Assassin's Creed Odyssey is an excellent game, but I hope to improve on the next entry in Ubisoft's cunning, sta-footed series.
Here are seven things Assassin's Creed Valhalla wants to change:
Stop assassination levels
I really like the RPG direction of the series. The multiple choices in the dialogue are good. You can use armor and weapons that can adjust the statistics. But the damage figures are not valid for the series of assassination games.
I learned more about the final DLC of Assassin's Creed Odyssey, which almost reached the new limit. I have put most of my ability points into the Assassin Skill Tree. However, I still couldn't assassinate others half the time.
Stealth attacks in Odyssey are usually just a way to freely attack powerful enemies, and they can gain most of their health before fighting them and all the guards around them.
The original vision of Assassin's Creed treats the player as a blade in the blade, which is invisible to the crowd. You will silently shake and melt the targets, or swoop them, fix them, and then escape across the roof. Odyssey lets you hide in the bushes, stab someone, and leave it for ten minutes.
Assassination should ignore the level. Unless you go all out, fighting should be the last resort. If you have the skill to silently pick up each target in the compound, the game should state this.
Bring back parkour
Although it ’s nice to be able to zoom in and out of a steep cliff face, I miss the smooth animation and the feeling of free play in the old Assassin ’s Creed game. In this game, each handle becomes meaningful and the large structure becomes Navigation problem.
Many buildings in Odyssey are the same, and it becomes boring to drag each road boringly.
However, my expectations for Valhalla are not high. So far, everything we have seen has pointed to rolling fields and open plains. Mud shed and grass house. Occasional fortress. The English were flat in the dark ages. But maybe we can go back to the next roof, right?
Copy and paste area
As beautiful as Greece, it is too big. Not only that, but most locations lack their own personality. If you have seen a salt mine, then you have seen it. Trust me, I know – I have read the reviews of my article.
As I said in the previous section, many buildings are also repeated. You are always expanding similar views. The only real difference is the terrain. Athens is its own business, but I cannot tell you about the unique characteristics of any islands around Greece.
Give me a smaller and more detailed map every day. The Ubisoft representative recently stated that Assassin's Creed Valhalla will not be the longest or largest game in the series, so maybe we will get a more dense world.
Too much filling
The last point also applies to tasks. I made hundreds in "Assassin's Creed: Odyssey", but I only remember a few. This is not only because most people play in the same way, but because there are too many.
Due to the large amount of tasks, it is recommended that you complete as many tasks as possible at once, and complete the tasks efficiently when working across maps. This will change your way of thinking, so you only need to tick the contents of the list instead of satisfying the needs of the person seeking the task.
Most of the tasks in The Witcher 3 are mechanically the same, but the game manages to throw you into the stories these tasks tell. The narrative fascinates you, and the characters make you care. When you have to do ten tasks at a time and the task log bursts at the seam, you do n’t have to worry about it.
A better solution is to make the tasks guide each other. Maybe a task in one place will end in another place, and you will send a task to another place in this task. This is a better solution than ticking the to-do list every time a player steps into a new place.
More meaningful loot
I like the loot in Assassin's Creed Odyssey. I like to change the appearance of characters, mix and match costumes, and try new weapons. But I hope that the loot system is more like "Dark Soul" rather than "Fate". I don't need ten versions of the same thing. I would rather have three distinct versions of certain armor or equipment.
This not only makes the player invest more in equipment, but also reduces the time spent on the menu disassembly kit, which is a long and laborious process.
Assassin's Creed: Valhalla has 15 studios. I hope there is a team member working on the Splinter Cell series of games somewhere there. Those boys and girls know invisibility.
Assassin's Creed has lost its social stealth ability, so you actually have only a few options left: hiding in the bushes, standing up, using abilities that make you invisible or hiding under cover. We need more options to make stealth feasible.
Then the side effect of designing these copied and pasted fortresses and camps is that they are not designed for specific routes. They are completely open and located in the sandbox. The soldiers ’routes overlap, and there are guards everywhere, and the level design does not support sneaky tactics at all. I hope to see these more suitable for my needs-in the space where we can cross the child.
You can even extract leaves from the "Split Cell" script and introduce light and shadow as a technique. Instead of shooting light, use water to pour dead arrows and extinguish the fire.
The mercenary system is like the vengeful goddess system that returns to the demon. The idea is to punish the illegal behavior of the player witness. But because stealth is almost impossible, almost all of your crimes can be seen.
Mercenaries often participate in battles, and as a result, you are caught in a spam battle until their health declines. You can easily get rid of them by bringing up the menu and holding down a button, so they are meaningless anyway. This is just another thing that takes you outside the menus and games, such as disassembling weapons.
In the process, I hope to revolutionize the combat system. I don't want to fight 20 times before the man dies. I'd rather be a glass cannon that can kill quickly and be equally fragile, so that the battle is more a deadly dance than a battle of attrition.