Assassin's Creed™: Director's Cut Edition
The Assassin's Creed III: Liberation Soundtrack Is A Stealthy Success Assassin's Creed III: Liberation , the new portable entry in Ubisoft's popular historical adventure series, offers up a few genuine surprises. It's impressive how well Ubisoft managed to cram a fully-packed Assassin's world onto the handheld PSVita, and players might be surprised at the myriad ways that historical tropes from the African-American experience show up in the game.


Another surprise waiting in Liberation is how good its sweeping, haunting soundtrack is. The woman behind the game's sonic backdrop is American composer Winifred Phillips. She composed the score for Liberation, and her work has just been nominated for "Best Soundtrack Album" and "Best Score - Mobile" in the Hollywood Music in Media Awards. Phillips took some time to answer some questions about Liberation's soundtrack and how she approaches making music for games.


Kotaku: Aveline is the product of two people from radically different cultures coming together. How did you try to represent that theme musically?


Phillips: Aveline is a fascinating character, and she proved to be very inspiring musically. Her heritage includes the influence of African culture from her mother and European culture from her father. This provided me with a wealth of ideas. Her European side could be expressed through the classical sophistication of the Baroque period of musical composition, including the harpsichord, string orchestra and virtuoso soloists that typify that genre. Her African heritage could find expression through driving and complex rhythmic percussion, bamboo and wooden flutes and other instruments such as shakers, kalimbas, etc. This provided me with a broad instrumental palette and a lot of musical styles from which to create a score that highlights the stark contrast between the two cultures influencing Aveline's personality.


The persona-switching plays a big part in Aveline's role as an Assassin. Does a mechanic like this mean more work for you, as someone who's responsible for communicating the game's ideas musically?


The persona-switching mechanic is a fascinating way to express how Aveline is balanced between fundamentally different cultures. As a daughter of a sophisticated European gentleman, Aveline can dress like a high-born lady and mingle in that rarified society. However, as a woman of color, Aveline can dress in the modest clothes of a slave and assimilate perfectly into that world as well. Apart from these, when she dresses as an Assassin, she steps away from both those roles and embodies the dark and secretive history of the Brotherhood. All three of these societal spheres have very distinct atmospheres that all suggest particular choices in musical instrumentation and style. The trick was to show that Aveline's inner world is an amalgam of all three of these social spheres. I wanted to combine them so that there was a sense of conversation and interchange between them.


Was there anything that you tried to do sonically to establish that Aveline is a different sort of game protagonist?


Aveline's history is darkened by the loss of her mother at an early age, so there was always a sense of melancholy associated with this. At the same time, Aveline is a fierce advocate for social justice and liberty, striking out against both the travesty of slavery and the oppression of the occupying Spanish forces. I wanted to communicate this balance between ferocity and vulnerability in the score. In addition to the other instrumental choices to represent her cultural background, I used female voice as a symbol of Aveline's personality. It communicated her vulnerability and gentleness, and was interesting juxtaposed against the more aggressive musical elements in the score.


The Assassin's Creed III: Liberation Soundtrack Is A Stealthy SuccessYou have to invoke a lot of different parts of the world — Africa, Old World Europe over the course of the game. What moment do you feel achieves that best?


The main theme was my opportunity to crystalize all these elements into one unified expression of Aveline's character. It uses both the European and African musical approaches, as well as several melodies that occur repeatedly throughout the game.


The Stealth theme has this mournful undertone created by the cello tones. What were you trying to evoke there?


I think that the Assassin's Creed franchise has done a great job of portraying the inherent gravity involved in assassinating someone. There is something very solemn about it, particularly as the targets utter their last words. While completing an assassination represents a victory, it is also the end of a life, and Assassin's Creed has never trivialized that. The Stealth theme represents the inner mental preparation for an Assassination, the covert actions taken to set up the ideal circumstances for an Assassination to take place. I wanted it to feel appropriately solemn, so I used a cello solo. I liked the rich darkness of the tone. I also think that Aveline's sense of loss infused this cello with a little sadness, which gave a deeper level of emotion to the track.


The Docks track is one of my favorite from the game's soundtrack because it sounds stately with a tinge of danger bobbing about. Obviously it's meant to go with a particular locale, but was there a specific sequence of the game that inspired this piece of music?


The Docks were a paradox of sorts for me, representing both a location typified by bustling business and activity, and a potentially dangerous place riddled with outlaws. Balancing the energy of the place with the potential for danger was tricky. With a game like Assassin's Creed III Liberation, you'd never know what might happen on The Docks at any given time, so the track needed to portray many things at once. I used a leading melody that conveyed mischief and energy, and set this against elements of brass and percussion that darkened the overall effect and gave it more menace.


How did the game's setting and mechanics influence the decisions about instrumentation?


The historical period dictated some of my instrumental choices, since I didn't want to use any instruments that were not in keeping with the period. The music of New Orleans of that time was much different than what we are familiar with today. Many folk influences wove throughout it, and I tried to use the folk instruments that would evoke the time period correctly. I also relied on harpsichord, woodwinds and string orchestra to enhance the atmosphere of wealthy New Orleans society.


Kotaku:How much of the game did you absorb before going off to generate ideas? Do you start work after the game is built and playable? Or is your involvement something that precedes that?


With every game, the process is different. In this case, much of the game was built when I began composing music, so I was able to experience the gameplay and get a sense for the overall flow of events in the game. I also relied on the concept art and design documents that the team had created, in order to make sure that I was fully understanding their vision for the game.


Can you talk a little about your musical training and professional background?


I was trained in classical voice and keyboard, and I always knew that I wanted to compose music for a living. My first job was as the composer for the Radio Tales series for National Public Radio. The series dramatized classic works of literature for the radio, including such stories as Beowulf, Homer's Odyssey, H.G. Wells' War of the Worlds and Edgar Allan Poe's Pit and the Pendulum. That series was created, hosted and script-edited by producer Winnie Waldron, so that was my first chance to work with her. When the opportunity came to join the music team for God of War, I asked her to come with me and team up as my music producer for my game projects.


What other game composers do you admire? Have here been any big surprises for you working in video games as opposed to other media?


I admire a lot of game composers, and I don't think I could single out just one. I also admire a lot of film, television and symphonic composers. I think that working as a game composer is a very unique experience, and quite unlike any other job that a composer might have. Game music is interactive by nature, so it has to be written to very rigorous technical specifications and constructed so that it can fit into the flow of gameplay and enhance the action at any given time. Also, game music sometimes occupies a more prominent position than film and television music, because it often plays without any dialogue obscuring it. A gamer can hear the music of a game more clearly, and therefore it becomes especially important for the game composer to faithfully realize the artistic vision of the game development team. I enjoy my work in the field of game development very much.


Is there an example of something — in terms of arrangement, tempo or instrumentation — you would have done in, say, the LittleBigPlanet games you've worked on that wouldn't have worked in Liberation?


LittleBigPlanet is driven by humor and whimsy, so my focus in creating music for it was in combining unlikely instruments for the purposes of humor. Calliope, beatbox vocals, rock guitar and an operatic vocalist were the major influences in one track for LittleBigPlanet 2. I thoroughly enjoyed the challenge of invoking humor by making surprising musical choices. For Asssassin's Creed III Liberation, I needed to take a more cautious and judicious approach to instrumental choices, in the effort to create a unified musical atmosphere that would draw the gamer further into the experience of playing the game and exploring Aveline's world.


Assassin's Creed™: Director's Cut Edition

Assassin's Creed III Developers Defend Their GameHere at Kotaku, we're of two minds on Assassin's Creed III. But whether we think the game is a success or a disappointment, we're all interested in how it came to be the way it is.


Over at Reddit, several of ACIII's developers are currently participating in a Reddit ask me anything thread. They're defending the game from some of the most common criticisms as well as dropping all sorts of interesting tidbits about the game's development and the decisions they made.


Here's Steven Masters on the omission of a crouch or stealth-button, and on the stealth system in general (which is certainly one of my main gripes with the game):


our stealth is primarily "social stealth", and we've been debating having a crouch button since pretty much day 1. It was always the vision that crouching in public spaces is not "hiding in plain sight" - if anything you're calling attention to yourself. We found that the "stalking zones" - the low vegitation where you can crouch down while low profile - are a good compromise since it allows you to crouch but only in circumstances that make sense.


Sounds like Ubisoft is bringing a lot of bug fixes to the game soon, and that the PC version will have the first two patches on day one. Here's Alex Hutchinson:


Lots of bug fixes incoming! PC release will include the first two patches on release.


Gabe Graziani gives more info on the PC version, which on questioner refers to as "delayed":


Not actually delayed, but that's being kind of nit-picky... really, we've added a lot more detail to the PC version and support for DX11. Stuff that we didn't really need to think about for the console versions. Considering the amount we're adding, you aren't really going to end up waiting all that long (not even a month!)


So, the PC version will come with additional patches, both those that have been or are just about to be released on consoles as well as some specific for the PC. I would say it will be less buggy than the console versions AT CONSOLE LAUNCH, but that the console and PC versions will be comparable at PC launch.


They decided not to have the water freeze or hurt the player in the winter, which was probably a good call. Here's Aleissia Laidacker:


We originally were going to have an element where you & NPCs lose health points while navigating in water during the water, but decided against it in the end. It would be more realistic yes, but a pain in the ass to the player if you desynced because of navigating in water in the winter.


Hutchinson on why killing kids isn't an option:


There are lines we don't want to cross: there's only so much publicity bonus you get from being on Fox news, and it doesn't add anything to the experience.


He also defends the combat system, which at least one questioner felt is overly simplified:


Actuaklly we feel it's the opposite: in previous games you could literally counter your way to success endlessly, basically only using a single button, where now you need to make second decision after a counter, and if you want to kill an entire mixed group of enemies in one kill chain, you need to use basically the entire controller.


Steven Masters directly addresses the janky inventory, which he says was a late-game concession, and a frustrating one to ship in the game:


Thanks for the feedback... for the controls, a lot of it was to do with going into the trees with the freerunning. Trees are a much more complex environment than cities; you have many more valid possibilities, and it's way more frustrating to jump to the ground, so we needed to do something - hence Safe Freerunning on RT.


The UI had some technical issues very late in development that meant we had to slow down access to the weapon wheel particularly; it pissed me off as well. Sorry. We're trying to improve it in the patches!


There's a whole lot more in the AMA, and if you're interested in the game, you should really go check it out. It looks like it's still going on for a little while, too, so you can also ask your own questions.


It's great to hear developers be so open about the process behind their games, and if anything, this has got me more optimistic that the PC version will, at least, address some of my more cosmetic issues with the game. If only it made the stealth work a bit better...


IAmA Developer on Assassin's Creed III. Ask Me Almost Anything. [Reddit]


Assassin's Creed™: Director's Cut Edition

Assassin's Creed III Is A Bummer! No, It's Not! Let's Talk This Out.Last week, I wrote a lengthy article about Assassin's Creed III and the many ways it's disappointed me. My take on the game stands in contrast to Stephen's—he liked the game fine. Clearly, there's more to talk about here.


Here's Stephen:


It is one of the best video games of the year, one of the most daring developed by a major studio this generation, and one of the most beautiful to ever run on any machine. It stumbles from some awkward glitches and some game design over-reach, but it is superb in a surprising number of small ways. Refreshingly, it is a game about America that doesn't settle for simple fictions when the uncomfortable truths about the United States' history would be more interesting.


...


ACIII packs surprises big and small, veers away from habits of the older games, and looks a hell of a lot better than them, too, thanks to a new graphics engine. All things considered, it winds up perhaps not as refined as Assassin's Creed Brotherhood, but far more satisfying and well-crafted than the rough draft of Assassin's Creed 1. Connor may not have Ezio's flair, but he has a game that rivals the quality of the Italian's trilogy. Cautious consumers might want to wait for the inevitable subsequent patches, but those who don't mind a few cosmetic bugs should have no fear. This is a great game.


And here's me summing up my gripes:


It's just not very fun. And here we get to the crux of it, I guess. This one's more subjective than all the other ones, but it remains true: I just haven't been having much fun with Assassin's Creed III. When I started playing, I was also playing Need For Speed: Most Wanted for review. (That game? Very, very fun.) Considering how much I've enjoyed past Assassin's Creed games, I was honestly surprised to find myself saying, many a time, "Man, why am I playing this when I could be playing Need for Speed?" Then I figured out why: Need For Speed is fun, and Assassin's Creed III isn't.


It's interesting, and often smart. The story is cool, and I'm one of the people who actually likes that twisty, silly Desmond meta-narrative. I love the sense of place, the meticulously researched history, and think that this time period is hugely underrepresented in video games. I like exploring. But the game, as it stands, just isn't fun. I'm not one to stand on a mountaintop and declare that all games must be "fun," whatever that even means. But surely this blockbuster action/adventure series is intended to be enjoyable to play. And yet, here we are.


After I published that article, Stephen and I had a Twitter debate about the game, the things he liked, and the things he thought I was overlooking. I've re-arranged a few of the tweets so that our conversation makes more sense.




That still feels like the tip of the iceberg, in terms of unpacking all that this game brings to the table. Is it good? Is it bad? Is it somewhere in between? Is it a disappointment, or do you feel it's lived up to its promise?


I'm curious to hear what you all think of the game, and whether you're enjoying it on the whole, or find it to be disappointing. Sound off in the comments, let's hash this thing out.


Assassin's Creed™: Director's Cut Edition
Backhanded Box Quotes: No Need for CreedWelcome back to "Backhanded Box Quotes," a collection of measured, thoughtful criticism from the user reviews of Metacritic and elsewhere.



Assassin's Creed III

Released: Oct. 31


Critic: elgringo (Metacritic)
"They pulled off Mass Effect 3 with this game."
Score: 0


Critic: Skycrimson (Metacritic)
"I thought I was actually playing AC2 again because GS gave me the wrong game."
Score: 0


Critic: revial (Metacritic)
"Conner was a mental midget who spends the entire game acting like a petulant six year old."
Score: 4


Critic: Aust1mh (Metacritic)
"game tries and fails to rip off Red Dead Redemption."
Score: 3


Critic: Comic Book Guy ElSuthero (Metacritic)
"After spending years studying the peninsular wars and American civil and revolutionary wars as a hobby I was absolutely bouncing off the walls waiting for this game. I'm British myself and couldn't wait to take on the relentless Redcoats and teach them a lesson in manners that apparently all Brits in the media are portrayed to have! This it would seem would be incredibly easy, every Redcoat in AC3 is simply obnoxious, now considering many army regulars were criminals or the lowest in social standing and many would have never seen a native american, a reaction for the worst would be expected, however considering that most 'Natives' sided with the British concerns me with regards to accuracy!...Poor Charles Lee, he had a particularly bad war, he wanted Washington's job. history suggests he didn't get it, but to make him out in early scenes to be a lovable rogue and in later scenes to be a child prodding sycophant is pushing it, he died of a fever with his hunting hounds. Sadly inconsistencies are throughout this game, even the weaponry is incorrect, I know I'm being a nerd here but how long and how many people were studying the history for this game?..."
Score: 4


Critic: NintendoSucks1 (Metacritic)
"Worst game since Super Mario Galaxy."
Score: 0


Need For Speed: Most Wanted

Released: Oct. 31


Critic: Jaha (Metacritic)
"I bet Super Mario Karts have better car handling."
Score: 0


Critic: Gar (Metacritic)
"This is a half breed for Burnout and Need for Speed. Bad thing is that they picked the worsts parts of both so its really really bad."
Score: 4


Critic: BSEI (Metacritic)
"It is however fun and enjoyable for small children or mentally challenged, the same as Mario Kart is."
Score: 2



Backhanded Box Quotes will be an occasional feature of Kotaku's Anger Management, unless it isn't.
Grand Theft Auto IV Trailer

Virtual Tourism Has Never Felt More Real There's this small problem I'm having with Assassin's Creed III. It's nothing to do with the game itself, actually, and everything to do with me. The problem is this:


Assassin's Creed III is turning me into a kind of obnoxious person.

I've developed this running commentary while the game goes on. It has nothing to do with the game's themes, or characters. It's unrelated to the gameplay and more or less completely unconnected to anything meaningful inside the game. It sounds like this:


"I used to work about a block away from there."
"They haven't changed out those cobblestones since 1773 and they're murder on nice shoes."
"That hill is the Back Bay now."
"That river is the Back Bay now. They put the hill in it."
"Lexington Common looks different when it's full of cows."
"A beacon? On Beacon Hill? I didn't see that one coming."


I grew up in and around Boston, making my home well inside of Route 128 from birth until striking out down the coast for New York City shortly before turning 25. While previous Assassin's Creed games have claimed high fidelity in recreating Damascus, Rome, and Istanbul, the basic fact of the matter is that those cities aren't my home. Boston is.


AC3 certainly doesn't represent the Boston or New England of the 21st century, of course. But the late 18th century setting of the game, a scant 230-odd years in the past, retains much more immediacy than the Italian Renaissance or the Crusades. The creatively imagined Boston-that-was is close enough to my Boston-that-is to give me a sense of familiarity both comprehensible and misplaced.


Games occupy this strange place in memory, where we so clearly go places and explore worlds that never actually existed. Experiences like To the Moon explicitly address this dissonance, but it's true of every game. I can remember how to get around a space station as well as I can remember how to get around my local mall, but my body's only been to one of the two. The mall is real; the Citadel is not.


When game spaces represent real-world spaces, the strange sense of memory gets ever-stranger. I moved to Washington, DC the year that Fallout 3 came out. Controversial advertising sprang up through the city's Metro system depicting a post-apocalyptic Capital, but it wasn't until after the game came out that I felt the full weight of investigating my own ruined city.


Virtual Tourism Has Never Felt More Real


The general size and scale of the virtual DC is of course a mismatch to the real one—spaces in games were ever thus—but the details are devilishly familiar. In particular, the ruined Metro that provides the Lone Wanderer a route for getting around a city full of toppled buildings, nuclear waste, and super mutants is uncannily, frighteningly similar to the Metro that federal commuters use every day.


At first, while playing Fallout 3, I'd wander through the game comparing its locations to ones I knew from daily life. But after fifty or so hours of Fallout, a funny thing happened. Instead of comparing game-play time to real-world experience, I began to relate the other way around. While waiting to change trains at Metro Center in the mornings, I'd see a bench in the shadows and think, "That's good cover for avoiding the super mutants," or I'd see a door and think, "Didn't I pick that lock yesterday?"


Two Kotaku colleagues not based in New York reflected that the Grand Theft Auto games had inspired similar deja vu in them. They had played the games first, and then visited the city. On visiting, they handily identified and remembered places they hadn't actually been. As someone who lived a block away from Brooklyn's Grand Army Plaza the first time she came to the neighborhood around Outlook Park in-game, I could sympathize. On that memorable occasion, I'd blurted aloud, "I can see my house from here!"


Virtual Tourism Has Never Felt More Real


I can, of course, visit the real Boston—or New York, or Washington DC—at more or less any time, weather and cost permitting. I don't need to see them in a game in order to explore them to their fullest—and even when I do use a game, it's not the kind I can put in the PS3. Exploring a real space, and digitally navigating an imagined space, are never the same thing.


Sometimes, though... sometimes, when game spaces represent real spaces, the uncanny and the real cross over in a very strange way. Through the games I've played, I remember the cities of my heart as places I've never actually known them to be. The tall ships of Connor's era are long since replaced with ugly motorboats, but the next time I stand on Long Wharf, part of me will remember seeing Haytham sail in on the Providence even so.



(Original top photo: via Boston Event Planning)
(Center photo: via PublicDomanPictures )
(Bottom photo: via GTAVision )
Assassin's Creed™: Director's Cut Edition


It's starting to seem like fall, 2012 might just be best thought of as bug season.


Assassin's Creed III: Liberation, the PS Vita handheld companion to Assassin's Creed III, has a nasty save-corrupting bug hitting some players. The issue, as reported by players on Ubisoft's forums, is corrupting save games and causing players to lose their progress. As shown in the video above, players affected by the bug essentially get stuck in an endless loading screen, forever trapped in the Animus.


An anti-gravity alligator is one thing. Losing the entirety of one's play progress, though, is another.


Both Assassin's Creed games released this fall have had a number of bugs surface, but one that kills an entire save file is probably the worst.


Assassins Creed Liberation save corruption bug [Ubisoft forums]


Assassin's Creed™: Director's Cut Edition

How Has Assassin's Creed III Disappointed Me? Let Me Count The Ways.I thought I was going to love Assassin's Creed III. From everything I'd seen, it seemed like Ubisoft was doing everything in their not-inconsiderable power to push their flagship series into brave new territory.


Except… well, they didn't manage to pull it off.


Rather than taking the Assassin's Creed series forward in some bold new direction, Ubisoft has resolutely kept the series at the same level as before, and actually have taken several rather large steps back. Not everyone feels this way: The game has garnered plenty of positive criticism, including a mixed but generally positive review from our own Stephen Totilo. But try though I may, I just can't love Assassin's Creed III.


Of course, that's not to say I hate it—I don't. But after about ten or twelve hours with the game, I have to say, I think it could have been much, much better.


Coming up, there'll be some minor spoilers, including descriptions of a few missions from around the start of the Revolutionary War. Nothing too major. Here we go.



How Has Assassin's Creed III Disappointed Me? Let Me Count The Ways.


1. Nothing Really Works All That Well

That sounds pretty damning, huh? Let's just start with this one, then. Nothing in Assassin's Creed III works all that well. Good video games have a good feel to them. Think of it this way: it's not necessarily that every toy, trick, and game mechanic feels intuitive and smooth. But in an action game, the core mechanics, the ones you use over and over again, should.


Think of a game where you do lots of shooting, like Gears of War. Gears' shooting feels good. The active reload feels good. Slamming into cover feels good. These are the core aspects of the game, the things you'll be doing hundreds if not thousands of times as you play it.


It's almost as though Assassin's Creed III has no core game mechanics. It's all ancillary stuff. Nothing feels "right," nothing works that well. Running is weird at best, laggy, and often leads you charging up a wall or tearing off in the wrong direction. Swordfighting feels less like a kinetic dance and more like a drunken brawl. Fistfighting is laughably bad. Shooting a bow takes forever and feels light and unsatisfying. Shooting a musket is worse—using the top face button, Y or Triangle, to shoot a gun feels like trying to screw in a lightbulb while standing on your tiptoes.


Targeting is a disaster. (Really? The left trigger is dedicated to toggling a slow-moving reticle that highlights characters for auto-target? Whose idea was that?) It should not still be possible to climb up to one of the game's iconic vantage points, synchronize, then press "jump," and... leap to your death on the hard pavement next to the pile of hay. And yet it is. Even air-assassinations, the one thing that the series had gotten pretty good at, feel finicky and difficult to land in the new game.


It's as though Assassin's Creed III has no core gameplay; it's so scattered that there's nothing to hold on to. As a result, it's rarely if ever satisfying to play.


2. It's All Rough Edges

There is a sense throughout Assassin's Creed III that the game's eyes are just bigger than its stomach. It feels as though it was crammed onto an Xbox 360 disc, its developers sitting on top of the disc while they zipped up the sides, praying it would fit into the overhead compartment. I couldn't go five minutes on the Xbox version without encountering some sort of rough edge or bug. Ubisoft have long been masters of the way too-good-to-be-true screenshot (you'll see several of those in this very article), but the gulf between how those images look and how the game looks in action has never been wider.


Constant loading screens between interiors and exteriors, cutscenes and gameplay, and everywhere else. Strange, abrupt transitions from the end of combat to the end of a sequence, where music would be about to hit a crescendo and would suddenly be cut short, replaced by a silent animus loading screen. Terrible lip synching during in-game conversations. Long pauses between characters' lines of dialogue in overheard conversations, as if my console was leaving them to ponder the most recent sentence while it desperately searched for the requisite sound file. And all of this is not to mention the many, many, many bugs in the game, most of which are cosmetic, some of which will doubtless be addressed by patches, and all of which conspire to make the game feel like less than it should have been.


Overheard dialogue, replayed ad nauseum, again, and again, and again. The "Mah-nee, mah-nee, mah-nee!" guy from AC II sounds refreshing compared with some of your cohorts' battle cries and the freaky, played-on-a-loop clown laughs of the little children.


The rough edges leave the world feeling clownish and false, like a scary amalgamation of a video game version of the past. It's not just unconvincing, it's often weird. It's strange that a game this high-profile, which has been in development this long, feels this rough and unfinished.


3. The Music Is A Drag

I just don't like the music in Assassin's Creed III. This is largely a matter of personal taste—when it comes down to it, I prefer Jesper Kyd's soaring, melodramatic themes from ACII and Brotherhood to Lorne Balfe's staid, dirge-like orchestrations and perfunctory ethnic wailing. It's all so serious and frowny, both in tone and in instrumentation. For a game that's ostensibly about freedom and flight, about leaping from rooftop to rooftop and tree to tree, the music feels lugubrious.


Put it another way: It's not a coincidence that several fan-made tributes to Assassin's Creed III have used music from Assassin's Creed II. Kyd's music is iconic, and nothing Balfe has created in the new game comes close.


4. The Intro? Also A Drag

The bait-and-switch opening chapters of ACIII have been a point of contention for many critics. I submit that it's not so much the nature of the introduction that bugs me so much as its design. Yes, you play as a different dude for the first four to six hours of Assassin's Creed III. (And yes, he is, oddly, a much more likable guy than the actual main character Connor.) I liked that; I liked the narrative twists and turns that this part of the story tossed out, and I enjoyed setting up the framework for the rest of the game.


What I didn't like was the actual way the prelude was designed—it was, literally, a series of cutscenes separated by some walking. Almost every time. My guy would wake up, then walk to a room, and a cutscene would play. Then he'd walk to another room, where a cutscene would play. Then maybe (maybe) there'd be a swordfight. Then walk to a cutscene. Sometimes he'd walk across a vast, snowy forest to get to his next cutscene.


The last straw for me was when I finished a cutscene and was set loose on the deck of a ship, en route to America. Land, I was told, was visible. I was instructed to climb the tallest mast and see for myself. I began to climb, excited to crest the top sail and set my sights on Boston Harbor. The music began to build as I climbed and… suddenly the game took over, and awkwardly transitioned into a cutscene of my character looking out over Boston Harbor. Man.


5. Basic Interface Fail

The interface in Assassin's Creed III is far too sluggish. Everything moves slower than it should. Weapon selection is a disaster—like many games, you press RB to open up a menu that allows you to switch between your various tools. But instead of popping up an easy quick-select radial menu, the game pauses, zooms out to an entirely separate menu, then lets you move up and down a list of items, rather than around in a circle.


This is basic stuff to get wrong at this point—Red Dead Redemption nailed it four years ago, and Saints Row got it right even before that. There are too many tools in Assassin's Creed III to use the D-pad shortcuts; I always need quick access to more than four things. The amount of time it takes to select a new tool, particularly while in the heat of combat, is a groove-killer.


The map is even worse. It's become a given that Assassin's Creed games have terrible maps, but that does not make it okay. If anything, it makes it less okay. It should't "be a given" that a massive, multi-million dollar AAA franchise just has one very important element that sucks, forever. They've had five games to get the map right. Why can't they just overhaul it? It takes forever for it to load, it's difficult to read, and it makes it navigation more confusing, not less.


How Has Assassin's Creed III Disappointed Me? Let Me Count The Ways.


6. The "Gump Factor"

I'm a little bit worried about Assassin's Creed's fiction as it gets closer to modern times. In the earlier games, Altair and Ezio spent a lot of time tied up with the biggest political and social movements in their respective points in history. But, and this may be hugely ethnocentric of me, those conflicts, characters, and events felt far enough from our own time that it wasn't too big of a deal to see my video game protagonist taking a small but vital role in them. Even meeting characters I knew, like Leonardo DaVinci in Assassin's Creed II, felt a bit goofy, but fun.


Assassin's Creed III takes place during the American Revolution, during historical events that most people, at least most Americans, are much more familiar with. As a result, the story starts to have a Forrest Gump-y quality that feels more distracting than cool. You say Paul Revere went on a famous ride? Well actually, Connor rode with him! You say the British won a bloody victory at Bunker Hill? Well actually, Connor was there, and snuck across the enemy lines! You say the Colonials held the British at the north bridge in Concord? Well actually, Connor commanded the troops and told them when to fire! Why did he do this? Because the Colonial commanding officer decided to trust this random guy with the task.


I loved this re-done version of Henry Wadsworth Longfellow's "Paul Revere's Ride" by Dan Golding over at Crikey. A choice excerpt:


And so our riders went swiftly through the night


With Revere giving directions towards the good fight,


When suddenly, without sure prediction,


It seemed a bug emerged with strong affliction


Revere was stuck helplessly in a dialogue cycle;


"Yes! This is exactly where we need to be!"


"Yes! This is exactly where we need to be!"


"Yes! This is exactly where we need to be!"


"Yes! This is exactly where we need to be!"


It all feels contrived, and unnecessary. I'm not sure of the exact solution to this problem—it is cool to read about and see the real story of Paul Revere's ride, and to see the events at Concord unfolding firsthand. But do I really have to ride on the horse with the guy? Must I command the troops, and if so, must Connor be the one to do it?


In order for a video game to occupy a place in history, it doesn't necessarily have to place characters at the very center of historical events. It would've been possible to put Connor into Paul Revere's ride, or the Battle of Bunker Hill, without making him an integral part of each one. And I worry that as the series progresses into even more recent history, that the Gumpyness will only get worse. I want to live through history, but I don't need to rewrite it.


How Has Assassin's Creed III Disappointed Me? Let Me Count The Ways.


7. It's Time For A Control Overhaul

In addition to the basic interface stuff, I think it's time that Ubisoft reassess Assassin's Creed's basic controls. Combat doesn't feel good, targeting is a disaster, and free-running should probably just be labeled a failed experiment. On a fundamental level, the game does not feature a strong connection between the player, his or her controller, and the game. That's a big problem.


Since the first Assassin's Creed launched in 2007, the series has been so thoroughly outpaced by so many games that the people in charge would do well to pause, study, and go back to the drawing board.


For example: With each passing year, combat in Assassin's Creed is further overshadowed by Batman: Arkham Asylum. While Rocksteady managed to raise their own bar in Arkham City, Ubisoft seems content to stick with a combat system that feels positively stodgy at this point. It's unsatisfying, hectic, and despite all that it's far too easy. They can add all the canned kill-cam animations they want, it won't change the fact that their basic combat is one tenth as enjoyable, challenging, and punchy as Arkham City on an off day.


Free-running, too, could learn some lessons from other games. Sleeping Dogs added an interesting trick where you hold down "A" to run, then press it in time to climb and jump over obstacles. Infamous forced players to actually press the jump button to climb walls, but managed to make navigation into a mostly-fun skate-park kind of thing. Dishonored added a teleporting mechanic to make rooftop navigation thrilling and empowering. I humbly submit that Assassin's Creed's next developers rethink what can be fun about running and leaping over things. The basic idea is still strong. But the execution needs work.


How Has Assassin's Creed III Disappointed Me? Let Me Count The Ways.


8. For A Stealth Game, The Stealth Sure Is Jank

And here, maybe my biggest problem with Assassin's Creed III: The stealth. The Assassin's Creed games are, ostensibly, stealth games. One of their oldest gameplay pillars involves your character blending into the crowd, striking, then vanishing into thin air.


And yet it never feels that way. Stealth in Assassin's Creed III is broken, plain and simple. This is best evidenced by an early mission in which you must sneak into an enemy encampment and steal intel without being spotted. If you're spotted, the mission ends, and you must restart it from the beginning. I failed this mission a good 20 times before finally succeeding, and I'd imagine I'm not the only one.


Here are the problems as I see them:


  • The camera positioning makes it difficult to see where everyone is, and despite the addition of an inconsistent corner-sticking ability, you mostly can't "stick" to cover and make yourself unseen.
  • There's no "stealth" button, not even a crouch button, which means that you can't tell the game that you'd like your character to be stealthy. That means you'll frequently just stand right up while moving through the underbrush, immediately tipping off every nearby enemy to your location. It's maddening.
  • Enemies don't appear to have a realistic line-of-sight, and can often see you from the strangest, most turned-around locations. I find myself playing more against the yellow arrows that have popped up at the side of my screen than against enemies I actually had any notion of when I started sneaking.
  • Crowd-sneaking feels inconsistent to the point that I never even attempt it. The stealth feedback is just fundamentally flawed. I never attempt to sneak using a crowd, because it's almost impossible not to get spotted.
  • Assassin's Creed III has also done away with the hireable helpers that made crowd-stealth more workable in past games. You can no longer hire courtesans and thieves to help you get past guards, giving you far less control over your work at street-level.
  • Sneaking in the woods is almost impossible, as well. Everything is so spread out that there are rarely good "stealth pathways" between you and your target, and there's no good way to quickly traverse open areas without being spotted. Far more often, you'll have to kill everyone who spots you before proceeding. I wanted to be a ghost in the underbrush, and instead I'm a thug with a tomahawk.

I've been playing a lot of stealth games recently. From Dishonored to Mark of the Ninja to Hitman: Absolution, which I'll be reviewing next week. All of those games, with varying degrees of success, have built-in systems that dovetail with the level design to make sneaking empowering, interesting, difficult, and fun. By contrast, Assassin's Creed feels like it has a stealth game's punishments without any of its necessary tools. It feels so clumsy. Connor is a constantly-spotted rube, a guy standing on a rooftop being yelled at by a guard.


How Has Assassin's Creed III Disappointed Me? Let Me Count The Ways.


9. I Avoid Doing Things

I find that in Assassin's Creed III, I avoid doing just about everything. I want the path of least resistance. I don't want to even try to use the rope-dart to hang a guy from a tree. I don't want to try to sneak through a fort undetected. I don't want to go hunting, I don't want to try to use feed to summon animals and shoot them from a tree. I don't want to try to dodge a firing-line and use a guy as a human shield. It's all just so difficult to manage, so I don't bother. And really, that's because…


10. It's Just Not Very Fun

And here we get to the crux of it, I guess. This one's more subjective than all the other ones, but it remains true: I just haven't been having much fun with Assassin's Creed III. When I started playing, I was also playing Need For Speed: Most Wanted for review. (That game? Very, very fun.) Considering how much I've enjoyed past Assassin's Creed games, I was honestly surprised to find myself saying, many a time, "Man, why am I playing this when I could be playing Need for Speed?" Then I figured out why: Need For Speed is fun, and Assassin's Creed III isn't.


It's interesting, and often smart. The story is cool, and I'm one of the people who actually likes that twisty, silly Desmond meta-narrative. I love the sense of place, the meticulously researched history, and think that this time period is hugely underrepresented in video games. I like exploring. But the game, as it stands, just isn't fun. I'm not one to stand on a mountaintop and declare that all games must be "fun," whatever that even means. But surely this blockbuster action/adventure series is intended to be enjoyable to play. And yet, here we are.


Despite all the disappointments I just listed, I still don't hate Assassin's Creed III. It's a game worth playing, and its basic setup, setting, and story are strong enough to overcome even that laundry list of complaints. And hey, the naval combat really is as cool as everyone says. I'm going to wait to play it to completion until it comes out on PC, largely in the hopes that my more powerful computer can remedy some of the rough edges that so turned me off of the Xbox version.


But on the whole, I just gotta say it: Assassin's Creed III, one of the biggest, most ambitious, and most hyped games of 2012, is a disappointment.


Assassin's Creed™: Director's Cut Edition

This is a bit of an Assassin's Creed III secret spoiler, so proceed with caution.




Have we proceeded with caution? Good. Now watch the video above to find out how to turn a lowly turkey into a...*drum roll please*...assassin turkey! DUN DUN DUN. ATTACK OF THE ASSASSIN TURKEY.


Unfortunately it doesn't seem like assassin turkey actually does anything assassiny. But he does have an adorable little assassin's hood on, so I'm pretty much sold.


Assassin's Creed 3 - Secret Turkey Assassin [YouTube, thanks reader Jam Jam!]


Far Cry®
Far Cry 3 preview


This article originally appeared in issue 246 of PC Gamer UK. Article by Rob Zacny.

You play Jason Brody, a child of wealth and privilege. You meet him through home movies of his latest vacation. Beautiful, vapid young people drink, dance, jet ski and sky dive in a tropical paradise somewhere. Then the camera pulls back, and you’re watching the videos through Jason’s eyes as he sits inside a wooden cage in a pirate camp.

His kidnapper, Vaas, holds Jason’s phone through the bars of the cage, enjoying this opportunity to mock an American princeling. Vaas’s mohawk sits above a pair of unnaturally wide eyes. You and Jason belong to him now.

By the end of the intro, you and Jason have watched someone bleed out through your fingers as you try to staunch a fatal gunshot wound. You have killed a man: a pirate loomed out of the darkness, and suddenly there was a knife and you were shoving it into his chest and neck. You are lost. Your friends are gone.

He’s been to college, but Far Cry 3 is unequivocal in its statement: Jason Brody’s education has finally begun.

Far Cry 3 combines ideas you’ve seen in other games and other genres. It has Crysis’s sense of stealth, and the open-world chaos of its predecessor, Far Cry 2. You’ll find a bit of Assassin’s Creed in the way it reveals the map and side-missions, while the hunting, crafting, and character progression smack of Elder Scrolls. From these very good parts, Far Cry 3 creates something new.



My guide to this world is a middle-aged man named Dennis. After Jason’s escape, Dennis welcomes Jason to his small village. He recognizes him as a fellow warrior, and will teach him the ways of warfare on this island.

I might as well get this out in the open: the racial politics in Far Cry 3 look troubling. Dennis and the villagers border on ‘noble savage’ stereotypes. They live together in harmony while women perform sensuous dances to the sound of drums. Dennis himself is a mystic, explaining that Jason’s new tattoos mark his progress on the path of the warrior. It all raises some troubling red flags.

Dennis shows me the basics of surviving on the island. I can reveal the map by climbing radio towers and disabling the jammers the pirates have placed there. Once the jammers are down, not only is nearby territory revealed, but so are new mission locations and hunting grounds.

My first hunting quest involves killing wild boar and gathering a variety of local flowers. Boar, in addition to making delicious sausages, are also good for fine leather goods. If you want to increase your carrying capacity for basic items such as cash and ammunition, you’ve got to craft gear using animal skins, which means things aren’t looking so good for Piglet, Tigger and Owl.

Plants, on the other hand, are primarily useful for crafting syrettes. Like all homemade drugs, the injections you make from plants enhance your skills and even grant various forms of second sight . One type of injection, the ‘combat instincts’ syrette, reveals all nearby enemies, so that I can see their outlines even through solid obstacles.

All my flower-gathering and hunting left me feeling that Far Cry 3’s tropical island is sometimes too much like a theme park. The colours are heavily saturated, the jungle almost painfully verdant, and the weather sunny and clear. Far Cry 3 seems like the sort of place where you might find Prospero and Caliban hanging out while Ralph and Piggy squabble over the conch and Sawyer takes his shirt off. It places itself somewhere between reality and dream.



Once I have the basics down, Dennis drives me to a pirate outpost. This is my final exam before being turned loose on the island, and I’ll be using my stealth, shooting and recon skills to tackle it.

Outposts provide fast-travel nodes, weapons lockers and hubs for side-missions. But first you have to take them from the pirates’ warm, still-twitching hands. To help me with my first battle, Dennis brings along a posse of indigenous warriors, the last hold-outs of the native population that has been driven into the heart of the island by pirate attacks.

My battered machine pistol doesn’t inspire confidence in my ability to shoot it out, so I circle through the trees to come up behind the outpost. Thanks to the dense jungle and poor visibility, I easily slip into the outpost. Three guards are doing lazy turns around the courtyard while spouting some amusing, if repetitive, dialogue.

By bringing each of the enemies into focus in Jason’s camera viewfinder, they’re marked on your minimap and in your first-person view. As with the ‘combat instincts’ injection, a marked enemy is visible at all times, even through solid obstacles. It pays to take a few minutes to conduct a proper recon in this game.

After marking about five guards and their attack dog, I’m ready to begin. I put the camera away, pull out my pistol, and start creeping up on a nearby pirate. He’s oblivious to my presence, too busy complaining about an STD he picked up at his last port of call. His day is about to get worse.





It’s hard to get anywhere in Far Cry 3. Half of the people you’ll meet along main roads are pirate raiders who want you dead. Fortunately the other half are fellow rebels who’ll let you pass unmolested, but it’s your own easily distracted brain that might be your deadliest enemy. I decide to hit another outpost astride a long dangerous route between two major quest locations. It’s a quick five or ten minute drive along a coastal road from my position. But it takes me almost two hours.

The first thing that gets me is a pirate patrol. I’m in a jeep barrelling downhill onto the white sands of the shoreline when a car full of pirates blazes past in the opposite direction. We spot each other at the exact same moment and throw our jeeps into hard sideways spins. I was quicker on the handbrake: I manage to get my ride straddling the road before the pirates turn their jeep around. Bailing out, I take cover behind the engine block as they race toward me.

I fire a half dozen shots that blow in their windshield and most of their driver’s face. A few more get the other pirates as the now-driverless jeep hurtles past and crashes into a tree.

Far Cry 3 is not a game of drawn-out gun battles: neither Jason nor his enemies can stand much punishment. Most of the firefights I had fell into one of two categories. The first was fast, random encounters like this one – if you don’t finish these off quickly, reinforcements will show up and the maths will turn against you. The other was like my raid on the outpost: a long recon and planning stage followed by a swift, decisive annihilation.

Before I can leave, two more patrols appear on the road. My skirmish turns into a running shootout that consumes most of my health syringes and most of my ammo before I manage to reach a hiding spot in the forest.

After losing the pirates, I catch a glimpse of a hawk circling nearby. I glance at my half-clip of rifle ammunition. What the hell. The hawk falls on my third shot. That’s the easy part. The hard part is finding where the damn thing actually dropped. After five minutes of searching the forest floor, I give up and shoot another hawk that appears to have spawned near the same location.

At last, I am ready to resume my journey. I go back to the scene of the pirate battle, grab one of the few cars that didn’t get shot to pieces, and start driving along the same route as before. This time I won’t let myself get dis- wait, I see a radio tower from the road. I head over there, kill the pirates guarding it, and reveal more of the map, which tells me that I’m near a hunting range. Perfect: I need deer hides for some new Bambi-coloured gear. I mosey over to the picturesque meadow, and find deer shuffling in flowers and tiger grass. I plug a few in the head from five feet away.



After my hunt, some flower picking, some item crafting, and a long walk to find a new vehicle (with a few further gunfights along the way), I finally resume my drive to the outpost... and end up pulling over at a roadside bar to play a surprisingly good game of high-stakes poker against three computer-controlled opponents.

But for sure, as soon as I fleece these fools, I’ll get back to storming that outpost... right after I use my winnings to buy new weapon upgrades.

My final mission in Far Cry 3 is to sneak aboard a beached cargo vessel the pirates are using as a communications hub, in order to eavesdrop on their radio chatter and discover where one of Jason’s friends is being held. But first, I have to stealth-kill some sentries who hold the encryption codes for the pirates’ communications. If I’m discovered, they’ll destroy the codes and I’ll fail the mission.

I arrive at the shore late at night, although the sky is so clear and the colours so saturated in this game that night is more of a dim, electric blue. It hardly interferes with visibility at all, but pirates do seem to have a harder time spotting you after sundown.

Since I need to maintain silence, I distract the guards by throwing rocks against crates and the sides of the ships. Far Cry 3 uses a radial marker to indicate whether you’re hidden. It points in the direction of guards about to spot you, giving you a chance to scurry into a convenient bush.

My targets investigate the noise, allowing me to approach unseen and kill them out of sight of the camp. Once they’re dead, circling inside the base and taking out the code-bearers is simple. Then comes the hard part.

No sooner have I eavesdropped on the pirates’ communications from the ships’s bridge than a couple of squads of goons arrive to investigate why the camp went silent. Now the bridge, three stories above the ground, is a trap. Stupidly, I decide to use my high ground ‘advantage’ to pick off the pirates as they arrive on the beach.



I get a couple before the rest soak the superstructure with machinegun fire. It’s intense – I can’t even peek over the side without getting shot. The AI may not always be brilliant (and I question Ubi’s decision to leave them all in easy-to-spot red shirts that stand out in the jungle) but it certainly understands the value of suppressive fire. These guys get into cover and start firing everything they have.

I fling a few grenades over the side and pray the explosions catch a few, then sprint down to the main deck. The first pirates are already coming aboard – I can’t get down the way I came. I flee to the prow of the ship and hide, trying to pick off the pirates as they bound along.

Far Cry 3’s AK is one of the better weapons I’ve used so far in my adventure, but it still feels like a third-world piece of garbage, much like the machine pistol I had at the start of the game. The game’s guns buck in a satisfying way, refusing to hit anything unless you keep adjusting your aim and show some restraint with your trigger finger. High-level weapons and upgrades promise to ameliorate this later, but here at the beginning of the game, it’s all too easy to spray a clip at someone from 20 feet away and only hit air.

My AK goes dry as two more pirates storm over. I sprint toward them, drop into a slide between them, leaving their shots flying over my head, then jump back to my feet right behind them and take them both out with my knife. I grab their rifles and jump down to the sand below.

I run around the back of the ship and flank the last group of pirates. I walk toward them, aiming down the iron sights, methodically downing them as they run for cover. It’s over in seconds.

Just as the guns fall silent on the beach and I stand ringed by corpses on a moonlit shore, a PR rep taps me on the shoulder. “Time’s up. Are you ready to go?”


A radio message is coming in from the village, where the pirates are launching a retaliatory raid. I have enough experience for some new abilities, enough money for some weapon upgrades, and I’m just getting the hang of stealth and distraction. I want to save the village and hunt more pirates, and I want to go explore the blank spaces on my map. I want to rescue Jason’s friends, and find out whether a better version of him was waiting at the end of all these adventures. So much to do, so much more than either Jason or I ever expected to find here.

“Can I get a few more minutes?”
Assassin's Creed™: Director's Cut Edition

Fictional British historian and Templar-fighter Shaun Hastings is not cowed by the greatness of the United States or its history. It is in Hastings' voice that the Assassin's Creed series' excellent historical databases are written. In previous games, he skewered figures from the Renaissance. In Assassin's Creed III he finds some American targets.


The game's writers don't confine Hastings' snark to the database and instead give him voice to some of the more pointed and explicit political commentary I've ever seen in a major video game. We've got two clips here, pulled from optional conversations players can access during the game's modern-day interludes.


The first one is a doozy.


I guess we can conclude that Hastings—and maybe his writer-is not a Strict Constructionist..


In fact, they damn near walk up to a defense of gay marriage and other issues that opponents argue may not align with the Founding Fathers' expressed values and practices. But you'll have to read between the lines for that interpretation.


The second is a slightly unconventional take on the American Revolution.


Enjoy. Or be enraged. Or... hey, it's nice when game creators let their characters actually say something, no?


...