Assassin’s Creed III Audio Review
Posted: Thursday, November 1, 2012 by Dylan Benson in Labels: Gaming, Review, Sound Design, Soundtrack
The video game Assassin's Creed III by Ubisoft, which was released October 30, 2012,
is the latest installment of the Assassin’s Creed series. As a quick side note, this may contain spoiler alerts to anyone who wants to
play the game. Now I have not beaten
this game yet, but I have been trying to take a close look at the audio while
enjoying the game at the same time.
So much has
progressed in the world of video game audio.
Leading games in the industry like Call of Duty, Halo, and Assassin’s
Creed seem to take great care in making sure that the customers have a great
auditory experience. Evolving from the
humble beginnings of 8-bit audio, we now live in a world where surround sound
in video games is a standard. Multiple
microphones are common on just a small sound source, and even more are used on
the big ones like the cannons
used in Assassin’s Creed III.
Courtesy of Watson Wu
So what about this game? Well, the audio seems top notch. I feel as if while walking the streets of
Boston in 1775, I am actually there. There
are animals, people talking, wind blowing, and more. Overall, it is recorded well, compressed
well, mixed well, and implemented well.
I have noticed some instances where
the audio seems a little subpar. Did you
know you can pet the animals
in the game? Well, pet the cat and
you’ll notice it makes the same sound each time. No big deal; that’s not the focus of the
game. What is though is the story told
by Juno to Desmond in the game. There
are a few instances though where is audio of the imagery (specifically the
sound effects of the sun) overpowered the vocals.
In the Boston Tea Party level,
there is an enormous crowd that gathers throwing fists in the air and
expressing the gratitude toward the action of throwing the tea over. With such a large excited crowd, one would
expect them to be loud right? Well, this
crown seemed to be all “walk” and no “talk” because they were dead silent.
Courtesy of Gamerant
Music plays a great part in video games. It can be used to let the player know he or she is in danger, convey emotions, and alert to a victory. Lorne Balfe did a very good job at composing the music for this game. The mixing however, seemed too much at times. Occasionally, I would be walking in the snow covered empty woods, and music will start blasting out of nowhere as if I was in a battle. Perhaps the enemy was near to trigger it, but the volume of it was unnecessary.
For most of these points, it is
obvious that I am being VERY picky. The
audio of this game is very high quality, as well of the game itself. As I have mentioned before in a previous
post, it does only take the little things for the experience to be ruined. It will take much more then a silent crown
and some music to have this game ruined for me, but I will say that if I have
to read anymore white subtitles on a white background, I will be pretty ticked
off.