Started this last night on PS4, this is pretty much my first Assassin's Creed since ACII. I saw my girlfriend play bits of Origins and Odyssey and I very briefly tried Origins myself but bounced right off from the lack of instant assassinations. I'm faring a lot better with this so far!
It's definitely jarring going from TLOU2, one of the last PS4 games I played, to this, and the comparable lack of polish in animations and transitions. It's typical open world jankiness, like awkward silent pauses with your character shuffling when you start a conversation and have to wait for it to load, or NPCs juddering about with their pathfinding when on scripted paths, or accidentally standing on a chest every time you run up to one to loot it, or interaction prompts being finnicky in what angle they will let you activate them from (there was one guy I was supposed to talk to who was sat at a bench. You can sit directly opposite him on the bench in a conspicuously open seat. You can't actually talk to him (at least in my experience) from the seat, you have to walk up to him from the side and talk from there).
There is a similar jankiness to the combat. It's surprisingly unweighty, with bodies being thrown unreasonably far by attacks - great fun when you send someone flying off a cliff edge or bridge, but mostly it just appears unnatural. Obviously a big thing in this are the raids, but the AI is kind of haphazard. There is no sense of formation, or pushing into a camp - you just have these free-for-all melees where the enemy is mixed in all over the place. When I did have a more scripted assault, needing to open gates for my forces to advance, I had the amusing situation where all my AI allies sprinted through a gate into the next area right past two tough enemies "guarding" the entrance, leaving me to fight them to get through myself.
The controls are proving difficult for me to adjust to. Light and heavy attacks are on R1 and R2 (as is assassinate on R1) and I really, really want them to be on the face buttons (probably square and triangle) instead. You can remap the controls to your liking, which is great, but there is only one preset which is the default and I'm worried about remapping badly not being familiar enough with all of the controls. If anyone has any suggestions on a good remap, that would be really appreciated! There are a few other control issues - holding R3 to ping is awkward, as I think any requirement to hold an analogue stick button is. I don't mind pressing once - for example L3 to sprint is good - but when you have to hold the press it's uncomfortable. L2 being aim and L1 being block has led to me aiming my bow when I want to block with my shield, but I think that's just something to learn to live with.
Something really noticeable in the game's design is its commitment to quality of life in moment-to-moment gameplay at the expense of pretty much anything else. It's like it has been playtested extensively and every single sticking point or problem has been smoothed and optimised away. This is great for some things - the autosave seems really robust - but I think it hampers the immersion of the experience, as well as overloading the new player with optional QOL features. When I first use the boat, it's actually more confusing to immediately tell me how to put it into the auto "follow coast" mode and subsequent auto "go to objective" mode when I actually want to learn how to pilot the ship manually and don't necessarily know the difference. Summoning the boat is one of the biggest examples of optimising QOL over immersion - you can near instantly spawn the boat to wherever you want complete with people popping into existence on its benches. Whistle to summon a horse and it will
immediately run in from the direction of the camera, no questions asked, regardless of what far flung mountain you happen to be on top of. With climbing it is unclear what can and can't be climbed because too much can be climbed (I'm sure that must make sense
). Surfaces still have grabbable locations, so climbing isn't completely BOTW free-for-all, but the visual distinction is unclear because you can pretty much get up anything if you try it.
I've just reached England, having stopped there last night after establishing my camp, but I definitely missed a lot in the opening map of Norway. Narratively there isn't really any point at which you feel free to go off and explore Norway even though it's the opening tutorial-like map, and I only did a little because I chose to sail round to a quest marker and stop at some places on the way rather than ride right there on horseback. It's weird because there are at least a couple of straight-up "are you ready to continue" choices gating the story progression, but saying "no" to them makes no sense in the context of the story! Example:
When you're about to leave for England, the whole plan is to slip away quickly and quietly before Harold's men realise what's going on, so everyone gathers at the ship ready to go, and then you get the choice of saying "I've got some other stuff to do". It makes no sense for your character to choose this, so I didn't!I think that gets back to the tutorialising being kind of bad. It's either incredibly blatant, like the po-faced assassination of straw dummies, or awkwardly thrown at the player through endless text prompts where really it's just assumed you have played the previous games. I got pretty frustrated with an early raid that wants you to burn things where I died from burning to death, because the way the fire works as an area of effect is some kind of black magic and
of course every pot is actually explosive (what did I expect, it's a videogame). I've actually died quite a few times and it's slightly annoying that dying isn't always a game over. In the first "boss" for example I died but the game continued, and I'm concerned I missed something from not perfecting it! But then later in a "world event" (side quest) I had to beat up three people in a fist fight. I reloaded maybe five times before eventually managing it - the game forcing me to learn it's particular brand of parrying, dodging and stamina management - but it actually changed nothing and the outcome was the same as if I'd just immediately put the controller down and got my head kicked in. It wasn't the best experience because the loading on base PS4 at least isn't the quickest, and luckily I quickly realised I'd have to make a manual save if I wanted to keep reloading because every time I failed a new autosave would trigger, overwriting those I was relying on to reload!
Eivor's story so far seems decent enough. In the bridging between Norway and England you get thrown out of the animus and my god I have no idea what is going on in the wider modern day Assassin's Creed world. The series has really escalated and there is just a bunch of optional text and audio logs talking about things I have very little idea about, and even my girlfriend who has played a lot of the series couldn't tell me about
I do appreciate it though, I love when sci-fi lore just gets out of hand.
On performance and bugs, the most notable issue I've had repeatedly come up is audio hitching. A line of dialogue will pause midway and then resume, meaning it will run over into the next line of dialogue. It's relatively annoying for its frequency but fine as subtitles are on by default (although they are really big, it's the only setting I have changed from default to make them "small").