Did you play Assassin's Creed III? Did you have any questions about it? Questions other than why the tree climbing is so awesome or how in the world you trigger naval trading?
You're in luck. We've got two of the top creators of Assassin's Creed III right here, ready to answer your questions.
Ask your questions below. The game's creative director, Alex Hutchinson, and one of its scriptwriters, Matt Turner, will be answering for an hour. Have at it!
Sure, it's a small easter egg—just a logo, nothing major. But still, neat, right? And this is but one of many rumored easter-eggs in Far Cry 3.
Update: One of our readers, Tails89, pointed us to this other Assassin's Creed easter egg—this one mentions pieces of Eden as well as genetic memories.
Ubisoft's two big holiday releases don't just share numerals and second words starting with "cr". They also both begin, bizarrely, with almost exactly the same quote.
Yes, of all the books, movies, TV shows and historical figures that are out there for developers to lift quotes from, both Far Cry 3 and Assassin's Creed III begin with the following line from Lewis Carroll's classic Alice's Adventures in Wonderland:
In another moment down went Alice after it, never once considering how in the world she was to get out again.
You can see it in action above. In Assassin's Creed, Shaun says it as you're about to open the door to the temple in the game's intro sequence, while in Far Cry 3, it's the first thing you see when you fire up a new singleplayer campaign. Both make sense given their individual context, I guess, even if Shaun's selection feels a little forced and Far Cry 3's intro cuts next to bros downing brews on the beach. And yet...
The games share almost nothing thematically or aesthetically. In fact, about the only things they've got in common are those listed in the opening paragraph. Oh, and... this quote. Sure, it might be some strange branding exercise, but it's more likely both teams thought they were being very clever, then had an "oh shit" moment when checking out the end product of their labelmates. What are the odds!
The last couple of weeks have given us two of the biggest games of the fall, both from Ubisoft. Assassin's Creed III continues the historically focused swashbuckling adventure series, and Far Cry 3 lets players loose on a violent South Pacific island paradise.
Both games feature the number "3" and both games have a second word that begins with "Cr." Both are very ambitious, open-world games that push the Xbox 360 and PlayStation 3 to their limits. And as a result, both games shine brightest on PC.
The PC version of ACIII came out last week, and I've been playing it since then. While it still has most of the problems that left me disappointed with the game, the PC version is certainly an improvement. My PC has an Intel i5 with a GeForce GTX 660Ti, and the game runs pretty smoothly at mostly high settings (I keep anti-aliasing and environmental detail set to "normal").
The biggest difference between the Xbox version and the PC versions of ACIII is smoothness. ACIII runs mostly at 60 frames-per-second for me, slowing to around 40-50 when I'm in open cities. As a result, everything in the game feels more responsive. In a game where the controls are as generally unresponsive as Assassin's Creed, every bit of tightness matters. Even on PC with the settings turned up, Assassins' Creed III isn't a beautiful game—the landscape has a plane-like, hard-edged quality, like everything has been cut out of cardboard and built on a theater set. But Connor himself looks crisp and animates beautifully, and combat on PC is fluid, fast, and enjoyably brutal.
The PC version of Assassin's Creed III is the superior version, though not in some ridiculous way: mainly because it runs more smoothly. It's not a quantum leap, more of a solid port. I should say that I haven't played or seen the Wii U version of ACIII, though I can imagine that moving the map and HUD elements to the gamepad would make the game pretty cool. I'd be surprised, though, if it performed or looked much better than the other two consoles.
The differences between the PC and console versions of Far Cry 3 are much more stark. On console, Far Cry 3 runs with a low framerate, texture pop-in, screen-tearing, and some generally sluggish performance. The game is still fine looking, particularly if you've never seen it running on PC, but as the Xbox or PS3 attempt to render the Rook Islands' hills, valleys, and flora and fauna, you can almost feel the years-old consoles groaning.
On PC, meanwhile, this is one of the best looking games of the year. On my setup, the game runs at a solid 50-60 FPS no matter what I'm doing, with a lengthy draw-distance that has me watching battles on the ground play out as I hang-glide hundreds of feet over-head. It is possible to snipe guys from the top of a mountain several clicks out, and the world-state remains consistent even over very long distances. The only place where the framerate chugs is during the first-person cutscenes, when the hyper-detailed, performance-captured characters come front and center. But, if there's one place where I'm okay with a framerate dip, it's during cutscenes, the one place where my life doesn't depend on performance.
The PC version of Far Cry 3 is also much more adjustable than the PC version of Assassin's Creed III. FC3 offers scads of adjustable options, including some good Directx 11 features like multithreading and several types of ambient occlusion, which remove the weird shadow-like outline that ghosts the characters and items on consoles. It should be possible for just about any modern PC to run Far Cry 3 without a hitch; the team making it clearly care about the PC, and have gone to great lengths to make the PC version the strongest of the three. (The only bummer: Amid all those tweakable options, you can't make Far Cry 3's invasive HUD go away. Why, Ubisoft? Why??)
So: Two big Ubisoft games, two superior PC versions. Assassin's Creed III is a strong port, and while it doesn't take advantage of everything modern PCs can do, it still offers a crisper, smoother experience than consoles. Far Cry 3's PC version offers a markedly superior experience to consoles, and is easily the definitive version of the game.
The only downside to both of these games, then, is that they require the use of Ubisoft's "Uplay" game portal, which is basically Ubisoft's answer to Valve's Steam service. You can still buy the game through Steam, but then you'll have to launch it from Steam, which will open Uplay and you'll have to launch the game again from there. Two types of DRM for the price of one! Or, as is doubtless Ubisoft's plan, you can just buy the game direct from them and bypass Steam entirely.
Uplay is a nuisance, inferior to Steam in every way. It's a pain to examine a game's achievements, I can find no way to track my playtime, and since no one is using the service, it's very difficult to tell which of my friends is playing the game. I've already spent so much time accumulating Steam and Xbox LIVE friends; must I really do this all over again for Uplay? The user-interface is a bummer, and it takes far too many clicks to get to a game. Worst of all, there doesn't appear to be a way to put a shortcut to a game on my sidebar; the shortcut I have just brings up Uplay, where I have to click "play" one more time to launch the game. In the case of Assassin's Creed III, that brings up yet another menu where I choose between single- and multiplayer. Three clicks may not sound like a lot, but in this day and age, it feels like two too many.
I like the idea of Uplay rewards well enough—you earn points for in-game achievements and spend those points on little perks for any of your Ubisoft games, like a gun or an outfit. Unfortunately, most of the rewards aren't that hot, and the single-player mission you can unlock for Far Cry 3 is a random crawl through an underground bunker filled with komodo dragons that eventually gets filled with gas (?) and you have to escape. (??) Plus, Ubisoft left off the best reward of all. To plagarize my own joke from this weekend:
(I mean, seriously.)
But no, there's no way to do this. And if you buy a Uplay game in Steam (including both ACIII and Far Cry 3), starting the game in Steam kicks you over to Uplay, where you have to start it again. Jeez!
While I get why Ubisoft would want to build its own game portal and get out from under Valve's shadow, I'm surprised they've done such a crap job of it. Both of these games, Far Cry 3 in particular, are banner PC releases in a year where Ubisoft has already earned goodwill (or at least, undone bad-will) with PC gamers by relenting from their draconian always-on DRM scheme. Far Cry 3 will be, I suspect, many gamers' first encounter with Uplay, so it's that much more of a shame that it's such a drag to use. Considering that I'm playing both of these games in front of my TV with a controller, the fact that neither one can be accessed using Steam's big-picture mode is a hassle, and makes Ubisoft look one step behind Valve yet again.
That said, an annoying game portal is merely a portal, and both games are very strong on PC. And hey, at least there really isn't any sort of always-on DRM. If you're considering which version of Assassin's Creed III and Far Cry 3 to pick up, go with the PC. As is usually the case, you'll get more or less the same core game on consoles. But, particularly with Far Cry 3, the PC is the only platform that feels powerful enough to really manhandle these outsized, ambitious games, which makes for a noticeably more enjoyable overall experience.
Except for Uplay. Have I mentioned? I don't care for it.
I love open-world games, and I'm always looking for ways to change up how they look and feel, to pull myself into the world more fully. I have a whole involved way of playing GTA IV that involves killing the HUD and pulling in the camera. I love how it draws me into Liberty City. It works partly because the HUD and Minimap aren't around to distract me, and partly because by bringing the camera in closer to Niko's shoulder, I feel more "in" the world, and regard it from something resembling his perspective.
Assassin's Creed games have always been fun to run through—while there are lots of ridiculous and weird things happening in the world to break the illusion, the look and feel of a good Assassin's Creed free-runthrough is a lovely thing.
Assassin's Creed III has tweaked the controls from past games in the series, and while I still think the game doesn't control very well, I did discover a cool way to change your running perspective. Hitting the left trigger brings up the aiming reticle, which when compared to most third-person games feels sluggish and imprecise. But, once you've brought it up, you can actually begin to run around the city or forest, which places the camera much closer to Connor's shoulder and makes free-running feel more up-close, disorienting and exciting.
I've demonstrated this approach in the video above—pardon my PC hitching a couple of times, it gets grumpy when I run FRAPS with a game going at full-resolution.
So, yeah, it's sort of a little thing. Nothing earth-shattering. But it's a fun way to get around, and a nice way to view ACIII's cities and forests from a new angle.
The Assassin's Creed series has always been full of weird ambient dialogue. People on the street mutter the same few lines, and the mix never sounds quite right. Most of us have less-than-fond memories of the "Mah-ney mah-ney mah-ney!!" guy from earlier games in the series, and those accursed bums who bump and bug us as we try to look cool and flit about the streets.
While Assassin's Creed III thankfully doesn't feature any physically aggressive passersby, it does feature the weirdest, creepiest NPCs I've met all year—those ghastly children.
They roam in packs of three. They laugh like Pennywise the Clown and gesticulate like… I don't know, like they're doing a magic trick? And everywhere you go, they follow.
I wouldn't mind the kids except for the fact that every time I see them the game plays the same audio loop, over and over and over and over and over again. Seriously. One audio file, repeated with such frequency that I just can't believe no one working on the game noticed it.
I've been playing ACIII again on PC (the PC version just came out on Tuesday), this time with a mind towards finishing it. Despite the fact that I've been very disappointed with the game, I'm determined to really dig in and get into it, to better understand what it's all about.
Happily, the PC version runs much more smoothly than consoles, and whether it's because of the sizable patch that's been released or the increased power of the PC, I'm seeing fewer bugs and weird transitions than I did on 360. (Though there sure still are bugs.)
I'm playing with an open mind, and want to be sure I don't overlook the things I really do like to focus only on the things I don't. But the repeated, looping sound effects remain baffling to me. How did no one notice how strange they are? In an early mission, you attempt a rescue of a guy who has been swept on a log down a river. "Aaah! Help meeee!" he screams, over and over and over and over again, his audio on an incessant loop. In a bar fight, a guy gets stuck on a table and begins shouting "Too slow, I'm afraid!"
That kind of thing happens so often Assassin's Creed III that I have to wonder: What drives the decision to make audio loop like this? Who on earth hears it and doesn't immediately think, "This sounds weird! We should fix it!" Is this actually the kind of thing that can happen haphazardly, or by accident? Can it really be that at some point, someone said, "Well, all of our ambient audio is looping constantly, but there's nothing we can do about it"? It seems unlikely, but if you have insight into this sort of thing, I hope you'll pipe up in the comments.
All I know is, if those kids ever come for me in real life, I will run the other way and never look back.
Ubisoft promised a big patch for Assassin's Creed III and it looks like they're delivering. The game's huge "Thanksgiving" patch, set for release next week has a lot of fixes.
Some of the fixes will be spoilers (there's a boring non-spoiler version of the changes here). Read on at your own risk. But let me make something clear: they say they are fixing the chases.
Here's the full list of patch notes, via the Ubisoft forums, with some notes from me for emphasis.
Multiplayer
Multiplayer Modes
- ASSASSINATE - Instances where it was possible for players to kill players that were not their target in Assassinate have been corrected.
- ASSASSINATE - Bodyguards no longer fail to stun when they are locked by the pursuer of the player they protect.
- DEATHMATCH - In Fort Wolcott, fixed a bug where players would remained stuck on warmup screen.
- MANHUNT - The cooldown boosts for loss streak bonus are not permanently active for all abilities during a manhunt round anymore.
Multiplayer Abilities
- Loss Streak now correctly triggers when players lose their contracts five times in a row.
- Disruption now breaks the hitting player's lock.
- The Smoke Bomb's drop behavior has been updated. It now drops at the user's feet instead of dropping in front of them. However, if players drop it from a ledge, it will drop below them.
- Throwing Knives used against players hiding in haystacks will now make them get out of this haystack.
- Using Throwing Knives against a target now prevents the target from contesting the kill.
- Players are no longer stuck after using the Money Bomb from a ledge.
Multiplayer Ladders
- Several issues which occurred when players would quit a Manhunt pre-session lobby and join their friends the same session later have been corrected.
- After a session ends on a draw, both teams will now receive the same rate for Abstergo ladder, instead of one team getting a winning rate and the other getting a losing rate.
- Players are now granted Abstergo points normally even if one or several players get the idle state at the end of the session (The idle players do not get any Abstergo points)
Multiplayer Misc
- It is now possible for players to lock their target when their target has just stunned them.
- Changing the ability set three times during a game can no longer reset the ability's cooldown.
- The X icon no longer inaccurately persistently displays.
- It is no longer possible for players to get up and perform a kill under certain conditions while they're vulnerable.
- Transitions to join Multiplayer sessions after an invite now work correctly.
- Warm up games are no longer interrupted when the host player leaves.
- It is now possible to stun a vulnerable pursuer.
- The X icon no longer displays above the pursuer's previous target when they have been stunned after being vulnerable.
Singleplayer
Platform: All
- Location: Sequence 1 - 12:
- Mission - "A DEADLY PERFORMANCE" - Mission result screen could show an incorrect sync reward
- Mission - "A DEADLY PERFORMANCE" - Players could be stuck in the opera if they backtracked in a certain way after killing the target.
- Mission - "INFILTRATING SOUTHGATE" - Target would not be spawned if the player failed to perform a meat shield during the firing line tutorial
- Mission - "INFILTRATING SOUTHGATE" - Fixed multiple bugs where the guard on the boat could walk in circles, stay stuck or jump on the railing. [NOTE FROM STEPHEN: We chronicled this bug during launch week... we'll miss the rail-jump.]
- Mission - "JOHNSON'S ERRAND" - Fixed floating muskets after a cinematic.
- Mission - "JOHNSON'S ERRAND" - Moved HUD icon on the explosive barrel on the ground instead of above the cart, because that's what the player needs to shoot.
- Mission - "JOHNSON'S ERRAND" - prevent the player from using hide spots during part the mission to avoid a possible mission break.
- Mission - "THE SOLDIER" - Fixed a missing audio line.
- Mission - "THE SURGEON" - Fixed a bug where the eavesdropping tutorial couldn't be completed if the mission was restarted.
- Mission - "THE SURGEON" - Fixed NPC not reacting to the player's presence during the steal tutorial.
- Mission - "THE SURGEON" - Fixed optional objectives that could fail too easily.
- Mission - "WELCOME TO BOSTON"- When replaying the mission, when asked to buy a sword and pistol, those items would already be purchased.
- Mission - "WELCOME TO BOSTON" - Fixed Possible mission break if the player shoots the horse he's supposed to ride.
- Mission - "UNCONVINCED" - Fixed a bug where the player could enter the tavern too early and break the mission.
- Mission - "UNCONVINCED" - Blocked accidental blending during the tavern fight, which could break the mission.
- Mission - "FEATHERS AND TREES" - Fixed a bug where the optional objective "Do not touch the ground" could fail too easily.
- Mission - "HUNTING LESSONS" - Fixed the issue where the bear could flee and eventually freeze. [NOTE FROM STEPHEN: Good news for the bear, I guess.]
- Mission - "A BOORISH MAN" - After the mission, the candelabra would display an interaction effect while the secret door to the basement was already opened.
- Mission - "RIVER RESCUE" - Blocked the player from diving in the river too early which could break the mission.
- Mission - "STOP THE PRESSES" - Cinematic could sometimes not trigger, breaking the mission.
- Mission - "THE HARD WAY" - Fixed the optional objective "Do not take any damage" that would fail if the player hits rocks even if it doesn't deal damage to the ship
- Mission - "ON JOHNSON'S TRAIL" - Fixed issue where Chapheau could become inactive if the player dragged the fight far from where it started.
- Mission - "THE ANGRY CHEF" - Fixed issue where the "limit health loss" optional objective would wrongly fail if the player reloads a checkpoint or dies. Also fix the displayed limit to 33% as that's what's actually used.
- Mission - "THE ANGRY CHEF" - fixed missing butcher hatchet during cinematic if blood option is turned off
- Mission - "BRIDEWELL PRISON" - Closed the cell doors while being escorted to prevent the player from getting stuck in them
- Mission - "BRIDEWELL PRISON" - fixed voices becoming muffled mid-eavesdropping
- Mission - "SOMETHING ON THE SIDE" - Fixed missing ocean during the chase
- Mission - "SOMETHING ON THE SIDE" - Made the chase part easier [NOTE FROM STEPHEN: This is the much-hated Hickey chase that I passed only when he bumped into a wagon. Hooray!]
- Mission - "A BITTER END" - Fixed a camera glitch if the player reloads last checkpoint during a certain cinematic
- Mission - "A BITTER END" - Fixed a glitch that could happen if the player restarted the mission during a specific cinematic
- Mission - "FATHER AND SON" - Fixed a bug where the guard you're supposed to kill would not reappear if the player starts fighting him and then runs away.
- Mission - "FATHER AND SON'' - The mission could not be completed if the guard the player kills the target he's supposed to steal using a stealth kill from bench or a rope-dart hanging move.
- Mission - "MISSING SUPPLIES" - Disabled a patrol that would almost guarantee failing the mission if they detected and started fighting Haytham
- Mission - "ALTERNATE METHODS" - Made the chase section easier
- Mission - "BROKEN TRUST" - fixed a bug where the player could be stuck on a horse if he exited and re-entered the Animus at a specific moment
- Mission - "LEE'S LAST STAND" - removed a destructible barrel that could cause problems if used as part of a contextual counter-attack.
- Mission - "CHASING LEE'' - Adjusted difficulty on the Charles Lee chase [NOTE FROM STEPHEN: This is the other hated chase in the game that many players complained about. It is/was the hardest mission in the game.]
- Mission - "LAID TO REST" - Fixed a bug where the mission could be failed if redcoats start fighting the mission targets
- Location: Side Quest:
- BOSTON BRAWLERS - Mission "PETER BUNYON", prevent the player from hiding, which would break the mission
- BOSTON BRAWLERS - Mission "THE TOURNAMENT", fixed a bug where the player could blend with spectators and break the mission
- BOSTON BRAWLERS - Prevent using anything else than the fists during all fistfights
- Boston Liberation Missions, North District - fixed an issue where some events would not complete properly if the player used an assassin recruit to kill the target.
- COLLECTIBLES - fixed some chests that were not properly aligned when lock picking
- COLLECTIBLES - removed the glow effect from chests during lock picking
- COURIER MISSIONS - fixed a bug where mission update popup messages could be missing or wrong when delivering letters
- FORT ST-MATHIEU - fixed a bug where the player could respawn inside the fort's reset zone, which could break the fort's logic
- FRONTIERSMEN - Challenge 3, fixed a bug where objective "visit every tavern" would complete after visiting only 1 tavern
- FRONTIERSMEN - mission "MONSTER OF THE SEA", fixed a bug where sometimes eavesdroppings could not be completed
- HUNTING SOCIETY - mission "THE MAN-EATER", fixed a bug where the smaller locate zone would disappear if the player scans all clues outside of it
- HUNTING SOCIETY - mission "THE PATRIARCH", fixed a where the search zone could disappear from the map after interacting with the 1st clue
- New York Liberation Missions - mission "PROTECT THE CLINIC", fixed the mission not failing if the player goes too far from the area to protect.
- New York Liberation Missions - West District, fixed a bug where the NPCs guarding the infected blankets could sometimes not be there.
- Location: Boston: Removed map icon on the door of Molyneux Tavern in Boston, until it is required by a specific mission
- Location: DLC: Fixed a bug where the wrong language could be selected even if the proper language DLC is installed
- Location: Epilogue: Animus Synching tutorial, forced subtitles on off-camera voice, so that the player doesn't think the game is frozen
- Location: Frontier:
- Fixed a bug where players could respawn and desync immediately in a loop if he died in the Valley Forge region before unlocked. Also patches players which savegame are already stuck
- Fixed a bug where the player could respawn under the ground in a loop, in two different places
- Plugged a hole in the ground where players could fall through the map [NOTE FROM STEPHEN: Aww. Bummer.]
- Location: Global:
- A text message is now visible on-screen at all times while a skippable cinematic is playing
- Added a failsafe to the animals navigation, to prevent them from getting stuck
- After the end credits, put the hood back up when not in Homestead [NOTE FROM STEPHEN: Oddly, this seemed to be requested a lot. Well, there you go.]
- Disabled special attacks with heavy weapons on animals
- Fixed a bug where the player could not equip a color change on the normal outfit from a shop if they are currently wearing a special outfit.
- Fixed a bug where the player could not finish enemies on ground if they were thrown in deep snow
- Fixed a bug where there wouldn't be any reticle when precision aiming if the SSI option was turned off
- Fixed a few rare bugs where the player could fall through the map while swimming or diving
- Fixed various rare crashes
- Greatly reduced the probability of animals to get stuck inside an object [NOTE FROM STEPHEN: Sounds good.]
- Location: Homestead:
- Fixed a rare bug where the Homestead upgrade progress could be lost after fast-travelling to the homestead
- Mission "BOWLS BEGINNER" - Removed possibility to quit the bowls game after a reload, which would fail the mission.
- Mission "CUTTING TIES", fixed a bug where the NPC could react to fights or dead bodies and flee away, breaking the mission
- Mission "NORRIS GOES COURTING", fixed a bug where Norris would not reappear if the player goes too far from him.
- Mission "THE PROPER TOOLS", fixed multiple glitches where the Quest Log could become inconsistent
- Mission "THE WEDDING", fixed a missing audio line
- Mission "THOUSAND-POUND IDEA", fixed a bug where NPCs required for the mission could disappear and break the mission
- Mission "TOOLS OF THE TRADE", fixed mission not failing if Lance falls in the water
- Mission "WHITE TROPHY", make the cougar immune to explosions to prevent a possible mission break
- Side-quest "ENCYCLOPEDIA OF THE COMMON MAN", fixed a bug where the quest could sometimes not be completed
- Location: Menus:
- Added a wait message for some cases where the game could appear frozen if some servers are unresponsive
- Animus Database, fixed updates of Kaniehtí:io entry that would be unlocked too early and spoil the fact that... [censored] [NOTE FROM STEPHEN: This is a good fix, because it spoiled one of the game's last twists way too early.]
- Fixed a bug where the player's friends' Uplay wall would get spammed by previously completed missions and sequences when the player reloads his game
- Fixed leaderboards ranking the player as #1 when he's actually alone on it
- Homestead mission icons are now displayed on the map when selecting the "Missions" filter
- Present pause menu, fixed a possible glitch if the player enters the controls section and leaves it very fast
Platform: PS3
- Fixed wrong message after purchasing a DLC and leaving the store
- Westpoint DLC - mission "A SPY AMONG US", fixed a bug where required characters would disappear and not come back if the player went too far from them
- Westpoint DLC - fixed a bug where the player could fall through the map by going through the gate while in conflict
Platform: Xbox 360
- Location: Menus: Removed Benedict Arnold icon from the map legend
Wow, that's a lot. Anything fixable that they missed?
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.
You 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.