Interviews

Assassin's Creed

Producer Jade Raymond tells us why Assassin's Creed is not just a game, but a crusade to revolutionise a genre

Assassin's Creed producer Jade Raymond recently shot into the spotlight at Microsoft's X06 event where she received a bigger round of applause than Peter Moore - and that's before she even had a chance to say anything! Having previously worked on The Sims Online for EA, she now heads up the core team responsible for the Prince of Persia series. Assassin's Creed is an extraordinarily good-looking game where you take on the role of a medieval hitman during the Crusades. It promises to be far more thoughtful and inventive than anything we've seen before in an action game.

Is it true that the game was originally titled Prince of Persia Assassins, and was going to be part of the POP universe?

Jade Raymond: I've had a few people ask me this and I'm not sure where the rumour came from. Assassins is being developed by the Prince of Persia team in Montreal but was never intended to be part of that series. Instead of using Arabian legends we decided to take inspiration from a book called Alamut, by the Slovenian writer Vladimir Bartol.

Is the game's focus stealth like Splinter Cell or action like Prince of Persia?

Jade Raymond: Our goal with this game is to deliver completely next-gen gameplay, so the team set the bar where no game has gone before. I really wouldn't call it a stealth game because it's much more focused on fast-paced action. The only stealth element is the social stealth where you use the crowds to disguise yourself, but we've steered clear of the traditional rules of stealth games like hiding in shadows or sneaking around corners. That's not really what Assassin's Creed is striving for at all.

Why did you set the game during the Crusades?

Jade Raymond: In the book Alamut, the Assassins are a historical clan that came to be during the Crusades. And in terms of gameplay and game structure, we could see the Crusades would work really well. You have all kinds of narrow streets that are great for bustling crowds, and lots of complicated architectural details that makes for interesting level design. And also you have this time that's filled with a lot of warfare and drama.

Were you ever worried that gamers, particularly in the US, might not understand the history of the Crusades and be put off?

Jade Raymond: We really believe as a company that in order to reach the next level in entertainment, you need to look for richer subject matter and for there to be more meaning and depth to games. The whole historical part helps that because it's loosely based on real events and situations that are relevant to people. But we're still aware that we're making a game and our ultimate goal is to provide fun and fast-paced action. So for people whose knowledge of history is sketchy, the Crusades will just be a setting to them. What they're really going to notice is a new gameplay experience.

We've seen futuristic elements in the game - is there going to be a big revelation as to where your character comes from?

Jade Raymond: Well, there will be a massive revelation but I can't say what at the moment. I wouldn't call it sci-fi, although there are elements that are relevant to the modern day.

Does the game include RPG elements where you can improve the Assassin's abilities?

Jade Raymond: Yes. One of our designers is a massive RPG fan and one of our goals was to achieve the satisfaction of levelling-up. A lot of really cool rewards spring from our RPG elements. You start out the game as a Master Assassin with all of your abilities, and at the end of the first mission your rank is stripped away. And then you spend the rest of the game completing missions and trying to regain your previous standing with the Assassin clan. The RPG elements are very much tied into the story.

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