Assassin's Creed Brotherhood lead, Patrick Plourde has conceded that Ubisoft cut too many features from the 2007 original - but revealed that the shelved ideas could be re-used in future instalments.
Speaking to CVG ahead of this Friday's release, the lead designer admitted the Ubisoft Monteal dev team failed to put enough variety into the first Creed - but claimed the developer now truly understands the series.
"With Assassin's Creed 1... there's stuff that I don't want to talk about because there are good ideas that can be exploited later on for our brand," Plourde said when quizzed on series cuts.
"Too much stuff was cut from AC1," he admitted. "If you analyse the final product everything was polished but there isn't enough variety. With AC2 and Brotherhood, since we're a sandbox it's different from a linear game. If you have a game like BioShock it's a very controlled experience so it's important to make sure all your mechanics work well together.
"Look at GTA - it's more like the overall experience and throwing in enough toys to play with, that's something we failed on in AC1, there weren't enough toys or tools to play around with the AI or the world given. So, we've had a massive list of ideas and made them all happen."
Plourde admitted that implementing the wide list of features has been a challenge in Brotherhood:
"We had all those different types of Assassinations and thought 'what do we add now?' We had a list and we're quite close to that original vision," he said.
"I know of one change with Brotherhood, the design changed a little midway. After AC2 we asked people to maintain the code for AC2 as we were working on Brotherhood, to keep it working. When you change your project you ditch that stuff and start working new."
Read the full interview for more of Patrick's insight - it's a good read.
Last week saw the first Assassin's Creed review scores come in, leading with PSM3 magazine's 92%. Look for ours tomorrow.