressing the Head key makes the ancestor enter first-person view.
*First-person view can only be triggered if the ancestor is stationary. The camera returns automatically to third person if the ancestor starts walking.
*If the subject's synch bar is at 100%, the fi rst-person view is enhanced with Eagle Vision. We believe that in these moments of perfect synch, the Animus is able to read and display Altaïr's gift for intuition. The Animus has colour-coded intuitive powers, as follows: red=soldiers, blue=allies, white=civilians with information, gold=assassination targets.
======Free-Running: High Profile======
Spacebar: Sprint/Free-Run
Press and hold the Legs key to make the ancestor perform free-running. Holding this key down makes the ancestor automatically adapt to any object in his path. Just press the movement keys (W, A, S, D) for the direction you want the ancestor to go.
Example: The subject is on the ground, close to a wall. Holding the Free-Run key and pressing the movement keys for the direction of the wall will make the ancestor climb that wall.
*If no Free-Run objects are in the path of the assassin, holding the Legs key while moving around in High Profi lemakes the ancestor sprint.
Left Shift Key: Grab and Throw
Pressing the Empty Hand key while standing still makes the ancestor grab and throw an NPC. The throw direction depends on the direction of the movement keys.
Pressing the Empty Hand key while running makes the ancestor tackle anyone in his way, clearing his path of civilians.
Left Mouse Button key: Attack
Pressing the Weapon Hand button makes the ancestor attack with his currently equipped weapon.
=====Fight=====
Fight abilities will change depending on your ancestor's Assassin Rank. Combo kills are mastered at Rank 1, while counters are only mastered at Rank 2. The assassins were known for their deadly defensive counters, so the subject may want to steer away from big battles until these high-profile counters are mastered.
======Fight: Low Profile = Offensive Moves======
Spacebar: Step
Pressing the Legs key makes the ancestor perform a stepping motion, based on the direction in which the subject is pressing the movement keys.
Left Shift Key: Grab
Pressing the Empty Hand button makes the ancestor attempt a Grab and Throw move on an enemy NPC. The throw direction depends on the direction in which the subject is pressing the movement keys.
Left Mouse Button: Attack
Pressing the Weapon Hand button makes the ancestor attack an NPC with his currently equipped weapon. The strength of the attack depends on the length of time the subject holds down the button.
- Tap for a quick attack.
- Tap a second time as soon as your weapon makes contact to unlock a combo attack.
- Hold for a slower but stronger attack.
======Fight: High Profile = Defensive Counters======
In Fight mode, High Profile enables defensive actions like counters and dodging moves.
By default, holding the High Profile key makes the subject deflect enemy attacks.
Spacebar: Dodge
When pressing the Legs key with the right timing, the ancestor performs a counter-dodge move that exposes the enemy to a strike. If the timing is not good, the ancestor will become open to the enemy's strike.
Left Shift Key: Counter-Grab
When pressing the Empty Hand button with the right timing, the ancestor performs a counter-grab move on the NPC that is attempting to grab the subject. If the timing is not good, the ancestor is grabbed by the enemy.
Left Mouse Button: Counter-Attack
When pressing the Weapon Hand button with the right timing, the ancestor counter-attacks an NPC. If the timing is not good, the ancestor is open to the enemy's strike.
=====Horse=====
======Horse: Low Profile======
Spacebar: Blend
Holding the Legs key makes the horse move at its slowest pace, the blend. The blend cancels the proximity radius of soldiers, enabling the assassin to move next to soldiers without exposing himself.
Left Shift Key: Dismount
Pressing the Empty Hand button makes the ancestor get off the horse.
Left Mouse Button: Rear/Attack
With the assassin's sword sheathed, pressing the Weapon Hand button makes the horse perform a rearing movement.
When the assassin holds his sword, the Weapon Hand button makes the assassin attack.
E key: Vision
Pressing the Head key makes the ancestor go into first-person view.
*First-person view can only be triggered if the subject is not moving. If the subject is in first-person view and starts walking, the camera returns automatically to third person.
*If the subject's synch bar is at 100%, first-person view is enhanced with Eagle Vision. Eagle Vision lets the subject identify whether NPCs in a crowd are friends or foes.
======Horse: High Profile======
Spacebar: Gallop
In High Profile mode, holding the Legs key while moving the horse makes it move at its fastest pace, the gallop.
Left Shift Key: Dismount
When the subject presses the Empty Hand button, the ancestor will dismount the horse.
Left Mouse Button: Attack
Pressing the Weapon Hand button makes the ancestor perform an attack motion from the horse.
===HEADS-UP DISPLAY (HUD)===
The HUD provides important information while in the Animus. Various elements of the display will allow the subject to remain aware of his current status.
====Synchronisation Bar====
When controlling the Animus, the subject's actions need to be synchronised with the actions of his ancestor. The synchronisation bar shows the synchronisation level.
=====How to Gain and Lose Synchronisation=====
Gain Synchronisation by: Completing an objective or staying anonymous. Your synchronisation bar regenerates automatically as long as you are anonymous and will also increase when you are exposed, but at a slower rate.
Lose Synchronisation by: Killing an innocent person, falling from too great a height or getting hurt in combat.
====Abstergo Logo====
(See Social Status indicator for more details.)
====GPS====
Found in the bottom right corner of the screen, the GPS helps navigate by always showing which way is North. It can also display the location of various important memory objectives. A good way to fill the GPS with memory objectives is to climb to the top of landmarks and scan the view.
Getting to these view points will help the subject synchronise with the ancestor's memory of the area and remember what he did in those locations.
====Control HUD====
The top right corner displays the available actions at all times.
====Chase Camera====
The Chase camera is accessible by pressing the E key (indicated on-screen when available).
====Cinematic Cuts====
During a scene, the Animus can reframe from a different angle. This can be activated by pressing any key or mouse button during a visual glitch.
====Map====
Press the Tab key to display a map of the area. The Animus is able to fill in a basic outline of the area from historical data, but further details will have to be filled in through the subject's DNA. The subject should climb to the top of landmarks and scan the view to become synchronised with the ancestor's memory of the area. This will allow the Animus to complete the map with specific memory objectives and other details stored in the subject's genetic memory. A GPS marker can be placed on the map to assist the subject in reaching a desired location.
===INTERACTION LOOP===
====Ancestor's Social Status and Indicator====
When starting a new session, the ancestor is anonymous and will remain so as long as his actions are socially acceptable. Walking next to soldiers is not a problem at this stage. Starting a fight, being spotted on rooftops, or killing people will change his status to Exposed (icon flashing red).
When the ancestor is Exposed, soldiers will immediately engage him in fights. To return to an anonymous state, the ancestor must break soldiers’ lines of sight (icon flashing yellow).
When the ancestor is Unseen, he must find a hiding place (bales of hay, roof gardens, benches or scholars). Once in hiding, he’ll begin to vanish (icon flashing blue).
When the ancestor has Vanished (icon returns to white), he is once again anonymous and can safely leave his hiding spot.
====Soldier Awareness Levels====
A soldier's awareness level will vary depending on the situation. Learning how to recognise these levels of awareness will be a great asset to the ancestor as he navigates through increasingly difficult situations.
A soldier's awareness level will be indicated by the colour of the eye inside the logo. White indicates unaware, yellow indicates suspicious, and red indicates informed.
;Unaware
Unaware soldiers won’t interfere with the ancestor as long as his actions are socially acceptable. They will react only if the ancestor kills someone in front of them, provokes them directly or if they witness another soldier in conflict with him.
;Suspicious
Suspicious soldiers will react to socially unacceptable behavior, such as harassing the crowd. They are more easily provoked and won't tolerate the ancestor bumping into them. A suspicious guard has one hand on his sword and will only give one warning before becoming informed.
;Informed
Informed soldiers are on the lookout for the ancestor. He will be instantly recognised if he gets too close to them, or if he exhibits any unusual behaviour such as free-running, climbing walls or bumping into civilians. Informed guards have their swords already drawn.
;City Alert
During City Alert, every soldier is informed and will attack the ancestor as soon as he stands out from the crowd (climbing, walling, bumping into civilians) or gets too close. City Alert is triggered when the ancestor assassinates a target.
===OBJECTIVES===
====Assassinations====
The subject's ancestor is an assassin and his mission is to assassinate specific targets.
====Viewpoints====
The cities and the kingdom have viewpoints that can be reached by climbing tall buildings where eagles circle. These viewpoints are identified on the map and GPS by an eagle icon.<ref group="note" name="note10">Vidic – A recent animus update adds an eagle flying above the building as well. Well done, Lucy.}}
To fill in all map details for an area, the ancestor must climb to the top of a viewpoint and press the Head key (E) to synchronise with the appropriate memory strand. Synchronising reveals the position of the Assassins' Bureau and all other viewpoints of the district, as well as the following elements in a radius around the viewpoints: citizens who need saving, stationary soldiers, hiding spots and all other investigation memories on the map.
====Investigations====
Before gaining access to an assassination memory, the subject must complete a certain number of investigation memories. These are minor memories, but still part of the ancestor's life. Completing the required number will ensure that the subject is sufficiently acclimatised to relive the more traumatic moment of assassination.
=====Pickpocket=====
To pick someone's pocket, lock on to the designated target and carefully follow him without being noticed. Pick-pocketing can be accomplished by pressing and holding the Empty Hand button (Left Shift Key), and is possible even when the target is moving. When the target stops, it's because he is suspicious. Stay away while he is looking around so that he does not become suspicious of you.
=====Eavesdropping=====
The objective is to spy on a secret conversation between two or more characters. To eavesdrop, the ancestor must sit on a bench, lock on to the characters and press the Head key (E) to listen. Looking at the targets is necessary to hear the information.
=====Interrogation=====
Some information is harder to get and needs to be extracted. After locking on to a despot, the ancestor needs to track him and choose the right moment to engage in a fistfight in order to get the necessary information.
====Informers====
Assassins that you encounter on city streets are Al Mualim's informers. They will provide you with information about your target in exchange for services. Pay close attention to the instructions that the informer gives you. He will only reward you with information if you follow his instructions to the letter.<ref group="note" name="note13">Vidic – Lucy, add this to your document before you submit it:
*Eagle Vision can be used to spot people who have important investigation information.
*Pickpocket victims always wear a bag on their left side.
*Despots pose as town criers and spread propaganda about their corrupt masters.
*Investigations can only be performed while anonymous.
Judging by Subject 17's traits in your notes, he’ll need all the help he can get.}}
====Save Citizens====
There are two types of citizens to be saved: vigilantes and scholars. The citizens you save will help you in return. Lock on to an assaulting soldier to save the citizen who is being harassed. Once you have killed all aggressive soldiers, don’t forget to talk to the citizen you have saved so that he or she tells his or her friends of your good deed.
Vigilante: If you save a vigilante's daughter or wife, the men of the family will help you in return. Escape down a street where your vigilante friends hang out and you will easily lose pursuing soldiers. Vigilantes will block your enemies’ path, giving you time to escape and hide.
Scholar: Because of the nature of their work, scholars have access to all areas of the city. Befriend these men in order to gain access to restricted areas.
====Templars====
Templars are easily identified by their clothing (a white uniform with a red cross). If discovered, they attack on sight. The ancestor is rumoured to have killed every Templar in the Holy Land.
====Flags====
Flags are located throughout the cities and kingdom. They were a popular way to lay claim to an area, but in the assassin's mind, the claims are false. They seemed to believe that the Holy Land belonged to no one and everyone.
===GAME STRUCTURE===
An assassin must always gather information about his target and scout the surrounding area in order to plan a successful attack.
Step 1: Viewpoints: The first thing that Altaïr did upon entering a new district was to climb to the top of the tallest buildings. This gave him a viewpoint from which to scan the surrounding area.
Step 2: Investigation: The second step in preparing for an assassination is gathering as much detailed information about the target as possible. Information can be obtained through interrogation, by eavesdropping, pick-pocketing or with the help of assassin informers.
Step 3: The Bureau: Once an assassin thinks he is ready, he must go and see the city's Assassin Bureau leader in order to obtain the feather. The feather must be dipped in the target's blood and returned to the Bureau leader as proof that the deed is done.
===MENUS===
====Main Menu====
New: Start a new session within the Animus.
Continue: Continue the existing session.
====In the Animus====
=====Main Menu=====
Start/Continue Session: Begins a new session to record, and initialises the first memory block. Continue Session resumes a session during a memory block.
Memory Log Timeline: Browse through the memory block with a DNA timeline. By selecting one memory block, the subject can access his objectives.
Options: Adjust certain Animus options such as blood content, sound, brightness, video settings, controls and HUD display.
Exit Animus: End the session and exit the Animus. This will give the subject a small reprieve, allowing him to stretch his legs a bit.
=====Pause Menu=====
Resume Session: This will reactivate the session from where it was paused by the subject.
Options: Access the Animus menu.
Map: Access the map of the region in which the subject's ancestor is located.
Quit Session: End the session and allow the subject to exit the Animus.
Memory Log Timeline: Browse through the DNA memory block timeline. By selecting one memory block, the subject can access its objectives.
Additional Memories: See the status of available objects (flags, Templars, etc.).
==References==
Category:Animus
Category:Documents