I'll probably get this for Xbox X when that launches. The series was always fun, it just got overplayed a bit.
I'll probably get this for Xbox X when that launches. The series was always fun, it just got overplayed a bit.
I have it for the One. Played a bit, and decided to wait for the X. Game is super blurry after having watched soo much 4k footage..started playing on PC and the shadows, reflections, textures are all fantastic...it's going to look phenomenal on One X in HDR.
I decided that waiting is too hard.... Ass Creed Origins is awesome! I adjusted to the resolution, and it certainly looks good.
Sounds like a great game. They're comparing it to Witcher 3. Say it borrows some stuff from the Souls games, and Horizon, too.
Great post on Resetera, which I'll copy & paste here:
I'd like to run down just a few high-level aspects of AC: Origins that I think make it one of the best games I've played all year:
Storytelling
Exploration
- The stories in AC: Origins evoke the entire spectrum of emotions. Gone is the melodrama of past games in the series (and most video games in general). Instead you'll experience stories that evoke laughter as often as they evoke anger or sadness. Characters in AC: Origins are motivated not just by power, but by vanity, rivalry, pettiness, sexuality, social awkwardness, regret, and many other relatable emotions.
- Dialogue is believable and economic, subtly hinting at character motivations rather than clumsily beating the player over the head with them.
- Voice acting is stellar, and varied between NPCs depending on factors such as age, race and region.
- Quests feed into each other in AC: Origins in a way that matches and in some ways exceeds those in The Witcher 3. At its best, The Witcher 3 had characters from one quest that had been impacted by characters from other quests, and that consequently gave the player the feeling of discovering a culture or society, where people were affected by one another and had history with one another. AC: Origins uses this same technique, tying together the stories of characters not just between side quests but between side quests and main quests. In addition, AC: Origins features side quest "chains", where completion of one side quest often immediately starts another, continuing the storyline with a particular set of characters.
- During the few missions you'll come across that involve walking and talking with an NPC, this game implements the same NPC sprinting system that was first seen in The Witcher 3: you can move as fast or as slow as you want, and the NPC will match his or her speed with yours to ensure that they stay next to/in front of you.
Combat
- The game world is absolutely gigantic, on the scale of Breath of the Wild. However unlike in Zelda, the world of AC: Origins is filled out with hundreds of villages, cities, and landmarks, but most importantly stories.
- The movement system finally feels good. No more holding right trigger to sprint. No more using left trigger in conjunction with a face button to enter windows. Now you just move with the stick. Climb up onto a wall with A, and descend with B. It's simple and it works, and I can say that I've rarely if ever had any instances of accidentally jumping off a building to my death, which happened quite frequently in past Assassin's Creedgames. In addition, handholds are much more plentiful and generous than they've ever been, putting the game closer to how you could climb pretty much any surface in Breath of the Wild. When climbing rocky terrain, you can pretty much climb anything.
- The main questline of AC: Origins is surprisingly quite nonlinear, with multiple main story quests available to tackle at any given time. Think of it like if The Witcher 3 had allowed the player to do Velan, Novigrad, and Skellige in any order. These main quests are assigned a recommended level to be at before starting, but unlike in AC: Syndicate where main missions were functionally gated behind grinding through busywork, in AC: Origins this is more a slight push to explore and discover new locations and side quests, as pretty much everything in this game grants you some amount of XP.
Immersion
- The melee combat is directly inspired by the Soulsborne games, complete with light/heavy attacks, committing to attack animations, parries, and the dodge from Bloodborne. The combat system takes a little getting used to, but once you do it becomes a just-as-fun alternative to stealthing your way through encounters.
- For the first time in the series, the player gets a bow that operates much like those found in Horizon Zero Dawn and the new Tomb Raider games. However, AC: Origins builds on this concept, adding in 4 different flavors of bow each with different firing patterns: one fires like a rifle (normal bow from those other games), one like an AR (rapid fire), one like a sniper (long range, slow rate of fire), and one like a shotgun (low range, high damage).
- The skill tree contains several cool abilities taken straight from Horizon Zero Dawn, such as slow motion aiming when mid-air, and the ability to highlight the path of enemies.
- In AC: Origins, fire behaves similarly to how it did in Breath of the Wild. It spreads through fields of grass and over objects made of wood (such as boats), and the player can light the tip of their arrow on fire but pulling out their bow and touching the arrow to a torch or other flame.
- With the health bar moved to the bottom of the screen, and the minimap swapped out for an Elder Scrolls-style compass located at the very top of the screen, overall the HUD is very uncluttered and less intrusive than it's ever been
- 2 aspects of AC: Origins are designed to keep the player out of menus and focused on the game world:
- While a world map can be found in the menus, a much more functional and aesthetically pleasing alternative is the game’s inclusion of Senu, Bayek’s eagle. Much like the drone from Watch Dogs 2, at any moment Senu can be used to soar high above the landscape to locate points of interest.
- At nearly all times, the player has the ability to fast forward between day and night with a long press of the select button (left side of the PS4 touch pad)
- If the player moves at a walking speed, the camera actually slowly pulls in towards Bayek. The camera becomes much like the original camera shown off for The Witcher 3, which was later used in Horizon Zero Dawn when the player entered a town. It really heightens the sense of scale when looking at a large, imposing structure, of which there are many in this game.
- Similar to what you would see in a Naughty Dog game, Bayek also performs a number of contextual animations depending on the situation. These include but are not limited to:
- If the player crouches next to a cat, Bayek will pet it.
- If the player walks up to a sconce while carrying a torch, Bayek will use his torch to light it.
- If the player walks through a doorway while carrying a torch, Bayek will adjust his arm so that the torch does not touch the edges of the door.
- If the player walks through a field of grass, Bayek will reach out and run his hand through the grass.
- There are numerous outfits you can acquire which have a bandanna or something similar over Bayek's mouth. When wearing one of these outfits, Bayek's voice is slightly muffled in conversations with NPCs, while it is still crystal clear whenever he talks to himself.
Finally, just wanted to make mention of a couple great PC-specific features that Ubi took the effort to include:
- Fantastic ultrawide support
- FOV slider
- Built-in performance monitoring tool available in both the benchmark and while in-game
- Built-in FPS limiter
tl;dr: Rather than building off of the Assassin's Creed formula that Ubisoft has been using for the last decade, Assassin's Creed Origins instead feels like it used The Witcher 3 as a baseline, and then built on top of that in numerous ways both large and small. It incorporates numerous elements from other recent high profile games such as Breath of the Wild and Horizon Zero Dawn, but executes them all in a way that makes the game feel cohesive, and not just a mess of different systems layered on top of one another.
So regardless of your feelings on the Assassin's Creed franchise, if The Witcher 3 was your 2015 GOTY, I think you owe it to yourself to give this game a try. And if The Witcher 3 wasn't your 2015 GOTY because you had complaints about the gameplay, AC: Origins makes such a vast amount of gameplay improvements over TW3 that I think it's still worth giving it a try.
https://www.resetera.com/threads/do...ust-because-its-an-assassins-creed-game.2543/
Sold me on it. I had dismissed the game because of the franchise. But apparently this is one of the best.
Sounds like a great game. They're comparing it to Witcher 3. Say it borrows some stuff from the Souls games, and Horizon, too.
Great post on Resetera, which I'll copy & paste here:
I'd like to run down just a few high-level aspects of AC: Origins that I think make it one of the best games I've played all year:
Storytelling
Exploration
- The stories in AC: Origins evoke the entire spectrum of emotions. Gone is the melodrama of past games in the series (and most video games in general). Instead you'll experience stories that evoke laughter as often as they evoke anger or sadness. Characters in AC: Origins are motivated not just by power, but by vanity, rivalry, pettiness, sexuality, social awkwardness, regret, and many other relatable emotions.
- Dialogue is believable and economic, subtly hinting at character motivations rather than clumsily beating the player over the head with them.
- Voice acting is stellar, and varied between NPCs depending on factors such as age, race and region.
- Quests feed into each other in AC: Origins in a way that matches and in some ways exceeds those in The Witcher 3. At its best, The Witcher 3 had characters from one quest that had been impacted by characters from other quests, and that consequently gave the player the feeling of discovering a culture or society, where people were affected by one another and had history with one another. AC: Origins uses this same technique, tying together the stories of characters not just between side quests but between side quests and main quests. In addition, AC: Origins features side quest "chains", where completion of one side quest often immediately starts another, continuing the storyline with a particular set of characters.
- During the few missions you'll come across that involve walking and talking with an NPC, this game implements the same NPC sprinting system that was first seen in The Witcher 3: you can move as fast or as slow as you want, and the NPC will match his or her speed with yours to ensure that they stay next to/in front of you.
Combat
- The game world is absolutely gigantic, on the scale of Breath of the Wild. However unlike in Zelda, the world of AC: Origins is filled out with hundreds of villages, cities, and landmarks, but most importantly stories.
- The movement system finally feels good. No more holding right trigger to sprint. No more using left trigger in conjunction with a face button to enter windows. Now you just move with the stick. Climb up onto a wall with A, and descend with B. It's simple and it works, and I can say that I've rarely if ever had any instances of accidentally jumping off a building to my death, which happened quite frequently in past Assassin's Creedgames. In addition, handholds are much more plentiful and generous than they've ever been, putting the game closer to how you could climb pretty much any surface in Breath of the Wild. When climbing rocky terrain, you can pretty much climb anything.
- The main questline of AC: Origins is surprisingly quite nonlinear, with multiple main story quests available to tackle at any given time. Think of it like if The Witcher 3 had allowed the player to do Velan, Novigrad, and Skellige in any order. These main quests are assigned a recommended level to be at before starting, but unlike in AC: Syndicate where main missions were functionally gated behind grinding through busywork, in AC: Origins this is more a slight push to explore and discover new locations and side quests, as pretty much everything in this game grants you some amount of XP.
Immersion
- The melee combat is directly inspired by the Soulsborne games, complete with light/heavy attacks, committing to attack animations, parries, and the dodge from Bloodborne. The combat system takes a little getting used to, but once you do it becomes a just-as-fun alternative to stealthing your way through encounters.
- For the first time in the series, the player gets a bow that operates much like those found in Horizon Zero Dawn and the new Tomb Raider games. However, AC: Origins builds on this concept, adding in 4 different flavors of bow each with different firing patterns: one fires like a rifle (normal bow from those other games), one like an AR (rapid fire), one like a sniper (long range, slow rate of fire), and one like a shotgun (low range, high damage).
- The skill tree contains several cool abilities taken straight from Horizon Zero Dawn, such as slow motion aiming when mid-air, and the ability to highlight the path of enemies.
- In AC: Origins, fire behaves similarly to how it did in Breath of the Wild. It spreads through fields of grass and over objects made of wood (such as boats), and the player can light the tip of their arrow on fire but pulling out their bow and touching the arrow to a torch or other flame.
- With the health bar moved to the bottom of the screen, and the minimap swapped out for an Elder Scrolls-style compass located at the very top of the screen, overall the HUD is very uncluttered and less intrusive than it's ever been
- 2 aspects of AC: Origins are designed to keep the player out of menus and focused on the game world:
- While a world map can be found in the menus, a much more functional and aesthetically pleasing alternative is the game’s inclusion of Senu, Bayek’s eagle. Much like the drone from Watch Dogs 2, at any moment Senu can be used to soar high above the landscape to locate points of interest.
- At nearly all times, the player has the ability to fast forward between day and night with a long press of the select button (left side of the PS4 touch pad)
- If the player moves at a walking speed, the camera actually slowly pulls in towards Bayek. The camera becomes much like the original camera shown off for The Witcher 3, which was later used in Horizon Zero Dawn when the player entered a town. It really heightens the sense of scale when looking at a large, imposing structure, of which there are many in this game.
- Similar to what you would see in a Naughty Dog game, Bayek also performs a number of contextual animations depending on the situation. These include but are not limited to:
- If the player crouches next to a cat, Bayek will pet it.
- If the player walks up to a sconce while carrying a torch, Bayek will use his torch to light it.
- If the player walks through a doorway while carrying a torch, Bayek will adjust his arm so that the torch does not touch the edges of the door.
- If the player walks through a field of grass, Bayek will reach out and run his hand through the grass.
- There are numerous outfits you can acquire which have a bandanna or something similar over Bayek's mouth. When wearing one of these outfits, Bayek's voice is slightly muffled in conversations with NPCs, while it is still crystal clear whenever he talks to himself.
Finally, just wanted to make mention of a couple great PC-specific features that Ubi took the effort to include:
- Fantastic ultrawide support
- FOV slider
- Built-in performance monitoring tool available in both the benchmark and while in-game
- Built-in FPS limiter
tl;dr: Rather than building off of the Assassin's Creed formula that Ubisoft has been using for the last decade, Assassin's Creed Origins instead feels like it used The Witcher 3 as a baseline, and then built on top of that in numerous ways both large and small. It incorporates numerous elements from other recent high profile games such as Breath of the Wild and Horizon Zero Dawn, but executes them all in a way that makes the game feel cohesive, and not just a mess of different systems layered on top of one another.
So regardless of your feelings on the Assassin's Creed franchise, if The Witcher 3 was your 2015 GOTY, I think you owe it to yourself to give this game a try. And if The Witcher 3 wasn't your 2015 GOTY because you had complaints about the gameplay, AC: Origins makes such a vast amount of gameplay improvements over TW3 that I think it's still worth giving it a try.
https://www.resetera.com/threads/do...ust-because-its-an-assassins-creed-game.2543/
Sold me on it. I had dismissed the game because of the franchise. But apparently this is one of the best.
I really want to play it. I haven't played AC since Black Flag and that is my favorite in the franchise. However, I heard collectibles aren't as plenty as previous games so I'm worried about end game content. Also I haven't paid full price for a game in a long time so I'm kind of skeptical.Sounds like a great game. They're comparing it to Witcher 3. Say it borrows some stuff from the Souls games, and Horizon, too.
Great post on Resetera, which I'll copy & paste here:
I'd like to run down just a few high-level aspects of AC: Origins that I think make it one of the best games I've played all year:
Storytelling
Exploration
- The stories in AC: Origins evoke the entire spectrum of emotions. Gone is the melodrama of past games in the series (and most video games in general). Instead you'll experience stories that evoke laughter as often as they evoke anger or sadness. Characters in AC: Origins are motivated not just by power, but by vanity, rivalry, pettiness, sexuality, social awkwardness, regret, and many other relatable emotions.
- Dialogue is believable and economic, subtly hinting at character motivations rather than clumsily beating the player over the head with them.
- Voice acting is stellar, and varied between NPCs depending on factors such as age, race and region.
- Quests feed into each other in AC: Origins in a way that matches and in some ways exceeds those in The Witcher 3. At its best, The Witcher 3 had characters from one quest that had been impacted by characters from other quests, and that consequently gave the player the feeling of discovering a culture or society, where people were affected by one another and had history with one another. AC: Origins uses this same technique, tying together the stories of characters not just between side quests but between side quests and main quests. In addition, AC: Origins features side quest "chains", where completion of one side quest often immediately starts another, continuing the storyline with a particular set of characters.
- During the few missions you'll come across that involve walking and talking with an NPC, this game implements the same NPC sprinting system that was first seen in The Witcher 3: you can move as fast or as slow as you want, and the NPC will match his or her speed with yours to ensure that they stay next to/in front of you.
Combat
- The game world is absolutely gigantic, on the scale of Breath of the Wild. However unlike in Zelda, the world of AC: Origins is filled out with hundreds of villages, cities, and landmarks, but most importantly stories.
- The movement system finally feels good. No more holding right trigger to sprint. No more using left trigger in conjunction with a face button to enter windows. Now you just move with the stick. Climb up onto a wall with A, and descend with B. It's simple and it works, and I can say that I've rarely if ever had any instances of accidentally jumping off a building to my death, which happened quite frequently in past Assassin's Creedgames. In addition, handholds are much more plentiful and generous than they've ever been, putting the game closer to how you could climb pretty much any surface in Breath of the Wild. When climbing rocky terrain, you can pretty much climb anything.
- The main questline of AC: Origins is surprisingly quite nonlinear, with multiple main story quests available to tackle at any given time. Think of it like if The Witcher 3 had allowed the player to do Velan, Novigrad, and Skellige in any order. These main quests are assigned a recommended level to be at before starting, but unlike in AC: Syndicate where main missions were functionally gated behind grinding through busywork, in AC: Origins this is more a slight push to explore and discover new locations and side quests, as pretty much everything in this game grants you some amount of XP.
Immersion
- The melee combat is directly inspired by the Soulsborne games, complete with light/heavy attacks, committing to attack animations, parries, and the dodge from Bloodborne. The combat system takes a little getting used to, but once you do it becomes a just-as-fun alternative to stealthing your way through encounters.
- For the first time in the series, the player gets a bow that operates much like those found in Horizon Zero Dawn and the new Tomb Raider games. However, AC: Origins builds on this concept, adding in 4 different flavors of bow each with different firing patterns: one fires like a rifle (normal bow from those other games), one like an AR (rapid fire), one like a sniper (long range, slow rate of fire), and one like a shotgun (low range, high damage).
- The skill tree contains several cool abilities taken straight from Horizon Zero Dawn, such as slow motion aiming when mid-air, and the ability to highlight the path of enemies.
- In AC: Origins, fire behaves similarly to how it did in Breath of the Wild. It spreads through fields of grass and over objects made of wood (such as boats), and the player can light the tip of their arrow on fire but pulling out their bow and touching the arrow to a torch or other flame.
- With the health bar moved to the bottom of the screen, and the minimap swapped out for an Elder Scrolls-style compass located at the very top of the screen, overall the HUD is very uncluttered and less intrusive than it's ever been
- 2 aspects of AC: Origins are designed to keep the player out of menus and focused on the game world:
- While a world map can be found in the menus, a much more functional and aesthetically pleasing alternative is the game’s inclusion of Senu, Bayek’s eagle. Much like the drone from Watch Dogs 2, at any moment Senu can be used to soar high above the landscape to locate points of interest.
- At nearly all times, the player has the ability to fast forward between day and night with a long press of the select button (left side of the PS4 touch pad)
- If the player moves at a walking speed, the camera actually slowly pulls in towards Bayek. The camera becomes much like the original camera shown off for The Witcher 3, which was later used in Horizon Zero Dawn when the player entered a town. It really heightens the sense of scale when looking at a large, imposing structure, of which there are many in this game.
- Similar to what you would see in a Naughty Dog game, Bayek also performs a number of contextual animations depending on the situation. These include but are not limited to:
- If the player crouches next to a cat, Bayek will pet it.
- If the player walks up to a sconce while carrying a torch, Bayek will use his torch to light it.
- If the player walks through a doorway while carrying a torch, Bayek will adjust his arm so that the torch does not touch the edges of the door.
- If the player walks through a field of grass, Bayek will reach out and run his hand through the grass.
- There are numerous outfits you can acquire which have a bandanna or something similar over Bayek's mouth. When wearing one of these outfits, Bayek's voice is slightly muffled in conversations with NPCs, while it is still crystal clear whenever he talks to himself.
Finally, just wanted to make mention of a couple great PC-specific features that Ubi took the effort to include:
- Fantastic ultrawide support
- FOV slider
- Built-in performance monitoring tool available in both the benchmark and while in-game
- Built-in FPS limiter
tl;dr: Rather than building off of the Assassin's Creed formula that Ubisoft has been using for the last decade, Assassin's Creed Origins instead feels like it used The Witcher 3 as a baseline, and then built on top of that in numerous ways both large and small. It incorporates numerous elements from other recent high profile games such as Breath of the Wild and Horizon Zero Dawn, but executes them all in a way that makes the game feel cohesive, and not just a mess of different systems layered on top of one another.
So regardless of your feelings on the Assassin's Creed franchise, if The Witcher 3 was your 2015 GOTY, I think you owe it to yourself to give this game a try. And if The Witcher 3 wasn't your 2015 GOTY because you had complaints about the gameplay, AC: Origins makes such a vast amount of gameplay improvements over TW3 that I think it's still worth giving it a try.
https://www.resetera.com/threads/do...ust-because-its-an-assassins-creed-game.2543/
Sold me on it. I had dismissed the game because of the franchise. But apparently this is one of the best.
Sums it up fairly well save for the combat piece. It has a light attack and heavy attack and moves are weapon specific. But that’s it. It’s a long way from Souls style.
That's good to hear, actually.