![]() Adding upon this, North commented that he saw Desmond as a boring protagonist who ultimately had no direction to go forward, describing the character as "a fork in the road". ![]() North became greatly interested in the concept but was scrapped. Creation and development Īccording to his voice actor Nolan North, the original plan for Desmond was that he would feature in six games, acquiring the skills of his Assassin ancestors to become "The Ultimate Assassin", and at some point would be able to time-travel between different time periods. Nevertheless, Desmond is considered to be a significant part of the franchise's identity. The decision to have Desmond killed off in Assassin's Creed III also proved controversial, as both critics and players noticed a significant decrease in the importance of the series' modern-day storyline after his death, especially since, with the exception of Layla Hassan, subsequent modern-day player characters are anonymous and controlled from the first person. More positive commentary focused on North's performance and the development of Desmond from reluctant outsider to fully fledged member of the Assassin Brotherhood. Ĭritical reception of the character has been mixed, with many reviewers and video game journalists criticizing Desmond as a dull and uninteresting protagonist, whose story arc does not match the quality of the historical plots featured in each of the games. In the process, he learns that he is destined to save humanity from an impending solar flare, and continues to explore his ancestors' memories to find the technology of a precursor race called the Isu, who were wiped out by a similar disaster. Desmond manages to escape from the Templars before they succeed in their goal and, after accepting his Assassin heritage, rejoins the Brotherhood to help them stop the Templars. In doing so, the Templars hope to locate powerful artifacts called Pieces of Eden and enslave all of humanity. However, he is tracked down and kidnapped by the Templar Order, the Assassins' mortal enemies, who force him into a machine called the Animus that allows Desmond to experience the genetic memories of his ancestors. As such, Desmond is born into the Brotherhood and trained as an Assassin from a young age, but his desire to lead a normal life eventually prompts him to run away from home and cut ties with the Assassins. In the franchise, Desmond is a descendant of a long line of important characters, including Adam, Aquilus, Altaïr Ibn-La'Ahad, Ezio Auditore da Firenze, Edward Kenway, Haytham Kenway, and Ratonhnhaké:ton / Connor, most of whom were members of the Assassin Brotherhood, a fictional organization inspired by the real-life Order of Assassins that is dedicated to safeguarding peace and freedom. ![]() According to several video game journalists and authors, Desmond's character is meant to represent a form of transcendence symbolically from the necessity of the human body. ![]() He is voiced by actor Nolan North, and is modeled after Canadian fashion model Francisco Randez. Desmond has also been referenced or featured in a smaller capacity in subsequent games in the series, as well as various spin-off media. Introduced as the protagonist of the modern-day sections of the first Assassin's Creed game, he has maintained this role for the next four installments, with his journey and development making up the frame story that unites the first five Assassin's Creed titles. All rights reserved.Desmond Miles in Assassin's Creed: Brotherhoodĭesmond Miles is a fictional character from Ubisoft's Assassin's Creed video game franchise. As such, transience is as important as persistence in mnemonic systems.īehavioral flexibility decision-making forgetting generalization machine learning neurogenesis overfitting regularization.Ĭopyright © 2017 Elsevier Inc. Rather, the goal of memory is to optimize decision-making. According to this view, the goal of memory is not the transmission of information through time, per se. Specifically, we argue that transience (1) enhances flexibility, by reducing the influence of outdated information on memory-guided decision-making, and (2) prevents overfitting to specific past events, thereby promoting generalization. We propose that it is the interaction between persistence and transience that allows for intelligent decision-making in dynamic, noisy environments. Here we draw parallels between neurobiological and computational mechanisms underlying transience. However, recent studies have considered the neurobiology of forgetting (transience). The predominant focus in the neurobiological study of memory has been on remembering (persistence).
0 Comments
Leave a Reply. |