Assassin’s Creed Odyssey is the latest entry in Ubisoft’s long-running historical open world series, and it takes the formula to a long awaited playground: Ancient Grecce. Having gone hands-on with it at E3 2018, we’re ready to detail all the setting, gameplay features and more!
Trusted Reviews has compiled everything you need to know about Assassin’s Creed Odyssey including all the latest news, trailers and more!
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What is Assassin’s Creed Odyssey?
It’s the follow-up to Assassin’s Creed Origins, which in itself was a soft reboot of the series after fans had grown tired of annual releases and repetitive mechanics. It was wonderful, and we really hope the same care and attention has been put into Odyssey.
Assassin’s Creed Odyssey release date – When is it coming out?
Assassin’s Creed Odyssey setting – Where does it take place?
Odyssey will take us to the sunny confines of Ancient Greece, so you can expect plenty of gladiatorial combat and historical assassinations amongst the sprawling fields and cities. Feudal Japan aside, it’s a setting we’ve wanted from the series for over a decade now.
We thought that this setting would lead to some fun cameos, and Ubisoft has already revealed that Socrates will be one of the NPCs you can interact with in the game.
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Assassin’s Creed Odyssey trailer – How does it look?
We’ve now had a couple of different looks at the game in a cinematic trailer and gameplay trailer respectively. You can check out both of them below.
Assassin’s Creed Odyssey Gameplay Preview — How does it play?
There’s always a sense of comfort went settling down to play a new Assassin’s Creed game. The setting might change every year, and there might be new mission types and toys to play with, but the moment to moment feel of the gameplay always seems to be just how you remembered it being, even if huge improvements have been made.
So when we sat down with Assassin’s Creed Odyssey at E3 2018 to play a full hour of the upcoming game, we knew much of what we were getting into. However, after spending a little time with the game, the breadth of changes made themselves obvious, and slowly seeped into our play-style.
Every Assassin’s Creed game plays differently depending on its setting, and Odyssey is no different. Since there are over 1000 Greek islands, this means that you’re going to be spending a lot of time on boats traveling between them.
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We began our demo by arriving on one such island, where we soon learned that a group of Spartan rebels were planning an insurrection against the island’s ruler, an Athenian. Playing as a proud female Spartan, we immediately set to work finding the rebel hideout, utilising the same eagle scouting mechanic introduced in Origins last year.
Our first hint of the game’s improvements came during our initial combat. Odyssey retains the same fluidity in its combat as Origins, but it adds special moves which you unlock with XP.
There are three classes of abilities to unlock; Hunter, Warrior, and Assassin, which focus on your bow, sword, and stealth abilities.
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It’s a small addition, but special moves add a nice bit of variety to the combat. We were particularly fond of the ‘Spatan kick’, a 300-inspired move that sent our enemies flying backward. Combine this with a steep cliff or body of water, and you’ve got a more or less immediate killing move.
It’s more or less possible to head straight for the leader of the island to try and oust him, but you’ll face a pretty steep challenge if you’re not a high enough level (obviously) or if you haven’t spent enough time lowering the area’s ‘Nation Power’, which reduces the number of defences available to your opponents.
We’ve seen similar mechanics before in the Just Cause games, but this is the first time it’s made its way to Assassin’s Creed.
Before long, we find ourselves placed on a mission to do exactly this, to destroy three Athenian ships and lower the Nation Power of the island.
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Naval combat is a little different from what we saw in Assassin’s Creed 4: Black Flag. With no cannons available (boo!), Odyssey has you instead rely on archers placed on your deck. The team has done well to introduce variety to this combat, but there isn’t quite the same amount of variety as the previous naval game had.
Aside from firing normal arrows, and using short-range fire arrows, you don’t have many options available to you aside from just ramming into your opponent’s ship, and it doesn’t have the same level of strategy as a result.
However, naval combat did introduce us to a particularly ingenious use of the Spartan kick. When enemies die in the water, their blood attracts sharks which then feast upon their corpses. It’s a pretty useless, if neat, incidental touch, but devious players can use the powerful kick to get live enemies into the same patches of water and have the sharks carry out their dirty work for them.
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The final change made to the Assassin’s Creed formula is that killing civilians no longer causes you to de-synchronize, a first for a series now entering its eleventh year. Ubisoft assured us that the Animus plays a part in this game (although it was unwilling to share specifics), but de-synchronization for minor offenses is no more.
Instead, Odyssey has a much more fun system where every crime you commit raises your bounty until eventually mercenaries will try and hunt you down. You have a few options with how to deal with these situations. After seeing how well we handled our first mercenary encounter, a member of the development team advised us to run away and let our bounty level decline naturally over time, but you can also take down the individual who issued the bounty in order to remove the incentive to kill you.
However, skilled players might want to raise the bounty on purpose to attract these high-level mercenaries, in order to grab the loot they carry on themselves.
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With its return to a yearly release cycle, improvements to the Assassin’s Creed series have become quite incremental once again.
There’s no one single feature that defines Odyssey, and it doesn’t feel that different to play during the moment to moment, but there have been enough changes to how the higher-level game functions that you’ll find yourself engaging with the wider world in a subtly different way.
We’ll have to wait for the full game to see how these systems work over the course of a 20+ hour experience.
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