The behemoth took a year off, but has it returned a changed series?
I sometimes wonder if I expect too much from Assassin’s Creed. For me, from its hold-down-a-single-button platforming, to combat that requires little more than a press of a counterattack button, to open world maps littered with empty activities, I struggle to see the positive influence it’s had on big games. It’s a series that awkwardly plays itself. But even I have exceptions. Black Flag’s intricate and skill-based sea battles seemed to have the opposite design philosophy behind it, and I think that’s why people liked it. I think the rest of the game should be that interactive, including the platforming and melee combat. Why isn’t it?
Jean Guesdon was the creative director of Black Flag, and is now helming Origins, which has been in development for three-and-a-half years. While not a reinvention of Assassin’s Creed, it’s learned lessons from a few of the grievances I listed above. Origins has a revamped combat system, narrative quests instead of an overstuffed mini map, and a gigantic landscape to explore. It’s as close to a reinvention as Assassin’s Creed has got since it began ten years ago, yet my first impression is that it still feels a bit too similar. Platforming controls the same and my first quest – retrieving something from a ship that a man is falsely accused of stealing – wouldn’t be out of place in any of the previous Assassin’s Creed entries. Then again, a game of this scale is difficult to show off properly in a 25-minute demo with a single mission.
This story is from the September 2017 edition of PC Gamer.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the September 2017 edition of PC Gamer.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Sign In
A New Dawn - The rise, fall and rise again of PC Gaming in Japan
The so-called 'Paso Kon' market (ie katakana's transliteration of 'Pasonaru Computa') in Japan was originally spearheaded in the 1980s by NEC's PC-8800 and, later, its PC-9800.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernises a classic RTS with care
PHANTOM BLADE ZERO
Less Sekiro, more Wo Long: Fallen Dynasty
STARR-MAKING ROLE
Final Fantasy XVI's BEN STARR talks becoming a meme and dating summons
THIEF GOLD
Learning to forgive myself for knocking out every single guard.
HANDHELD GAMING PCs
In lieu of more powerful processors, handhelds are getting weirder
FAR FAR AWAY
STAR WARS OUTLAWS succeeds at the little things, but not much else shines
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a ‘stay-busy’ project by a small team at Black Isle Studios