Assassin’s Creed becomes a roguelite
You read that right, we're not kidding: Assassin's Creed, with the latest DLC dedicated to Valhalla, embraces mechanics completely unrelated to the assassin franchise, testifying to the fact that Ubisoft is experimenting with various formulas and gameplay ideas. Although AC Infinity has been talked about for months as the first live service of the series, we believe that Valhalla, quietly as a real killer, has already laid solid foundations and tried to tease users by accustoming them to the idea of periodically receiving new content from play. If you think about it, it is a situation quite similar to what Ubisoft did with Origins, an epochal turning point for the series, but to be completed in small steps and very calmly, preferably with the next chapter (Odyssey). In short, the French manufacturer touches it slowly, probably because it fears a sudden reaction from the community, and given the trend online and on social media, we can only agree with their modus operandi.
In all this, however, there is one thing that has continued to disturb us for months now: the idea of taking a video game, in this case Valhalla, and using it as a container of contents without worrying about deviating too much from the original formula and distinctive features, it scares us a lot. Between fights with giant wolves and dragons, we believe we have really seen all the colors in the Eivor adventure, and if on the one hand we are partly happy to constantly have the incentives to return to play, on the other it hurts us not a little the so doomed to abandon the more traditional and canonical elements in the series. Also because, and we are sorry to indulge the community in these cases, it then arises spontaneously to ask whether or not he is playing an Assassin's Creed video game.
Having said that, we spent a whole day testing the latest Valhalla DLC, and within this article, which is not a review, we tell you what we think and if we suggest you download it, available for free to all owners of the base game. - th_gamedivision_d_mh2_1 slot id: th_gamedivision_d_mh2 "); }
Small clarification: at the time of writing this article, we are still struggling to understand if the maps are fixed or dynamic after each death, reworked to give each restart the feeling of facing an unprecedented challenge. The idea that we have made is that it is not the conformation of the scenarios that change, but the loot and the types of activities within them, whether they are skills, weapons or runes to be collected; in essence, you will never find them in the same place again. This gameplay loop, however, although it may give the idea of being repetitive due to the static nature of the scenarios, is resumed thanks to a level design and an artistic management that is more than discreet, quite intriguing. Once you have landed, in fact, and equipped the tools such as sword, shield and bow randomly generated by the game at each start, it will be essential to proceed very calmly towards one of the many points of interest, divided - as we said before - into weapons, runes and skills . It will be necessary to approach everything very calmly because the health of our Odin cannot be restored with rations, as happens in the main game, necessarily once you reach the altars that portray an imposing deer. In this way, the player will feel constantly in danger, and will have to ponder the fights or stealth sieges, deciding whether or not it is worth the risk to obtain a weapon or a rune that could greatly facilitate the fearsome confrontation with. the boss placed at the end of the stage. | ); } Basically, this is how it works, area after area, to be faced using the same gameplay mechanics already seen in the main quest and subsequent expansions, including Dawn of Ragnarok. Mechanics that, just in these days that we have also picked up other chapters of Assassin's Creed to celebrate the fifteenth anniversary of the series, seemed very awkward and perhaps not really suitable for such chaotic clashes or with majestic creatures. The combat system of Assassin's Creed Odyssey, for example, in our opinion the best and most functional of the series, is much more fluid and reactive, therefore suitable for situations of this type. Indeed, returning again to chat about Valhalla, we still ask ourselves why, and we are unable to figure it out; we do not understand why Ubisoft has decided to weigh down and slow down the character's movements, climbing, dodging and counterattack times, and so on. Yes, we play as a Viking loaded with weapons and equipment, but since when has this been a problem? You don't have to make it very heavy and worsen the general enjoyment of the experience, just to make the character's control more credible. All this to tell you that you may have some headaches during some somewhat hectic situations and in encounters with bosses, which are huge and very fast. We specify that the reaction speed of our character can be increased by unlocking some talents, skills, recycled for the most part from the main game and to be unlocked using a currency obtainable in-game, stage after stage, death after death, but not even after the by obtaining these skills you will be able to shake off the frustration due to Eivor's slow movements.
In all this, however, there is one thing that has continued to disturb us for months now: the idea of taking a video game, in this case Valhalla, and using it as a container of contents without worrying about deviating too much from the original formula and distinctive features, it scares us a lot. Between fights with giant wolves and dragons, we believe we have really seen all the colors in the Eivor adventure, and if on the one hand we are partly happy to constantly have the incentives to return to play, on the other it hurts us not a little the so doomed to abandon the more traditional and canonical elements in the series. Also because, and we are sorry to indulge the community in these cases, it then arises spontaneously to ask whether or not he is playing an Assassin's Creed video game.
Having said that, we spent a whole day testing the latest Valhalla DLC, and within this article, which is not a review, we tell you what we think and if we suggest you download it, available for free to all owners of the base game. - th_gamedivision_d_mh2_1 slot id: th_gamedivision_d_mh2 "); }
Small clarification: at the time of writing this article, we are still struggling to understand if the maps are fixed or dynamic after each death, reworked to give each restart the feeling of facing an unprecedented challenge. The idea that we have made is that it is not the conformation of the scenarios that change, but the loot and the types of activities within them, whether they are skills, weapons or runes to be collected; in essence, you will never find them in the same place again. This gameplay loop, however, although it may give the idea of being repetitive due to the static nature of the scenarios, is resumed thanks to a level design and an artistic management that is more than discreet, quite intriguing. Once you have landed, in fact, and equipped the tools such as sword, shield and bow randomly generated by the game at each start, it will be essential to proceed very calmly towards one of the many points of interest, divided - as we said before - into weapons, runes and skills . It will be necessary to approach everything very calmly because the health of our Odin cannot be restored with rations, as happens in the main game, necessarily once you reach the altars that portray an imposing deer. In this way, the player will feel constantly in danger, and will have to ponder the fights or stealth sieges, deciding whether or not it is worth the risk to obtain a weapon or a rune that could greatly facilitate the fearsome confrontation with. the boss placed at the end of the stage. | ); } Basically, this is how it works, area after area, to be faced using the same gameplay mechanics already seen in the main quest and subsequent expansions, including Dawn of Ragnarok. Mechanics that, just in these days that we have also picked up other chapters of Assassin's Creed to celebrate the fifteenth anniversary of the series, seemed very awkward and perhaps not really suitable for such chaotic clashes or with majestic creatures. The combat system of Assassin's Creed Odyssey, for example, in our opinion the best and most functional of the series, is much more fluid and reactive, therefore suitable for situations of this type. Indeed, returning again to chat about Valhalla, we still ask ourselves why, and we are unable to figure it out; we do not understand why Ubisoft has decided to weigh down and slow down the character's movements, climbing, dodging and counterattack times, and so on. Yes, we play as a Viking loaded with weapons and equipment, but since when has this been a problem? You don't have to make it very heavy and worsen the general enjoyment of the experience, just to make the character's control more credible. All this to tell you that you may have some headaches during some somewhat hectic situations and in encounters with bosses, which are huge and very fast. We specify that the reaction speed of our character can be increased by unlocking some talents, skills, recycled for the most part from the main game and to be unlocked using a currency obtainable in-game, stage after stage, death after death, but not even after the by obtaining these skills you will be able to shake off the frustration due to Eivor's slow movements.