Random Thoughts – Randocity!

Game Review: Assassin’s Creed Origins

Posted in reviews, video game by commorancy on May 14, 2018

Ubisoft is still trying to milk this somewhat tired franchise. With each new iteration, they are making more and more mistakes and the games make less and less sense. Let’s explore.

Bayek and Aya

In Assassin’s Creed Origins, you play as the Magi hero Bayek. He’s a nobody really, but the game makes you think he’s somebody. Unlike Altair and Ezio, who were at least well respected for who they were in their respective communities, Bayek is a small-town-kid… kind of like Connor in Assassin’s Creed 3. Unfortunately, this plot device has already worn thin by this franchise. At least come up with something different.

Bayek’s wife / significant other is Aya. She only appears in the game in tiny sections and you do get to play as her (sort of) during a boat mission. However, you don’t get to do something truly unique and switch between (or choose to play as) either of the characters. Come on Ubisoft, get with the program.
Bayek-ACO

Bayek is conflicted all throughout the game because his kid was killed by who really knows for whatever unnecessary reason. This is intended to give Bayek motivation to become an assassin and kill for revenge.

Storylines

This is as good a time as any to talk about the stories presented. Bayek must find and kill 8 different individuals along the main quest. Most of them are temple priests who’ve done wrong… or at least, so the game tells us.

The side quests consist of fetch quests as well as assassination quests, occasionally taking the time out to do racing or fighting. The stories are average and uninspired for an Assassin’s Creed title. They can be fun the first few times doing it, but ultimately it’s the same things over and over. It would be great if Ubisoft could figure out a way to make the stories more dynamic, less fetch-questy or fighty and do something different. Yes, it does have assassin in the name of the game, but that doesn’t mean everything in the game needs to be a fight. The majority of the stories have nothing to do with assassinations. The ones that do are so weakly written, they might as well just tell you who to kill and put a map pointer. Why bother with the crap setup. Let’s just get to the activity and be done with it.

Fighting

Unfortunately, this is probably the worst part of the game. While Assassin’s Creed 2 practically got the fighting aspect 100% right, Assassin’s Creed Origin gets it almost 100% wrong. The fights are not in any way fun. Let me just make this clear. Fighting should be extremely fun in a game like this, but no. There are two tactics the enemies use that just drive me absolutely crazy. It doesn’t matter if it’s an animal or an NPC, they both use this tactic.

Backing Up as an AI combat strategy

While I realize walking backward could be used occasionally by an enemy, it is entirely overused in this game. This tactic always has the enemy moving just out of reach of even your longest weapon. There’s absolutely no point in this AI tactic. It wasn’t in any other AC game, why is it here? It just wastes time and serves to frustrate. This crap tactic is at the top of my least favorite AI fighting tactics in a video game. I’ve never played any other game where this tactic is used by enemy AI. I don’t even know how to rant enough on this particular tactic, but it drives me bat shit crazy.

Note, I’ve seen this tactic employed with human NPCs, lions, tigers, hyenas and practically any other ground combat. Ubisoft, get rid of this tactic. It doesn’t make the game fun, it only makes the combat incredible shite.

Shields

While I realize some NPC’s have shields, the only tactic to get around the bigger shields is try and flank the enemy (almost impossible because they turn around instantaneously) or try to press and hold with a large sword (power attack). The problem I have with these two suggested combat tactics is that they rarely ever work. Yes, the game gives them to you, but by the time you attempt a power attack, the enemy has either stabbed you repeatedly several times or knocked you on the ground and stabbed you. Press and hold attacks are worthless.

Worse, it’s almost impossible to break through a shield on an enemy. The strategy I end up using is climbing and performing a top down assassination over trying to do a break on a shield. Again, Ubisoft got this part totally wrong. Let me at least pull that stupid shield out of their hands and disarm them. Nope, no such feature in the game. Disarming an NPC is just a basic maneuver in any fighting simulator, why is it not here Ubisoft? How about letting me me break their shield in half? Nope, not here either. Shields don’t take damage.

Worse, when I try to use a shield, it’s not nearly as strong as when an NPC uses it. This is the dreaded one-sided fighting behavior that I absolutely abhor in games. If you’re going to make a fighting game, at least have the decency to make it a fair fight. When you tilt the fighting towards the NPC and away from the player, that’s just a shit tactic, Ubisoft.

Finally, shields should eventually break. If I keep hammering on it with my sword, the NPC shield should eventually disintegrate. Nope, these NPC shields are entirely invincible. I shake my head at this crap design.

Combat Mode

In this game, it’s way too easy to trigger combat mode and almost impossible to shut it down short of running far, far away… and even then that doesn’t work if the enemy is on a horse or in a chariot. For whatever reason, an enemy’s horse is always about 25% faster than yours. This is yet another unfair cheat tactic on the part of the game. Horses should either be of equal speed or … what the hell Ubisoft? … let us upgrade our horses to be faster than theirs. Yet another craptacular design failure.

Can’t break out of animations

This should be self-explanatory, but I’ll go ahead and explain it anyway. When you’re in the middle of combat, if you attempt to do certain moves, you can’t do anything else until the animation plays out in full. I’ve had enemies desync the game because I inadvertently triggered a long combat animation sequence that you cannot stop. Because there is no way to break out of an animation sequence, you always have to let it play out in full, enemies can come in and stab or hammer or poke you.

This is even more commonly frustrating because sometimes if you’ve got two or three enemies, they can gang up on you and prevent you from getting out of their fighting tactics. If they hit you in just the right order, even dodging is impossible because the taking wounds animations have to completely play out and cannot be broken out of.

This is crap game design. The player character should always be able to regain control over the situation without waiting for a long-ish animation to complete. All animations need to be broken out of and stopped.

Leveled Characters

So I get that Ubisoft finally added numbers and character levels to the NPC’s in the game. It’s been a long time coming. But, the way this is implemented is entirely and complete garbage… especially for an assassin.

Some enemies are, for all intents and purposes, invincible. These appear with a skull in a red shield above their head. I shake my head at this crap. To simulate real people, the hero should be able to assassinate anyone at any level. Knives don’t discriminate based on level. Assassination is assassination. Level doesn’t matter to a knife. Levels should only matter for melee combat where skill is involved. A stealth assassination from behind or above should always kill the enemy regardless of level. I should rain down from above, knock them down then assassinate any NPC in the game regardless of level. This is how a knife works, Ubisoft. Unfortunately, Ubisoft sets it up so that whenever an enemy is ‘too strong’ (or too high a level), they are invincible from either weapon’s attacks or knife assassination. In fact, a sword that might kill someone at your same level, an invincible enemy might take at most 90 damage.

Again, this crap drives me absolutely bat shit crazy. It’s such a crap design. Ubisoft, stop, learn and listen… and STOP playing these stupid games with your franchises. If you can’t do leveled characters right, then don’t do them at all.

Worse, there’s a preference that allows you to set NPCs to fight at or around your level. Yet, when you turn this setting on, it does absolutely nothing. Characters who were weaker are always weaker. Characters who are leveled way above you stay leveled way above you. If you’re going to add this setting to the menu, Ubisoft can you at least make it work?

Can’t Kill Citizens

In past games, you could kill civilians, but if you killed more than 5, the game would desync. In this game, you can’t even do this. They are simply unkillable. He’s an assassin. Blades should work equally well on enemies and on civilians alike. Go back to desyncing if you don’t want us doing it. Don’t just prevent the blades from working at all. What’s the point to this anyway? Why can’t we kill civilians if they get in our way? Stupid unnecessary design change and horribly unrealistic.

Horrible combat button placement

For whatever reason, Ubisoft has decided to muck with all of the previous combat button placement. In past games, attack was always on the ABXY or X⃝△▢ buttons in some manner. In Origins, Ubisoft decided to move them to the trigger buttons by default. Wait… what crap is this? Who ever designs games with attack on shoulder or trigger buttons? Thankfully, they offer an alternative mapping that at least puts them on X and Y. No, it’s not optimal placement, but it’s at least it’s on these buttons. Why would you put combat on X and Y over A and B? These combat moves should always be on A and B buttons (Xbox) or X and O buttons (PS4)… like every other game on the planet.

This is always called messing with a good thing and Ubisoft is now firmly guilty of screwing with this game just to screw with it and for no other reason. Bad design.

Smoke Bombs

In past games, you had the ability to get and drop smoke bombs at will. In this game, smoke bombs are tied to combat. To drop a smoke bomb in this game, you now have to perform some kind of combat maneuver, then following that maneuver, press the A button quickly to drop a smoke bomb. No No No NO NO! Dropping a smoke bomb should be a button on its own. Never tie it to a combat move. If I just want to drop a smoke bomb for no reason, that’s my choice. Stupid design.

Perfect Aim

This is one of those complaints I’ve had for a very long time and it keeps coming back time and time again. Every enemy has perfect aim and infinite line of sight. No one ever misses hitting you unless you’re overly good at dodging. Even then, arrows still seem to make their target even after dodging. Yes, you can use your shield to protect yourself, but if that works 50% of the time, you’re lucky. Some enemy is always knocking you back and typically enemies swarm making it impossible to use the shield effectively.

Swarming and moving out of range

Enemies in this game always want to come in swarms. When you climb to avoid the swarms, the NPCs (animals or humans) move just out of range of your ranged weapons if they can’t reach you. This means you can’t shoot arrows at them. This is plain out cheating by the developers. Don’t move NPCs just out of range because they can’t get to you. I’ve seen this tactic in other games and it is entirely unnecessary. Once again, stupid design.

Climbing Activities

As with other Assassin’s Creed games, climbing was the gimmick that made Assassin’s Creed work. It’s still in this game as well, but not explained as to how this character does it. He just does. As with other AC titles, climbing sometimes works, but sometimes doesn’t. It depends on what you’re trying to do.

In most cases, the camera gets in the way. Because climbing direction is heavily dependent on which way the camera is facing, when the camera randomly moves, you’ll end up careening off in the wrong direction and setting off a bunch of guards in the process. This is, in fact, one of THE most frustrating aspects of this game (and really, any AC game).

For utilitarian purposes, climbing works fine. For stealthy assassinations, I could swear that the game cheats and sends me careening right in the middle of a load of guards simply to alert them. I’ve learned never to use climbing as an assassination strategy unless there’s plenty of room to maneuver. Even then, it can all go horribly wrong.

Ignoring all of the combat problems, this is one of the games top problems. Though, I’ve had this complaint with just about every Assassin’s Creed game ever made. Though, this game seems to be worse about it than others.

Senu

In lieu of the previous semi-magical “Eagle Vision” that simply just existed, they replaced it with, you know, a pun. They give you “Senu”, a flying Eagle with ‘Vision’. It circles overhead like a vulture. When you activate Senu, you can control him to fly around and over various encampments to identify enemies, loot chests and various other identifiers.

Senu was an unnecessary addition to the game and does nothing to explain the other version of “Eagle Vision”. Instead, they should have simply used the tried-and-true Eagle Vision that had been long established in every prior game. It needed no explaining. Adding this eagle served no purpose other than to make a pun, which wasn’t funny. Senu could have been a great help if it could have not only stunned enemies, but actually damaged them by dive bombing them and/or pecking / scratching them. If you’re going to give us a companion (and since you’re already making this world completely unrealistic anyway), then while you’re at it, let us use Senu as a weapon against enemies right from the start. Such a waste.

Leveling Up

Yes, there is the ability to level up, but it’s so limited as to really not be helpful. You get enough experience points to level up timely enough, but it really doesn’t help make you stronger or better or faster most of the time. The majority of the perks are worthless. There are a few that help (poison darts, smoke bombs), but most don’t do anything to help make Bayek stronger, better or faster. In other words, the majority of the perks do nothing, with only a few having any real purpose. The few that do have purpose are so buried behind the ones that do nothing, you waste a ton perk points just to get to them.

Photo Mode

The photo mode in this game is nice enough, but doesn’t have near enough filters to make it worthwhile with depth of field being the best of the effects. Overall, it’s a nice enough feature, but it’s not worth playing this game just to use it.

Frame Rates, Audio Problems, Crashing, Lost Quests

Frame Rate Problems

One of the things I’ll say about the Xbox 360 versions of this game is that the frame rates were always consistent, particularly with climbing a synchronization point. When you get to the top, the camera circles the player character. This has always been a particularly smooth animation. Not in Assassin’s Creed Origins. Every single synchronization point animation is herky jerky and choppy… and this is at 1080p. I’m not even trying to run this game at 4K. I can’t even imagine what this animation looks like in 4K.

I only recently started playing this game because of a backlog of games I wanted to play first. I also thought that waiting would give Ubisoft enough time to patch stupid bugs. Well, they haven’t. This game is chock full of bugs and problems.

Lost Quests

This is a problem that also drives me insane. I’m playing along, select a quest and I’m on the way there to pick it up or finish it. There are two ways quests are lost here. The first way is I’m traveling a road and an invincible enemy appears and immediately spots me. Invincible enemies are an entirely stupid concept (see above), but they are also on horses that run far faster than mine does… which doesn’t make sense. So, they inevitably catch Bayek and desync. BTW, a single arrow shot or sword swing from an invincible enemy is nearly enough to desync. A second swing or shot and the game always desyncs. Upon respawning, the quest is gone. No where to be found. You can’t find it and you don’t know where it went.

The second place where quests get lost is when the game locks up and/or crashes. Upon restarting the game, the quest is gone. This one is just insanely stupid. It’s not like the game doesn’t have autosaves turned on all throughout. Even if the game just saved seconds before, the quest is gone. Worse, when you respawn, you can end up a long ways away from where you were.

I don’t know how many quests I’ve lost as a result of either of these two problems. Probably 15 to 20. This problem stems from the way this game chooses to save games (see below).

Audio Problems

This is a known problem. Ubisoft has had many reports of this problem going to late 2017. Yet, Ubisoft still hasn’t fixed this issue. I’ve run into it several times. After I’m done playing the game, I then sleep the Xbox One for a period of time. When I wake up the console, there’s no sound at all. When I attempt to change any audio settings in the game to bring it back, I only get an audio chirp about every 5 seconds. Note, the console itself has no problems producing sound as I get that from the Home screen and Cortana and other apps. This problem is entirely a bug in Assassin’s Creed Origins.

Crashing

Most games today crash occasionally. However, this game is well more buggy, crashing way more frequently than average. I’ve had hangs that turn into crashes. I’ve had hangs that recover. I’ve had random crashes with no hang. Since I’ve started playing, I’ve had at least one crash every 1-2 days. This game is not at all stable. Thankfully, the game saves frequently enough that you don’t lose what you’ve already collected. But, you may lose your active quest.

Game Saves

This game chooses to checkpoint save randomly. It makes a noise whenever it saves. I could really do without that noise. If you want to save a game, leave the noises off. Just save the game and put a visual notification. That’s all that’s needed.

You’d think that the game saves would do you a favor. In fact, they don’t. If you desync for any reason, you have to start whatever it was you are doing over from the beginning. The only thing that seems to be saved is chests you may have looted. These seem to remain looted after a desync. Other than that, your character respawns usually far away from the location where you were. This is annoyingly frustrating.

What is the point in a game save if not to recover exactly where you left off? Ubisoft, checkpoint saves are stupid. Get rid of them. Let us save exactly where we are and let us save at will. Let us start right back where we left off… in the middle of battle if necessary. Don’t throw us a long distance away and make us start that activity completely over. Stupid design

Graphics and Sound

While the cities and NPCs are ironically unrealistic in their actions, the visual world itself, particularly the sand dunes, the deserts and the oases are look reasonably realistic. Bayek’s character model is particularly well done. The same for the anime character seen in “Gift from the Gods” quest. I’m not even sure what that quest was about, but the character was straight out of a game like Final Fantasy. For less than 5 minutes on the screen, someone spent an inordinate amount of time modeling that character for the game.

The underwater action is well done and the water movement is better than most games of this type. As with most games today, these hyper-realistic game engines fall down in many small ways… specifically, low res models. While the lighting is well done, the statues and other models are just too low poly. Worse, the flags at the top of the temples are downright horrid. They fly and flap fine, but the edges of the flags look like something out of an 8-bit SuperMario game.

There is one sound thing that drives me insane in this game. It’s when Bayek has to constantly prompt the gamer to go do whatever urgent task is at hand. I don’t need or want that prompting. At least let me turn it off from the settings menu. Additionally, the enemies constantly taunt that the player’s imminent demise. I don’t want to hear this either. Let me shut off those taunting remarks from the enemies. These audio comments are entirely worthless. Either that or turnabout is fair play. If they NPCs can taunt, then let me taunt back with Bayek. Either that, or shut that stupid and repetitive taunting off.

Overall

The game play mechanics are average. When the mechanics work, they work okay, but occasionally the collision detection is intensely bad. I can see the weapon connect with the enemy, yet nothing. This means extra work just to kill an enemy because the game didn’t detect it. Sometimes it means desync and forced restarting. The enemies who use the back up tactic just drive me absolutely insane. This tactic needs to be removed from the NPC combat AI. It doesn’t serve any purpose other than to frustrate. It doesn’t make the combat harder, it’s just plain stupid.

The stories are twice told tales that don’t really lead anywhere of any specific nature. The only story that ties it all in is when you exit the animus with Layla… Layla being a cheap knockoff of Lucy from Assassin’s Creed. However, what is she really doing there any the first place? We’ve already established the animus as a commercial thing that people can buy and use at home. Why are we going back to these coffin shaped devices? The only storyline that seems to tie it all in are the too few and far between temples were Bayek enables a pedestal which talks of Desmond and the imminent world destruction… not that Bayek will understand any of that… nor does he ever make any comments under his breath afterwards.

Worse, all of that modern day gibberish was likely introduced by the animus as a bug rather than being an actual genetic memory from Bayek’s original story. Yet, Ubisoft completely ignored this leaving the gamer to assume that Bayek actually encountered that information. Sure, I believe he may have visited those temples, but I don’t believe he actually encountered that information during the reign of the Pharaohs. Why should I believe this? The story gives me more reason to believe the animus added that story element than Bayek actually having encountered it for real.

This game could have been much, much better.

Graphics: 8.9 out of 10
Sound: 6 out of 10
Game Saves: 1 out of 10
Gameplay: 4 out of 10
Controls: 4 out of 10
Combat: 3 out of 10
Stories: 5 out of 10
Stability: 2 out of 10

Final Rating: 4.5 stars out of 10

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