00:10Musica
00:29Assassin's Creed Mirage is a tribute to the early games of the franchise
00:32and a story-driven journey about embodying a full-fledged assassin once again.
00:37We wanted this tribute conceived as a love letter to the fans for the brand's 15th anniversary
00:42to be reflected in the game's soundtrack while immersing our players in a brand new universe,
00:479th century Baghdad.
01:02Right from the start, knowing the intentions of the game, we knew we wanted to have a blend
01:07between electronic music and traditional instruments from the regions where the game takes place.
01:12It was a way to pay homage to the original game launched 15 years ago, which like Mirage,
01:16emphasis on stealth, parkour and assassination and featured electronic sounds and music.
01:21We also wanted to add a touch of modernity to support Mirage's story and gameplay.
01:32The music and the sound are based on Basim's point of view.
01:35We wanted to represent the introspective mentality of our main character.
01:39Electronic tunes bring almost a mantra, a repetitive side that immerses us in Basim's state of mind.
01:49Brandon was on my composer watch list for a while.
01:52I was a huge fan of his previous work.
01:54So when he came to find the perfect composer for IC Mirage, it was a no-brainer for me to
01:59introduce him to the team.
02:00We wanted for this music to really support our main character state of mind throughout this whole journey.
02:06Brandon had the perfect balance of electronic elements in his music,
02:09combined with acoustic instrumentation that is relevant for the region where this journey happens.
02:26During his journey, Basim evolved between light and darkness.
02:29His musical theme is a strong mix between poetic melodies and more aggressive and dark notes.
02:35As a player progresses through the game, we can hear that our main character becomes more agile
02:39and experienced.
02:40For example, the sound of his breathing, his voice, his weapons evolve as he becomes a master assassin.
02:46We also worked on the sound of his claws and footsteps to give it more lightness and agility.
02:50We teamed up with a follower artist and recorded a bunch of dedicated sounds to achieve this goal.
03:04Stealth is a major part of a game and one of the main focuses in audio.
03:08We have taken this into account in many audio systems.
03:11For example, we asked Brandon to compose tracks that play as the player progresses through a specific area.
03:16When they enter this area, a base layer is played.
03:19Depending on their actions, the music evolves.
03:22As the player returns to combat, are they potentially visible to a guard?
03:26Beyond setting a mood, music becomes feedback that the player can use.
03:41One of our challenges was to immerse players in the vanished setting, 9th century Baghdad.
03:46It was a period of scientific, economic and cultural flourishing in the history of the region.
03:50This reflects our lively, brillant and dense the city of Baghdad is in the score of the game.
03:57From the start, we wanted to work closely with musicians who have an extensive knowledge of this musical culture.
04:03Brandon's idea to add the New York Arabic Orchestra with strong vocals was the perfect match.
04:08He really knows how to surround himself with talented people capable of bringing us this authenticity.
04:13Musicians, singers, orchestrators, we wanted to go beyond music samples.
04:18We wanted to hire actual performers who get the Arabic finesse and ornamentation.
04:34I reached out to a number of amazing, talented musicians.
04:38Ferris on Ney, Shireen playing Oud, Mustafa playing percussion,
04:45Alay Tzadiq, who's artistic director for New York Arabic Orchestra, playing violin and also singing.
04:51One of the conversations we did have was just about how vibrant Baghdad was at that time
04:57and how much culture was moving through there,
04:59how much of the rich diversity and the commerce and just people moving through there.
05:03So that was definitely one of the jumping off points of inspiration.
05:16Brandon collaborated with talented musicians and singers like Emmanuel Matlouti
05:20to meet these needs.
05:22The game music ranges from beautiful exploration track to intense battle music.
05:26Modern orchestration supports both storytelling and gameplay.
05:53We relied on multiple layers of voices to contextualize where we are, Baghdad, the different districts,
06:02the groups of people talking, the main characters speaking.
06:05We really wanted players to feel that everywhere they go, they could hear whispers of a living city.
06:15We researched the nationalities and languages present in Baghdad at that time.
06:19After studying and listening to the different languages,
06:22we finally decided to record actors in six languages.
06:26Particular attention was paid to the actors' accents to obtain the most authentic sound possible.
06:37As for Basim, the sound design focuses on contrasts and dynamics from desert to crowded markets.
06:43Each location has its own specificities and therefore its own sound palette.
06:56We've also put a lot of emphasis on verticality.
06:59Depending on whether the players are on the ground or on the rooftops,
07:02they won't perceive the ball in the same way.
07:11One of my fondest memories is when Etienne made me listen to the audio track
07:15from one of the key scenes.
07:17I felt as if the scene was complete for the first time.
07:21Mirage's soundtrack supports the story and characters in a way that I could never have imagined,
07:25and I hope players will enjoy it as much as I do.
07:49At least it will back on thenocent.
07:51academic sameình
07:51and
07:55if
07:57the
07:58Grazie a tutti
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