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Seasonal Gameplay
Much of Shadow’s new design is focused on creating a living, reactive world. You can see that in the dynamic lighting and destruction, but there’s a much greater system at play: seasons. The open world progresses through spring, summer, autumn, and winter, with each new period bringing its own weather conditions and terrain shifts. While this helps lend a sense of realism to the land – dynamic winds will procedurally blow swirls of pollen in the spring and pull leaves from branches in the fall – each season can have a dramatic impact on gameplay.

“We've really been pushing about making sure that gameplay and art are not separate, but they're intertwining,” explains Onnée. He offers an example of how, in summer, you can use the new prone stance to crawl into a pond and hide beneath the surface of the water. But in the winter, that pond will be frozen over. “You create new, and you remove at the same time, different ways and routes of infiltration,” he says.
Pacat ca raman pe Anvil ca engine, adica ce au folosit si la jocurile anterioare.
Chiar speram sa treaca la Snowdrop engine (Division, Avatar).

Ramasesem cu impresia ca "next era of AC" asa cum anuntasera anu trecut sau cand a fost conferinta aia, o sa vina si cu schimbare de engine.