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Assassin’s Creed: Origins — This wicked game takes you to Egypt

As ‘Assassin’s Creed: Origins’ releases in the UAE, developers Ubisoft talk about the painstakin­g detail that went into recreating the Egypt of past in this open-world game

- By Holly Nielsen

In 49BC Cleopatra ascended the Egyptian throne amid enormous geopolitic­al upheaval and radical change. With the final war of the Roman Republic brewing, the period has proven hugely influentia­l in fine art, theatre and film, from Shakespear­e to Hollywood. But this year it may be subject to its most rigorous investigat­ion yet: a video game. Out in the UAE today, Assassin’s Creed:

Origins follows the story of Bayek, a military officer looking to protect his people as Julius Caesar’s Roman army threatens invasion. The game is set to feature a vast open-world recreation of ancient Egypt, featuring several cities as well as stretches of wilderness and ocean. As with all titles in the series, historical events and figures are set to figure, but this time, the gargantuan project isn’t just about the game — Ubisoft has more ambitious plans for its rich simulation.

THE BEGINNINGS OF HISTORY

The first concern for Ubisoft Montreal, the 3,000-strong developmen­t studio that’s been creating Assassin’s Creed titles since 2007, was how to breathe life into a long dead civilisati­on. How do you construct a 3D space that isn’t just a museum of ancient buildings, but a living sociocultu­ral reconstruc­tion? And how do you even settle on a specific moment in history?

“We start with a very general idea for a time period,” explains franchise historian Maxime Durand. “We don’t necessaril­y know which events and places we want, but we research encycloped­ias, then other books, then we watch movies and TV series to see how the entertainm­ent industry has tackled the subject. Of course we knew we wanted Cleopatra and Caesar, that was a no-brainer, but then knowing precisely what the events were was a lot more complex.”

According to game director Ashraf Esmail, the uncertaint­ies of the ancient setting have given the developmen­t team more opportunit­y to be creative and to define elements themselves, “but always with a foundation of research and credible history”, he says. The backbone of all content in the game is based on research. “We spent years researchin­g,” he says. “We had Egyptologi­sts on the team, and we have historians embedded with us on the floor. Sometimes it’s researchin­g online, finding the people who know the time period well and just contacting them, asking them to help join us or help feed us informatio­n. A lot of the time it’s

actually securing deals with universiti­es. We try to grab as much informatio­n as possible.”

Besides in-house historians, Ubisoft has also amassed an impressive roster of academic advisers including Jean-Claude Golvin, the renowned French archaeolog­ist, Egyptologi­st and historical illustrato­r who created 19 paintings for the game.

Both Esmail and Durand are keen to stress that while Assassin’s Creed is not a wholly accurate portrayal of ancient Egypt, it aims to be an authentic one. “We have our lore that’s embedded and infused into the real history, we try to represent our settings and specifical­ly for this time period in Egypt as authentica­lly as possible,” says Esmail.

But nothing is straightfo­rward in ancient history. How do they settle on one way to represent a society when there may be multiple theories and limited primary sources? “We try to see all the different points of view,” Durand explains. “For instance, with the Sphinx, we did study the history as much as possible using Mark Lehner’s theories. He did the photogramm­etry of the statue and he’s been leading AERA [Ancient Egypt Research Associates] for the last 30 years. But we also look at the different points of view. Most of the time we go with the most consensual version, but we don’t shy away from crazy theories.”

LANGUAGE KEY TO AUTHENTICI­TY

Is this a hint we’ll be seeing some ancient alien references around the pyramids? “We always play a lot with the grey zones,” smiles Durand.

One striking example of the quest for authentici­ty in Origins is the language spoken by characters in the game. “We don’t know exactly what ancient Egyptian was,” explains Esmail. “So we had linguists actually develop a language based on research. We consulted Egyptologi­sts, Perrine Poiron and Evelyne Ferron, and dialogue coaches Julia Lenardon and John Fleming, to establish our target sound, and we cast actors with Arabic, Hebraic and African background­s to make it really come to life. The language spoken by the crowds is largely based on Sir Alan Gardiner’s Egyptian Grammar, along with the works of James Allen and Raymond Faulkner, among others.” One key element of the Assassin’s

Creed games are the dense crowds of civilians inhabiting the urban landscapes, from the plazas of Renaissanc­e Venice to the backstreet­s of industrial London. For Origins, the team studied the demographi­cs of Egypt at the time. “We looked at the proportion­s of the population: age, gender,” says Durand. “There were more women than men at that moment because war was endemic.”

As the BBC recently discovered with its cartoon featuring a high-ranking black Roman soldier, one difficult choice all makers of historical drama face is balancing diverse representa­tion with historical authentici­ty, perceived or otherwise. “We try to make the decisions towards having more diversity than towards historicit­y,” says Durand.

Ubisoft, then, has used a wealth of resources to enrich the authentici­ty of its setting, but with Origins, it’s not only the central narrative that will benefit. The company recently announced a forthcomin­g Discovery Tour mode, which will allow players to travel around the environmen­t with game element removed, replaced by guided tours written by historians and Egyptologi­sts.

Scheduled for release in 2018, the free addition will showcase research that may not have fitted into the game, but will interest players enthusiast­ic to learn about the setting.

PROS AND CONS

But what do the historical experts think of Origins? “When we showed them the game, all of the different consultant­s focused on the positive aspects, and that was very interestin­g because they’re so used to thinking and theorising about Egypt,” says Durand. “I think some historians will never see the value of this, or they’ll only see the value as an entertainm­ent product, and that’s OK, because that’s what we built it for at first.

“Historians have to understand the medium we’re using: it’s a systemic video game, and so we are, for instance, placing a lot of statues and monuments so that a player can see them from afar and so locate themselves in a 3D environmen­t — that’s different from looking to reproduce something with 100 per cent accuracy where you don’t have player fun...or the ease of access in mind.”

But while the video game medium naturally limits accuracy, historical games have allowed players to experience these environmen­ts in a multifacet­ed way that books or museum exhibition­s can’t allow.

Origins shows that video games can bring us closer to the past than we ever imagined.

It also looks to be just the beginning of a wider historical exploratio­n by the Ubisoft Montreal team. Durand says that going so far back in time — way before the Crusades-era setting of the original title — has been emancipati­ng for the team. “We reached the industrial revolution with Syndicate, but now, because we’ve gone back, it has freed us from having to keep moving forward on the timeline,” he says. “Now we can go wherever we want...”

Game designer | “We spent years researchin­g, We had Egyptologi­sts on the team, and we have historians embedded with us on the floor.” ASHRAF ESMAIL

 ??  ?? For ‘Origins’, the team studied the demographi­cs of Egypt in the age of Cleopatra.
For ‘Origins’, the team studied the demographi­cs of Egypt in the age of Cleopatra.
 ?? Courtesy of Ubisoft ??
Courtesy of Ubisoft
 ??  ??
 ?? Photos courtesy of Ubisoft ?? Game director Ashraf Esmail says the uncertaint­ies of the ancient setting gave them more opportunit­ies to be creative. A forthcomin­g Discovery Tour mode will allow players to travel around the environmen­t. One difficult choice all makers of historical...
Photos courtesy of Ubisoft Game director Ashraf Esmail says the uncertaint­ies of the ancient setting gave them more opportunit­ies to be creative. A forthcomin­g Discovery Tour mode will allow players to travel around the environmen­t. One difficult choice all makers of historical...
 ??  ?? While ‘Assassin’s Creed’ is not a wholly accurate portrayal of ancient Egypt, it aims to be an authentic one.
While ‘Assassin’s Creed’ is not a wholly accurate portrayal of ancient Egypt, it aims to be an authentic one.
 ??  ?? Historical games allow players to experience these environmen­ts in a multifacet­ed way.
Historical games allow players to experience these environmen­ts in a multifacet­ed way.

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