115.9 hours played
Written 2 days ago
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AC: Origins was the game that pushed the series into a new direction after people were getting tired of yearly releases that all felt similar to play. In some ways, it succeeded, in others, it didn't, but overall it's a great game that I enjoyed enough to play all its DLCs and hunt down all achievements.
The game sends you to Ptolemaic Egypt, where you play as Bayek, a guardian of the country who ends up founding the precursor of what would later become the Assassin order. Your journey leads you from Greek cities like Alexandria to ancient Egyptian religious centers like Memphis and Krokodilopolis. The world design is excellent, you get to visit many historically important locations and they're all gorgeous to look at, and you can climb all the way to the top of every building in good old Assassin's Creed fashion.
The variety of environments is great. Greek cities, ancient Egyptian temples, valleys of ruined monuments, and later in the game Roman forts as Caesar establishes a foothold. The landscapes are just as varied as the architecture: the fertile floodplains of the Nile, rocky and sandy deserts, forested hills, grand mountains.
Exploration is the game's greatest strength. In a surprising move for an Ubisoft game, it's actually very playable without markers. I played through the entire game with the interface set to minimal, only using quest markers when I couldn't find a quest location myself. Most questgivers will give you simple directions where you need to go, which lets you solve the quests without having to follow markers. Sometimes there are tracks in the sand to follow, and other visual indicators like that. I'd say about 70% of the game's quests can be solved entirely without markers, the rest is vague enough that you'll need to check them - still, a pretty good track record for a modern AAA game.
Speaking of quests, the writing of the side quests is pretty solid, and many quests are inspired by actual historic practices of ancient Egypt. Several quests are related to mummies, one even has you investigate mummies that have been improperly preserved and you need to find the person at fault. The only problem is that the quests are completely linear and can't be sequence broken. If a quest requires you to kill an officer in a fort, that officer will only spawn once you accept the quest. If you already cleared the fort before, the officer wasn't there yet, so you have to go back and clear it again. The silliest example was a quest where I had to retrieve an ancient artifact from a pyramid. I had already been through the pyramids and looted all the treasure, but the one quest-specific chest only spawned after I took the quest, so I had to return into an already looted dungeon to open a chest that hadn't been there before. It's just silly.
Now for the questionable parts: the biggest difference to older AC titles is the introduction of "RPG elements". I'm putting those in quotation marks because it isn't a real RPG at all - in fact, it's the greatest misunderstanding of what an RPG should be that I have ever seen. There are experience points, levelups, and a skill tree, but the implementation has several problems. While the skill tree has some interesting choices that can change your playstyle, leveling up itself is designed in the worst way possible. Being higher level inherently raises your damage and health by a significant amount, and enemies who outlevel you are pretty much unkillable HP sponges. The main RPG mechanic of this game is that numbers get bigger as you level up, and tremendously so. The biggest problem is that unless you have the interface set to full (which I didn't, as I prefer playing with an unobtrusive minimal interface) you can't tell what level an enemy is, so you'll attempt to fight a bunch of soldiers and figure out they're ten levels higher than you by landing thirty hits barely dealing damage, then they kill you in a single strike. Levels are the most important stat in this game, far more important than any of the skills you invest points into, or any of the equipment you can upgrade.
The level system really is the game's greatest drawback. While I like RPGs that have zones of different levels, where you enter a dungeon that's too hard for you so you make a note to return later when you're stronger, I don't like it when levels give inherent bonuses to a character. I had the same problem with Divinity: Original Sin, where being just a few levels higher than any given enemy would make them trivial to defeat, while being just a few levels lower would make them almost impossible. Same here. To make things worse, your hidden blade now deals "assassination damage" and if the enemy has too many hitpoints, your stealth attack won't be an insta-kill, which makes it completely impossible to even attempt a stealth approach for high level enemy encampments.
The way levels work is that each province has a level zone: one province might be level 15 to 20, another might be 30 to 35, so all enemies in there will be in that level range - with a few exceptions of higher level forts in low level regions. There is no visual difference between a level 3 and a level 30 enemy, it's literally just numbers. They have the same character model, same equipment, same behavior. It's such a waste of potential because the game does have different enemy types in different regions, and later in the game Romans arrive who wear different armor to the local Hellenistic military. It would have worked much better to have all Greeks be of the same strength, and the Romans of higher strength, but alas. Strength is solely determined by numbers. Such a massive waste of what is actually a decent RPG system, because many of the skills in the skill tree are genuinely fun to unlock, giving you some wonderful horizontal character development rather than just dumb vertical number go up. Particularly the utility skills you can unlock are fun to play with (poison darts, fire bombs, etc).
Combat is also different from the earlier AC games, now playing much more like an action RPG. You got regular and heavy attacks, can parry enemy strikes, dodge out of the way - it almost feels inspired by Dark Souls style combat. Overall the combat is solid enough to be fun, but of course not quite at the level of a proper soulslike. I prefer the counter-based combat of the older games, but this is by no means bad. Except when you get into a boss fight. Those are terrible and feel completely out of place in an Assassin's Creed game.
Despite these issues, it's a very enjoyable game, particularly for the exploration. There's a lot of detail and many cool things to discover. A nice little bonus is the Discovery Tour, which gives you guided tours explaining the history of the places in the game. It's quite wonderful, and can be used as a genuine educational tool. I was a huge fan of ancient Egypt as a kid, and would have loved this. If you have kids and want to get them interested in history, this Discovery Tour mode is perfect for that.
If you don't mind the horrible "RPG system" bloat, I can thoroughly recommend this game. Plenty of content, gorgeous environments, fun stealth, decent combat, only marred by a flawed leveling system.
This game has two major content DLCs, which I reviewed [url=https://steamcommunity.com/id/jarlfrank/recommended/662350/]here[/url] (The Hidden Ones) and [url=https://steamcommunity.com/id/jarlfrank/recommended/662351/]here[/url] (Curse of the Pharaohs).