There’s
no such thing as a perfect video game. It’s impossible to make something every
single person will love. If you need evidence, Assassin’s
Creed Origins — the
latest in Ubisoft’s 10-year-old historically minded sci-fantasy saga — is
strong proof. By retooling the series’ stealth centric open-world action
mechanics to accommodate more combat and an emphasis on simple but pervasive
loot, developer Ubisoft has worn the series’ mechanical signature too thin. The
new mechanics don’t as work as well as they should, and the stealth gameplay
lacks refinement, since the game wasn’t designed with those mechanics in mind.
At
the same time, the game does a couple of things incredibly well. A prequel to
the entire series set in ancient Egypt , Origins’
vast world is one of prettiest you’ll see in a game this year, both on an
aesthetic and technical level. The story, which clearly serves as a sort of
jumping off point for a new era for the series, also has strong character
moments, and more than clears the lowered bar we’ve set for the series after
its last few forgettable chapters.
Assassin’s Creed Origins isn’t the radical paradigm shift fans hoped to see from
the game, which comes after the annual franchise “took a year off” in 2016, but
it is also definitely a departure from the series’ stealthy roots. We can’t say
whether that departure went too far or didn’t go far enough in our review, butAssassin’s Creed Origins lacks a
clear sense of self, mechanically. The result is a game that’s often beautiful
to behold, but a struggle to play.
Once upon a time
in the land of Egypt …
In Origins,
players turn back the clock to 49 B.C.E. and jump into the shoes of Bayek of
Siwa, a “Medjay,” which in the game is a sort of regional Sheriff. Following a
personal tragedy, Bayek swears revenge against a shadowy cabal called the Order
of the Ancients, whose tactics, political connections, and rhetoric all bear a
strong resemblance to the series primary villains, the Knights Templar. From there,
Bayek and his equally capable wife Aya become elite spies for Cleopatra,
eliminating members of the Order and turning the tide of an Egyptian civil war.
The
plot of Assassin’s Creed Origins is the rote retread of a
quintessential AC story that you’d expect, and suffers many of the problems
commonly seen in prequels. There are winks and nods to various details of AC
lore seeking “oh wow” responses from fans who played the game every year for a
decade. A few of these anecdotes, like the story of why every assassin cut off
one finger to wear the hidden blade, are fascinating in an almost historical
sense. You’d been told a story before, but now you’ve seen the real reason.
More of them feel forced and unearned, however. Neither Bayek nor Aya ever say
the words “Assassin’s Creed” together, but they use the words multiple times
with a cringe-inducing level of reverence.
And
yet the game’s story is one of its stronger elements, because well-defined
characters like Bayek and Aya keep things interesting. Many video game
protagonists are heroic, doing good for goodness’ sake, but Bayek is among the
few you would describe as genuinely kind. Origins goes
out of its way to portray Bayek as friendly and invested in the fates of
others.
Progression is a
jerky, grind-intensive affair that you can’t ignore.
Even outside of the
core story, Bayek’s wandering around Egypt is littered with small
quest-chains that introduce characters, many of whom he knows from his years as
a Medjay. Picking up these relationships in the middle, by and large, opens the
door for a level of personality and nuanced affectation that you don’t often
see in interactions with minor characters.
Aya, who you also
control in some sections and is present for many of the game’s core story
moments, is equally well-defined, and perhaps more interesting. She’s more of
the traditional self-serious badass, but she shows enough emotional range to
suggest that she’s reacting in a human way, which makes you feel for her. This
is especially clear when Bayak and Aya are together. They clearly love each
other, but they’re also angry, grieving, and have trouble being together. She’s
taken to the role of political advisor far more willingly than Bayek, and their
differing perspectives make for some genuinely interesting conversations.
As with every
Assassin’s Creed, we’re experiencing Bayek’s story through the lens of another
character, who’s using a device called an Animus to see the life of an
historical figure using their DNA. Enter Layla Hassan: A boisterous Abstergo
employee using DNA from Bayek’s mummy to see his life.
Archaeologist Layla Hassan experiences Baylek’s history through
the Animus.
Archaeologist Layla
Hassan experiences Baylek’s story through the Animus.
Though
you’re only with her for a short time, Layla successfully rekindles the series’
modern storyline, which has been relegated to nameless first-person office
drones since Assassin’s Creed III. Brash, bold, and interesting,
she brings a strong jolt of personality that has been missing in the franchise’s
past few modern story sections. You have to read a series of emails to really
understand the character, but the added depth it brings makes that story feel
like the start of something new and exciting, long-term. For Assassin’s Creed
fans, who are used to playing a new game every year, that carries a lot of
weight.
Exploring the
not-so-open world
That
story, while interesting, plays out primarily in exposition-heavy “walking”
scenes and cutscenes. The meat of the game — combat, stealth, gear
management, crafting, exploration — does not feature the same level of
nuance. The game has been in development for four years and clearly took cues
from recent open-world RPGs such as The Witcher 3, adding a much stronger emphasis on
combat, as well as character progression features like finding new, more
powerful weapons. Some of these were present in past games, like a leveling
system and skill tree with upgradable abilities, but have been expanded and
play a more central role.
The problem is that
the progression restricts your ability to move around the world or advance the
story, and the game’s combat mechanics do not necessarily make fighting more
precise (or fun).
While
the Egypt
you explore in Assassin’s Creed Origins is an open world, and technically
accessible from the beginning, the game fences you in using its leveling
system. Each of the game’s 20+ regions feature a suggested level range. The
ranges show a pretty clear path of where you’re supposed to go to find missions
your character is ready for.
While
that path is clear on paper, the reality is that Bayek’s climb from level 1 to
level 40, the highest suggested level on the world map, is a jerky,
grind-intensive affair that you cannot ignore. It turns out that the level
suggestions for levels and missions are actually de facto requirements. Like Destiny,
your ability to both dish and take out damage is directly and inexorably tied
to Bayek’s level. Attempting to square off against even a single standard enemy
who has a few levels on you is virtually impossible.
Any abandoned tomb can
reveal a new, interesting piece of lore.
To keep your level in
line with the game’s expectations, players MUST complete most of the game’s
“optional” sidequests. Many of them are interesting, especially when they’re
buoyed with a good story hook, but others boil down to “investigation” missions
similar to what we’ve seen in games like The Witcher III and the Batman:
Arkham series, where players scavenge an area for a series of button
prompted clues, which lead you to a guarded objective, often with an enemy to
kill or a prisoner to rescue.
While Bayek does
receive experience for exploring new areas, fighting enemies, and other tasks,
the paltry experience you earn from these activities will not allow you to
ignore sidequests. Worse, even after completing many of these sidequests, you
may not quite have enough experience to get Bayek to the appropriate level.
Assassin’s Creed
Origins Compared To
This
is an issue, not only because it forces you to play an ostensibly open game in
a very specific way, but because it obscures the game’s best quality, its
setting. Assassin’s Creed Origins is one of the best looking games we’ve
played all year, and the ancient Egypt it depicts is visually
arresting. There’s mystery around every corner: Any abandoned tomb can reveal a
new, interesting piece of lore. Even wandering the desert can lead to
adventure, if you’re willing to take a chance and follow that mirage into a hot
sea of sand. Unfortunately, many of the aforementioned mechanics actively kill
your incentive to explore outside of a certain zone at any given time.
A dulled
Assassin’s Blade
Now you might be
thinking to yourself, ‘If I just avoid combat and kill everyone stealthily,
won’t I be able to go anywhere and complete any mission?’ The short answer is
no.
In
some cases, the stat-driven combat mechanics have directly impacted what we’d
consider to be intuitive gameplay elements. In past games, if you sneak up on
an enemy, you could generally assassinate them, killing them instantly and maintaining
your cover — there were exceptions, but they were always clear. InOrigins, your ability to assassinate an enemy with a
stealth attack is dictated by your level relative to the target’s, and how many
times you’ve upgraded your assassin’s blade.
It’s completely
possible — we’d argue it’s likely — that at some point you will move to
assassinate an enemy and find the button prompt that normally says
“assassinate” reading “stealth attack” and showing a health meter to indicate
that the attack will not kill them. If an enemy is two levels higher than you
or more, you will have to fight them and trigger an alarm to take them out.
Then,
of course, there are the boss battles. Assassin’s Creed Origins includes a number of missions that
force you into intense combat situations, including named characters with giant
health bars. These fights cannot be won with stealth, and if you aren’t ready
for them, they can be a real struggle.
Generally
speaking, you have to suspend your disbelief when playing games with math-based
system instead of actions; ask anyone who’s missed a point-blank shot in a
Fallout game or XCOM 2. But the shift means that a perfectly good
stealth mission can be ruined at any time, and that renders much of the game’s
stealth toothless.
Forced to fight
With
stealth not being a 100-percent viable option in every mission, we turn our
gaze to the area where the game has made its biggest changes: combat. Unlike
past Assassin’s Creed games, which focused heavily on parries, Origins quickly expands your options to a
small set of attacks, including a light attack, a heavy, shield-breaking
attack, a push, and a shield bash, which can be used as a parry. You also have
a powerful “overpower” attack, which you charge by dealing and taking damage.
The game’s “loot”
system quickly starts to feel superficial
The exact attacks, and
how effective they are, are determined by weapon choice. Bayek constantly finds
new ones, including swords, axes, clubs, and spears. You also have access to
four different bows, which range from close-combat-worthy Warrior bows that
fire many arrows at once to “predator” bows that let you pick off targets at
long range.
Statistically, the
differences among them come to down strength versus speed, but the exact
attacks vary even within each weapon class. Once you earn the abilities that
allow you to carry two weapons and two bows, you are afforded some freedom in
how you want to approach a fight.
While the increased
variety is nice, the pivot to a “loot” style equipment system, where enemies
and chests frequently deliver new versions of weapons with better “stats,”
feels inconsequential and noisy. Changing weapons purely based on stats rarely
makes a tangible difference, and the correlation between the numbers on the
weapons menu and the damage you do in game rarely becomes clear.
It’s obfuscated, in
part, because your health, melee attack, ranged attack, and other basic stats
are also affected by your armor, which Bayek upgrades, rather than replacing
with new parts. Since it’s hard to see exactly what kind of impact your
equipment tinkering has done, the game’s “loot” system quickly starts to feel
superficial, because none of those changes make enough of a difference to
compensate for even a single level differential between you and your opponent.
Finally, a glaring
technical issue ultimately holds the combat back. When fighting, you can click
down on the right analog stick to target an opponent, focusing the camera on
them. When fighting multiple opponents, you can flick the right stick to switch
between the enemies engaging you. It’s a standard system that’s been in action
games for years.
In Assassin’s
Creed Origins, we found the targeting system unresponsive: It often
did not move between enemies quickly, and did not always focus Bayek’s stance
towards the intended opponent, which can affect his ability to parry, use
certain overpower attacks, and even his archery if you have aim assist turned
on. The tension in a close fight can often deflate when you lunge at the wrong
enemy, opening Bayek up to a flurry of attacks. As a result, combat against
many opponents, which is very common, can devolve into a frustrating mess.
More options
through DLC
Since Assassin’s
Creed Origins launched in
October, Ubisoft has introduced several pieces of post-launch content to enrich
the experience. Some of these are paid. Others are simply “content updates,”
available to all players for free.
Available
as part of the season pass or for $10 on its own, the first expansion, The Hidden Ones, introduces
a new region, new missions, new weapons, and increases the level cap for the
game. It ultimately works to extend the main game, so if you play through Origins and want to keep going, you have a
reason to do so. (Alternatively, the game recieved a post-launch New Game+
mode, as well).
The
second expansion, Curse of the Pharaohs,
differs substantially. A flight of fantasy, Bayek meets mythological Egyptian
creatures, on a new adventure. We caught a glimpse of this during a mission in
the main Origins storyline, but it was isolated and brief.
All players,
regardless of whether or not they purchased the season pass, now have access to
the game’s “Discovery Tour,” a museum-like mode removes all combat, instead
guiding you through famous areas of Egypt to teach you about the region’s
history. There are 75 different tours to choose from, and it’s a great way to
introduce younger players to the series before they’re ready to start
assassinating. On PC, you can even buy it as a standalone product for $20.
Our Take
Assassin’s Creed Origins is what happens when you make a game without a vision for
how players are supposed to engage with it. So many of the changes made to the
game feel as if they were made in a vacuum, without a question as to whether
they make sense together in the context of a long-running series. Not all games
need loot. Not all games need RPG mechanics.
As
this franchise turns the corner into a new chapter of its never-ending tale,
its developers would be wise to keep in mind (and pay a certain reverence) to
what made the series special in the first place. WhileOrigins keeps
alive its narrative, the series’ most important component, there are certain
mechanical elements of the series that deserve the same unequivocal respect.
Is there a better alternative?
Yes.
The open-world action game is a wide-reaching genre, and 2017 has been a banner
year for video games. Most recently, we’d recommend Middle-Earth: Shadow of War, which
has a similar action/stealth dynamic as Origins but
with more compelling combat mechanics. For PS4 owners, we’d also recommendHorizon: Zero Dawn, which
has better stealth segments, more original gameplay mechanics, and a fantastic
story.
How long will it last?
We
completed the Assassin’s Creed Origins campaign, including many but not all
of the sidequests at our level range, in 30 hours, 34 minutes. In that time we
left many regions of the world largely untouched, and many quests unfinished.
To see and do everything in the game would easily take 100 hours.
Should you buy it?
Probably not. Hardcore
Assassin’s Creed fans will get a kick out of the story, and that may be worth
the prices of admission. Similarly, players who own a PS4 Pro or
pre-ordered an Xbox One X may want the game as a visual showcase. Most
players would be better off playing something else.
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