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November 13, When in use, the Animus rotated a glass panel over the head of the user, on which the genetic memories being accessed were projected. The Animus 1. Despite this, the model remained in-use without any upgrades for a decade, [3] other than cosmetic changes. The Animus 2. According to its developer and maintainer, Rebecca Crane , who affectionately nicknamed the machine "Baby", stated that her version of the machine was much better than the ones which were used at Abstergo.
She had began to develop it with partial schematics sent by Lucy Stillman , the Assassins' spy at Abstergo, and had improvised on the rest. For example, the background color of the loading sequence changed from an icy blue to white, with the entire region of a memory slowly loading up each time one was accessed. The external properties of the Animus also changed greatly, with the 2.
However, due to this, a catheter in the user's arm was required, in order to access genetic memories and link the user into the Animus itself. Despite these improvements, the Animus still suffered from lagged translation software, and was unable to prevent the Bleeding Effect over prolonged use. The new Animus model allowed for remote interaction from an outside source, which included uploading database -like information packets for the user to view.
During Desmond Miles ' time with the Assassins in , Shaun Hastings , a historian and tactician for the Assassins, made great use of this utility, providing countless files on historical figures and locations.
At this time, Clay Kaczmarek 's virtual intelligence took over the role of writing the Animus database articles. Upon waking from his comatose state, Desmond entered the Animus 3. As he did with the Animus 2. The 3. However, the hardware of the Animus remained the same as before. The Animus did go through cosmetic changes, though nothing drastically different from the Animus 2.
The main difference was that the Animus equipment, namely the head and arm rests, no longer needed to be attached to a chair in order to function, meaning that the Animus could be set up on almost any flat surface. This made it much more portable, being able to be carried down into the Grand Temple in a trio of boxes carried by Rebecca, Shaun and William Miles. By late , Animus and DDS technology had progressed to a point where it was possible to allow anybody to view the genetic memories of another individual, provided DNA was in storage.
Abstergo Entertainment , a public division of Abstergo Industries, utilized this technology by having consumers explore points of interest across history in order to obtain information, or to explore and upload their own genetic memories. The Animus was available as a game console, offering an interactive experience similar to the Animi Training Program, or as a visor, offering a heads-up display of how people or locations appeared in the past, enabling a person to identify someone they had not seen in years.
Abstergo also doctored information on the lives of historical figures they presented, leading to Erudito hacking the network to present the truth to players. The project was known internally as the Sample 17 Project.
The employees of the Montreal division were told the memories would be used to explore possibilities of new settings for Abstergo Entertainment's game products, while in reality, the data was being used by Abstergo Industries to locate information on the First Civilization and the Pieces of Eden. It was also possible to hack into the Omega model's computer core, provided the hacker possessed the proper programs to do so. From October to December of , the head of the Montreal facility's IT department, John Standish , instructed an Abstergo Entertainment research analyst to hack into an Animus and download a video file for the Assassins' benefit.
Afterwards, it was possible for the analyst to hack into any unguarded Animus, revealing several hidden files throughout Abstergo's mainframe. It functioned similar to other Animus types, with the exception of being portable, and uploaded the genetic memory of all of its users into the Abstergo Cloud. As such, Abstergo's primary goal was to find the memories of individuals who came into contact with the Koh-i-Noor , specifically Arbaaz Mir and Pyara Kaur.
By , the Templars at the Abstergo research facility in Madrid were using a new kind of Animus that discarded the chair design, allowing its user to physically relive the memories of their ancestors. Anchored to a mechanical arm into a large room, the test subjects were now able to jump, run or use weapons while being in the simulation. However, it was an invasive process that involved the use of a spinal tap.
The 4. As of October, the Abstergo site in London was testing a prototype Animus 4. The Aerie in North America later acquired a version of the 4. In September , Abstergo Entertainment released a small and mobile Animus connected to the Helix servers, which was dubbed the Mobile Animus 4. They also released a mobile game named Rebellion along with the device, which allowed users to follow the life of the Spanish Assassin Aguilar de Nerha and his Brotherhood in the prelude to and immediate aftermath of the Granada War during the Spanish Reconquista.
By , the Animus had created the HR-8 model, also called the Sarcophagus, which was a portable version of the Animus developed by the Abstergo facility in Madrid under the direction of Dr. Sofia Rikkin.
For safety purposes, the epidural connection was replaced with a hematological link. Instead of relaying information solely to a user's brain like the Animus 4. As stated by herself, Layla built the HR-8 to enable her to access anyone's memories, "even ancestors not [her] own". She also implemented the Animus Control Panel , allowing her to modify the parameters of the simulated environment.
The Animus HR It featured more user-friendly options, such as the ability to further intergrate the user's sensory data, and had increased computing power and was equipped with a Brahman V.
The DDS could allow the user to relive any pre-recorded memories, regardless of whether they were blood related, through uploading the extracted memories from another person's genetic memory.
The software was invented and used by Abstergo Industries, who used it in their Project Legacy to obtain information on the Assassins and Pieces of Eden, among other things, [25] and in their Animi Training Program to train their agents. At first, Abstergo found their test subjects having difficulty adapting to the Animus control scheme, so they changed the controls to match that of gaming consoles, projecting the controls into the users' mind and significantly improving their response rate, allowing for quicker adaption.
Despite the core of the technology merely allowing the user to view genetic memories encoded into their DNA, the Animus also allowed the user a degree of interaction with the environment they were viewing. Although this was limited in the Abstergo model, the level of interaction increased greatly in the Animus 2. As the user of the Animus was able to interact with the environment in which they were viewing, the concept of synchronization was brought into play.
Failure to follow the memories of an ancestor exactly often resulted in a temporary decrease in synchronization with said ancestor, and continuing such actions would lead to complete desynchronization. This in turn forced the user to reload the memory from an earlier point.
The Animus was designed to put up barriers when the user attempted to interact with an environment the ancestor had not entered at that particular moment in their life, and was also capable of ejecting the user in extreme cases of desynchronization. Use of any variation of the Animus technology was prone to cause mental instability within its users. Prolonged use caused a condition known as the "Bleeding Effect", which blended the real-time and genetic memories of the user, transferring thoughts, skills and experiences from the ancestor to the descendant.
Continued and uninterrupted use of the Animus often resulted in mental degradation of the subject, and in extreme cases, total psychological instability.
Time in the Animus 4. It even included the side-effect of temporary paralysis caused by a neurological split, which also induced a severe shock to the biology of Callum Lynch upon exiting the Animus in a sudden manner.
Beyond simulating the environment surrounding a specific memory, the Animus provides a suite of other features and functions for the users to interact with or monitor. Many of these carry over from model to model but a few are specific to certain simulations. The Animus Control Panel allows the user to change certain parameters within the simulation as well as select which elements show up on the Heads Up Display. The Animus's Heads-up Display is an overlay that allows the Animus user to monitor pertinent information without diverting attention away from the simulation.
This is the system in which the Animus user controls the simulated person's actions. This system is reflected in the Animus HUD showing the actions available given different contextual situations. Originally inputs were generally mapped alongside the body parts they controlled however later versions began mapping multiple types of interactions to a single input. Through this system the Animus user can control the intensity of the simulated person's actions. By default the system is in low profile.
Low profile actions are more socially acceptable, stealthy actions, while high profile actions are faster, more aggressive actions. This system dictates which actions are available through the puppeteering system. Sometimes called the Animus Feedback State system, this system provides useful information about the simulation.
This includes memory objectives and warnings, contextual and tutorial information, and updates which are visible on different parts of the HUD. The Social Status Indicator informs the Animus user how certain simulated characters are reacting to actions performed.
This was the default Animus menu when pausing a simulation. If a specific memory was active at that time it displayed the memory objectives. From this menu the user could interface with other menus. This menu tracks the level of synchronization within the simulation. It lists various memories, their Synch Constraints, and various other activities and items the user needs to complete or interact with to up their synch percentage. This has been phased out in some later models, such as the Animus HR The Animus creates a map of the simulation marking points of interests for the user to peruse.
It is filled out as the user explores the simulated environment. These maps and the simulations they portrayed are sometimes distorted from their real world analogues.
This feature was an insert into the HUB that pulled from the Animus map while populating it with additional elements. It has been phased out of later Animi models, such as the Animus HR-8, and replaced with different navigation overlays. This system was specific to Desmond's second simulation of Ezio's life. It kept track of the establishments and structures that Ezio renovated as he wrested Rome away from Borgia control.
These are digital spaces that a user's avatar is placed while not in the simulation proper. Memory Corridors are loading areas that make use of the White Room while the simulation is being constructed. This is also used for an aspect of Eagle Vision where a full length discussion takes place during the moment of death. A safe mode and original testing program for certain simulated features like physics and weathers make use of the Black Room. This space is not for memory simulations nor is it intended for direct human interaction.
This feature was included in the Animus 2. It utilized the White Room. This was a repository of historical information provided to the user for historical context. Many teams using an animus had a dedicated historian writing these entries as their subject matter appears in the simulation.
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