During each mission there are assassins everywhere in the shadows and they are available on call - you use the L1 button for context sensitive commands. Say you're in a fight, and you need help you can have the best fighter come to your aid by tapping L1.
VP: We wanted to avoid having to micromanage. There are RPG elements, but it needs to be contextual.
PP: It's starts with strategy (where you upgrade characters before each mission) then once you're in the game it's more about how you react. You could use assassins to set up a trap and use distractions to access a target - like provoking a fight while you walk around undetected. They'll have access to ranged weapons, smoke bombs - all the tools you have.
You've talked about the point and kill command system. Did you ever consider PSMove for that?
PP: We investigated Move but it's not going to be implemented. We wanted to make Brotherhood as big as AC2 in terms of scope, so there are points where you have to sacrifice things - like Move. If you have Move, you should be able to use Move everywhere. I don't want a mode where I pause to change controller. That's maybe something to look at for another game. It's cool, but not for Brotherhood.
Can you tell us about the changes to the combat system?
PP: We changed the code for the AI and removed parts that had them just standing and waiting. They're going to be able to interrupt the assassin as he's making moves. There will be more reactivity in the game world too. Also, as soon as you start a combo, as long as you're not interrupted, you're going to be able to kill enemies in one shot.
VP: We favoured a defensive system in AC2 and this was appreciated by many players, but the more hardcore player wanted to get done with it and go faster and get rewarded. So we said okay, let's keep the best bits and rewarded offensive play more.
Did you consider incorporating a co-operative mode into the single-player?
VP: We have a problem with co-op. We did consider it, but the thing is, we've been considering it since the first Assassin's Creed. We haven't justified it yet, and in our universe everything is justified. A subject wouldn't be able to have two ancestors at the same time. It just doesn't work in that world. We're justifying the multi-player with the Templar universe. That allows us a brand new range of options to tell a different story. We'll find a way for co-op. It's going to be there for sure... eventually.
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