I really quite loved it. It's my favourite in the series and while the writing is a bit poor, the scenario and characters are quite memorable, but it's the gameplay, design, and world that really shine. The grinding isn't an issue so long as you do some of the side content, and I wouldn't call it filler, some of the most fun and intriguing content is in the side quests, especially with the post launch content (there is a lot of free stuff). They did also address the level scaling in a patch and while the game still does have level scaling, it has a wider range now making it feel a quite a bit better so the lower level areas aren't just automatically being bumped up to your level if you so desire.
Both the leads are quite good, but I found Kassandra to be far more appealing. I'd also recommend playing in exploration mode with a very limited HUD (I think I had just the compass and enemy health bars on).
What you see as repetitive, I see as a game strongly focused on emergent design over set pieces. Notice how Odyssey has very, very few set pieces? Instead you're given this systems-driven sandbox. Suppose you are sent to kill a target inside a fort. Older AC might have done some song and dance where you arrive at the destination and then a cutscene triggers and they run away. You're forced to chase them in a big set piece. We all remember AC3. Odyssey lets you walk into the camp, kill the target, walk out. No ceremony, no fuss. No longwinded cutscene where the dying characters talk about their feelings -- an AC cliche Ubi were mocking as far back as the original Watch_Dogs. Ubi have gone back to Far Cry 2's style of quest design, of game design. It's the same wellspring Metal Gear Solid V drew from.It's one of the most boring repetitive and immature open world RPG's I ever played.
Speaking as a PC gamer, the horse is fantastic. One design element I especially love is how you run in a direction, whistle for the horse, and the horse will automatically draw beside you, and Kassandra hops on without player input. The horse goes where you want it go. That's really important in Ubisoft games which place movement to moment player agency above all other design considerations. Notice how you can also loot while riding your horse.
What do you mean by that?
The Exploration Mode does a good job of encouraging exploration. You know the objective is in the southern region of an island, but there might be three question marks down there. So instead of bee-lining for the objective, you pick a destination and see what you find. When you get close to the objective, it tells you so you can pinpoint it with Ikaros. It strikes a really good balance between encouraging free-form exploration and preventing the player getting lost, stuck, or frustrated.and basically a game that's mainly about checking of markers on a map that's to big for it's own good (which is pretty special, since the game has a bad sense of scale).
Speaking as a PC gamer, the horse is fantastic. One design element I especially love is how you run in a direction, whistle for the horse, and the horse will automatically draw beside you, and Kassandra hops on without player input. The horse goes where you want it go. That's really important in Ubisoft games which place movement to moment player agency above all other design considerations. Notice how you can also loot while riding your horse.Well there it is. Try the horse in RDR2 once it's out on PC. And I hate tapping to gain speed, but the horse feels so much more natural and realistic. The whistling is also ridiculous. Your horse literally spawns next to you. A second ago it was nowhere to be found.
It all feels so tiny, while the map is huge. First time on your boat you go onto the "big" open sea. It's just a river. Can you deliver this message into the far lands to my commander, it contains important information. You run 15 seconds and there's the commander.
The Exploration Mode does a good job of encouraging exploration. You know the objective is in the southern region of an island, but there might be three question marks down there. So instead of bee-lining for the objective, you pick a destination and see what you find. When you get close to the objective, it tells you so you can pinpoint it with Ikaros. It strikes a really good balance between encouraging free-form exploration and preventing the player getting lost, stuck, or frustrated.
I'd prefer Far Cry 5's and Metro exploration way more than this.
AC: Odyssey is Ubisoft's version of The Witcher 3, and it does a LOT of things better than TW3 from a mechanical perspective. Basic movement, traversal, combat, exploration, and the basic nature of quests. A huge number of quests in TW3 involved following a glowing red scent trail or following glowing red footprints or following glowing red claw marks. Those quests were propped up by solid writing, but they were extremely rigid and restrictive.
I don't like The Witcher, but I know I'd like Odyssey way more if it had the mature feeling of TW3.
Firstly, I wanna point out that different approaches work for different games. I hold STALKER in exceptionally high regard, and that game has a lot of stuff in it that works in STALKER, but wouldn't work in other games. However, when talking about Odyssey, the basic principle is player empowerment. Give the player the tools to do what they want with minimal fat. Even little things like being able to skip through dialogue might seem like a standard feature for an RPG, but it's actually really important. Imagine if Odyssey had gone down the Telltale route of unskippable cutscenes. That would be wasting the player's time. (Especially on replays.)Well there it is. Try the horse in RDR2 once it's out on PC. And I hate tapping to gain speed, but the horse feels so much more natural and realistic. The whistling is also ridiculous. Your horse literally spawns next to you. A second ago it was nowhere to be found.
To be fair, I actually liked FC5's approach to exploration a bit more than AC: Odyssey, but I think FC5's approach doesn't work as well in third person games, and games with the huge, huge scale of AC: Odyssey.I'd prefer Far Cry 5's and Metro exploration way more than this.
I have codes for Uplay (I know sorry!). But at least you'll be able to play it on PC for $20 if you're interested.Oof, it's $20 on PS4 but still $60 on Steam and I'd rather not play on my PS4 if I can play on PC. Maybe I'll just keep an eye on it for the future.
The glowing reviews here are pretty tempting, but I'm hesitant to simply jump into the hype. Gonna need to do more research on it.
Firstly, I wanna point out that different approaches work for different games. I hold STALKER in exceptionally high regard, and that game has a lot of stuff in it that works in STALKER, but wouldn't work in other games. However, when talking about Odyssey, the basic principle is player empowerment. Give the player the tools to do what they want with minimal fat. Even little things like being able to skip through dialogue might seem like a standard feature for an RPG, but it's actually really important. Imagine if Odyssey had gone down the Telltale route of unskippable cutscenes. That would be wasting the player's time. (Especially on replays.)
I've played RDR2 on PS4. I admire aspects of the game. Strongly dislike its lack of player agency. Look forward to a really in-depth playthrough when it release on PC. However, waiting around for your horse to arrive, or walking long distances to get back to your horse, is not fun. You're just burning time. Time is really important in these huge, huge games.
Also, look at RDR2's approach to looting. You have to get off your horse. Slowly. And then you walk to the thing you're looting. Slowly. Then you loot the thing. Slowly. (There's an animation and everything.) Then you walk back to your horse. Climb on. Trot 30 seconds. Do it again.
In AC: Odyssey, you literally just ride your horse past the thing and tap E. It also auto-loots everything in a radius. So if you have 3 corpses in a pile, looting one loots them all. Shoot an animal with your bow, and taking its meat and skin is the press of a button. I notice that Far Cry has outright ditched looting and skinning animations now. You go back to Far Cry 3. Every enemy required this long "patting them down" animation to loot. That's completely gone in New Dawn. Skinning animals used to be this long, long animation with blood and meat. All gone now. Because those design elements might seem more "immersive" in small doses, but they really just get in the way of playing the game.
I would play Origins over Odyssey if given the choice. There is more to do in Odyssey but Origin is quality over quantity