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Assassin's Creed Odyssey Review

Assassin's Creed Odyssey Review

Short Ball - Odyssey is a full-fledged role-playing game. Plain and simple. The Witcher 3 is at least as full-fledged representative of this genre as the RED project. With what effect - this is a separate topic, which we will discuss in a moment. The biggest difference is the distribution of the accents. The Witcher 3 used the open world as a backdrop to tell a compelling story. While AC Odyssey also has a story to behold, it has stayed true to sandbox patterns - it's a sandbox where the main story is just one of the many activities to choose from. Do you connect it to something? Well, the new Assassin is turning out to be surprisingly similar to Skyrim in some ways - and Ubisoft would be better off pulling the Bethesda game from start to finish (particularly in terms of freedom of exploration) rather than attempting to simultaneously create a sequel to The Witcher 3 and the entire Erpeg sandbox.

Assassin's Creed Odyssey

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Fix: It's difficult to complain about boredom for the first 25 hours (or longer if you dose the game in reasonably small doses). Then the replay starts to tingle – both in terms of locations and quests. The former would be aided by the inclusion of more diverse attractions, especially fictional ones. The landscapes could be a bit of a nitpick, too, but that's not much Ubisoft's fault - it's 5th-century BC Greece. it's not as diverse as the multicultural Hellenistic Egypt of AC Origins, nor are there any geographical contrasts like the Nile Delta and its surroundings. Worse with chores. If it were still "just" an action games sandbox, I wouldn't have a problem with the fact that most of the challenges boil down to killing the specified people (or sinking the specified ships), sneaking into guarded outposts, or just plain to run errands. However, I expect a little more from an RPG. The game excels at exploration and is further proof that Ubisoft are world champions at creating visually stunning locations. Unfortunately, filling this content with interesting content can be much worse. Similar tasks and unexploited Erpeg potential cloud the overall very good impression. So what if we have additional themes to choose from in the dialogues since they don't lead to anything? In exploration mode, they should give clues to the next mission objectives, and you can just as easily ignore them and get all the clues from the machine on the tray. Elections are a complete illusion, I never felt like I had any say in anything. There are no global decisions whose impact would be seen in the role of the world, or micro-scale ones that would bring Telltale's Odyssey closer to The Walking Dead.

Another reason why it's easier to bond with Alexios/Kassandra than Bayek is because of the storyline itself. Ubisoft has focused this time around a personal story centered around family (and again, one might say: like The Witcher 3 ). I'm not going to give you the details, let me just say that there are themes such as finding missing relatives or discovering your family's secret legacy - the latter theme is also what links the Odyssey to other parts of the Assassin's Creed series connects . The fact that the driving force behind the mainline of the story is no longer the killing of (proto)templars - although of course it is still present in the game and has an important function (and with more targets to eliminate than ever before). And while the plot isn't lacking in interesting characters - especially historical ones - or suspenseful moments that make you want to follow the adventures of Alexios / Kassandra, unfortunately the way the story is told sometimes calls for vengeance in heaven. I could posit that for every interesting task in the main plot that contributes something to the topic, there are two that are nothing more than clogs. What is worse, they are often plugged holes given to the player under some pretense without any reasonable justification.

Stealth was not one of the bigger changes. It's still a simple but functional mechanic that mostly boils down to hiding in bushes, luring guards with whistles and assassinating them one by one. Although this murder is also different because more often than in Origins the enemies prove too tough to kill them with one attack - which discourages playing as an assassin a bit and makes them all in open conflict (the mentioned improvements to the combat system also have an impact). In addition, the artificial intelligence is not very smart yet - the guards have a narrow field of vision, and when alerted, they cannot peek into the bushes where we hide two meters from them. Finally, the sea gameplay is also discussed - after all, because the role of the ships in the game turns out to be quite marginal in the end. It's definitely not a full Black Flag legacy. We spend most of our time on land; The main purpose of the ship is for us to reach the islands that we haven't discovered yet - then it's more convenient to use the fast travel system than to navigate the same waters again (unless someone feels very much about the atmosphere of a attracted to sea adventures). Despite this, Ubisoft has taken care of a fairly extensive mechanics of ship management, where we will improve various parameters, personalize the appearance and recruit people for the crew (each character offers certain bonuses). Water fights are no different than those in Origins - they're not very realistic and not too complicated, and can be fun in small doses.

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