

The game takes place in the future and it's all about soldiers and technology and everything else, where as this is kind of the antithesis of that. What sort of instrumentation did you use, and what were your main influences going in? Was Evolve something of a jumping-off point at all? WC: The score itself is immediately very tribal and connotative of what we'd associate with primitive or ancient man, or primitive species'. Maybe he could do something that's textural and rhythmic, but in the world of our game."


This is what I love about gaming, they didn't think "Oh, he can write a score like that for us!", they heard it and thought "Wow! This is like a cool, electronic, textural rhythmic thing. It was a very textural, kinda abstract sort of rhythm-based game.

Far Cry Primal is Ubisoft Montreal, and they had heard some previous music that I had done on Youtube, of all places, where their Music Supervisor later told me that he was scouring Youtube and came across a score that I'd done last year for a game called Evolve. I did pretty much everything he was working on, and then he was no longer an audio director so I had a bit of a hiatus. Jason Graves: Wow, y'know I haven't thought about like that, it has been a while! Well, there was a particular audio director in Paris that I became really good friends with. Looking at your past games it's been quite some time since you worked with Ubisoft, I think it would've been 2007's Blazing Angels? I was wondering if Ubi got in touch, or just how you the collaboration came about? WhatCulture: I thought we could start out talking about how you got involved with the project itself. Honestly, whilst the game itself seems to be coming under fire for reusing too many of the same aspects as Far Cry 4, it's become a personal early highlight of the year, and it was under the proviso of delving into its creation and production, that I got the opportunity to talk to Jason. By literally having the game with an onscreen graphic rewinding time from 2016 all the way back to 10,000 BC, it required the team to reevaluate every game mechanic and ability, reworking them for an entirely new time period. Primal itself is Ubisoft's prominent left-turn from the otherwise modern setting the franchise had been routed in to this point. It's not every day you get to sit down with a seasoned composer of the industry, and it was with great pleasure I got the chance to talk to Jason Graves, the man behind Far Cry Primal's composition, as well as many other prolific games such as Dead Space, Tomb Raider's 2013 reboot and Until Dawn, to name but three.
