Sunday, 28 October 2018

Assassin's Creed Odyssey review (PS4 version)

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Assassin’s Creed Odyssey is the eleventh title in the mainline series of the franchise, released only a year after the much praised Origins, a game that came out after the franchise took a much needed break.


Odyssey is set four hundred years before the events of Origins, moving from Ancient Egypt to Ancient Greece. You now get a choice as to whether you want to play as a male or female character, Alexios or Kassandra to be precise. I personally chose Kassandra for no particular reason other than she’s aesthetically more appealing, and it’s rare to have a playable female in the Assassin’s Creed franchise.


After an epic reimagining of the Battle of Thermopylae between the Persians and Sparta, the game jumps forward and begins with you taking control of an unassuming mercenary doing odd jobs for people. After a slow start the narrative progressively entangles you into an adventure of family lineage, betrayal and the unravelling of a secret cult acting as puppet masters, all against the backdrop of a war between Sparta and Athens. The story is compelling from start to finish, but it never really hooked me in, the narrative generally jumped from one point to the next without ever making me feel emotionally involved.


Like Origins before it, Odyssey is somewhat of a diversion from the typical Assassin’s Creed game, in fact it goes even further than Origins in turning the franchise into an action RPG. For the first time there are dialogue choices that make a genuine difference depending on what you decide, as well as opportunities to romance non playable characters. The romance addition seems like a bit of an afterthought, as it’s neither deep nor meaningful, it usually just means you get the chance to shag someone.


The map on first look is intimidating with its large land areas surrounded by small islands, all of them gated off with different progression levels. At the start you have a choice between exploration or guided mode, the game specifically states that the developers want you to play in exploration, but I chose guided. I like to play open world games with a bit of structure on top of their layered content, it gives them more linearity and focus for me.


The campaign progression takes you from one area of the map to another, inside of these vast areas are side missions and side activities for you to discover, as well as equipment to collect to either use or farm off for cash or resources. In this aspect the game hasn’t changed too much from what we’ve come to expect from the franchise, but it is noticeably more level grindy compared with previous entries. There are certain points where the level gap between one story mission to the next is quite drastic. The biggest level grind I had to make was three, but with so much content this wasn’t a problem that really hampered my experience, but I must warn you, Odyssey is a challenging game. The enemy AI is relentless and they attack you in numbers if you’re spotted. So trust me when I say that you’ll get your arse handed to you if you try and overcome enemies that are any more than two levels above you.


Combat is engaging and responsive, but it feels rather floaty and weightless. It’s identical to the system used in Origins, but the camera hangs higher above the character making it slightly easier to fight groups of enemies. Which is still a bit of a problem, a good example of this is when you take part in conquest battles, they are large scale battles that you can take part in after you have diminished the power of a leader within a certain region. This is where you’re surrounded by tens of enemies at once, so locking onto the right target can be cumbersome to say the least, this isn’t helped with the removal of a shield you can use, so there’s a bigger emphasis on parrying and dodging.


However, the upgrade system makes up for all of this, choosing from different damage types such as assassin, hunter and warrior, you can assign yourself with a specific set of skills to use in combat. This can range from firing arrows that explode on impact, one time healing, as well as engraving your weapons with fire or poison effect. The skills tree is not as vast as the one in Origins but it’s far more focussed, giving the player more agency over the way they’d like to approach game’s obstacles.


I was initially dreading the naval stuff going into the game, it’s one of the reasons why I never got that far into Black Flag. But I had a lot of fun upgrading my ship, recruiting people, and fighting in the open sea. And the sea is visually gorgeous, while so much of the travelling from one area to the next is sparse and rather lonely, it gives the game a wild sense of adventure and charm to what is a beautiful but often hollow world.


Assassin's Creed games have always created detailed and engrossing open worlds, in the visual sense at the very least, and Ancient Greece is no different. Whether it’s walking through the gates of Athens or Sparta, or climbing the statue of Zeus, there is a lot of beauty and scale that’s jaw dropping. But for all the visual beauty none of the areas on the map look specifically distinct from one another, you begin to notice the same assets used abundantly over and over. The same could be said for Origins, but the topography of the maps and the locations felt distinct and aesthetically more memorable in that game. It doesn’t help that the transversal can be a terrible burden, at some point you’re guaranteed to find yourself getting stuck in certain spots of the terrain, whether it’s climbing up a mountain or riding through a forest.


Which brings me onto an issue that bogs down most open world games, and that’s the sacrifice of intricate level design, which was integral to the franchise before Origins came along. You can now climb pretty much anything in sight, which is a shame because outside of the brilliantly crafted historical locations that they are set in, one of the reasons why Assassin’s Creed stood out amongst the plethora of open world games is the fact that the worlds were designed around the gameplay mechanics. But I understand why this change has happened, for all of these issues I’ve highlighted there is no doubt that Odyssey takes place in a fully interactive and immersive world to explore.


Another minor but drastic flaw that hindered my overall enjoyment is the addition of mercenaries that hunt you down if you cause too much civil disobedience. On one hand it works because it adds to game’s difficulty and tension, and if you choose to kill them you can loot good equipment from their dead bodies. But they become a problem when you haphazardly run into one on the map unknowingly, or if they suddenly decide to turn up when you’re in the process of clearing out an enemy fort or camp. You can pay these people off but it’s easy to forget the red bar at the bottom of the screen that tells you how much of a bounty is on your head. The idea also feels a bit half baked, outside of giving the game an extra layer of difficulty, it’s just a convenient mechanic so that you hire people to be part of your ship’s crew.


The cultist members that you have to hunt down also feels like a lost opportunity, not only is there plenty of them, but the majority are given little more than a short profile in the menu system. You’re rewarded with legendary gear if you kill them, but I think it would have been better if there were far fewer and their roles expanded within the core narrative. Not only would it have gave the story more gravitas, but there would have also been more satisfaction in killing them off.


It took me sixty three hours to see the ending to the main story campaign, and for most of that time I thoroughly enjoyed myself. But like most Assassin’s Creed games, by the time I got to the last third I was beginning to feel exhausted by the whole experience. There is just way too much bloat and niggling flaws that hold the game back from being something truly special, it’s a fantastic game that’s just shy of being better than the sum of its parts. Assassin’s Creed Brotherhood still remains my favourite in the franchise.


Verdict:


4/5


 

     


    

 

Sunday, 21 October 2018

What Call of Duty gets right

It was not until 2017s World War two edition that I personally went out of my way and purchased a Call of Duty title for the first time, and it wasn't something I had much intention of doing. It was Christmas Eve and I was about to stay round my mum's over the holidays, aside from Christmas day itself I knew I'd get bored, and I had some money to spare. So with Call of Duty in the sale I decided to buy it, I hoped that it would keep me busy for a few days, and if it was any good I'll play it when I'm listening to a podcast or if I'm not in the mood for anything else, thereafter.

After waiting an incredibly long time for it to download I managed to get stuck into multiplayer, which was the mode that I was really looking forward to playing. Although I did come to like the campaign for what it was, with all of its bombastic set-pieces and linearity. 

WW2 wasn't my first experience with the franchise, in the spring of 2013, during my university break I had a ton of fun with Black Ops 2. I played it on a friends Nintendo Wii U, he used the TV screen while I used the small handheld device. My other experience was with Black Ops 3 on my brother's Xbox One, I couldn't have played more than a handful of matches, which isn't enough to really get a grasp of the game. On both occasions I was pretty terrible, rarely getting more kills than deaths.

Going into Call of Duty multiplayer as a first timer can be a daunting experience, it's not the most arduous of games in terms of skill, but you're going up against people who're usually experienced with the franchise. The time to kill is extremely low and the maps aren't too big, but big enough for the type of fun that the game is trying to achieve. At first I was utter crap but over time I got better, to the point where I was competitive, even now I would never consider myself particularly good at the game. From one match to the next, I can go from being excellent to piss poor.

Having liked last year's game, I bought the recently released Black Ops 4 on its first day of release. With no single player it hasn't been without its controversy. Although I was a little disappointed with the lack of a real campaign mode, it wasn't going to stop me from buying it, I play it for the multiplayer anyway, so I could cut my losses. The new battle royale mode, Blackout, the standout feature the game is being sold on, made up for it in my opinion.

I'm not too interested in battle royale games, but from the little time that I have spent on Blackout, I can safely say that it's a lot of fun. Few games have replicated the same tension and fear of being one of the last survivors on the map. So far I have only played one Zombies map and it was the Titanic one, it was good but the skills and upgrade system seems really complicated and bloated. I will play more of it soon, but if it turns out half as good as WW2s zombies I'll be happy.

But it's the multiplayer that I play Call of Duty for. A Cynical person would call it a brainless, pew pew fest with people getting killed left, right and centre. Which has some truths to it, but the accessibility and instant gratification can't be rivalled. The customisation is not too grand, but there is enough weapons and special classes so that you'll be able to find a loadout that suits the way you want to play.

Even with the manual healing introduced in Black Ops 4, the time to kill is still low, but the quick respawn helps nullify this, as soon as you die you can get straight back into the action within seconds. The quick respawning works because it means that you always feel involved, dying in Call of Duty feels like shit, the same way it feels fantastic to get a kill. There are matches where I'll be absolutely raging because I'm playing badly, with that frustration inside of me the quick respawning makes me want to get right back into the game and make amends. You also have a killstreak, this is the amount of points you collect from kills that rack up your score. Get a certain amount of points and you'll be able to use a one time special weapon such as a rocket bomb or a drone. It's the ultimate payoff for playing well, and an incentive to keep playing.

The movement in Call of Duty games is agile and swift, while the gunplay feels light, the impact of the bullets is weighty. Trust me there's no better satisfaction than the feel of firing bullets that puncture through someone's head in a multiplayer match.

For all of the hate it gets from some corners, there is a reason that the franchise has lasted for so long with such high sales, even if its popularity is past its peak. For quick instant gratification there's nothing that really comes close, Battlefield and Rainbow Six are more complex so to speak, and they're heavily geared towards playing with a group of people. Destiny 2s multiplayer is the definition of mediocrity, the maps are boring and the guns are so unbalanced that it lacks any intuition on the gamer's part.

For me, Call of Duty is the perfect game I go to when I just want to sit back and have some (frustrated) fun when I'm bored, or if I'm listening to the radio or a podcast in the background.



          


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