How Ubisoft Montreal made a masterpiece
Assassin's Creed: Brotherhood's development unsheathed.
This week sees the release of the latest in one of gaming's biggest franchises: Assassin's Creed.
In just a year Ubisoft Montreal has turned around Brotherhood – a game it insists is more than just Assassin's Creed 2.5. It adds multiplayer for the first time, and presents a game world bigger than any in the stab-em-up series.
On the eve of the its US launch (and only a couple of hours before Eurogamer's review goes live), we sit down with Assassin's Creed's design technical director Mathieu Gagnon to discuss the ups and down of Brotherhood's blisteringly fast development.
Eurogamer: How would you describe the experience you've had developing the game?
Mathieu Gagnon: Seeing as I've been on the Assassin's Creed franchise since Assassin's Creed 1, through different jobs – I was a tool tester on AC1 and a game designer on ACII - now being a technical director, it has definitely been a challenge.
The single-player aspect of the game was done in one year, basically. We finished off ACII, we went on vacation and started on Brotherhood. The multiplayer guys have been at it for a little bit longer, but pumping out a single-player game that's longer than the single-player game of ACII has been quite a challenge indeed in the one year we've had.
For me, it has been the experience of a lifetime. Hard work, long hours, but in the end, complete and total satisfaction with the final product.
Eurogamer: You're knackered?
Mathieu Gagnon: Oh yeah! We're going on vacation very soon.
Eurogamer: Time was a challenge, but was there any technical challenge you experienced?
Mathieu Gagnon: The Guild was a big challenge. The Thieves, Courtesans and Mercenaries on ACII were a first step, but we took it further with the use of the Assassins anywhere, anytime, during your missions. That was one of the biggest technical challenges – getting the Assassins to work properly inside the game.
The second was all the work we did on the horse. Getting the NPCs to ride correctly on the horses and getting the Assassin to fight correctly on the horse was a big challenge – all of this and making it seamless within the world.
The level design has implications with having the horse anywhere – it's the first time you can go inside the city with the horse. That came with its surprises along the way.
Eurogamer: Like what?
Mathieu Gagnon: The horse can jump, but you have to have a certain distance. You can't make that gap too long or else it doesn't look realistic. This added new constraints as far as building our world was concerned.
We had to go back and forth with the behaviour to make sure it properly worked with these constraints. It was an interesting challenge to add this new element to the game.
Eurogamer: Did you motion-capture the horse? How did you make it so realistic?
Mathieu Gagnon: We do have mo-cap sessions for characters. I'm not sure if we did it on animals, but we have very competent people. Regardless, when you mo-cap, you always have to go back and re-touch it by a human animator.
The guys did a fantastic job of doing so, because the result we have on screen is much better than in previous Assassin's games, and is a pleasure to watch.
Another thing our animators worked hard on was the fight system. Before, you were waiting for the enemies to attack you and taking that opportunity to counter attack. We switched that philosophy around for a strike first, strike fast approach.
Once you've killed your first enemy, that sets up a combo you can then chain all of the other enemies around you – provided you don't get hit or interrupted during this combo. It brings an interesting feel to the player. Also, it's visually exceptional because our animators changed a lot of the animations for the sword kills, dagger kills and the weapons we have in the game.
Eurogamer: What was the split between changes made based on fan feedback and those the team wanted to implement?
Mathieu Gagnon: The AC team in Montreal, we pride ourselves in listening to the feedback we get on every game we release and try to improve based on that.
AC1 got criticised for being repetitive. We came in with more gameplay and variety inside ACII – that was one of the main focuses we wanted to bring to it.
With Brotherhood we wanted to kick it up a notch because there were a lot of things left on the table during development of ACII. We always have our own ideas, but we do always listen to the feedback to make sure whatever gets criticised, we fix and make better.
Eurogamer: What was left on table from ACII that you picked back up for Brotherhood?
Mathieu Gagnon: We wanted to have more things that were systemic in our world, meaning the world would live with objectives you don't have to say, 'Okay, I want to do this now.' It just exists.
The Borgia Towers we brought in for Brotherhood is a good example of this. You have 12 Borgia captains that exist in the world. Once you've killed the captain, your goal is to capture the Borgia Tower. Once that's done the Assassins can take control over Rome and reduce the influence of the Borgia.
That was one of the main things – having more of these systemic ingredients, these alive ingredients that exist in the world, these missions, these objectives the player doesn't have to choose but can just do along the way.
Eurogamer: We're halfway through the lifetime of the current generation of consoles. How have you increased the visual level throughout the series using hardware that's stayed the same?
Mathieu Gagnon: Obviously we have amazing programmers and artists that can maximise whatever the consoles are able to put out. Due to the fact our engine has reached this maturity - we've developed on the same engine for four years now – we've always iterated on it.
Every time we iterate, every time we get this new little trick, this new little bit of code, this new artistic style to make it cheaper and still look beautiful, it allows us to push the consoles to their limit.
Eurogamer: Is there little room left from the current generation? Are you getting out the most possible with your engine?
Mathieu Gagnon: Since the consoles have been there for this time, we're pretty much there. You can see in all of the games that exist right now, seldom do they look as good as Assassin's Creed.
The reality is having this maturity brings it to a certain level where we just have to deal with the constraints and push it as far as we can.
Eurogamer: If I've never played an Assassin's Creed before, why should I play Brotherhood?
Mathieu Gagnon: I'd first suggest you look up what our story is, what the premise is. The premise of the AC franchise is the Assassins versus the Templars throughout history.
If you're a history fanatic, the franchise is also about reliving key moments in history. What's interesting with Brotherhood is we went back to the Renaissance and Italy because we felt we hadn't said everything we had to say about this period and this character that is Ezio.
If you just look it up, find a bit of information about the story, and find it interesting, for sure the gameplay is going to sell you. I hate the word 'formula', but our controls work really well. They've been consistent since AC1. You can pick up and play this game easily.
Eurogamer: Can people use Assassin's Creed as a learning tool? Is it accurate enough for people to learn from?
Mathieu Gagnon: Graphically, we do try to get it as spot on as we can. Developers who have travelled to Rome are amazed at how much, when you're there and beside certain landmarks, it's exactly the same as in the game.
Also, we have great writers who look up their historical facts. A lot of the characters that are in the game are real characters that existed. We do interpret as far as our story is concerned, so it is not necessarily a learning tool, but definitely something to entice you to look at the history of what happened during the Renaissance in Italy.
My Wikipedia is always next to me when I play AC. Even being on the dev team, it does throw me curve balls I don't expect and I have to look them up because I'm just not that knowledgeable as far as history is concerned.
Eurogamer: Any examples?
Mathieu Gagnon: The Subject 16 puzzles are very cerebral. That's one of the parts of the game where I was like, 'What? What's he trying to tell me?' And then I go look it up and figure out, 'Oh yeah, that did happen in real life.'
Eurogamer: What was the biggest criticism of ACII from fans?
Mathieu Gagnon: I don't know if it came up in reviews or consumer feedback, but having the ability to replay any mission, any time, to me is huge.
You had in ACII the Flying Machine mission, which was different and out of context. But you could only do it once. Now we've come back with these types of missions that are out of context as well – this time around they're called the Leonardo Inventions, the Flying Machine was one of Leonardo Da Vinci's inventions. But we've pushed it further. We've added more of those.
Not only do you get to have these new experiences, but you can, once you've completed them, go back to the DNA and select that mission again and do it over. To give incentive for the players to replay those missions, we've added optional objectives during the course of your mission you can complete. For example, 'Do not get detected during this mission.' If you do get detected, we show it up on screen, saying, 'Secondary Objective failed.'
This means at the end of the mission you'll only have a 60 per cent synch total. You're trying to get full synch between Desmond and Ezio, so having 60 per cent synch total makes you think, 'Oh, I'll go back, play that mission again and try to get the 100 per cent synch this time around.'
I don't know if that was part of the criticism that came up in the reviews, but me as a developer, that's one of the features I'm so proud we got in Brotherhood.
Eurogamer: Did you explore co-op for the campaign? What are the design challenges there?
Mathieu Gagnon: Co-op for the campaign is quite tricky because we've been a single-player franchise from the beginning.
It's not something we haven't thought about, but for a one-year endeavour of pulling out a game as huge as Brotherhood is, it wasn't on top of the priority list. I wouldn't go as far as to say we didn't look into it, but it quickly became obvious that we'd never have time with the resources we had to actually make this happen in a triple-A manner. That's why it was left on the table.
Will it come for other games? Your guess is as good as mine.
More on Assassin's Creed: Brotherhood
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Face-off: Face-Off: Assassin's Creed: Brotherhood
No more tiny Templar.
Review: Assassin's Creed: Brotherhood
Top of the Popes.
Hands On: Assassin's Creed: Brotherhood
Auditore tract.
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Screenshots: Assassin's Creed: Brotherhood
Eurogamer: But co-op can work. It's technically possible.
Mathieu Gagnon: For any game, anything is technically possible provided you have the resources and the right programmers, artists, level designers and game designers to make it happen. It's all a question of time and resources.
Eurogamer: Is the Assassin's Creed story and the periods it will deal with mapped out so in future games it all ties together and you avoid plot holes?
Mathieu Gagnon: What's beautiful about this industry is we always have to adjust. I don't think anything in this business can be planned out five years ahead. It's really difficult because you never know what's going to happen.
Is there a new console coming out? Is there a new peripheral coming out you want to exploit? The same goes for the story. We have really good writers that I'm sure have a long term vision for the franchise, but I don't think there are five scripts written for the five next games.
We make enough effort and they have enough work for the current game they're working on that that long-term hard evidence doesn't really exist.
Eurogamer: But there will be someone somewhere who has all this information in his or her head.
Mathieu Gagnon: As developers, we're passionate about it. Especially the AC team – when we're at work we just talk about this game all the time. Obviously there are discussions about what's coming next. Like I said, we have talented writers who have already had this brainstorming part, of where is the franchise going? Of that, I am certain.
Eurogamer: What's next for the team?
Mathieu Gagnon: Vacations! That's what's next. As far as further than that, we'll see what our managers have in store for us.
Mathieu Gagnon is design technical director of Assassin's Creed in Montreal.
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Comments (50) Latest comment 2 years ago
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Judging by the face off on lens of truth though, if you have the choice of getting it on either machine and care about having better graphics, get the 360 version.
Definitely the better version as far as the consoles go.
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Going to be fantastic, really looking forward to this.
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edit: told you
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Oh sorry EG/ubi im NOT ON MESSAGE AM I
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"Repetitive grindfest" was the only phrase which sprang to mind during the solemn hour I played the first game for, before getting bored.
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What a gimp. You want to actually play the game before you accuse people of taking bribes?
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Single player longer than AC II? that's quite an acomplishment for a years work. If the quality is also on par with AC II, with the addition of multiplayer this could easily be my game of the year. Roll on Friday!
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In any case, I'll be giving this one a miss. I played AC1 and 2 to death, maxing out all the achievements in both, precisely because they were engrossing, solitary single player experiences. The addition of multiplayer switches me off.
No matter what the devs say about serving the player experience and coming up with new ways to play, it really boils down to 'everything else has got multiplayer/this will keep them playing the game longer and stop rentals and trade ins.' I wish they would just own up to that, sometimes.
As a result, we're facing the eminently distasteful reality of walking around a beautifully, painstakingly recreated depiction of the Piazza Navona...whilst a 12 year old from Ohio screams in my ear that I play cheap, that I'm a 'fag' and that he's enjoyed my mother, many, many times.
All to preserve the model of monetisation. And I suppose what vexes me further is that you can bet AC3 will feature a tacked on multiplayer as well.
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That and the fact that there are few games anyone would consider masterpieces from over the decades, it's very hard to believe that the AC series has progressed to that level of artistry.
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I disagree with what you say, but I will defend unto death your right to say it in such a colourful manner.
See you at the Fontana di Trevi, I'll be the one t-bagging Oceanus (I admit to looking it up).
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edit: btw I'm not trolling, I genuinely want to know - difference between a quick purchase, and probably waiting for it to be in a sale.
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+50
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I bought Red Dead with zero intention of playing muliplayer - GTA multiplayer never really floated my boat and I was happy playing the lengthy and brilliant single player campaign in RDR. Got reluctantly talked into MP on there by my housemate, and its like a totally new game (or a full fat, full price expansion pack for Red Dead). I have no doubt that AC:B will work in just the same way and for the same reasons.
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There are no reviews for Assassins Creed to be found anywhere.
These embargos are rubbish.
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edit: I don't see this site utterly overwhelmed by AC advertising (yet) and I seem to recall not being able to click a link without a Kane & Lynch or Mafia banner unfurling leading up to those games' release dates. Didn't help either of them much, did it?
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[link url=http://www.eurogamer.net/view_screenshot.php?filter=NONE&image=assets/articles//a/1/2/5/7/6/0/3/ACB_Cards_GB4.jpg.jpg
]http://www.eurogamer.net/view_screenshot...[/link]
Tut tut Ubisoft.
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a) the MP is tacked on and will be rubbish
b) because of the MP, the SP will be rubbish.
What if you're wrong on both counts?
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You may be right - I haven't played RDR so I'm not in a position to comment on how good either element of that game is. If you'll permit me a speculative moment, I might say that RDR's setting lends itself a little more towards adversarial game modes - it's not as jarring there, and as you mention yourself, RDR's spiritual predecessor, GTA IV, also sported this mode so there was precedent there.
My view is that the solitary experience of becoming a master assassin, stalking prey, gathering intel and so on is perfectly suited to an invested and absorbing single player experience. The previous two instalments did this very well for all their other flaws.
That's where the disconnect originates for me. There is no precedent nor tonally a natural fit for multiplayer in Assassin's Creed, yet it has been square pegged in regardless to serve a naked commercial need. And that's enough to switch me off the game. Bioshock 2 also featured this ugly shoehorning in, and look at how that was received. Dead Space 2 has me similarly worried.
Not all games are Call of Duty, and thus can't be expected to sustain the same sort of rampant and perpetual multiplayer experience. But in my opinion, this is what some games are trying to do, whether it fits or not.
But I entirely appreciate that for others this may have been the only thing that's missing from the Assassin's Creed games, and thus they're very excited about it. Each to their own.
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Oh no no, its easy to put him down for a speculative comment about EG taking bribes, but EG are the ones who initiated the speculation by declaring a game a "masterpiece" before even getting
a) their hands on a full version for any substantial amount of time and
b) any sort of public opinion
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When Brotherhood was first announced I was concerned that this would essentially be Assassins Creed 2 multiplayer with a rudimentary expansion campaign for the single player game bolted on to sell the game to franchise fans who weren't keen on the multiplayer aspect.
The more I read (particularly with EG intriguingly calling it a "masterpiece" in that headline) the more I think the single player is a major aspect, and perhaps Ubi have oversold the Multiplayer mode to the detriment of the single player game.
I think the premise of the multiplayer seems sound (Abstergo using the Animus to learn the assassins tactics) and this doesn't jar with the overall thrust of the core AC plotline. The added emphasis on Desmond also justifies a sequel that is still grounded in a period we've already played.
I don't know... I guess we'll see in about half an hour! Hopefully you won't give up on a franchise you enjoy simply because they offer a carnivorous AND a veggie option on the menu for their latest course!
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That is a new one on me
And people are getting far to wound up over the word masterpiece. Do accusations of bribery really extend to using "nice words" in headlines these days.
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I used to think the same way about the single player/multiplayer divide, but I don't think it needs to be as much of an issue these days. Don't you think that given the advances in online communities and the supporting tech, it should actually behoove devs to create multiplayer experiences which are as fully featured as traditional single player games?
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Nice post kanga, how much did the MAN pay you to post it??!?!/!!/?!11?
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14p.
I can't negotiate for shit.
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I can't disagree with that. I'd love a world where both sides of the coin were as considered and rewarding as the other, yet I remain to be convinced that this is the rule rather than the exception. Too often one is the sickly younger brother to the detriment of both.
For every Halo: Reach, there's a Rainbow Six Vegas 2. And so on.
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As much as I enjoy the Assassin's Creed franchise and appreciate the art direction, AC2's technical engine already felt kind of cranky compared to Uncharted 2. That was 12 months ago and I doubt the engine has changed much since then.
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People who don't care about the multiplayer, don't touch it and stop the whining. I am sure the single player mode has been appropriately taken care of if the majority of the 200 people team or whatever worked on it.
Other than that, I liked Assassin's Creed 1. Part 2 was improved greatly and I am excited for Brotherhood.
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"after an article pre-proclaims it a masterpiece."
Except that the game was of course PLAYED and the review was of course WRITTEN before the HEADLINE was written. We didn't get to see it, but of course that is what happened.
People are outcrying "how could they declare it a masterpiece before the review was released", but they work in the same bloody building. The staff writing the headline already knew the game was getting 10/10 well before we did.
"I smell a rat."
I think that might just be your moustache
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I assume you enjoyed AC II due to the fact you "played it to death", but you're not going to buy the follow up for the single player because of the multiplayer which you don't have to play??
You're logic is nothing short of straight up stupid...
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It is indeed very sad that smart people like us can't enjoy a nice espresso and cultured debate in multiplayer deathmatches anymore, but what's a nerd to do? oh right.. throw fits on the internet of course.. well...RAAAAAH!!