dripviewz

News

1666: Amsterdam interview: Assassin's Creed creator on why he avoids the series

||3 min read
1666: Amsterdam interview: Assassin's Creed creator on why he avoids the series — News news on dripviewz

Patrice Désilets, the creative director behind the original Assassin's Creed, sat across from us with a hint of a smile, his eyes gleaming with a mix of excitement and relief. It's been 16 years since he first started working on 1666: Amsterdam, a game that has traversed the highs and lows of the gaming industry. As we delved into the world of 1666, it became clear that this was more than just a game, it was evidence of Désilets' unwavering passion and unrelenting perseverance.

The seeds of 1666: Amsterdam were sown in 2010 at THQ Montreal, where Désilets was part of the development team. However, the acquisition of THQ Montreal by Ubisoft in 2010 marked the beginning of a tumultuous journey. Désilets' departure from the studio in 2012, followed by a lawsuit over the rights to the IP, seemed to have put the project on the backburner. But Désilets' determination to see his vision through never wavered. He eventually won the rights to the IP in 2016 and went on to establish Panache Digital Games, which would become the home of 1666: Amsterdam.

1666: Amsterdam has undergone a significant transformation since its inception. The game's early stages were marked by a focus on stealth and action in a sandbox environment, reminiscent of Désilets' work on Assassin's Creed. However, the addition of roguelike elements, witches, and playable cats has injected a new level of complexity and depth into the game. The incorporation of these elements has not only broadened the game's appeal but has also allowed Désilets to explore new creative avenues.

The introduction of witches to the game in 2020 marked a significant turning point for Désilets. He revealed that the idea of witches came to him while he was reflecting on the game's narrative. "What would represent a cool character in the devil universe?" he pondered. The answer, he said, was a witch, a character that could embody the same level of coolness and badassery as his assassins. The addition of witches has added a new layer of intrigue to the game, and Désilets' passion for the subject matter is palpable.

As we concluded our conversation with Patrice Désilets, it became clear that 1666: Amsterdam is more than just a game, it's evidence of the power of passion and perseverance. Despite the setbacks and challenges he faced, Désilets remained committed to his vision, and it's evidence of his dedication that the game has finally seen the light of day. As the game enters early access on August 25, gamers and industry insiders alike will be eager to experience the fruits of Désilets' labor.

As I reflect on our conversation with Patrice Désilets, I am struck by the parallels between his journey and the gaming industry as a whole. The industry's constant evolution, the ebb and flow of innovation, and the unwavering dedication of creatives like Désilets remind us that even the most seemingly impossible projects can become a reality with hard work and determination.

More stories you'll like

Get Featured

Are you a creator? Submit your profile and get featured on dripviewz.

Share with a creator