This review contains spoilers

Spoilers only discussed at the very bottom


Oh boy, did this game grind my teeth. Evan’s Remains is one of those titles that thinks it’s smarter than you; worst part is, it’s bloody right. We’ve all engaged with products that came from the M. Night school of hard knocks wherein the creators believed themselves so much wiser than their target audience, they felt the constant need to subvert expectations; and from my own history alone, I’ve experienced this fervor with such games as Observation, Antichamber, Witness, and Enslaved -- solid releases hampered by devs more interested in impressing people than telling a thematically-finite tale.

Evan’s Remains risked falling into that trap -- after all, its indulgence in the mystery genre inherently warranted the twists-and-turns pioneered by prior classics. Yet it’s the intricate-execution by writer/creator Matías Schmied that saves it from the pitfalls of its cogenitors (his script firmly guiding your experience whilst subtly taunting you for your ineptitude). The premise is you’re a young woman named Dysis sent to a nameless isle to find the eponymous Evan: three years before the events of the game, he disappeared without a trace, and now that he’s shown signs of life, his multimillion dollar company is very interested in bringing him back.

There’s a futuristic backdrop to the whole shebang done to justify all the crazy tech within the world, from Dysis’s pocket dimension to the island’s “City of Tomorrow” structures; however, it never feels science fictiony, and Schmied’s ability to hone in on the grounded DNA of his plot forms the backbone of why the game works so well -- like the best of social sci-fi, it’s more interested in exploring the human condition than fantasizing about implausible gizmos.

A large part of that success derives from ER not wasting time reveling in its lore: while the isle has a deep mythos, it’s almost always relegated to the back in favor of Dysis’s introspections as well as her interactions with fellow explorer Clover. This young runt has his own purposes for being there, with Schmied consistently using the guy's philosophy to provide contemporary life lessons to both the audience and various characters within the game. Some of these points are blatantly false (ex. Clover lamenting Dysis’ obsessions with money when money is definitively proven to be tied to happiness), others much more relatable (the idea of pushing self-improvement initiatives to another date, thinking there will always be time later until there is none), but what constantly fascinated me about the whole ordeal was the execution. Not once did I ever feel like Clover was coming across as smug or hifalutin in his discourses to Dysis, and that’s a testament to the quality of the prose (as well as the English localization) - usually, in fiction, these kinds of sage-like, holier-than-thou characters warrant a punch to the face or kick to the groin (see Impa from Skyward Sword; Mordin from Mass Effect), and the fact that I didn’t want to do either to Clover speaks well of his composition.

The mystery itself is effectuated quite well: Schmied and his team actually have their characters speak directly to one another when asking and answering questions, as opposed to engaging in annoyingly prolonged methods ala deliberate vagueness for the sake of deliberate vagueness. And when he does pull the rug out from under you, as frustrating as it appears at first, the disclosure of previously-lain breadcrumbs combined with naturally-divulged revelations goes a long way towards building up to a second emotionally-riveting climax. It’s a game I highly recommend going into with little foresight.

The biggest criticisms I have with the narrative are two-fold: first, there’s a severe lack of connecting tissue between the aforementioned convos of our two protagonists and the motivators behind the endgame pronouncements. Yes, the writers do have a B thread that’s technically meant to serve as a link; however, not only is it tethered poorly, but a number of other unrelated plot threads are outright abandoned(+).

Second is that a lot of macro elements ultimately don’t make a lot of sense when you put even a little thought into them, but as this involves extensive spoilers, you’ll have to learn what I mean below (AFTER beating the game)++.

Evan’s Remains won’t catch your attention with just its story, though. Despite being made by a small team, this is one of the best-looking retro games I’ve ever seen: so much so, in fact, that for five straight minutes after booting it up, I wrote extensive notes about the insane production value I was observing on-hand. And so, let me list for you all the kinds of details maitan69 put into its post-SNES aesthetic: water surfaces reflect every visage in real time, sun particles dot the oceanic top, fresh wind jostles flutterable objects in your vicinity (hair, clothes, leaves), characters actually blink, afterimages are produced following a turbo jump, hard stopping produces a plume of dirt, waterfalls bounce loose aqua motes off your hat, vistas in the horizon display pristine animation work (smog, clouds, citiscapes, celestial bodies), I’m sure I’m missing more. The point is a lot of sweat, blood, and tears went into the graphics of Evan’s Remains, and it consequently deserves all your attention.

Of course, there are some small setbacks: blinking occurs at a tempo rather than natural hum, limbs appear as uncanny stumps due to the absence of defined appendages/shoes, shadows are relegated to bland circles at the base of each model, and I was not a fan of the game’s pseudo-depiction of dynamic lighting on Dysis (when running, her back leg is wholly darkened as though burnt to a crisp). In addition, the design of the atoll’s ancient civilization is a bit mixed, the devs opting for some neo-Mayan architecture that’s pleasant to gaze at, at the expense of not being particularly unique.

One of the stranger decisions made by maitan69 is their concoction of numerous thumbnails for their character dialogue, only for a fair chunk of them to not be used much whilst others pop-up extraneously. Don’t get me wrong, the portraiture itself is well-drawn, representing an Americanized anime style that hearkens back to Super Nintendo JRPGs: I just wish more of the dormant profiles had been incorporated versus the same 5 or so templates you see ad nauseam.

Speaking of the SNES, the score for Evan’s Remains, primarily done by Schmied himself alongside Tomás Batista, is hit-or-miss. On the one hand, it’s clearly inspired by the iconic console’s library (I personally heard some David Wise and Uematsu amongst others), thus leading to a number of genuinely-enthralling tunes. On the other hand, to get to those tunes, you need to sit through some of the worst synth music I've ever had the misfortune to hear in a video game, and I don’t mean synths as in the use of synthesizers to replicate instruments, but rather the use of synthesizers to replicate electronica. That’s right, for the first couple hours of your journey, be prepared to protect your ears from some nasally-sounding beats straight out of the 8-bit era, from French Horns filtered through elephantine mutes to a keyboard that literally sounds like an old Casiotone product from the 80s.

Luckily, as things progress, Schmied dials back his nostalgic tendencies in favor of a more organically-sounding OST adorned with somberly-atmospheric tracks: tracks that successfully elevate the games’ innumerable story beats to emotional heights.

Voice acting is relegated to personalized dins played during each character’s respective dialogue, meaning SFX encompasses the remaining soundscape. In comparison to the graphics, it’s definitely been given less priority: there’s no whoosh to the effervescent breeze, no differentiation between jumps or landing zones, and while footsteps were granted some diversity, the synchronization isn’t the best. To be clear, nothing is distracting; it’s more-so that nothing stands out, which is a bit of let-down given the otherworldly beauty.

Similar to Even the Ocean, Evan’s Remains interposes puzzle-platforming sections between its narrative drops, and though short, they’re actually quite good, entailing you min-maxing various switches for the sake of circumventing an en-raised scaffold. There’s even some tongue-in-cheek drollery thrown your way wherein NPCs will question the futility of Dysis doing these tasks when she could’ve just walked/swam around them(+++).

Fundamentally, though, it’s the story which’ll be your draw to the game, a facet I absolutely praise. Yes, Schmied believes himself your intellectual-superior, but you know what, unlike so many creatives who go this route, he actually has the repertoire to show for it. And with a smooth price tag, you can’t go wrong checking his product out.

NOTES:
+++You technically have the option to skip these sections, though the game encourages their completion via Dysis remarking that it feels right to do them.

-I did appreciate Schmied including all his [Patreon?] backers in the end credits.

-Didn’t get a chance to say this in the main body, but the interplay between Dysis and Clover is worth studying as a way of showcasing how to build-up a surprisingly authentic relationship betwixt strangers.

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SPOILERS
+/++What I mean is the game’s A plot throws all these themes at you regarding valuing the true purpose of life over artificial gains like materialism, only for the overarching B plot to be Evan’s conflicts with his corporation. There’s no doubt I’m possibly misremembering things, so take this diatribe with a grain of salt, but IIRC, Evan bailed because he had dirt on the company, leaving his friend Andre to deal with the aftermath. He sent the original message out as a way of drumming up media attention so that his inevitable whistleblow return would garner as much attention as possible.

I say it loosely ties things together because this whole information warfare scheme is very much at odds with the main plot involving Evan and Andre conspiring to give Clover a happy ending. Yes, I get that Clover helped change Evan’s views on life, but that’s a relatively-underdeveloped subplot and one that doesn’t explain why we needed this extensive corpo backstory; if anything, it's been set-up purely for sequelbait. Ask yourself if Evan and Andre had to be high-level salarymen for any of the story to progress?

Worse still is the notion that Dysis was arbitrarily-selected solely because of her name. I get the game kind of gives a justification via Andre implying they wanted authentic reactions from the surrogate sister figure, but would a highly-trained actress have really been any less effective? Given the futurism on-display, you’re really telling me these two brainiacs thought it better to psychologically-traumatize a random chick instead of paying a Thespian performer to undergo the exact same ordeal? It’s without a doubt the most nonsensical part of an otherwise well-told mystery.

Oh, and to add salt to the wounds, Dysis doesn’t even get an opportunity to speak before Clover and his sisters’ graves -- in fact, it’s implied she was outright drugged so that Andre could bury the bodies in secret before the game cuts to credits.

In terms of dropped plot threads, you’ve got things like how they found the island/Clover’s village, Dysis’s arc of transitioning to a less-consumerist person, the aforementioned whistleblowing, and Andre’s reasoning for even aiding the bunch.
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Escape Goat takes a timeless staple of game design and puts its own spin on it - the iconic platformer, wherein you’ve got to cobble from one predesignated point to the other whilst evading death traps and enemies galore. The twist this time around is you’re a young purple buck trapped in a gloomy castle -- 10 worlds loom before you, each holding a key to freedom. Question is, can you collect them all to escape?

Let’s get right into the gameplay as that’s all that matters when it comes to platformers. Unlike certain sidescrollers ala SMB and DKC, Escape Goat’s levels generally stay within the confines of 1-2 screens, your goal being to unlock the lone door within. Sometimes it’s already open, however, more often than not, you’re going to have to find the adjacent key(s) to break its bolt, with said keys dutifully hidden behind dynamic and static hazards alike.

Platformers, in this day and age, tend to bank on a singular element to best distinguish them from the crowd, and while Escape Goat does have one (more on that soon), what’s interesting is how much it, instead, primarily relies on good old-fashioned puzzle platforming. All you’ve got is a double jump and dash, yet the amount of creativity the devs wrung out of this method is genuinely astounding. You’ll be setting off traps, tricking enemies, and manipulating objects amidst a myriad of other endeavors throughout your 3 plus hour runtime, and I never once found myself getting bored by any of the creations on display. Yes, a lot of the building blocks are familiar, but familiarity is never a net negative when you’ve got a macro product this inherently enjoyable.

As I stated earlier, though, there is a unique element here in the form of a rat Bucky can call forth in nearly-every stage, and while his main purpose is to set off out-of-reach switches, there are times where you’ll need him as either a proxy diversion or teleport rod depending on the available power-up. Overall, the end result is enjoyable, my only qualm being a world called Engine of Insanity -- the reason I wasn’t a fan of it was because I felt its chambers, all too often, relied on preset triggers: that is, you know those platformer levels where your sole task is to do something before an invisible timer permalocks you out? Yeah, that’s what Engine of Insanity largely consists of, and I was grateful it wasn’t representative of the product as a whole.

Graphically, Escape Goat looks off-putting at first: the jagged outlines and block-based structures hinting at low-quality freeware. Yet let this be a lesson to never castigate something off immature preconceptions as this is a dam good-looking game made by a talented developer. Escape Goat’s story may be pretty basic (as most platformers’ are), however, the art design goes a long way towards imbuing it with an ominous atmosphere. You don’t know why you’re here other than to be the prisoner of someone called the Master, and the dark tones adorning his dungeon make it clear he’s probably not the most pleasant person.

I’ve seen the word gothic thrown around, but, to me, eldritch serves as a better descriptor despite the absence of gore(+) -- corrupted wizards scour the planes, buzzsaws bounce willy-nilly, reappropriated skulls operate as valves, terrain and backgrounds appear cragly and ill-kept; heck, even the violet hues/yellow eyes of your protagonist play into this atmospheric melancholy. True, it does lean a little too heavily into NES-style pixel art, but given the breeziness of most levels, you won’t ever be fixated on those aesthetics for a prolonged period anyway.

Unfortunately, SFX is more of a letdown: there are no footsteps for standard running, sawblades are muted, throwing your mouse makes a cheesy cartoon boing, and the dash literally sounds like a giant wet sponge scraping along the floor. That said, the leap is very pleasant, item pings a delight, and the grinding of machine cubes ever-so industrial.

Where the game truly shines, though, is in the music by Ian Stalker and Chainsaw as this is one of the most, if not the, catchiest OSTs I have ever heard in a platformer. I want to say it pumps those classical macabre piano tunes we’ve come to associate with dark castles into an arcade-y format, but no, relistening to it, it’s honestly just standard synth percussion arrangements mixed into an upbeat score, and I cannot understate just how good it is. You’re going to be dying a lot, and having enjoyable chords bopping in the background goes a long way towards holding-off the tinges of anger.

On that note, is this game hard? Well, Escape Goat kind of falls halfway between a Celeste and Donkey Kong Country-style challenge: it’s more difficult than your standard indie release; however, most of those aforementioned deaths derive primarily from having to manually restart a stage rather than any fatality of your own creation. That said, like most games of the genre, Escape Goat does provide four additional challenge planes for you to try your hand at post-completion, and given that I’m not a masochist, I didn’t spend too much time on them (though the opportunity is commendable).

Overall, if you’re a fan of similar titles, Escape Goat will be worth your money: it stands as a pristine example of the sheer talentry we get, and will continue to get, out of the indie community.

NOTES
+Technically when enemies die they burst into a flurry of red bubbles.

-Your neighboring ovines detail various truths about the setting, including the sorcerers being corrupted prisoners and the presence of a mysterious force that’s prevented others from escaping, making me wonder if there was originally more planned for the story that ultimately got axed (or if the developers just liked having mythology). The font for these speech bubbles was also well-chosen, successfully embodying medieval-esque (or stereotypically-medieval-esque) calligraphy.

This review contains spoilers

This is part 2 of a spoiler-filled comprehensive critique of The Complete Edition. For Part 1, see: https://backloggd.com/u/RedBackLoggd/review/1368458/

For a conventional spoiler-free review of the base game, please see: https://backloggd.com/u/RedBackLoggd/review/1368448/

For the first DLC, Wrath of the Druids, please see: https://backloggd.com/u/RedBackLoggd/review/1368450/

For the second DLC, The Siege of Paris, please see: https://backloggd.com/u/RedBackLoggd/review/1368452/

For the third DLC, Dawn of Ragnarök, please see: https://backloggd.com/u/RedBackLoggd/review/1368455/


The SFX has its pros and cons. On the plus side, this is the first time I was able to distinguish individualized beats for right & left footsteps in an AC Game, and considering the sheer amount of traveling you’ll be doing, it’s quite splendid to hear (expressly for horses!). Valhalla is also the first AC title to exhibit dismemberment and decapitation, and discerning such grisly cleavings via standard combat executions never gets old. The splintering of castle doors, clinking of loose metal on garments, bending of air around Sýnin and more are all signs of polished handiwork from Ubisoft’s artisans.

Sadly, these are partly counterbalanced by deficiencies, beginning with the sheer amount of rehashed dins from the prior RPG games: shattering pots, dragging barricades, crunching snow, whistling, stock animal growls, sail unmasting, fire burning, and others I’m sure I’m missing were blatantly transposed from Origins and Odyssey. And look, I know there’s only so much differentiation you can do with certain noises, but my point is that no initiative was made to even change them-up. Then again, maybe that was for the better as some of the fresh inclusions were not that good. For example, looting massive chests and completing raids produces this hooting that literally sounds like the chorus from Who Let the Dogs Out on steroids. Opening those coffers, in general, never feels invigorating courtesy of the lid removal having a generic sliding sound that’s not even properly-synchronized. Over and above that, atmospheric conditions are significantly diminished by ear: minus scripted sequences, elements like wind, snowfall, conflagrations, and rain come off as unnaturally-muted, which does hurt their visceralness. Like most AAA releases, Valhalla doesn’t feature any aural blemishes that’ll take you out of the game, but it definitely wasn’t as fortitive as it should have been.

I wish I could say the music atones for things, yet this was another area of disappointment for me. As you guys know, Valhalla marks Jesper Kyd’s grand return to the franchise after nine years, and there’s a reason that news generated a ton of hype: the Ezio scores are regarded as a high water mark for the series and his magnum opus as a whole. But it wasn’t just Jesper’s homecoming that was noteworthy: Sarah Schachner, who weaved the wonderful Origins OST, was announced as a co-composer, meaning nothing short of a masterpiece was expected from the duo.

Unfortunately, while you’ll no doubt find many fans who enjoyed their collaboration on Valhalla, I couldn’t help but feel letdown. The issue is Dark Age settings are inherently associated with symphonic orchestras: we’ve all listened to medieval tracks tinged with flute harmonies, brass fanfare, and of course string solos, and the fact of the matter is that none of those matched up with either musician’s prior arrangements (Jesper’s specialty being synths, Schachner’s electric instruments). Now of course, these are artists with longstanding resumes, and it’s very possible they’ve written music reminiscent of the Middle Age period that I’m simply not aware of but, regardless, their work in Valhalla felt very unnatural and subsequently non-enticing, often engaging in these heavy vocal and French Horn melodies, the former of which should’ve been up Jesper’s alley given his previous experience with choral music, but that ends up faltering due to it not resembling either monophonic chants or his famous carols. Nothing builds up to anything, instead occupying background harmonies that momentarily add a new leitmotif before returning to the shadows (the worst offender of this being the Raid strain, which sounds more like the accompaniment for a group of friars going horse cart racing than the bloody scene of their land being pillaged). Viewpoint tunes are a significant drop from Odyssey; the main theme is so forgettable, I literally had to look it up prior to typing this sentence (an absolute crime for an AC game); and, worst of all, Jesper’s revised version Ezio’s Family (aided by Einar Selvik) is relegated to the freakin’ credits, which, for the record, are a menu option and not mandatory). It’s really sad that Unity incorporated it better than its own maestro.

Obviously, not everything is dispiriting- some of the ambient tracks auxiliary to exploration are top notch, the Ravensthorpe theme is fantastic, and the shanties from your crewmen are the best the franchise has seen (though I suspect these were more Selvik’s creation). But considering everybody’s past body of work, Valhalla truly is a damp squib in this department. Reportedly, gamers were experiencing sound bugs that outright suppressed the music, and it pains me to say that those folks didn’t miss out on much.

On the note (no pun intended) of shanties, I’ll briefly go over the naval component of Valhalla as, unlike Black Flag, Rogue, and Odyssey, it’s not about maritime combat; theoretically, the purpose of the longboat is to merely transport you and your horde from place-to-place. However, the fact of the matter is you have mounts that do the exact same thing (aided by them being able to swim), making this apparent reasoning all but naught.

No, the sole intention behind the longboat was clearly to allow players to relive the Viking fantasy of coastal assaults, and the reality is that’s very shallow as, once you’re done plundering the abbeys, there is no other grounds for its existence. Sure, you can call your crew against the occasional camp scattered along the seaboard, but 9 times out of 10 it’s usually quicker to just solo it yourself. And listen, I would have no problem with this being a simple option for players, but the reason I’m complaining is because all those waterways they sculpted into the map make ground-based traversal between regions unnecessarily hamperful. While it’s not extraneous by any means, having to waste time paddling across tributaries whilst tracking down an orb gets tiring -- it reminded me too much of Venice from ACII, which suffered from similar qualms. I get that these rivers are probably historically accurate, but adding more bridges would’ve gone a long way towards making the amphibious transition more palatable. And speaking of bridges, I absolutely hate this instance during sailing wherein, everytime your boat approaches an overpass, your crew has to waste time slowing down and collapsing the mast (often causing it to clip with your tailpiece)- why not avoid the whole shebang and just make the structures taller? They already took a ton of creative liberty with the art assets anyway (as AskHistorians astutely assessed). And for those few of you who insist on traveling by sea, be prepared to get stuck on shorelines frequently (especially during turns) as your crew of @ssholes berate you.

The last major gameplay element is, of course, the skill tree, and it’s pretty bog standard insofar as RPGs go. Instead of levelling-up, you’re granted two points you can invest into one of three branching nodes representing combat, stealth, and archery, and thanks to the level cap not increasing between levels the way it typically does in other RPGs, you’re actually able to gather points at a reasonable pace without having to grind. In addition, Valhalla does away with Odyssey’s convoluted damage system in favor of consolidating everything into a singular “power level” that increases by two every time you invest in a slot, making it an enjoyable framework.

Now, I understand, there are some downsides to this more simplistic approach, mainly that gear boosts and builds don’t matter, but given that AC was never a hardcore role-playing series to begin with, I honestly didn’t mind the “return to roots” format, and it’s not like you’re less-incentivized to go loot scouring (avatar customization is an aesthetics-first enterprise after all).

Look, despite ending on that mini-rant, Valhalla actually ranks in my top 5 AC games of all time. It does a lot right for the franchise in terms of pioneering a better open world format, implementing balanced RPG mechanics, and (it goes without saying) fixing the modern-day after six entries of scattershot mediocrity. Eivor is another great protagonist, and given the sheer amount of hours of time you’ll be spending with him/her, it’s reassuring to know Ubisoft succeeded on this front. Yes there are a few botherations in the gameplay and narrative design you’ll have to contend with should you decide to embark on this long journey with the Vikingr, but as long as you know what you’re getting into, you’ll ultimately enjoy the ride. After 191 hours, I was saddened to be leaving Eivor and company behind, and you don’t experience that if the endeavor wasn’t worthwhile.


Notes
+The RPG elements began with Unity’s character customization/skillpoint acquisition and was further evolved in Syndicate outright having a leveling system. And both Egypt and England were not in their “ancient” status by historical standards.

++This question was actually directly posed to Darby during the aforementioned AMA. His response verbatim: “I'll never tell!”

+++Another thing Mr. McDevitt consistently hammered home during the AMA was Valhalla’s overarching impetus being the internal conflict Eivor contends with between her savage side (spurred by Odin) and more compassionate side, so wouldn’t a hypothetical success story from Styrbjorn’s part have contrasted well against the bloodthirsty warrior represented by Sigurd? I apologize for constantly whining about this story beat, but I cannot stress enough how disheartening it was to see a perfect build-up completely wasted.

-You’ve probably heard that Valhalla doesn’t have cloth physics, and the answer is both yes and no: there are animations for when you’re moving, but absolutely none for the elements (wind, in particular).

Based on a review originally published on Flickering Myth:
https://www.flickeringmyth.com/2019/03/video-game-review-claybook/


Product was received for free


Many of us who couldn’t afford to buy video games back in the day found escapism through other venues: there were those who played sports, those who read, and those who fantasized about being in a fictional world. And then there were those of us who had access to Play-Doh, using it and other forms of modeling clay for all kinds of imaginative hijinx.

Developed and published by Second Order, Claybook aims to bring back that old-school wonder for kids who had fun making crazy things from such mushy compounds. Question is, how well does it do it? The short answer is not the best due to an entirely different gameplan from the developers, though that doesn’t make it bad.

See, contrary to what it looks like, Claybook isn’t interested in occupying the sandbox (err claybox?) genre, its contents more akin to a Monkey Ball-esque platformer wherein players are tasked with guiding shapes through various courses for the sake of an extraneous objective. I won’t lie, I was a little disappointed by the choice (after all, it would’ve been cool to have a platformer built around manually designing items ala Green Lantern); however, in reviewing what Claybook is actually about, I can’t say its a bad concept, so much as it lacks proper execution. See, there’s no story to speak of, so it really needed solid gameplay to succeed, and that just wasn’t the case here. You move around with the joystick and have several options: drill forward or underneath, transfer control over to an adjacent piece, and rewind time with the intent of creating a doppelganger to help subvert obstacles.

It’s relatively barebones compared to the many power-ups of say the Mario games, and unfortunately, even the “unique” endgoals aren’t exactly fleshed out by the devs. Most levels entail you having to fill up pits with liquid, hit random checkpoints, absorb certain materials, or leave behind shadow clones in specially-marked areas; and while some of these can make for some cool challenges, the tasks do eventually get repetitive. There was also this annoying hitch that happened frequently wherein a ball-shaped figure I was operating would go into an arc rotation whenever I tried to dig forward through a wall, the resistance propping up as though I was on an invisible ramp; however, I am willing to accept possible user error for that mishap.
Claybook’s main saving grace is its art style and physics engine. No matter their design intent, the team at Second Order was evidently fascinated by the texture, look, and feel of Play-Doh, and so they’ve managed to develop a beautiful-looking material that somehow feels as soft, malleable, and playful as its real-life counterpart. But it’s not just the movement: one of the game’s biggest accomplishments is how colors daub over each other whenever you move through areas with different hues, making the endeavor feel realistic in its composition and mobility.

Sadly, those compliments don’t extend to the kid in the background. To elucidate, Second Order made the strange decision to add this child character who you’re technically playing as- he has a controller with a joystick that moves when you move yours (although he doesn’t press any buttons when you do). I say it’s strange because it was truly unnecessary: the kid has no impact on the title and the lack of a narrative means there’s no meta-commentary here the way The LEGO Movies had with their live action portions.

Regardless, I would’ve had no problem with him existing were it not for the fact that he seems to be made of the same doughy-material that the putty board is, this facet ultimately rendering him as very uncanny-looking. Combine this with those scarily large eyes, and you can be sure I worked hard to avoid him throughout my gametime.

He doesn’t speak either due to Claybook's lack of voice acting, leaving the audio design to fall into two categories: sound effects and music. The SFX was minimal given the conservative gameplay, but what is there is appropriate enough. Your churning has a nice squish to it, and classic platforming noises hit your ears a-dozen whenever you do something progressive like completing a mini-objective or beating an entire level. Second Order could have added some naturalism to the soundscape, like a waterfall tone whenever you cause a leak in a liquid cylinder, but that definitely would’ve been at odds with the graphics.
Music, on the other hand, is severely lacking. I heard the same three or so tunes on repeat, no matter what world I was on; a big disappointment from whoever the composer was.

Having reviewed Claybook for the Nintendo Switch, there is an important caveat worth mentioning, and that is that the game is surprisingly better played when handheld than docked, at least for me. My theory is this has to do with it not having to render as big a space as possible while portable, though I understand the experience could’ve been subjective.

It took me about 3-4 hours to complete all of Claybook’s stars/worlds, and at $15.00 MSRP, that falls significantly under my $1.00: 30 minute gameplay ratio. That being said, Claybook offers a mode where you can create your own courses, giving it a bit of Mario Maker or Minecraft’s replayability. Because of this, you also have the option to play other users’ levels, so that can definitely bump up your time with it depending on each person’s individual interest in doing so.

As such, make the decision to purchase Claybook on your own. It’s a platformer that doesn’t quite live up to its potential; however, it’s also gorgeous and feels like you’re using real plasticine. Quid pro quo Clarice.
Pros:
+Magnificent physics
+Wonderful doughy tactility
+Bright colors

Cons:
-Not much platforming variety
-Creepy kid in the back
-Little music

This review contains spoilers

This is part 1 of a spoiler-filled comprehensive critique of The Complete Edition. For Part 2, see: https://backloggd.com/u/RedBackLoggd/review/1378235/

For a conventional spoiler-free review of the base game, please see: https://backloggd.com/u/RedBackLoggd/review/1368448/

For the first DLC, Wrath of the Druids, please see: https://backloggd.com/u/RedBackLoggd/review/1368450/

For the second DLC, The Siege of Paris, please see: https://backloggd.com/u/RedBackLoggd/review/1368452/

For the third DLC, Dawn of Ragnarök, please see: https://backloggd.com/u/RedBackLoggd/review/1368455/

In a lot of ways, it’s hard not to see Assassin’s Creed Valhalla as the video game equivalent of The Rise of Skywalker. Both were the final entries in a sequel trilogy attempting to conclude said trilogy’s story whilst redressing complaints fans had had towards their immediate predecessor. With Skywalker, that was of course The Last Jedi, while here it’s AC Odyssey and so, to give some brief thoughts on that game to indicate my originating mindset, I overall enjoyed it and believe it to be a worthy entry of the franchise. While I’ve been with this series since ACII, I do not hold a purist attitude towards the RPG or Ancient (both misnomers FYI+) or whatever you want to call it trio that sprung from the ashes of Unity and Syndicate’s fiscal failures.

That said, there were decisions I definitely did not agree with, but, even if I shared all the views of those pre-Origins detractors, the reality is Ubisoft would not have had to listen to us. Both Origins and Odyssey were, by all reported measures, huge successes, especially in comparison to Rogue, Unity, and Syndicate, and that lucrativeness tends to result in minority criticisms getting ignored, no matter how valid they are.

Yet, to my delight. Ubisoft did the opposite.

I know it’s become popular in casual discourse to trash Ubisoft, however, in this particular area at least, they deserve immense praise for willingly listening to EVERY part of their fanbase WITHOUT needing an external incentive to do so. What do I mean by this? When you look at other properties that have adapted criticism from a sect of their audience, it’s always been due to a financial dip: WWII and Modern Warfare came about because of diminished sales from Infinite Warfare; the aforementioned Rise of Skywalker from Last Jedi making ~$700 million less than Force Awakens; Breath of the Wild from Skyward Sword selling half as many units as Twilight Princess, etc…etc…

In AC’s case, those critiques largely concerned the removal and/or diminishment of social stealth, one-hit KO assassinations, the modern-day, parkour, and Assassins, as well as the inclusion of level-gating, extraneous loot, and repetitive side activities. And guys, it honestly warms my heart to say that Valhalla literally addresses 90% of these. If you were following the development of the game from the get-go this may not have come as a surprise: like I stated earlier, Valhalla was marketed as the end of an era, and to commemorate the occasion, Ubisoft brought back key personnel who had had prior involvement with some of the most popular releases of the OG era, including Creative Director Ashraif Ismail (Black Flag), writer Darby McDevitt (Revelations, Black Flag), composer Jesper Kyd (the Ezio Collection), and many others I’m sure played a large role behind-the-scenes. During the marketing phase, McDevitt asserted the game would act as a “capper” for events of yore, and while Ismail was canned for an adultery scandal, the hype nonetheless soared as demos showcased classic AC gameplay.

Of course, Valhalla couldn’t be a complete return-to-form. The large successes of Origins and Odyssey proved the profitableness of the RPG formula (plus the introduction of numerous new fans), and so the question that remains is how well does the game balance the two systems? Well, if you’ve been on any forums, you’ve no doubt heard a medley of opinions ranging from good to bad, but, as I’m with the former camp, I hope my review does a solid job elucidating why you should agree as well.

Odyssey’s present-day left things on an unstable note. Layla had been granted more screen time and characterization at the expense of her morality: in her quest to understand the Staff of Hermes Trismegistus, she killed a fellow cell member whilst sparing the life of recent antagonist Otso Berg (whose fate is not ascertained). It’s no secret Layla was never really investable as a protagonist- her inclusion in Origins felt misplaced and intrusive, and having her meddle with Isu Artifacts in Odyssey like an idiot didn’t do much to mend that. As such, there was a lot of pressure on Darby to succeed on several fronts where previous writers had failed: resolve Layla’s qualms, wrap-up her storyline, and, most importantly, make her likable. To do this, McDevitt and his team implemented two initiatives that are honestly quite genius in retrospect. The first is a minor retcon wherein it turns out Layla was being cognitively-influenced by the Caduceus to act out aggressively -- not only did this harken back to Desmond’s stabbing of Lucy in Brotherhood, but it also gave Layla a bit of a Greek tragedy overlay wherein she was being manipulated by the Gods to do their bidding. Victimhood is often a surefire method of garnering immediate sympathy, and I can definitely say I actually felt for Layla whenever she reflected on what transpired before.

The second is bringing back Shaun & Rebecca, two characters I’ve always referred to as the C-3PO and R2-D2 of the franchise due to their buddy relationship and longstanding presence in the games. Layla’s colleagues from Origins and Odyssey weren’t bad by any means, however there’s no denying they lacked the chemistry, humor, and three-dimensionality that Desmond’s group had, which was always going to be detrimental given the short amount of time the MD had to make an impression. That McDevitt naturally inserts Layla into this pre-established duo without breaking up their camaraderie is admirable on its own merits, however, it’s the throwback feel he manages to evoke from assembling them together that deserves real praise. It’s hard to describe, but I honestly couldn’t help feeling nostalgic seeing Layla interact with the two; it brought to mind those times from ACII and Brotherhood wherein you were pulled out of the Animus and had a chance to catch-up with the rest of the gang, usually hearing some hilarious dialogue in the process.

McDevitt further fixes the MD by bringing back its grandiose scope via the inclusion of a new planetary threat. To give some background information for you newbies, after haphazardly wrapping up the original storyline with ACIII, Ubisoft had no idea what to do next in the 21st century: they saw the appeal of the series was in its historical escapades, yet knew the framing device of the MD/Animus was too integral to remove. I fleshed out my thoughts on the decision surrounding Desmond’s fate in my ACIII retrospective, but that notwithstanding, the fallout from it was degrading the modern Brotherhood to essentially glorified treasure hunters over the time-traveling rebels Desmond and co. occupied. In Valhalla, the world-ending stakes are back, and while having yet another Earth-threatening plot device seems lazy ala Force Awakens rehashing the Death Star, there’s more to it than meets the eye (as we’ll see later).

But we’re getting ahead of ourselves. Valhalla’s MD opens up presumably months after the events of Fate of Atlantis with this newfound trio in an area of New England. They’ve been led there courtesy of a cryptic message informing them that the secret to preventing an apocalypse lies in the memories of a Viking buried nearby. That viking is Eivor Varinsdottir, a character who is canonically female but will be referred to as male here due to that being the gender I selected. Eivor’s story, much like Connor’s, begins with him as a child witnessing the death of his parents just as they’ve secured peace with another clan. Thankfully, that clan’s leader opts to adopt him, leading to him becoming a Bjorn who, years later, successfully enacts revenge.

Compared to my past AC analyses, I’m not going to go too in-depth with the story recapping for a couple of reasons: one, this is my first time completing the game, and a fresh experience is inherently unreliable for any narrative dissection striving to be objective; and two, the game is too bloody long! Months before I started it, a friend informed me that the story by itself was longer than all three of Ezio’s outings’ combined, and though I dismissed him at the time, the truth is he was correct. Valhalla’s intro, set in Norway, takes about 5-6 hours to complete, more than a quarter of ACII’s entire length, and did I mention it was just the intro?

Thankfully, it’s incredibly well-written; so well, in-fact, that I actually beat it in one sitting. Part of that has to do with the lack of filler -- unlike ACIII or Odyssey, you’re not wasting time playing hide-and-seek or fencing on a ship. Everything Eivor is made to do progresses the plot forward, from rescuing his crew, avenging his parents against Kjotve the Cruel, meeting characters who will play a major role down-the-line, and getting reacquainted with his brother Sigurd. There’s even a small arc implemented wherein Eivor starts to learn the value of diplomacy over hotheadedness, a thought that will theoretically play a major part during his time in England (spoiler alert - it doesn’t).

The Hidden Ones are simultaneously heralded in this section, and I absolutely loved what McDevitt and co. did with them. My favorite AC opening behind Origins’ has always been Black Flag’s due to it showcasing the Assassins as they would appear to an outsider: brooding, stoic, and containing an aura of mystery, and you get that tenfold here with Basim and his acolyte Hytham- he joined Sigurd on his worldly journeys for reasons that don’t seem convincing. From closely advising Sigurd to gifting Eivor the Hidden Blade (amidst protests from Hytham), it’s blatantly clear that Basim is using the Vikings for some greater purpose, and these ulterior motives underlying his actions highlight a secondary facet worth noting- the respect for lore past.

By all accounts, ever since Corey May and Patrice Desilets left Ubisoft, there has not been a real loremaster at the company, leading to artifact inconsistencies (i.e., the Precursor Boxes), mass proliferation of Pieces of Eden, and the admonishment of Assassin morale. While the first two can at least be explained away under some retcon, it’s the latter that has always affected me because a nicety from ACI through Brotherhood was the Assassins retaining a degree of ethical clarity. Yes, they were effectively terrorists, and yes the Templars had a greyness around their own actions, but there was never any doubt that the Assassins were the preferred solution.

Starting with Revelations, things started to tiptoe into an ends justify the means subset that seemed unstable in comparison to before: you had Assassins committing mass murder (Revelations), Assassins working with pirates (Black Flag), Assassins doing favors for imperialists and pedophiles (Unity), and Assassins launching gang wars in the open streets (Syndicate). I do like a good many of those games, however there’s no denying that, by becoming entrenched in sequelitis, Ubisoft missed the mark on the core tenets of the brotherhood.

At the outset, Valhalla had a chance of falling into this same trap. After all, this is a game about bloodthirsty vikings who burn monasteries and want to subjugate England, and having a sect dedicated to the preservation of free will allying themselves with such sordid peoples would’ve come across as odd at best. Thankfully, while Hytham (based on later convos) genuinely believes Eivor’s Clan to be honorable compared to the Order of the Ancients, Basim holding alternative plans gives a valid reason for the Hidden Ones putting aside their moral compass in aiding the Drengr.

Tutorials are interwoven organically as well (an impressive feat considering these games are meant to appeal to newcomers), which brings us to the gameplay. Assassin’s Creed has always been built on three pillars: combat, stealth, and parkour. Since Unity, there have been multiple attempts at revamping the combat mechanics of the series, and when it came time for the RPG trilogy, an even greater shift was made from paired animations to hitbox- no longer were you worrying about constant counters from enemies, it was now about evading strikes and knocking their health bar down. In Origins, this worked out like standard fencing: the goal was to keep your distance and jab when your opponent left himself open. In Odyssey, courtesy of the (dumb) removal of shields and increased emphasis on abilities, a more hack-and-slash schematic was implemented wherein the goal was to now pummel-and-dodge until your adrenaline meter built-up, allowing a massive attack.

In Valhalla, it’s about overpowering your adversaries through strategic maneuvers, from breaking defenses via heavy blows to shattering exposed weak points with arrows. However, to prevent players from spamming heavy strikes (or endlessly dodge-rolling like before), a stamina meter has been implemented that depletes the more you do either move. The only way to rejuvenate it is to either take a breather or successfully gore a thug with a light attack, meaning you now have an incentive to use lighter strikes over heavier ones besides their superior speed. Abilities are back (much more-grounded this time around), and similar to Odyssey, there is an encouragement on growing your stamina to utilize them in a hairy situation; however, they’re never necessary for succeeding, turning them into a tool more than anything (and yes, that’s a good thing).

Of the three games’ combat systems, I probably had the most fun with Valhalla’s- not only do you have a good balance between light/heavy/parrying/dodge, but the bosses, in particular, come from the Dark Souls school of requiring smarts over simple lacerations. That said, there are two big flaws: one, regular enemies (which make up most encounters) become quite easy to chop down once your power level is sufficiently high (to be fair, I suppose that’s a standard for most RPGs), and two, there isn’t a cap on archery -- it’s so easy to simply gain some distance and spam arrows/longe range abilities in the middle of a fight, meaning tougher archetypes like the Goliaths, Zealots and majority of minibosses are rendered less effective. Having bowing deplete stamina instead of rejuvenating it would’ve resolved this easily.

When it comes to stealth, it should be noted that, upon release, Valhalla had a broken apparatus apparently akin to ACIII’s. In the months following, two patches were sent-out that, based on my experience, have alleviated those qualms, though from what I understand, the patches were either never released to PC ports or were ultimately ineffective. So Master Race adherents, please keep that in mind.

For fellow console peasants, stealth is pretty fun. In the wild, you’ve got heaps of grass patches to skulk around in, whistle, and snipe from afar. One change I appreciated is hitting an enemy amongst a group doesn’t immediately highlight your presence like it did in Origins, so long as you get back into cover. The largest drawback to the stealth is that, going off what I stated earlier, tools have been completely replaced with abilities- if you want to poison someone, set something ablaze, distract with your raven, or place a far-off explosive, you’re going to have to waste stamina doing it, which takes away from the Assassin portion for sure.

As noted in the introduction, Valhalla made waves for two things: bringing back the one-hit KO Hidden Blade (accomplished via a minigame or menu change if you’re a scrub), as well as social stealth. This might be controversial to say, however I genuinely think this version of social stealth is the third best in the franchise behind Brotherhood and Syndicate, even being utilized better than the entirety of the Kenway Saga. You’ll frequently enter cities and communities dubbed “mistrust zones” which Eivor will cloak himself in, but that cloak doesn’t make you invisible unless you happen to find some monks. It’s a lot like ACI in that, one, you can’t blend in with everyone, and two, that guards have detection meters that set-off depending on how close you are to them/if you’re acting out-of-line: walk like a normal human being (helped by the garment deliberately slowing your speed) and they won’t pay you much attention; dart or climb about and you’ll get some stares. Blending activities are strewn throughout these scapes to allow in-plain-sight hiding as soldiers walk by you, and plenty of drunks somber about to manipulate as distractions. The one thing that would’ve really improved Valhalla is if they added more assassination takedowns. Maybe I’m spoiled by ACIII and Unity, which had these in abundance, but it gets kind of tiring seeing Eivor perform the same 2-3 knifings every murder. Considering all the distinct hiding spots, it would’ve been cool to be able to do a unique takedown in place of a standard stab.

Parkour is, sadly, pretty garbage. It’s no secret Ubisoft moved to an inferior system in Origins out of a desire to emphasize open world exploration over traversable cities, but with Valhalla, it’s bizarre because they’ve actually reverted to the old design style, yet complimented it with what is arguably the worst parkour in the history of the franchise. See, places like Lunden, Jorvik, and Wincestre are built like classic AC metropolises, with interconnected buildings and direct pathways for Eivor to dash about on, and when it’s working right the traceuring (horizontal-wise at least) is smooth. But they’ve made this weird push-button assignment that both feels needlessly complicated and prevents you from mastering progressment the way you could in past AC games -- you click the joystick to run, push the joystick to freerun, hold A to parkour/climb/auto-leap short distances, and double tap A to jump. Perhaps they were attempting to emulate the Ezio versions, which had dedicated digital prompts for jumping, running, and parkour (compared to the Kenway Saga, wherein things were simplified to two buttons), however, there were only three there compared to the four here, and it was also more ergonomic (clicking the joystick in Valhalla just isn’t as functional as pressing a tab).

Still, I would’ve been able to tolerate this had the parkour algorithm been consistent with what it recognizes as pure freerun vs. ascension, but you’ll often find yourself accidentally clambering-up columns or other installations that you would’ve thought traversable with the standard A button.

Vertical movement is worse. Once Eivor has begun his shimmying he turns into glue, unable to detach, drop down, or manually climb-leap to the top (an inconsistent one technically exists, but you’ll see why it’s inconsistent when you play). Your sole recourse is to either finish your trek or auto-descent netherward until you’re within range for a drop-off. Valhalla, to its credit, does retain the side lunge from Unity, as well as a standard back eject (the latter only if you have another structure in range), and I did appreciate them giving Eivor’s model weight akin to Arno, but these are ultimately small potatoes against an inherently-downgraded system.

Okay, now that that’s taken care of, we can continue with the introduction. All cards on the table, there isn’t much else to say that cannot be covered under one of the generalities I specified earlier: it’s tautly-paced, sharply scripted, and informs you on how to interact with the existing systems. Things end with Sigurd and Eivor bailing to England after Sigurd’s father surrenders his throne to King Harald to secure future peace for the clan. There’s a nice duality of maturity vs naivety wherein you see how Styrbjorn’s world experiences have shown him the futility of maintaining everlasting conflict for meaningless things like glory, once again laying the seeds for Eivor’s own arc (that never comes to pass).

In England, the Ravens head to the last known site of a Viking clan who colonized earlier called the Sons of Ragnarr, only to find their lands abandoned. After fending off some Englishmen, Sigurd opts to mark this territory as the Raven’s new home, launching Valhalla’s version of a series semi-staple: the settlement. To elucidate the history for you newbies, settlements have been a recurrent aspect of AC, albeit one not as stringent as hardcore fans would lead you to believe. Yes, every AC game save Origins featured a home base of some type, but the vast majority were never used for anything substantive: Alamut Castle was a simple set with nothing inside; the Villa Auditore a glorified armory; Tiber Island a place only for Assassin ceremonies; Black Flag’s Great Inagua and Rogue’s Fort Arsenal utterly meaningless; Revelations’s bureaus, Unity’s Cafe Theater, Syndicate’s Train a spawn point for missions; and the Adrestia just a ship.

You’ll notice I omitted one entry, and that was of course the Davenport Homestead from ACIII. It was the first time an Assassin HQ actually felt like a real, lived-in place: you had tons of NPCs, plenty of missions/optional dialogue based around their presence, in-game challenges, and an economic boon via trade convoys. It formulated a template I’m saddened none of its sequels expanded upon.

Well, on the plus side Ravensthorpe is a valiant attempt at crafting a meaningful estate, even if it never reaches its greatest potential. It combines the renovation system from Brotherhood, civilian presence of ACIII, and mission generating of the Cafe Theater into a single hacienda. You start and finish all your story missions here, construct/upgrade new buildings to unlock sidequests, and can even activate a feast buff to temporarily boost your attributes. Despite these facets, I can’t say I got particularly attached to Ravensthorpe, and that has to do with a couple of reasons: one, because it’s more of a springboard for your adventures, you don’t spend much time in the actual area; and two, it ails from Unity problem of repetitive AI. What I mean is, every time you enter the place, you’ll see the exact same animations play-out: the same kids running up to you, the same crew members marching from the docks, the same animals lolling about, etc….and that’s ultimately immersion-killing. As much as people hate the Almanac of the Common Man from ACIII, it at least underlined an amazing feat from that game, which was the radiant-esque AI of the homesteaders, and I wish a similar coding had been programmed here.

Anyway, it’s high time we spoke on the story. Valhalla’s main campaign may be confusing to some because it adopts a method of storytelling new to the AC franchise (and mainstream titles as a whole): arcs. Prior games operated on a modus I refer to as “Acts” which, to quote my ACII review, are similar to Arcs in that they’re set around a new threat, but differ in terms of not being standalone. That’s not to say that Valhalla’s arcs are completely unrelated to the other (in fact, several continue/reference events from prior ones); however, they definitively have a beginning, middle, and end, allowing you to complete them without feeling like you’re ending on a cliffhanger. The process generally follows as depicted: Eivor will consult Sigurd’s wife Randvi about a territory, learn of its predicaments/politics, pledge to obtain their allegiance, resolve whatever qualms exist, and then return and confirm with Randvi that the deed is done. Rinse and repeat.

Now, this format has led to accusations that Valhalla is full of filler, and it’s one of those things I both agree and disagree with, though even my agreements are laced with provisos. If we were to condense the arcs under themes, Valhalla has four overarching storylines: Kingmaker, Order of the Ancients, Asgard, and Sigurd. Kingmaker has you running all over England forging those aforestated alliances, Order eliminating members of the proto-Templars, Asgard reliving memories of the Norse Gods (more on that later), and Sigurd’s a combination of all three, albeit one which trails continuously throughout Valhalla’s runtime.

In fictional storytelling, especially AAA releases, audiences are used to conventional chronicling wherein event A goes to B to C to D ad nauseam. Because of this mindset, it’s my theory that conventional gamers appropriated the Sigurd thread as Valhalla’s primary campaign, and I don’t blame them: Sigurd was a major figure in the intro and the whole reason Eivor departed to England in the first place. Eivor’s purpose is to serve his adopted sibling, and given the recurring nature of the man in the story, at first glance it would appear Ubisoft agreed.

However, upon closer inspection, I do think Valhalla is more experimental than that given that progressment, even in Sigurd’s sections, is primarily reliant on the formation of those dutiful liaisons since Eivor utilizes them to aid his sibling (more on that later). The reason I consider this approach experimental is because, in mainstream releases, you usually get the opposite. Think about it: in other games, the A plot is a singular strand which lasts uninterrupted whilst side content occupies shorter bursts of self-contained tales; in Valhalla, though, the self-contained tales pull double-duty as autonomous contes AND building blocks for the development of Eivor and Sigurd’s relationship.

But that begs the earlier inquiry of is this filler? If the player has to do these elongated set pieces to advance the A plot, did Valhalla’s writers fall prey to the scourge of shōnen anime? Again, not to dodge the question, but the answer is somewhere in the middle. For me, if I’m going to label something as filler, it needs to contain two components: one, have no importance to the macro, and two, not be referenced in postliminary scenarios. I theorize the reason critics have championed this accusation is because Valhalla’s non-Sigurd arcs are largely deficient in the latter, which is what most people look for when gauging continuity. However, it is not zero sum, and, more importantly, contains the former in spades. We’ve already established that Sigurd’s storyline, itself, is not completely independent due to it being tied to the Raven Clan’s confederacies/the brothers’ connections to the Old Gods. As such, by having dedicated individualized chapters to both those threads, you avoid falling into filler territory by my definition.

Still, I am sympathetic to the quibbles, and definitely agree that more connecting tissue should’ve been implemented to guide players from arc-to-arc, and I honestly feel these problems derive from Valhalla’s wish to be open-ended. This is a game that wants you to do certain beats in a certain order whilst concurrently providing a freedomic approach towards said objectives a la A Link to the Past. Unfortunately, in a story-driven enterprise with recurrent characters, you can’t exactly have that because it interrupts the flow, which is the dilemma gamers no doubt faced here. Thus, to alleviate this for future players, my suggestion is to do what I did, which is, well, role-play. Imagine why Eivor would want to embark on Y next as opposed to Z. Trust me when I say it’ll go a long way towards making your experience a lot more enjoyable. Valhalla is a ROLE-PLAYING game, so technically such a tactic isn’t out of the left field. However, I understand this isn’t a legitimate answer to the qualm of the arcs not being strongly-tied together, which is why I said the answer is ultimately muddled.

Tl;dr, I don’t think the absence of narratorial links make the non-Sigurd arcs filler, but it definitely hurts the pacing unless you do some imagineatory gymnastics on your part.

I’ll begin my story analysis with Ledecestrescire, wherein Sigurd has located the displaced Sons of Ragnarr, who, in a bid to win the favor of King Ceolwulf, are attempting to replace current Mercian ruler Burgred with Ceolwulf’s son Ceolbert. You can tell a lot of effort went into this arc by way of the sheer amount of mo-capped cutscenes, and as your first real look at the Viking presence in England, I was pleasantly surprised by the brutal depiction. Unlike Black Flag’s pirates, Valhalla’s Norsemen are portrayed as the cruel warriors they garnered a reputation for, and while other aspects are sanitized (more on that later), at least here it’s made clear from the get-go that you’re in league with Machiavellianists. Central to this rendition is Ivarr the Boneless, a character who I’m confident has become a fan favorite in the same vein as Cesare and Roberts. He’s cruel, hedonistic, and above all entertaining, never failing to spice up the narrative (especially against his dull bróði Ubba).

I’ve heard from friends that Ledecestrescire evokes Game of Thrones vibes, and though I haven’t watched that show as of the writing of this review, I can definitely imagine how the blood games and political machinations would be reminiscent of such goings-ons in Westeros. But yeah, overall Ledecestrescire was a great first step into Valhalla’s world of war and ruses: Ceolbert is a superb young character, the historicity is surprisingly accurate, and the tone is on-point. It ends with Sigurd departing to conduct more work whilst asking Eivor to continue the proliferation of the Raven Clan’s power.

That leads to the next arc, Grantebridgescire, which is unfortunately a big step down from Ledecestrescire due to being too reminiscent of an AC Odyssey questline. What I mean is, for those who didn’t play that title, is that it takes an interesting premise and dilutes it with the classic video game formula of do THREE things. In this case, Soma suspects one of her three councilmen is a traitor and needs Eivor to figure out who as her clan fights for control of the area from Order member Wigmund. The tasks associated with each of the trifecta are diverse enough, but it can’t help feeling pointlessly drawn-out and consequently sluggish. Perhaps this was deliberately done to increase your level given that the next arc, East Anglia, has noticeably higher stat requirements.

Things begin when Eivor returns to Ravensthorpe and finds his clansmen under attack by fellow Danes. After defeating them, Eivor and Randvi deduce they must have come from East Anglia, prompting the beginning of Eivor’s acquaintanceship with King Oswald. Oswald is set to marry the norsewoman Valdis in a bid to secure unity between the Saxons and Danes in East Anglia; however, hampering things for him are two factions: Valdis’s brothers, who disapprove of Oswald’s inherent character weakness, and the hostile viking Rued, who is behind many raids in the area (including the attempted one at Ravensthorpe).

East Anglia is, without a doubt, my favorite storyline in Valhalla because of several factors: one, the production value; two, the pacing, and three (most importantly) Oswald’s characterization. He’s meant to occupy the pathetic archetype, yet isn’t pathetic if that makes sense. He’s clearly weak and out of his depth in this Dark Age world, yet continues to press forward with courage, and it makes for a very enjoyable persona. My only problems with East Anglia were the inclusion of a last minute camp raid I thought needless, as well as the writers not bothering to explain how Oswald and Rued survived their fall. Slim pickings though.

Eivor comes back to learn that Sigurd wants to meet in Oxenefordscire, where he plans to install a thegn called Geadric into power. Arriving there, Eivor finds Sigurd reunited with Basim (who departed on his own errands soon after the Vikings made windfall) and being hunted due to their support of Geadric against Lady Eadwyn, a royal selected by King Aelfred of Wessex to rule over the country. The rescuing and support of Geadric starts off fine until Sigurd discloses ulterior motives to his activities in Oxenefordscire- he is trying to find a Paladin named Fulke who reportedly has knowledge of a deific secret concerning Sigurd. Sigurd’s push to prioritize Fulke over Geadric, especially under the divine justifications he gives, leads to friction with Eivor, and while their conflict is a bit rushed given their established brotherhood, it’s executed well-enough that I didn’t have serious complaints. For one, Sigurd’s vagueness is frustrating to Eivor (and possibly the player), but at the same time is brought about by him wanting to be certain about things AND being accustomed to Eivor blindly following him on prior adventures. And two, going back to what I stated earlier, it’s blatant that Basim is pulling some strings to manipulate Sigurd into acting this way, a notion that further aggravates Eivor.

Fulke has knowledge of the Isu and believes Sigurd to be a reincarnation of a Norse God, a supposition that further exacerbates Sigurd’s increasingly Messianic beliefs. Despite successfully beating Eadwyn, King Aelfred arrives. To avoid further bloodshed, Sigurd proposes the two sides trade their best warriors, during which Fulke betrays the group by pleading with the King to take Sigurd instead given his heritage as a prince and deity, disclosing her identity as a member of the OotA in the process. The terms are agreed upon and Aelfred withdraws, prompting Basim to covertly follow them and promise to update Eivor when he finds out where Sigurd will be taken. Overall, despite having some blatant padding, Oxenefordscire is a solid arc that simultaneously pushes events forward whilst introducing characters who will play a major part down-the-line.

With all this talk of gods, I decided the next thing Eivor would do is try and figure out his own spiritual roots to get to the bottom of things, and given the arrival of the seer Valka in England, now seemed as good a time as any. Drinking a special brew from her grants Eivor dreams of Asgard wherein Odin is desperate to stave off his destiny of dying in Ragnarök. All cards on the table with you guys, I did not like this arc at all. It comes across as a discount God of War script, weaving an epic of hypothetical grandiose with micronic figures. What I mean is it doesn’t feel Eddaic because you’re seeing events through what are literally reskins of standard NPCs and characters from the base game. Origins and Odyssey both incorporated mythological realms, and while the rehashed gameplay definitely diminished their value, at least you were still controlling the same human protagonist. Here, you’re technically supposed to be playing as Odin, yet he operates exactly like Eivor when he’s supposed to be this supernatural entity. And yes, I know that the Isu are not gods in the conventional sense and were never going to be treated in the same vein as Darksiders; however, their corporeal incomprehensibility and mythological craftsmanship in past releases still elevated them to grander plains that Asgard fundamentally fails at concocting. I maybe would’ve been able to overlook this had the narrative been something special to the AC world, but it’s literally a transcription of poetry from Old Norse texts.

Also, for a game that wants to have a Sage plot twist, it baffles me that they didn’t bother trying to disguise the other characters from their Earthly counterparts, either visually or aurally. Loki looks and sounds exactly like Basim; Thor like Halfdan, Týr like Sigurd, and so forth.

Because of Fulke’s association with the Order, it made sense that Eivor would pursue them next, spurring a journey to Lunden where Hytham notes the Templar presence. Lunden is not only one of my favorite arcs in the game, it’s also my favorite city in the game. With Roman ruins, flat rooftops, and an emphasis on social stealth, it’s a clear homage to the Ezio games, and boasts an interesting tale involving two friends trying to figure out who murdered their King. A nice arc that wraps up nicely and removes three Order members from England.

Returning back, Randvi tells of Ceolbert, who had briefly stayed with the Raven Clan to learn the art of politics. He is now in Sciropescire, striving to broker a peace between the Danes and Britons. Sadly, talks break down quickly when Ivarr, representing the Danes, declares war on King Rhodri, representing the Britons, having had a past feud with him over the scarring of his face. As you can imagine from Ivarr and Ceolbert’s presence, Sciropescire acts as a sequel to Ledecestrescire, yet sadly isn’t anywhere near as good, largely due it focusing on efforts to undermine Rhodri logistically in order to force him to the negotiation table. These actions consist of your usual raiding, which gets boring fast as you’re doing the same repetitive activities again and again and again. I’m 90% sure the praise for it comes purely from the last third wherein Ceolburt is apparently murdered by an Englishman, prompting the forgoing of diplomacy and the sieging of Rhodri’s castle. After the battle, the King is captured by Ivarr, taken to the mountains, and turned into a Blood Eagle, after which Ivarr reveals himself as the real murderer of Ceolbert- the subsequent fight with Eivor sees the Ragnarrson killed and Eivor leaving depressed. It’s absolutely a great finale, but one that doesn’t quite make-up for the utter monotony you have to put up with.

In Ravensthorpe, Randvi has seemingly great news- Basim has tracked down Sigurd to the southeast. Unfortunately, the consequent Cent Arc, despite continuing the “main campaign,” is arguably the first instance of major filler in Valhalla. See, Basim hasn’t actually found Sigurd - he’s found a guy who claims to know where Fulke is, but will only do so if they help him discover who Aelfred selected as ealdorman of the land his church resides in. Despite some interesting conversations with Basim, the lion’s share of this storyline is more banality, further hampered by the presence of one of the most annoying NPCs in the series, Shergar. If you needed further proof of it being filler, it literally ends with Fulke murdering the ealdorman and escaping to a nearby fortress in Suthsexe.

It brings me no pleasure in saying that the Suthsexe Arc doesn’t redress the drudgery of Cent. Despite seeing many of your established allies convene for this fight, it suffers from the same problems as Sciropescire in that you’re chiefly doing war preparations (not to mention the actual siege itself isn’t any different from prior castle assaults). But hey, at least Fulke is assassinated and Sigurd rescued. Tragically, though, it appears Eivor was too late as Sigurd is a changed man: he views himself as a God, withdraws from company, and acts outwardly aggressive towards his clansmen.

Once again, this talk of godhood convinced me to head back into my pagan dreams (encouraged by the requisite ingredients being near Cent and Suthsexe) wherein Havi has arrived in Jötunheim, or the realm of giants, to seek their Seiðr: it holding the secret to immortality. Thankfully, Jotunheim is a marked improvement over Asgard simply because it does what Curse of the Pharaohs and Fate of Atlantis did, which is tell an Assassin’s Creed story through the designated mythos instead of regurgitating an existing tale. Significantly aiding this endeavor is the presence of Juno, depicted as a Scandinavian figure named Hyrrokkin, who secretly helps Havi discover the method by which he can survive Ragnarok: dispersing his soul in a well called Mímisbrunnr. It also leans a bit more into the preternatural with there being an actual giant you have to fight (and Odin, you know, plucking out his freakin eyeball!).

Back in the land of the living, it was time to re-pursue the Order for what they had done to Sigurd. Cue Jorvik, where Hytham has caught the presence of three more targets. Luckily for Eivor, it turns out two of his old friends, Hjorr and Ljufvina, reside in the city. Arriving there, Eivor finds yet another conspiracy afoot- members of a gang called the Red Hand are attempting to kill the elite class, as well as anyone who fancies them (including Ljufvina!).

As another city arc centered on eliminating proto-Templars, I was hoping Jorvik would be as great as Lunden, but that wasn’t to be. On the plus side, the three radicals are more memorable than the ones in Lunden, but on the negative side, too much time is spent on investigations, which theoretically would be nice save they’re the same trivial casework Origins “pioneered” years ago wherein you would simply enter an area and find all the highlighted “clues” for Eivor to put together on his own. Such a method feels like you’re going through the motions instead of actually solving a mystery, meaning you only get so much mileage. The Red Wedding-inspired finale is decent at the very least.

Next up is Essexe. You get a letter requesting your help from the ealdorman there, Birstan, who wants you, along with another Viking named Rollo, to kidnap his wife so that she can go live a happy life back in Francia whilst he marries his true sweetheart. To be blunt with you guys, I can’t quite describe a role-playing reason as to why Eivor would commit to this area, making it the only arc which I will unequivocally agree should have been relegated to a side mission. Yes, you acquire your typical alliance, but the events don’t tie into anything else occurring in England minus Aelfred’s men showing up as last-minute antagonists. The story itself isn’t bad, and is definitely different from the standard regicidal flair of the other arcs, but this microcosm just felt ultimately unnecessary as a whole.

In Eurvicscire, King Halfdan, another Ragnarrson, requests Eivor’s aid in his fight against the Picts. Eurvicscire acts as something of a follow-up to Jorvik given the similar setting and Eivor enlisting Hjorr and Ljufvina’s help down-the-line. However, the bulk of it surprisingly has less to do with the war and more with Halfdan’s health: he suspects his first mate, Faravid, of conniving to kill him. The writers evidently intended for this to be a morally-grey yarn wherein you don’t know who to trust, but to convey this they went about the annoying route of making everyone talk in drawn-out babblery without getting to the point. I’m sure you guys have seen a piece of media or played a game where this type of technique was employed, and it just reeks of amateurity- there’s a way to be thrilling without dancing around the point like a teenage girl attempting to flirt.

I was also really bothered by Eivor’s facial animations. For those who don’t know, Odyssey and Valhalla employed an algorithm to render body and countenance expressions so that Ubisoft didn’t have to spend money on motion capture for every cutscene. That’s perfectly fine, and I don’t condemn them for it- it’s an expensive procedure, other companies have employed similar tactics, and if it works out it works out. And contrary to public opinion, I actually do think it’s worked out for the most part- minus Eivor feeling the constant need to cross his arms every minute, his movements never feel unnatural (Valhalla’s regression to “talking heads”, on the other hand, is a point of contention, but more on that later). However, something must’ve gone wrong during the programming of Eurvicscire as Eivor constantly makes these weird smiley visages with his eye sockets and eyebrows that are off-putting. It reminded me a lot of that scene in Terminator 2 when John is trying to teach the T-800 how to grin.

Anyway, like Jorvik, the conclusion is pretty good (Halfdan is thoroughly entertaining), but to get to that conclusion, you have to complete generic objectives and one more castle siege. The one saving grace to those setpieces are the Picts- I mean it when I say credit to Ubisoft for designing so many unique enemy archetypes this late into the game. They add new challenges and feel like the warmongers feared by Emperor Hadrian.

Returning to Ravensthorpe, I found a young nobleman named Hunwald domiciling in the settlement. Enquiring about his problems revealed that he was forcibly separated from his father, the Ealdorman of Lincolnscire, by mysterious men of an “ancient order”, and wants an escort back home. Well, that thinly-veiled allusion to the Order of the Ancients convinced me to take-up his request, and boy did I regret it. Lincolnscire is, without a doubt, the worst arc in the game (IMO), and it all starts with Hunwald: first-off, he looks uncannily like Michael Cera, and yes, that’s a bad thing. Secondly, his dialogue is atrocious -- he inhabits the happy-go-lucky, naive, caffeinated jackrabbit stock character we’ve all seen since Scrappy Doo, and it is painfully out-of-place in this Medieval era. I have no qualms labeling him the AC version of the Adoring Fan or Sticky or insert your choice of annoying NPC, and denying him the Thegn title is one of the sweetest things I have ever done in a video game.

The storyline itself is bad on its own merits, blending the worst parts of Cent, Suthsexe, and Eurvicscire into an unappetizing mess of bad pacing and obnoxiously obscure convos. The truth about Hunwald’s father is otiosely protracted, and the process for replacing him comes down to a simple straw vote with predictable outcomes. Again, you get a decent cinematic ending with Eivor assassinating an Order member, but overall it was such a dull experience, I actually took a break halfway through to complete side activities (something I didn’t do for any other arc).

On that note, it’s worth taking a rest here to speak on those side activities. As you have all of England at your fingertips, so too are you provided hours upon hours of excursions to partake in. First up is your conventional treasure hunting that has accompanied AC games since the flags of yesteryear: Valhalla has notably done away with the looter shooter schematic of Origins and Odyssey in favor of unique outfits and weapons. Upgrading these requires resources, from precious metals to your standard materials, and all three caches are located in chests peppered across the map. One of the more unique things Valhalla does is hide these crates behind obstacles, requiring you to solve a mini-puzzle of sorts to acquire them. Now, I’ve heard a lot of complaints regarding this system, stating that it adds unnecessary redundancy to the scavenging, and I generally disagree. For starters, it makes sense that goodies would actually be hidden (and beats the post-ACII system of simply placing guards everywhere). Secondly, while some of them are needlessly elongated in the sense that the solution is to simply dart around the side of the building ala TLOU2, the majority are actually pretty dang clever and require proper reconnaissance. They do get repetitive in the sense that the same barrier schemes are redone ad nauseam (i.e., the same bars, same explodable walls, etc…), but because it isn’t necessary to constantly upgrade armor the way it was in the prior RPG games (more on that later), you never have to force yourself to find them anyway.

Artifacts are the second type of collectible and they’re generally unconcealed compared to treasure, though a number of pieces do lie behind similar barricades. There are five variants: hoard maps, which display chests in the vicinity; Roman masks, which can be traded in for settlement cosmetics; flying tattoo papers, which, like the Almanac Pages and shanties from prior entries, need to be chased down a parkour course; Rigsogur Fragments, or generic lore entries, and finally Cursed Sites, the most disappointing substance in the game. At first glance they seem cool- you enter an area, hear some rumblings, and finally your screen gets all shadowy like the Black Suit shimmering in Spider-Man 3. You’re told the place is haunted and asked to end the curse; sounds thrilling right? Well, you’ll quickly realize that nothing bad happens while you’re on this hallowed ground, the sensorial stimuli being surface-level effects and the grand solution merely to destroy a single relic. A letdown for sure.

Overall, the artifacts are fine. Minus the R Fragments and Cursed Sites, I appreciated how each of them actually provided some tangible benefit to the player (a significant upgrade from previous games’ odds-and-ends that relied more-so on intrinsic motivation). Nonetheless, it’s the “Mysteries” you’ll be spending most of your time finishing, and I do have to commend Ubisoft here for trying to variegate these activities. Not since ACIII has an Assassin’s Creed title cooked-up such a batch of diverse side content, and given the sheer amount of time you’ll be spending in the game, they clearly planned things out well.

That said, the quality is up for debate, starting with the World Events. These little narrative tales involve an NPC or group of NPCs requesting you to complete some arbitrary task in support of an initiative on their part, and much like the Guild Missions from Brotherhood, they are VERY hit-or-miss. 6 times out of 10 they’re humorous in tone, but the comedy is either lame, geared towards some hackneyed pop culture reference, or undermined by the stupidity of the task itself. One event, for example, required me to carry a little girl out of a rabbit hole she’d fallen into whilst chasing a white hare (get it?); another had a singing woman stalk me until I paid her over 100 coins of silver to skedaddle. They’re not all bad, I did get a chuckle here-and-there, and the serious ones will leave a lump in your throat. However, the lion’s share of these babies are simply short forgettable distractions-and-diversions; the fact that their length is both the best and worst part about them speaks for itself.

Fly Agarics, based on the shrooms Vikings allegedly imbibed, transport you into a slightly-altered dimension where you have to complete the monumental tasks of either lighting fires, entering specific portals, or killing wild animals. Yeah, despite the visuals being pretty cool, it was wasted potential as far as the psychotropic hijinx Eivor could’ve been tripping, and not helping things is the fact that, half the time, the “signs” to resolve the dilemma are confusing to deduce. There were instances where I literally succeeded through trial-and-error, and I imagine that'll be a shared experience by most gamers.

Standing Stones are short brain teasers consisting of finding an established pattern in a pile of menhir via Odin’s Sight, in turn granting you an ability point (more on that later). Cairns are another rock-based puzzle, albeit one that requires you to stack an assortment of mini-boulders to a predesignated height. Now, if you surf on any online forum, you’ll no doubt come away with the impression that these are the bane of one’s existence, yet like most Internet reactions, that is an overexaggeration. Yes, finding the right pattern can get frustrating, but there are multiple solutions to every heap (and unlike the Fanorona minigame from ACIII, you can actually look up an answer). The physics are surprisingly well-done, the slabs behaving like their real-life counterparts, and similar to the Constellations from Origins, you get some throwback dialogue to Eivor’s childhood. Nonetheless, there were two changes Ubisoft could’ve made that I genuinely believe would’ve alleviated 90% of the ire: one, have a undo-last-move button to prevent a single maneuver from ruining all of a player’s work, and two, throw in a bottom shadow showing exactly how a piece will fit on-top-of another (as it stands, you have to make an educated guess based on the shape of the rock itself).

Lost Drenger, Daughters of Lerion, and Legendary Animals are all types of boss fights you can partake in. Because there are so many of them, they aren’t as unique as Odyssey’s encounters, though they’re still fun and pose a fun challenge. My only complaint is I wish it was possible to see the respective enemys’ power level on the map after discovering them as they’re often much higher than the recommended level of the surrounding area, and the only way of knowing their number is to initiate the fight.

Flyting is my personal favorite Mystery, aptly and accurately described as Viking rap battles by Ubisoft. Maybe it’s because I’m an English major, but I absolutely loved these and wish there were more of them. Their only reward is raising your Charisma, which in turn opens up unique dialogue options that, while not affecting an arc's outcome, were disclosed by McDevitt as being the “canonical” dialogue, so take that how you will.

Treasures of Britain are essentially Valhalla’s version of the tombs from Origins and Odyssey; large-scale exploration hubs to prospect for a special trinket. Very cool and just as well-crafted as the ones that came before.

Offering Altars are essentially the Daedric Shrines from Oblivion without the accompanying sidequest, requiring an oblation in exchange for a random reward.

And finally, you’ve got Animus Anomalies, which were Darby’s attempt at progressing the modern-day without pulling Layla out of the Animus. Given that they’re optional, I don’t know how much he succeeded on that front (they really should’ve been mandatory in retrospect, though more on that later); however, what you’ve got is basically a reinvention of the Glyphs from ACII/Brotherhood in a platforming skin. Layla (or Basim depending on if you completed the game) will materialize into England and need to successfully ascend a series of hard light structures to acquire a piece of data. They’re a nice change of pace from the usual action/adventuring, but much like Desmond’s first-person sections from Revelations, I expect half the audience to dislike them.

Besides the above, Valhalla has a plethora of extra stuff to partake in, beginning with Raids. Raids are basically the epitome of the Viking fantasy, involving you reliving the infamous Lindisfarne Tragedy on repeat as you and your crew attack coastal monasteries for resources. Given that few settlement constructions are required for story progression, you’re basically allowed to conduct these at your own volition, which goes a ways away towards making them fun since they’re never needed for grinding purposes. What I really appreciated was how they don’t fully whitewash what you’re doing- yeah, you can’t kill civilians (which I liken to Achilles sparing the Trojan Priests in Troy) and there’s certainly no carrying back citizens to the longship for enslavement; however, you are explicitly a menace. People run around screaming, huts are set ablaze, all wealth is sacked -- when all’s said and done, it’s clear this place has been ruined for the foreseeable future. Gameplay-wise, I wish the developers had implemented some form of strategy as, while entertaining, they’re pretty blatantly easy due to your crew being unable to die (when struck down, you merely have to hold down a button to “revive” them, allowing infinite hounding of stronger guards). A system wherein you could allocate who attacks where and force a retreat if too many of your guys were wounded would’ve done wonders.

Orlog, a dice minigame, gained a notable amount of traction following Valhalla’s release (to the point of inspiring a real-life tie-in), and though it has innumerable enthusiasts, unfortunately I don’t count myself among them. I’m generally a big fan of dice games in titles (Liar’s Dice in RDR, Dice Poker in The Witcher 1), but my problem with Orlog is that it’s unchallenging. You’re given arguably the best Totem from the get-go ala Thor’s Strike, and the only legitimate tactic forward is to build-up tokens to unleash your God Favor. Sure, the occasional wrench is thrown at you, but 9 times out of 10, you’ll have the advantage over your opponent courtesy of Thor’s Strike being OP. If they had introduced variations like being able to call God Favors without sacrificing pawns (that had consequences), then things may have gotten spiced up, but as it stands, the game gets repetitive due to every competitor’s strategy being indifferent from the other.

That said, I’ll take Orlog any day of the week over drinking contests wherein you literally press one prompt on repeat with the intermittent joystick toggle to prevent stumbling. Utterly banal (it’s telling that Watch_Dogs of all releases had a better drinking game) and thankfully unmarked for completionists to avoid. And on the topic of banality, we’ve got a continuation of the lame hunting system this series had literally failed to innovate on since ACIII. If anything, it’s been made grindier here since you cannot purchase animal parts from stores anymore, nor swing your sword from horseback (Eivor instead kicks and punches), the latter preventing you from mass killing prey during chasedowns. Accompanying this is fishing, which is a barren hodgepodge of boring mechanics: you throw your bait out, wait for a nibble, and then mash A to reel it in. You’re technically given the option to use a bow-and-arrow, but it’s evident the developers wanted you to wield the rod due to a number of reasons: Synin doesn’t recover your arrows, Odin’s Sight marks fish for a measly five seconds, and discharging a bolt scares away the other water critters. Outside of size, there’s no way of telling what kind of fish you’re getting either, meaning the endeavor isn’t even a reliable source of income.

Contrary to popular belief, there are side missions, and while the bulk were added post-release, they're still a welcome addition (I further anticipate readers of this review will be engaging with the Complete Edition of Valhalla that includes all extra content). Most of the quests are initiated from Ravensthorpe and involve either members of your Clan or outsiders requesting Eivor’s aide. They’re a lot like Odyssey’s in that YMMV, but they do exist and offer their own elongated narratives; plus, I can personally vouch that two of the more popular ones, Beowulf and the crossover with Odyssey, are excellent.

Alright, back to the main narrative. Killing Bishop Herefrith in Lincolnshire has prompted Hytham to gain wind of the Poor Fellow Soldier of Christ. This anonymous individual had provided prior intel on previous Order members, and it seems he’s found a new sect in Wincestre. Meeting the instructed informant brings Eivor face-to-face with King Aelfred, who was also notified by the Poor Fellow about a plot on his life from the Order. Despite this only being his second appearance in the story, credit must be given to Ubisoft and actor Tom Lewis for surrounding Aelfred with a sense of foreboding. He may be short, but it’s evident he holds a wealth of power; power to rival all the Vikingr in England. The two have a common interest in seeing the Order expunged, resulting in a temporary truce. Overall, Wincestre makes up for the weaker arcs I had to trudge through courtesy of its regicidal story and indulgence in more classic AC gameplay.

Coming back home, Randvi has received notice from one of Eivor’s old friends, Vili, inviting him to Snotinghamscire where he’s throwing a party for his father Hemming Jarl. Heading up there reveals that things are not as optimistic as were made out in the epistle: the clan is engaged in their own strife with the Picts and Hemming Jarl is dying, a fact that Vili refuses to acknowledge.

Snotinghamscire is reportedly the most accurate arc of Valhalla in terms of its depiction of Viking culture, and indeed you do see how Norse funeral preparations & rites would’ve played out in real life. Unfortunately, the rest of the storyline is pretty forgettable due to its crux resting on Vili and Eivor’s camaraderie. In fiction, it’s very hard to give depth to a relationship that has not been showcased beforehand: not only do you need excellent scripting that recollects past memories without overbearing them in exposition, you also need performers who can successfully parlay the idea that they’ve known each other for a long time. The writing here is balanced enough in that it doesn’t feel like the prelude to a Family Guy cutaway, but all too often it dips deeply into sentimentality; kind of like with Hunwald, there’s too much joviality for individuals who have grown up in a harsh society. Hampering this further is that neither of the boys have strong chemistry, though given how these games are made, I doubt the actors were even in the same booth when they recorded their lines. In addition, Vili gets a bit annoying- his denial about Hemming Jarl’s death starts off natural enough, yet his resistance to accepting the title drags and drags -- it really seemed like some backstory was cut out concerning a past fight he had had with his dad. Overall, Snotinghamscire is fine enough (and certainly a step-up from Lincolnscire), but it would’ve had a lot more weight had Vili played a part in the Norway intro. Also, was it just me, or were they trying way too hard to make Hemming Jarl into a Viking Mr. Miyagi (sounded just like him too)?

Gunnar, the Ravensthorpe blacksmith, has been out for some time, and inquiring about Glowecestrescire gives us our answer: he’s gone off to get married! Given how f%cking awful his replacement forger sounds, I decided to help out the lad. Glowecestrescire is, ironically, the opposite of Snotinghamscire in that it’s apparently the diciest depiction of 9th century England, and I can’t disagree. At the hamlet, you’ve got Anglos and Norse alike both strangely celebrating the Celtic festival of Samhain, concurrent with a Wicker Man ready to sacrifice their king in. It’s pretty nonsensical and a blatant attempt at crafting gameplay diversity between the arcs, which I wouldn’t have had a problem with had it been fun, but as you can guess, that wasn’t exactly to be. Samhain, for openers, is solely treated as Halloween-in-everything-but-name, the trick-or-treating being more boring than Costume Quest’s (it also results in you getting lots of moldy bread that is stated to be cakes in the dialogue >.>). I wish they had leaned more into the culture behind this long-running festivity as that would have made for a far more impressionable product than what you get here.

Besides that, Glowecestrescire does have a fascinating premise of a bigot learning to be accepting of other races as malevolent forces conspire to murder him. The contrast of a person mastering tolerance whilst being conspired against by the very people he hates is where mature storytelling ferments; however, the issue is the game rushes through this -- it’s not a realistic transition, and quite honestly the events that lead to this guy (Tewdwr) changing are silly (incompetent bandits choosing to spare him out of a failed squeezing scheme). There’s also this weird gag wherein Gunnar’s fiancee, Brigid, speaks incomprehensibly to everyone but Gunnar (I thought this was going to build up to some special twist down-the-line, but no, it’s apparently the developers taking jabs at the Welsh language). I do not mean to sound completely negative as I actually liked Glowecestrescire as a whole: it has a lot of memorable characters and the Gothic setting oozes with atmosphere. I just wish more time had been devoted to expanding on the motivations/expressions.

There were two new pathways when I got back to Ravensthorpe: Sigurd wishing to see his father before his ascension, and Hytham discovering one of the Order’s head honchos, who, wouldn’t you know it, is Gorm, son of Kjotve. Well, a combination of Sigurd pissing me off and me not wanting to return to Styrbjorn whilst Gorm still thrived cemented my decision. Onto Vinland, where Eivor has to give up his arsenal in order to sneak into the country unsuspiciously. A lot of praise has gone to Vinland from the AC community, but just like with Sciropescire, I feel most of this comes from the final act and not the bulk of the playthrough, which is ridiculously boring. Eivor being stripped of his weapons in a strange foreign land had a ton of potential, but the arc is literally reduced to the AAA equivalent of “thank you Mario, but your Princess is in another castle”. No seriously, you track down Gorm by rummaging through every camp he was in, finding pieces of stationery stating he’s departed elsewhere, until you get to the right one, and taking him out is a matter of a simple assassination. The whole thing can be completed relatively quickly as well, putting Vinland on the shorter side (particularly surprising given that Ubisoft sculpted an entire new region for it). The whole shebang ends with Eivor retrieving an Apple of Eden from Gorm, giving it to the local Natives for protection (setting up ACIII), and then telling them a myth about Odin before leaving back to England. It’s good stuff, but doesn’t atone for the dullery of afore.

Okay, now it was time to revisit Norway. I had big expectations for Hordafylke: the years-brewing confrontation between Sigurd and Styrbjorn, the truth behind Sigurd’s dreams, and the manifestation of Valka’s prophecy of Eivor betraying his brother. Disappointment began with the first wherein we see Styrbjorn as a broken man, the locals commenting on his fall from kinghood. Why was this done? Styrbjorn’s actions served two purposes: physically, they staved-off the destruction of his clan, and thematically, they showed, or were meant to show, how diplomacy and peace are worthier pursuits than the glory of battle/war, the latter trait obviously formulating the beginning of Eivor’s character arc. By having him be a depressed wreck, though, it completely undermines that theme and gives Sigurd’s side more ammunition. Styrbjorn should’ve been depicted as happy, content with the stability and security of his people, but no, instead you get the opposite, which of course gives Sigurd ample opportunity to berate his old man+++.

The brothers then march to the location of Sigurd’s visions; a long-dormant Isu site equipped with a mechanical Yggdrasil the two interpret as Seidr over tech. Attaching to it transports them to a virtual reality in the vein of Valhalla where they are immortal, treated as Gods, have their strength amplified, and participate in an everlasting battle. Those hoping this Afterlife would be as extravagant as the ones from Origins and Odyssey’s DLCs will be dismayed by the short hall and field before you, though considering how little time you spend here, this decision was probably for the better lest the devs repeat the errors of Vinland. Anyway, it doesn’t take long for Eivor to notice something is wrong and that this isn’t the real Valhalla, resulting in him convincing Sigurd to leave. These actions upset Odin, who tries to force Eivor to stay, claiming responsibility for all of Eivor’s feats. Eventually, our protagonist succeeds and departs from the simulation.

I have many, many, many problems with this grand culmination. First of all, why is Sigurd so easily-willing to be persuaded out of Valhalla? He was acting like an arrogant diphead about the future all those months (years?) leading-up to this event, and when he’s finally here, you’re telling me it only takes a couple of sentences from Eivor to change his mind? Secondly, why does Odin want to stay here? He’s evaded Ragnarok and is experiencing grandeur with Eivor in England: how does hiding in some eternal machine line-up with anything we saw before (couldn’t he have just done that back in the day?)? Thirdly, why does Eivor have NO reaction to Odin outing himself as a corporeal presence? I get that, before, he was just a “fly in the ear,”, but now you’re seeing this guy is real, has power, and is a part of you, you have NO reaction but to treat him as an anonymous threat? On that note, how is Eivor able to just lock Odin away? Past Sages were unable to do anything resembling that, yet Eivor, an untrained person, can? Lastly, why doesn’t Sigurd have any connection with his persona Týr? We went through this whole process of Fulke torturing him to awaken his deific psyche, yet don’t witness a materialization of the God? And why was he acting like a dick if Týr is depicted as a nice God? And what of Valka’s prognosis of Eivor betraying him (and yes, I know the “bad” ending technically answers this, but considering a chunk of the player base is going to get the “good” ending, and considering it isn’t even that ominous a betrayal, this is still a half-baked concept)?

Don’t worry, it only gets worse. Outside the Yggdrasil, Basim has magically appeared ala Captain Anderson in ME3, where he has apparently gone mad, raving nonsense about Eivor wronging him and how he will finally get revenge. Now, if you’re a long-time AC fan, you’ll understand what’s going on - Eivor and Basim are Sages, with Basim being Loki and Eivor of course Odin (a point that, once again, was hammered home in the Asgardian missions where the devs didn’t bother changing up their appearances at all…).

However, if you’re an average joe, I don’t understand how the writers intended for this scene to make sense, especially if you didn’t bother doing the mythological parts (all of Asgard is optional). The issue is nothing about the Isu is told straightforward- it’s all done under the guise of Norse metaphors, and rather than have Basim finally explain things to a very-clearly confused Eivor (representing a newcomer) in a plain manner, he instead speaks with more jargon! Even within the context of the game, is he really so idiotic as to not comprehend that Eivor has no idea what he’s talking about? That Eivor is not aware he’s Odin reincarnated? All cards on the table guys, part of the reason I’m so flustered is because Valhalla’s big revelation was spoiled for me long before, and so, in the prelude to playing the game, my mind concocted this idea about how Eivor discovering the truth would play out: it’d be this big cognitive dissemination that shocked him to his core whilst a rendition of Ezio’s Family played in the background. And yeah, I know it’s not fair to criticize a title for not living up to such fantasies, but considering the actual product is just so anticlimactic on its own merits, I can’t help but be utterly disappointed. Basim makes for a decent “boss fight,” but the sibylline dialogue should’ve been direct, both for Eivor and AC neophyte’s sakes.

The skirmish ends with Eivor and Sigurd impaling Basim on the machine (why they don’t bother killing him is beyond me), Sigurd handing over the Jarl title to Eivor, and the two sailing back to Ravensthorpe (or, if you got the true ending, Sigurd staying behind). No real convos about what transpired, no apologies to Styrbjorn, nothing.

Having found the Isu Site, Layla exits the Animus. We get a classic cutscene in the present with Shaun and Rebecca realizing the magnetosphere problems are originating from Desmond activating the Orb in ACIII. The field that now protects the Earth originates from the Yggdrasil Temple and needs to be slowed down, the only problem being the area is full of radiation. Using the spear for protection, Layla heads down and attaches herself to the device, where she meets Basim in the netherworld. Realizing he’s the one who sent the message, Layla asks him for a way to stop the machine, which he provides before telling her that the timeline will eventually self-correct to cause another disaster (a bit like time fixing itself in 11/22/63). Layla alters the computer, transporting her to another dimension inhabited by a man called The Reader, who is trying to permanently stop the disaster node from repeating. Fathoming that Basim has used her presence to exit the Sacred Tree, and feeling regret over her past actions, Layla decides to stay behind in the Grey to help The Reader.

In the real world, Basim (who is somehow not a shriveled corpse ala Altair in Revelations) latches onto the Spear, heals back to normal, and converses with Odyssey’s Aletheia, disclosing this to have been their plan from the beginning. He meets Shaun and Rebecca, gives them a fabricated recording of Layla, and asks for a meeting with their mentor William Miles. The two depart, and Basim enters the Animus to continue the rest of the story.

Despite having only two mandatory scenes, I really liked what Darby did with the modern day. After 5-6 games of Ubisoft evidently not knowing what they wanted to do post-Desmond, it actually seems like there’s a plan in-place for the future. The idea of the inevitableness of destiny, averting future disasters, and of course Basim himself having ulterior motives/objectives means there’s a lot of weight to what’s going on outside the Animus, which is something I cannot say was the case from ACIV through Odyssey. Other positive facets include the sheer amount of Easter Eggs, Layla earning redemption for her past actions, and The Reader being a blatant transhumanist version of Desmond (why they didn’t outright make him Desmond is a story for another day++). The only drawbacks I had were it, again, being only two scenes, and Shaun & Rebecca having no problem leaving Basim alone with the Animus (especially when they’re blatantly suspicious of him).

Alright, we’re back in Ravensthorpe. All this talk of Gods from Basim made me want to finish off the Asgard storyline, which continues the trend of being another letdown of a finale. Having ensured his survival in Jotunheim, Havi returns to Asgard with one final goal in mind - binding Fenrir. The giant wolf doesn’t take too kindly to this bondage attempt and engages in a fight, which the God of Wisdom bests him in. Following this, there’s a quick mash-up of images of the future, and then…fin. That’s it.

It’s hard to convey why I believe this to be a bad decision, but I’ll try - throughout the game, you have Odin and the Norse Gods playing a large part in both the historical and modern day, yet the exact event depicting their connection to the protagonists and how they came to persist to the end is not materialized. What was the point in having all that build-up and backstory if you weren't going to flesh out the culminating moment that literally leads to everything else being impacted? The game sets-up this Asgard storyline to show how these Norse figures came to be reincarnated, but then haphazardly axes the entire third act. Odin makes this pact with Juno, returns home, gets into a random scuffle with Fenrir, and then there's credits. It's like, where's the rest of the story? Where are the rest of the answers? Why did he tell the others about the Fountain? What was their reaction? What is the mead they are drinking? How did Loki manage to get resurrected if Odin banned him from the knowledge? Does this process work the same as Aita's method or is it different? How was Eivor able to resist Odin when all other Sages meshed with their host? Why do some hosts never realize they’re Sages? All these questions that Valhalla was building-up to to connect the Asgard storyline with the England one were just tossed to the side in favor of a choppy cutscene that doesn't do anything but confirm what we already knew happened. And YES, I’m well-aware completing all the Animus Anomalies unlocks a secret clip depicting the real “reincarnation” and Loki’s survival, but because those were completely optional (and most likely not to be done at that point by most players due to them not even being marked on the map unless you enter their vicinity), and because they don’t answer all the questions underlying the events regardless, this whole affair is lamentably sordid. Either make the Anomalies mandatory or recreate the scene here.

Don’t worry, Valhalla has one last narrative thread to smash into the ground, and that is the Kingmaker saga. Cue Hamtunscire, where the Great Heathen Army is preparing to take the fight to Aelfred. Before heading out to join Guthrum and Ubba, Eivor receives another dark vaticination from Valka about him dooming Ravensthorpe if he leaves, and don’t worry, just like with her other predictions, it doesn’t amount to anything (with this track record, perhaps Eivor should consider firing her).

Eivor arrives at Hamtunscire with past allies where Soma informs him of Guthrum’s plan to negotiate a peace with Aelfred. Unfortunately, the Wessex King lets slip that he executed Ubba, leading talks to break down and the Vikings to betray the armistice once the King leaves. With news that Aelfred is stationed in Chippenham, the Vikings hatch a scheme to surprise attack the hamlet, leading to you doing your typical sh!t of making preparations and rescuing stragglers. Cue the assault wherein Aelfred’s lieutenant, Goodwin, informs Eivor he knew about the strategy and launches his own counter-assault. The Vikings prevail, albeit at the cost of Soma, Hunwald (tytytytytytyty), and Hjorr. Eivor reports back to Randvi, a wedding is held for Gunnar, and then we’re done.

It’s so easy to rag on the grand finale, from Soma having the only dedicated mocap death scene to this pathetic skirmish as a whole being less epic than even the castle sieges of prior arcs, but honestly the bigger issue is that there’s no sense of completion. You beat Hamtunscire and then what? Nothing. It’s treated as another standard region in the countryside. There’s no importance to its chronological conquest, no credits, no special cutscene, no epic speech, nothing. All these hours you’ve invested toiling away at the Alliance Map amount to no vibe of accomplishment.

I also found it very disingenuous to end the game this way, implying the Vikings won when in reality Aelfred would mount a vicious campaign, beat the GHA at Edington, force Guthrum to baptize, and put a cap on the Viking Invasion, all within the next few months. It truly begs the question of why the developers bothered including Guthrum and Aelfred as major players in the plot if their plan was to subside the battle they’re most famous for participating in. The comparison I’ve always drawn this to is a hypothetical AC release set during the American Civil War with Grant and Lee that opts to not incorporate Overland, Petersburg, or Appomattox Court House in its storyline. It’s like, what was the point in having those guys when you won’t even show the greatest historical event they shared?

Now, the counterargument I’ve heard to this is that Valhalla was going to produce a lot of post-launch content and it wouldn’t have worked to end with the Vikings losing. Except, a brief look at Wikipedia shows the Treaty of Wedmore let the Norse keep most of their conquered lands (something outright acknowledged in The Last Chapter, though more on that later), meaning Ravensthorpe wouldn’t have been affected by the Battle of Edington anyway. In addition, every single DLC produced for the game takes place AFTER the end of the war, meaning they were either way going to deal with that timeline. Considering Black Flag had no issue showcasing the pirate utopia collapsing, it’s disheartening to see Ubisoft not commit to the same principles with the Vikings, especially when it would’ve put a thematic cap on the character arc that began in Norway with Eivor realizing that taking a knee is sometimes the better tactic over constantly fighting to the end. Alas, this is what happens when you have a narrative that goes on longer than it should - you lose sight of your original ideals.

Regarding that post-launch content, Valhalla was Ubisoft’s first attempt at turning Assassin’s Creed into a live service game. Numerous free updates were thrown in to keep players engaged in the hopes of coaxing them into purchasing MTXs. Unfortunately, the non-permanent ones have long been removed, meaning I cannot speak on such activities as the holiday festivals. The additions that have remained, though, I will gladly describe, commencing with Tombs of the Fallen. These are five vaults to excavate at your discretion, and while we’ve had tombs in the franchise before, this marks the first time they’re puzzle oriented. I haven’t found all of them at the time of this review’s publication, but the ones I did were definitely fun - nothing too challenging, but miles above the versions we got in the Tomb Raider reboot.

Next-up are River Raids. As the name suggests, they’re basically a mode built around the monastery blitzes from the base game, featuring multiple rivers full of goodies to reap: villages have rations to heal your crew, military posts supplies, and forts/monasteries unique loot. Some changes were implemented to no doubt address criticisms of the vanilla version and make the ordeal a bit more tactical. For example, your crew members (called Jomsvikings), can go down permanently if you don’t revive them with rations, and continuously attacking the same area increases local defenses. River Raids are fine enough, but the problem is not enough was done to diversify things- you’re ultimately conducting the same types of assaults ad nauseam, with the same configuration of posts. And once you scavenge the special drops, there’s no real reason to continue forward with the process unless you’re one of those completionists who wants all the new items in the new store (which, lo and behold, require a special currency you can ONLY earn from River Raiding!). If that weren’t enough, be warned that there is a grindy aspect courtesy of the developers requiring you to upgrade your Longship’s hold to increase its capacity. Several other pet peeves of mine include the broken stealth, emptying of your ration pouch each time you launch a raid, and the inability to uncover a location’s identity unless you leave your ship to walk within its radius (sailing by the harbor should’ve been more than enough!).

Last is The Forgotten Saga, a roguelite mode set in the past wherein you control Havi attempting to rescue his son Baldr from the Goddess Hel. Again, I haven’t done much of it at the time of this review, but what I did play was actually pretty enjoyable. The realms are beautifully-designed, each run is different courtesy of the RNG items, and you do feel like you’re getting stronger. The option to stealth your way through certain parts with the one-hit KO assassination significantly aids in the completion of areas, and combined with there being an actual Isu story, I’d say it’s worth attempting. Just keep in mind that it’s still fundamentally the same gameplay loop as the River Raids in that you’re either fighting or killing.

We’ve still got one final story to cover, and that is of course the Order of the Ancients. The reason I’m talking about it last is because it canonically takes place after everything (and should be done so lest you risk incurring a bug). Valhalla semi-models this questline after the Cult of Kosmos from Odyssey wherein you have to hunt down all these members across England. Odyssey had 42 individuals: here you’ve got 45, divided into 15 zealots, 29 adherents, and 1 Grand Maegester. In Odyssey, I found the cult system to be rather basic, consisting of you doing very arbitrary tasks that somehow added up to uncovering a persona’s identity, and unfortunately that same framework has been carried over to Valhalla (a shame considering a mini-sleuth subplot involving actual detective work could be intriguing if Ubisoft ever dedicated more time to fleshing out the parameters).

Alas, we have to deal with the reality in our stead, and the system here has, at least, been slightly improved upon. For starters, 13 of the members are encountered during the various arcs, and no clues are required to deduce the Zealots, meaning only 16 have to be tracked down separately. Secondly, there are three checkboxes per member, compared to Odyssey where it was around 5 (IIRC), making it much easier to finish (England being smaller than Europe doesn’t hurt either). Finally, and this is admittedly more of an aesthetic change than anything, but every single Order individual (including the Zealots) has a Confession scene, which, at least for me, gave an extra incentive to hunt them down. Confessions have of course been a tradition of the series (save Unity and Odyssey), and while the non-story members don’t have the same production value as their narratorial counterparts, it was still nice being able to witness an inner dialogue between them and Eivor.

The finale is also pretty good, consisting of you simultaneously being granted a meeting with the Poor Fellow Soldier and Grand Maegester, King Aelfred! Yes, it turns out they are one and the same, with Aelfred having inherited the Maegester title from his lineage. Through a beautifully-written conversation, the Wessexian discloses his disgust towards the Order’s anti-humanist ideals and pagan leanings, and how he used Eivor and the Hidden Ones to eradicate them so he could build something more God-fearing from their bones. This is of course a reference to the future Knights Templar that will evolve into the eternal enemy of the Assassins, the Templar Order; an ironic yet satisfying conclusion to Eivor’s quest.

Now, some fans have pointed out that this ripped-off the ending of the cult storyline in Odyssey wherein Aspasia also grew disillusioned with the Kosmosians and exploited the Eagle Bearer to destroy them so she could grow something else. The outline is definitely the same, but I felt Valhalla’s was much better executed for a number of reasons: 1) the tale, as stated earlier, is a lot longer in Odyssey, meaning the ending inherently had greater expectations; 2) Valhalla's sets up future AC games by having the more modern Templar Order, whereas the Cult was just another proto-Templar society that failed to last; 3), slightly subjective, but I thought Aelfred was a far more memorable and developed character than Aspasia (it certainly doesn’t hurt that he has a constant presence throughout the story compared to her); and 4) it was a straightforward scene, not hampered by pointless dialogue options/choices like Odyssey’s (I still can’t get over them giving a romance option).

Years after the base game came out, Ubisoft finally sent everyone The Last Chapter, a free DLC meant to provide proper closure to Eivor’s storyline (that was personally overseen by Darby compared to the other expansions). The Last Chapter is literally an assemblage of six cutscenes you have to trigger at certain points in the world, the framing being Basim wants to witness how Eivor’s story ends, and for a low-budget rushed resolution, it’s surprisingly fine. I know from reading Darby’s responses on the Reddit AMA that the writers wanted to do more in terms of granting extra final interactions between Eivor and her compatriots, and that inability to succeed is definitely TLC’s biggest drawback. You’ve got Hytham, Aelfred, King Harald, and Guthrum, the four representing different factions that try and draw Eivor back into the fold (Hidden Ones, Templars, Norse Vikings, Danish Vikings respectively), and while it was thematically well-intentioned, it can’t help making no sense for goodbyes to be dedicated to loose characters like Harald and Guthrum but not close comrades like Randvi, Styrbjorn, and Sigurd.

The general synopsis of Eivor deciding to come to terms with Odin’s memories and embrace them was a nice twist, but even then it’s treated as a rushed framing device that simply caps the beginning and end of the DLC, denying players a look at a fascinating concept in AC history wherein a Sage opts to coexist with their Isu brethren over being completely taken over.

Still, I’ll give The Last Chapter props for somewhat addressing qualms I had with a number of Valhalla’s finales: Eivor acknowledging Odin is another entity; Guthrum and Aelfred explaining the post-Edington peace treaty/Guthrum converting to Christianity, and a surprisingly-introspective explanation from Eivor as to why he won’t join the Hidden Ones.

The modern-day, however, is where The Last Chapter truly shines -- seeing Basim mess around with the Animus, his commentary throughout the ordeal, and of course the ending convo with William Miles made for some really fun content, and while the conclusion doesn’t end up going anywhere (Basim uploads his genetic code presumably for Miles to relive in the Animus, only for Mirage to not have a modern-day portion), I did enjoy Rota’s performance.

Please keep in mind, however, that Ubisoft was a bit lazy with regards to certain narratorial facets, namely that there’s no differentiation between male and female Eivor for the abovementioned intro-and-outro, and not only was there no differentiation, they didn’t even bother putting in the Odin model from the Confessions (nor let Magnus use his Odin voice)! Female Eivor is Eivor, while male Eivor is Odin, regardless of who you chose initially, so that may come as a surprise to players like myself who spent hundreds of hours playing as one gender.

My final quibs are two-fold: first, having the player run around trying to find the memory units felt like a cheap way of artificially elongating the content; and two, they apparently recast Aelfred’s VA in his dialogue (no doubt scheduling conflicts as Ubisoft is famous for bringing back prior actors). When all is said and done, though, The Last Chapter was a good move by Ubisoft: yes, a story finale shouldn’t be produced years later in a hasty manner, but at least we got something proper (not to mention hearing the opening chords of Ezio’s Family play at the end is always awesome).

It’s time to address the technical facets of Valhalla. The first thing I texted my brother when I booted up this game was how it might be the best-looking title I’ve ever played, and I proudly stand by that claim over 60 hours later. The new Ubisoft Anvil engine has completely done away with texture streaming, giving you fully-furnished environments from the get-go no matter where you travel, and trust me when I say that that’s a noteworthy facet considering the diversity and seamlessness of the world. This is the first AC game to indulge in the biome schematic, and while I’ve never considered such biogeographical units necessary for free roam variation, I can’t deny it prevents a sense of déjà vu during your many excursions across England. The frigid mountains of Northumbria, seasonal spice of Mercia, mistiness of East Anglia, and springtime tide of Wessex all converge into a community worth touring. This is probably my favorite map in the Assassin’s Creed franchise, and considering the prior beauties, I don’t say that lightly. From the desolate Roman ruins and mythical structures to the sights of warfare and working-class hobbles, there’s a real feeling of a past life wherever you amble, and such vibes go a long way towards maintaining an immersive bubble- you’re just another part in a long history overlaying this land.

Helping matters is the fact that Valhalla does away with the conventional confetti system that’s blotted Ubisoft minimaps since the days of Brotherhood, replacing them with light orbs: blue for mysteries, gold for loot, and white for artifacts. On the surface, it doesn’t seem like such a change would matter since the undertakings are unveiled upon entering their vicinity anyway, but you’d be surprised how much of a difference it makes to not be distracted by a minimap. This is the first AC game I played without one, and I found the experience to be so beneficial I hope future entries never revert to the old style.

Character models are a bit of a step down from Odyssey- I didn’t detect as much detail in Valhalla’s physiognomies as I did in its predecessor’s, though thankfully that’s made up for by the lack of stilty-ness that rendered Odyssey’s figures uncanny at times. Cheekbones and eyebrows, in particular, move a lot more naturally, even as you slather them with body paint. It’s the textiles, however, that deserve the most praise as the precision that has gone into their assemblage is a sight to behold. Leather, cloth, fur, it matters not -- all look intricately stitched as they fold around Eivor’s chassis. I was especially impressed anytime light refracted off metallic pieces, providing an authentic sheen that shifts with your movements accordingly.

The lighting overlay, in general, is fantastic, being another rendition of the dynamic system Origins pioneered. I’ve always been a sucker for the sight of streaming sunshine through forested enclaves, and as you can imagine, Valhalla has that in abundance. Combined with the day/night positioning of the sun and varied environmental hues, and you get a motley of aesthetics that ayont the worlds. Unfortunately, there are some downsides to this refulgence, specifically the game’s indulgence in filters. These were clearly done in a bid to either amplify the lambency or diminish overcasting, but the end result can’t help but make certain areas appear artificially lit. In snowy scapes, for example, you get a white cover; foggy ones blue; fiery ones red; and underwater light blue. I feel the game would’ve been better off utilizing a more natural source for the majority of its lighting during these parts, though YMMV.

Besides that, there were a number of defects I encountered playing on my Xbox Series X: clipping between sheathed weapons and clothing (predominantly on horseback), draw distance generation issues for foliage and flora; occasional framerate drops; bird wings lagging while synchronizing, Eivor getting stuck during parkour animations; and your classic AC pathfinding quandaries with NPCs. Nothing is game-breaking, but it’s evident this was a title held back by its dual-gen release, and should be approached accordingly.

Other miscellaneous graphical plights include the lack of footprints when trudging in frost, shoddy animations for animal finishers (good concept, but should’ve been axed since they weren’t ready), comically-exaggerated splash effects, rainfall being surface-level impact points over a genuine environmental component, and fire looking incredibly dated (your torch is fine enough, but set a blaze or bushfire and you’ll witness combustion that wouldn’t look out-of-place in the original Gothic).

Performance aside, I think my biggest problem with Valhalla’s presentation is its reversion to the “talking heads” dilemma that plagued Unity through Origins. Talking heads, to elucidate, is a term my boy GManLives coined in his Skyrim review, referring to a lack of cinematicity during dialogue. You know, those instances wherein your character and another are technically having a conversation, but don’t appear to be engaged with the other due to the placement of the camera. Yeah, they’re standing opposite the other, however, you inherently lose interest since they’re not framed in a way that conveys they’re the centerpiece of attention. It solely happens in non-mocapped scenes in which the developers simply had the actors record the lines and processed their bustle through an animation algorithm, which, to reiterate, would’ve been fine had they preserved some sense of dynamism in the convos. But no, you often have to move the camera yourself to better enunciate things. If Valhalla had come out after Origins, it wouldn’t have been all bad given the precedent; unfortunately, Odyssey actually alleviated this by adopting a Mass Effect-framing, and while you do get that in the story, the vast majority of your side content is hampered by talking heads.

Further infringing the side stuff is the voice acting. I don’t know what it is about the English accent, but everytime Ubisoft has utilized it for generic civilians, it always sounds mediocre, as though they hired low-effort thespians to save money, and that continues to be the case here. To avoid an absolute, of course not everyone sounds bad, but it’s saying something when Oblivion and its cast of three had better portrayals than the more eclectic assembly here (you even get this recurring mismatch wherein an older-sounding lady voices younger lasses).

Thankfully, the main line is great, with Magnus Bruun and Carlo Rota, in particular, giving standout performances as Eivor and Basim respectively. I was really impressed with Bruun’s ability to distinguish between Eivor and Odin, lacing them with a masterfully concurrent similarity and dissimilarity. With regards to his female counterpart, Cecilie Stenspil, the parts I’ve heard on YouTube indicate her to be terrific as well, and anyone who claims she’s significantly inferior to Magnus is lying- your choice should come down purely to gender preference. That said, there was one person I wasn’t a big fan of, and that was Gudmundr Thorvaldsson as Sigurd. His acting itself is top-notch, but all too often his timbre came across as garbled.

For Part 2, see: https://backloggd.com/u/RedBackLoggd/review/1378235/

This review contains spoilers

Yes, spoilers discussed, but this takes place at the very end of the game, so what did you expect?

This is a standard review of Valhalla's final story DLC. For the main review of just the base game, see: https://backloggd.com/u/RedBackLoggd/review/1368448/

For a comprehensive breakdown of the game as a whole, please see:
https://backloggd.com/u/RedBackLoggd/review/1368458/


For the first DLC, Wrath of the Druids, please see: https://backloggd.com/u/RedBackLoggd/review/1368450/

For the second DLC, The Siege of Paris, please see: https://backloggd.com/u/RedBackLoggd/review/1368452/

For the third DLC, Dawn of Ragnarök, please see: https://backloggd.com/u/RedBackLoggd/review/1368455/


The Last Chapter is literally an assemblage of six cutscenes you have to trigger at certain points in the world, the framing being Basim wants to witness how Eivor’s story ends, and for a low-budget rushed resolution, it’s surprisingly fine. I know from reading Darby’s responses on the Reddit AMA that the writers wanted to do more in terms of granting extra final interactions between Eivor and her compatriots, and that inability to succeed is definitely TLC’s biggest drawback. You’ve got Hytham, Aelfred, King Harald, and Guthrum, the four representing different factions that try and draw Eivor back into the fold (Hidden Ones, Templars, Norse Vikings, Danish Vikings respectively), and while it was thematically well-intentioned, it can’t help making no sense for goodbyes to be dedicated to loose characters like Harald and Guthrum but not close comrades like Randvi, Styrbjorn, and Sigurd.

The general synopsis of Eivor deciding to come to terms with Odin’s memories and embrace them was a nice twist, but even then it’s treated as a rushed framing device that simply caps the beginning and end of the DLC, denying players a look at a fascinating concept in AC history wherein a Sage opts to coexist with their Isu brethren over being completely taken over.

Still, I’ll give The Last Chapter props for somewhat addressing qualms I had with a number of Valhalla’s finales: Eivor acknowledging Odin is another entity; Guthrum and Aelfred explaining the post-Edington peace treaty/Guthrum converting to Christianity, and a surprisingly-introspective explanation from Eivor as to why he won’t join the Hidden Ones.

The modern-day, however, is where The Last Chapter truly shines -- seeing Basim mess around with the Animus, his commentary throughout the ordeal, and of course the ending convo with William Miles made for some really fun content, and while the conclusion doesn’t end up going anywhere (Basim uploads his genetic code presumably for Miles to relive in the Animus, only for Mirage to not have a modern-day portion), I did enjoy Rota’s performance.

Please keep in mind, however, that Ubisoft was a bit lazy with regards to certain narratorial facets, namely that there’s no differentiation between male and female Eivor for the abovementioned intro-and-outro, and not only was there no differentiation, they didn’t even bother putting in the Odin model from the Confessions (nor let Magnus use his Odin voice)! Female Eivor is Eivor, while male Eivor is Odin, regardless of who you chose initially, so that may come as a surprise to players like myself who spent hundreds of hours playing as one gender.

My final quibs are two-fold: first, having the player run around trying to find the memory units felt like a cheap way of artificially elongating the content; and two, they apparently recast Aelfred’s VA in his dialogue (no doubt scheduling conflicts as Ubisoft is famous for bringing back prior actors). When all is said and done, though, The Last Chapter was a good move by Ubisoft: yes, a story finale shouldn’t be produced years later in a hasty manner, but at least we got something proper (not to mention hearing the opening chords of Ezio’s Family play at the end is always awesome).

This is a review of Valhalla's third story DLC. For the main review of just the base game, see: https://backloggd.com/u/RedBackLoggd/review/1368448/

For a comprehensive breakdown of the game as a whole, please see: https://backloggd.com/u/RedBackLoggd/review/1368458/

For the first DLC, Wrath of the Druids, please see: https://backloggd.com/u/RedBackLoggd/review/1368450/

For the second DLC, The Siege of Paris, please see: https://backloggd.com/u/RedBackLoggd/review/1368452/

For the final story DLC, The Last Chapter, please see: https://backloggd.com/u/RedBackLoggd/review/1368457/


One of the facets I always enjoyed about the AC Universe were the Isu. Originally dubbed “Those Who Came Before” or “The First Civilization,” they were introduced as a Precursor Race who’d been manipulating human history since the dawn of time. As the series progressed and more tidbits came out, though, we eventually learned of their name and, more importantly, how they’d actually been the creators of Homo Sapien before war and catastrophe resulted in their extinction and the Earth’s consequent domination by humanity.

I’m obviously skimping on details to avoid drawing this out into a fanboy thesis, but the point is the Isu have been a core part of the AC series for a while now, and Dawn of Ragnarök presented the first time we got an entire expansion dedicated to them. Yes, Fate of Atlantis incorporated some idols and lore; however, it was explicitly focused on the Eagle Bearer over their adjacent gods, all of whom were, either way, simulation creations. DoR, au contraire, continues from the Norse sections of Valhalla, its contents centered on Eivor as he relives his memories of the Isu lord Odin, who has traveled to the Dwarven realm of Svartalfheim to rescue his son from Surtr in the midst of the fire giant’s invasion.

After an admittedly solid introduction, the problems with the DLC unveil themselves rather quickly: you don’t feel like a god, and not only do you not feel like a god, you don’t feel like the same character from the base game. What I mean is, while I had a lot of problems with the Asgard portions of Valhalla, I can’t deny Darby McDevitt and his team did a solid job successfully differentiating Odin from Eivor’s elocution: i.e, they sounded like completely different individuals. Here though, with the exception of certain lines+, you’re basically playing as Eivor 2.0, the writers at Ubi Sofia apparently unable to channel the OG deity’s persona. He cracks stupid jokes, vaults on about the value of friendship, and, worst of all, agrees to do menial tasks for beings far beneath him like some errant errand boy. Seriously, why does a godlike entity have to rummage around the landscape helping incompetent rebels? Why can’t he just command obedience like the Isu were reported to have done? As you play the game and deal with its extensive padding, you’ll come to realize just how little any of the events make sense from the perspective of your Protagonist: heck, you could swap him out with Eivor at times and things would play out the exact same way.

It goes without saying that this ties directly into the mission design, which is some of the worst I’ve ever experienced in an AC game since the Elysium chapter of Fate of Atlantis (though at least there your weaknesses made sense given that you were ultimately a human). Think of the most generic sequences and action beats this series has ever produced, multiply them by three, and you’ll have the bulk of DoR’s runtime: we’ve got rescue missions, escort missions, camp clearouts, fetch quests. You guys remember those mundane “investigative” scenarios Origins introduced wherein you had to “solve” a mystery ala clicking on conveniently-highlighted stimuli in your vicinity? Yeah, I kid you not when I say DoR has more of those drab moments in its 12 hour runtime than the ENTIRETY of Origins, Odyssey, and base Valhalla COMBINED, and when an AC game makes you yearn for tailing missions as a means of diversifying the experience, you know it has messed up.

The sad thing is Valhalla has great gameplay, meaning these scenes can’t falter into outright bad territory. Instead, the biggest offense DoR commits is being utterly boring: you’re playing as a God on a vital rescue mission against a mad behemoth, yet nothing ever feels urgent due to the lethargic pacing and poor storytelling (one part, for example, sees Havi wait A WHOLE NIGHT for this idiot dwarf to make-up his mind about whether or not to help him; that’s right, an Isu, whose son is on the verge of dying, willingly shrugs his shoulders for a dumb human to come to a decision).

Some of you may counter, well Red, since the Isu are technically not Æsir or Olympians but heavily-advanced humanoids, it makes sense that Havi would be incapable of divine order. To this I respond: one, Eivor is hallucinating(++) the Isu as Gods, meaning they should be depicted in their most celestial manner regardless of the reality; and two, even within the baselines of actual Isu lore, humans (represented by the dwarves here) were subservient to them(+++), so the constant resistance to Havi is absolutely nonsensical.

To try and pave over this glaring flaw, the developers threw in powers reminiscent of Tyranny of King Washington and AC Odyssey, yet, once again, these stumble as pitiful. For starters, all but four of them are lame: one morphs you into a fire enemy (muspel), one a frost enemy (Jötnar), another lets you revive dead foes, a fourth generates frosty wind, and the final turns you into a bird. Of these abilities, you’ll only ever really use the first and last: the former because of all the lava spammed everywhere (more on the later) and the latter because it’s so dang convenient for high-altitude ascensions/descensions. Resuscitating enemies and generating ice is pointless due to you being OP for the vast majority of fights, and morphing into a jötunn is rendered irrelevant due to the the muspel swap having the same chameleon effect on foes.

Still, I understand there are plenty of gamers out there who like to experiment with new tools, so let me give you the real reasons you won’t care to use those other abilities: you’re capped at two with only two mana bars. That is, you can only ever have two equipped at once and you got two shots max before you have to recharge.

Yeah, I cannot stress enough just how insipid a decision these design choices were - why encourage players to unlock every power when you were just going to make it mandatory to seek out extra abilities if they didn’t have it stored? That's right, if it’s not armed, you’re forced to go out of your way to find an enemy who does to reabsorb it! And to give only two uses? This brilliant idea ends up sabotaging some of the better upgrades, like teleport assassinations and elongated flight. Compare this to Tyranny of King Washington, wherein Connor’s animalian add-ons cost HP and could be insta-swapped for maximum potential (it’s sad when Ubisoft nailed the system almost 10 years before).

Luckily, where the game doesn’t drop the ball is in its new Books of Knowledge, some of which give Eivor access to lightning-based attacks that you’ll gleefully employ. Unfortunately, because the combat, as a whole, isn’t radically changed, I can’t say they significantly elevate the gameplay.

If I can end this category on a positive note, it’s that the bosses and minibosses here are really good and, more importantly, pack a punch! No seriously, as I mentioned earlier, you’ll likely be starting this DLC near full-level, and so having bosses that actually provide a challenge goes a long way towards fraying things up. And for those of you eager to do it again-and-again, DoR throws in a boss arena called Kara’s Domain wherein you can revisit mega encounters, past and present, with combat handicaps ala Bastion in order to earn special rewards from its Valkyrie mistress.

With regards to the remaining side content, you’ll find your pallet significantly-lacking. DoR mixes in your standard treasure hunting, collectables, World Events, and offering altars with “new” ideas ala Jotun Blights (reskinned Cursed Symbols), Mythical Memories (thematically-rehashed Stone Circles from AC Origins wherein Havi will detail a story from Norse Cosmology), and Dwarves in Distress (reskinned Acts of Violence from Arkham City wherein you’re tasked with rescuing a lone dwarf from torment).

Ironically, the one area the devs forgot to reskin were the raids, whose purpose makes little sense in the game and for which the coders didn’t bother transposing under a Nordic paint job(++++). That’s right, Vili, Rollo, Birna, and all the rest of Eivor’s gang show up in Svartalfheim to duke it out with mythical beings/steal their Silica, and it looks just as silly as it sounds, concurrently providing exquisite fodder for the anti-Ubisoft acolytes who chant “generic content for generic content’s sake.”

Even on the graphical front, the artisans didn’t bother radically changing-up the landscape the way Curse of the Pharaohs and Fate of Atlantis did for their respective trifectas; it’s the exact same assets you’ve seen a thousand-times over in Valhalla copypasted here: grasslands galore, icy snowpits, everlooming mountains, standard caves, swampholes, rivers, the same f&cking wooden fences! Yes, the floating islands are nice (and it is pretty cool how you’re able to fly to them ala Skyward Sword), but unfortunately there’s just too much of a been there, done that feel. And considering the devs were capable of crafting unique aesthetics in Siege of Paris, I don’t get how Ubisoft Sofia couldn’t follow suit - even a screen filter would’ve gone a long way towards making the atmosphere seem like the dawn of Ragnarök.

Ranting aside, two visual feats were implemented here that deserve their props. First and foremost are the lava streams I noted before: puddles or becks of molten goo that stand as the BEST magma I have ever seen in a video game. From their murky creaks and ogre-like layers to reddish illumination, they were exquisite to gaze at (even as the game relegates them to annoying obstacles strewn everywhere).

Second are the muspel redesigns of enemies, a number of whom get close-ups courtesy of their importance in the narrative, and oh my lord, did Ubi Sofia go all out! Their crackly grey skin, dark maroon irises, and (most vividly) glowing orange hair went far in terms of distinguishing them from their jotunn brethren. Yes, they’re technically reused models of prior NPCs (I swear I saw Ivarr and Randvi reincarnated), but it still took a lot of effort and the artisans deserve props. Havi himself is granted a cool variation courtesy of his aforementioned camouflage ability, and the burning mirage husk he inhibits more than matches the effort Ubi put into the real cretins.

Sound is pretty much unchanged -- in fact, during raids, you can literally hear the grinding of the chest lid as you gather Silica (which would make sense were it not for the fact that you’re toppling over a structure, NOT PUSHING ACROSS A COVER). Most of your abilities (skills and powers) tend to have a distinctive din to them, the crackling of lightning, in particular, being glorious to listen to.

Voice acting, sadly, is a downturn from prior Ubi efforts. Whereas most AC DLCs at least nailed their major secondary characters, here I found myself unable to remember all but one (an ally named Eysa), and I feel that came down to lazy casting. A lot of the primary NPCs sound like they were just recast from the base game’s dramatis personae, albeit told to put on a hackneyed accent (or, in Surtr’s case, speak through an Audacity filter). They’re not bad by any means, but mediocre wouldn’t be too far off a descriptor.

DoR’s OST gained fame for being the inaugural winner of the new video game Grammy (a commendable feat, though it really says a lot about The Recording Academy that video games were considered too inferior to get recurring representation in the Visual Media category Journey won years ago). Obviously, that’s a huge mark for Stephanie Economou, and as an amateur critic, my words don’t carry much weight in comparison, but to be upfront with you guys, I just wasn’t a huge fan of her score. For starters, it’s horribly integrated into the game - I genuinely only heard a few tracks during my time, and while that could very well have been an isolated issue, Valhalla’s notorious music editing bugs suggest otherwise.

But even listening to it independently, it seemed too reminiscent of Jesper and Sarah’s OG score which, as you guys know from my main review, felt disappointing in light of the pairs’ previous prestige. With the exception of a couple tracks like Stranger in a Strange Land, there’s no nous of godliness or incorporeality, the music instead operating like an electronic orchestra replicating standard motifs that wouldn’t be out-of-place in the base game. I suppose that’s technically consistent with DoR’s body, which, as I ranted about before, didn’t change a lot from its progenitor, but considering how masterful Economou’s Siege of Paris soundtrack was (to the point where it elevated the experience), it was disappointing she couldn’t replicate her success here. Don’t get me wrong, it is an enjoyable piece to listen to on its own, but as a Norse mythos accompaniment, it falters significantly.

In the end, unless you’ve taken a long sabbatical from Valhalla, there’s nothing here that’ll keep you hooked. I understand they were trying to do something unique - to create a DLC where you weren’t stuck to one storyline but allowed to pave your path towards the end goal. However, freedom has its cons, narrative coherence being one of those, and combined with the sheer amount of filler between major beats, I can’t see anyone having fun with it.


NOTES
+The inner monologue bits wherein he reflects on historical events (between missions and during Mythical Memories) -- these verily sound like Odin and not Eivor.

++Within the lore, Humans are incapable of processing raw Isu memories - as such, our species needs to percolate them through ideas familiar to us; in Eivor’s case, that means Norse myths.

+++The Human/Isu Civil War seems to have been relegated primarily to the Jötunheimr and Muspelheim regions (i.e., the home of Jupiter, Minerva, and Juno), and considering no one references it, that shouldn’t be a factor in why people aren’t helping Havi. Quite the contrary, a number of the dwarves express love/admiration for the Allfather, indicating his reputation here hasn’t been sullied by his fellow kin.

+++One exception - when calling forth the ship, Odin will summon it ala tossing a lightning box into the water over blowing the horn, perhaps signifying that more was originally intended that the devs simply were unable to do.

-A new weapon called the atgeir is introduced, a halberd-style mace that was actually used by vikings in real life. Its benefit is that it blends heavy & light attacks into one, though unfortunately no idiomatic finishers were coded.

-A new upgrade material called Platinum Ingots is in the game allowing you to boost all your gear to divine status. While it’s pretty unnecessary given the lack of substantial stat differences from mythological level gear (not to mention the fact that it diminishes the salient worth of default Divine items), this is a great for completionists out there (of course, only the DoR-exclusive armor gets a fresh coat with each modification).

-You guys remember that dumb running gag in the Glowecestrescire Arc wherein no one could understand Gunnar’s bride Brigid? Yeah, someone thought it’d be a good idea to ingeminate it here because reasons.

This review contains spoilers

Spoilers only discussed at the very bottom of the review

This is a review of the second Valhalla DLC. For the main review see: https://backloggd.com/u/RedBackLoggd/review/1368448/

For a comprehensive breakdown of the game as a whole, please see:
https://backloggd.com/u/RedBackLoggd/review/1368458/


For the first DLC, Wrath of the Druids, please see: https://backloggd.com/u/RedBackLoggd/review/1368450/

For the third DLC, Dawn of Ragnarök, please see: https://backloggd.com/u/RedBackLoggd/review/1368455/

For the final story DLC, The Last Chapter, please see: https://backloggd.com/u/RedBackLoggd/review/1368457/


Siege of Paris was the second major expansion released for Valhalla as part of its Year 1 of content, and much like Wrath of the Druids, was interesting in that it was a rare instance of an AC DLC being more of a sidequel than follow-up. What I mean is, while every prior release had advanced the story of their respective game(s) in some capacity, Siege of Paris was different in that it was simply another adventure in the life of Eivor Varinsdottir.

This time around he’s been called-in to aid a tribe a ways out in France, and though initially resistant to such a prospect, ends up giving in under the goal of persuading the Frankish Emperor, Charles the Fat, from potentially targeting the Raven Clan.

As any longtime fan will tell you, stories have rarely been the strongest aspects of AC add-ons, and unfortunately Siege of Paris continues that trend via being too big for its own good. What I mean is it’s clear someone at Ubisoft wanted to do more with the premise, yet were simply unable to either because of developmental costs and/or time constraints. For starters, the eponymous siege lasts a mere couple of missions in the game, and when it does occur, feels more like a Saturday morning excursion than the year-long struggle that transpired in real-life. There are also several plot points brought up early-on that end up getting dropped later seemingly without notice(+).

Perhaps most jarring is the game’s lack of connection to the overall Assassin’s Creed universe. Now I know this is a criticism that’s been directed at the RPG trilogy as a whole, and while I’ve never believed it (due to, you know, actually playing the games), the critique is disappointingly valid here as nothing in the campaign has any relevance to anything you’d associate with the franchise: no Isu, no Templars, not even a Piece of Eden like in Wrath of the Druids. And it’s a shame because there were several venues by which they could’ve easily tied it to the lore at large(++).

Of course, not everything is negative, with most of my praise going to execution of the aforementioned prelude: backstories about the Viking incursion into France are expanded upon, Eivor is shown exploring all avenues for peace before giving in to the siege, and each of the primary characters is granted a surprising amount of screen-time. There’s a level of depth here not present in Druids wherein everyone’s motives, from the Viking Jarl Sigfred to Charles himself, are made explicitly clear, both of which significantly help in maintaining player investment. Unlike the main game, I was also impressed by the commitment to actually portraying the vikings as pure invaders, a facet that lends the consequent siege a surprisingly unsettling tone whilst you commit war crimes against the innocent civilian populace.

Sadly, I do have to finish this section on a negative note as it could not help bugging me throughout my initial playthrough, that being Toka, the viking who recruits Eivor. Serving as Sigfred’s second-in-command, she comes across as incredibly anachronistic: from her sleeveless design to unwillingness to commit atrocities, nothing about her character was believable in the slightest, and I was constantly taken out of the game whenever her annoyingly bubbe personality spurted up.

Graphically, Siege of Paris is definitely a step-up from Druids in two major ways. First, the production value is noticeably higher in terms of cinematic value; not only are there more mo-capped scenes, but even the algorithmic ones are offset by some really creative cinematography (i.e., the camera actually moves). And second, no longer are you privy to endless verdure, the Parisian lands instead composed of equal parts rich wine country and plague-ridden horror (that visceral differentiation even extending to the NPC textiles and walking animations!). It’s a shame so little side content was provided as I would’ve loved an excuse to just wander amidst the two scapes and take-in their variegated atmospheres.

That said, it’s clear greater priority was given to the metropolitan areas over the natural ones as there weren’t any particularly exciting landmarks or vistas in the surrounding acreage the way there existed in Druids.

SFX is as solid as it was in the base game, though you’ll encounter a number of sound bugs that diminish certain moments, from instant silence during action beats to the talking heads phenomenon of a few key personnel somehow representing a chanting/jeering crowd during such scenes. On that note, voice acting is really good, with Charles and Sigfred’s unsung actors, in particular, giving standout performances (why Ubisoft refuses to credit any of the cast and crew is beyond me).

The score was composed by Stephanie Economou, and like Druids, is another case of DLC music blowing the main game’s out-of-the-water. What you’ve got is another one of those medieval-themed arrangements built on orchestral overtures, and while it’s going to be familiar-sounding to similar releases, Economou still does a great job making it resound like fresh experience. Her vocal tracks, done in collaboration with singer Ari Mason, are especially enchanting, and I fully expect people to go back to them just for that spiritual aurality.

But it’s the gameplay everyone will be most interested in as Siege of Paris made waves early-on with its marketing of blackbox missions. For those unaware, blackbox was a system pioneered in AC Unity (from the blueprint of ACI) wherein you were given multiple venues to take down an assassination target, a distinction from prior releases in which things were much more linear. Now personally, I’ve never believed them to be inherently superior to the old model as some of the best kills in the Ezio/Kenway (and later RPG) games came from following a straightforward path; nor do I believe they were ever fully abandoned as a lot of the forts and camps in the RPG games blatantly took inspiration from blackbox. However, it was definitely deserted for mainline targets, and so the return here was interesting.

As far as execution, they’re actually done quite well. SoP places a greater emphasis on social stealth than before, which aids a lot in exploring sneaky opportunities to get by or around guardsmen. That said, the system isn’t perfect and there are problems: one, it’s very easy to stumble upon a solution via sheer accident courtesy of all the routes being relatively close together (compared to Unity/Syndicate, where opportunities were more spread out); two, the reimplementation of unique kills, something I was NEVER a fan of in Syndicate due to it completely diminishing the purpose of blackbox ala having a “canonical” solution available for players; and thirdly, once again, the absence of confessions, which is particularly inexcusable here given the presence of a mere three targets in total.

Siege of Paris also gained notoriety for introducing scythes and short swords into the base game (the latter being an inexcusable absence). However, as I was playing the Complete Edition and had access to such weapons from the get-go, I cannot comment on the extent to which these were a game changer to players at the time.

Finally, as I alluded to above, side content is very sparse, with Siege of Paris just copy/pasting the standard loot/mysteries you experienced in England. The sole salient addendums are rebel missions, done to help garner allies for the vikings from the adjacent Parisians. Unfortunately, you’ll quickly realize these are literally just rehashed Reda contracts made all the more infuriating by their pathetic rewards and the inability to start more than one at once.

In the end, The Siege of Paris is solid enough. Credit where credit is due, it doesn’t come across like a glorified arc the way Wrath of the Druids did, and the titular blockade actually feels different from the many assaults Eivor partakes in during Valhalla’s main campaign. But it’s too short for its own good and needed more time to really be what it aspired to be. If you’re simply looking for additional content, you can’t go wrong here, but if you were hoping for a fresh coat of paint on the standard Valhalla formula, this won’t be it.


NOTES
-Rats are a new obstacle thrown into the game, but they’re shallowly-implemented, easy to throw off, and don’t make for any unique puzzles.

-Only one new enemy archetype has been created, the charging horseman, and no, you cannot knock down their steed the way you could in Brotherhood.

-Flyting is surprisingly absent despite the presence of charismatic dialogue choices here.

-Despite playing a major role in the historical event, Rollo from the Essexe arc is nowhere to be seen. Now, a number of fans have accused Ubisoft of removing him out of a desire to make the DLC accessible from the get-go, a theory I do not buy given the high level requirement and the fact that they themselves asserted they had future plans for him at one point. Granted, Ubi could’ve been lying, but I’d like to give them the benefit of the doubt.

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SPOILERS
+There are allusions to Charles’s madness being contagious and infecting other people, a town full of mass suicide victims owing to some cognitive contamination, an overly-zealous sect of the Church, and the plague as a whole. All of these are either never brought up again or outright disappear as the story progresses.


++The most obvious was of course making Charles a Sage in light of his constant quarrels with another entity in his head (Eivor even references the concept, and the idea of an Aita Sage meeting a Norse Sage would’ve been fascinating to see), but if that was too on the nose, the writers surely could’ve had a Piece of Eden be responsible for the above delirium afflicting parts of the populace, OR incorporated the lone Hidden One left in Paris into the plot (his presence unveiled following the completion of his eponymous tombs).

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This review contains spoilers

Spoilers only discussed at the very bottom

This is a review of the first Valhalla DLC. For the main review see: https://backloggd.com/u/RedBackLoggd/review/1368448/

For a comprehensive breakdown of the game as a whole, please see: https://backloggd.com/u/RedBackLoggd/review/1368458/

For the second DLC, The Siege of Paris, please see: https://backloggd.com/u/RedBackLoggd/review/1368452/

For the third DLC, Dawn of Ragnarök, please see: https://backloggd.com/u/RedBackLoggd/review/1368455/

For the final story DLC, The Last Chapter, please see: https://backloggd.com/u/RedBackLoggd/review/1368457/

While best known for being Valhalla’s debut DLC, Wrath of the Druids was interesting in that it was also the first time the series indulged in non-sequential add-ons. What do I mean by this? Well, in prior titles, expansion packs followed the template laid out by most AAA games; create a mini-sequels of sorts that was either set after the events of the main game (Hidden Ones, Freedom Cry, Jack the Ripper) or filled-in some gaps during said game (Battle of Forli, Dead Kings).

In keeping with the proto-live service format of Valhalla, though, Wrath of the Druids’ primary purpose was to give players another reason to stay in Ubisoft’s world; thus, to prevent continuity errors/potential confusion from arising, all historical relevance has been tossed out. Wrath of the Druids may take place a year removed from the Battle of Edington, but you’d never know it because nothing is referenced or mentioned, not even in optional stationary, and while this is disappointing, I understand why Ubisoft did it: they were more interested in creating new adventures than pushing forward Eivor’s journey.

The question then is how well does Wrath do in this regard? All cards on the table, not too great. The biggest problem is that it feels less like a unique story and more like a glorified arc, which was not an inherently bad concept given the quality of many of Valhalla’s arcs; however, you guys need to understand, after 50+ hours of playing kingmaker, it was a bit tiring to do so again, especially with the setting being relatively unexceptional. Ireland is inherently indifferent from the fertile English countryside you extensively explored in the base game: rolling green hills, riverbeds tied to waterfalls, cloudy skies, etc…Sure things like rainbows and stone fences add a bit of personalization to the Emerald Isle (though rainbows were later added to the base game); however, it’s fundamentally the same landscapes you’ve already witnessed time-and-time again. And yes, I get that this is probably reflective of the real-life landscape, but perhaps that should’ve been a reason against going with it as a setting in the first place?

Then again, Skye island’s visual similarities were overridden by a strong plot, so perhaps it’s best to explain why I felt Wrath of the Druids faltered in the narrative department. The premise is you’re helping your cousin Barid secure favor with the High King of Ireland Flann so that he may preserve autonomy over his control of Dublin. Making this initiative tough are a cult of druids called the Children of Danu, who are intent on murdering Flann and sowing chaos throughout Ireland, leaving it up to Eivor to save the day.

If you started Wrath early-on in your playthrough of Valhalla, I could understand this tale being appealing. However, anyone who booted it up after completing the base game (as I imagine the majority did given its release date) will notice the eerie similarities to prior arcs: helping out a family member = Snotinghamscire; dealing with a dangerous clan = Glowecestrescire; fighting alongside a King dealing with political turmoil = Eurvicscire, and so forth….I’m not saying there isn’t ANYTHING unique here, it’s just burdened by the thematic familiarities of stories past, and, unfortunately, it’s not as though said unique elements were good enough to outweigh those similitudes.

The presentation of the Children of Danu, for starters, literally reminded me of the presentation of the coven from the first Twilight; a conveniently evil sect at odds with the peace-loving main hippies. You’ll have to hunt down a number of them outside the main story (in another reskinned Cult of Kosmos menu), wherein they’re treated as generic variations of the Order of the Ancients who, worst of all, lack Confession scenes that could’ve at least expanded upon the motivations of individual members (particularly aggravating given that The Hidden Ones DLC from AC Origins still had Confessions).

Other miscellaneous abandoned plot points include Barid’s son Sichfrith being at odds with his father only for this conflict to be tossed aside when he disappears (until the third act), and the Druids drawing their power from the Lia Fáil without a single explanation given for the stone’s power (not even a lazy Isu lore drop). In addition, a big quandary props up in the last third of the game wherein the writers evidently struggled to come up with a logical reason for extending the playtime and pulled out a nonsense plot twist from the blue.+

Don’t get me wrong, Wrath of the Druids’ story is enjoyable enough. It’s nice to spend extra time with characters you’d normally be one-and-done-with in an hour or two, and while they’re not particularly fleshed out, it does lead to the Fi Effect of you enjoying their company more than you normally would’ve courtesy of their extensive screen presence. But if you’re going in expecting something on par with past AC DLCs as far a deeper yarn or continuation of Eivor’s odyssey, you’re going to be disappointed. Heck, I wouldn’t be surprised if Wrath was originally meant to be a part of the vanilla game that Ubi had to scrap courtesy of time constraints.

Of course, with all of Ireland at your behest, you’re going to be doing more than just partaking in the campaign. In terms of side content, Wrath of the Druids hearkens back to AC Brotherhood via bringing back the renovation system and pigeon coop contracts. You’ll frequently come across tradeposts, have to retrieve their deeds, and then rebuild their various structures; doing so generates resources needed for contracts back in Dublin, the fulfillment of which grant rewards and increase the city’s notoriety. Just like with Brotherhood, it’s a very simple mechanic, and just like with Brotherhood, I loved it. Maybe it’s the old dopamine theory of short successes causing a positive feedback loop, but it made completing such endeavors worth the repetition. Unfortunately, yet again similar to Brotherhood, there are simply not enough things to spend money on, meaning you’ll cap out pretty quickly (leaving three evergreen commissions you can reap for infinite money ala ACB’s banks).

Besides that, new enemy types have been built to spice-up combat, the lion’s share of these being Druids. You’ll often face them inside clouds of hallucinogenic gas that amplify their speed and weaponry to supernatural levels, and while you’ll most likely be overleveled, some of these fights can actually pack a challenge, particularly in certain mysteries where you’re unable to stealth them. Werewolves are perhaps the most interesting archetype; chimeric visions of standard wolves inside the aforementioned mist. Pray you get the drop on them before said transformation, otherwise you’re in for a brawl!

Sadly, that’s about it as far as the side content. While you’re getting more than your buck’s worth, I can’t help feeling more could have been done. There’re no world events, no flytings, no tombs, and only a single legendary animal. Sure, you’ve got armor sets to loot, but at that point in your playtime they’re effectively meaningless besides being new aesthetic skins (and half of them don’t even have alternate versions when upgraded).

Voice-wise, Ubisoft went out and hired actual Gaelic-sounding VAs for the new cast, though their performances are hit-or-miss. Flann and Barid come out looking great, while a number of the other Irish Kings, as well as Sichfrith, falter under standard NPC mediocrity. Ciara, a poetess and Druid working for Flann, is the deuteragonist of the DLC and feels just as anachronistic as past female characters in this franchise; another one of those strong independent women capable of speaking her mind without getting thrown in jail. She’s brought to life by a singer named Julie Fowlis, and it becomes quite clear Fowlis was chosen primarily for her musical capabilities as, while her solo contributions to the OST are absolutely mesmerizing, she’s mixed as far as acting out Ciara’s more more emotional moments (succeeding at the playful c%cktease, but not so much with the angrier witch).

If there’s one thing Wrath of the Druids does objectively better than Valhalla, it’s the music. I found Max Aruj and Einar Selvik’s compositions to be more memorable than the base game’s due to a consistent Gaelic/Norse hybrid motif that encompassed synths, drums, and orchestral chords alike. Its biggest downside is it tends to suffer from the Call of Duty problem of sound mixers drowning out melodies with louder background beats (makes for a good action scene at the expense of memorability).

But yeah, there’s not much else to say. Wrath of the Druids is a fine diversion that ultimately pales in comparison to the standards of prior AC expansion packs. You won’t regret playing it, yet probably won’t take much from it.


NOTES
-Wrath of the Druids unfortunately has a lot of Valhalla’s technical shortcomings in droves. I don’t think a single mocapped scene was made here, the animators instead relying on the body motion algorithm that sees every character cross their arms like they’re trying to cover their nipples in the cold. The handicapped cloth physics are also on pristine display when large gusts of wind fail to move Eivor’s (or anyone else’s) cloak.

-Was not a fan of Ubisoft ascribing the ballad “Flann over Ireland” to a fictional character (Ciara) when it had a real-life poetess (Máel Muire Othain).

-Ciara is, tragically, subject to one of the most laughably bad consummation scenes in the franchise (which is saying something given the low quality ones in Odyssey).

-The OST is a bit of a cheat since it features three variations of the same exact song.

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+After beating one of the main Children of Danu elders, the cult is effectively taken out of the picture….until Eivor learns that the abbot sent to oversee the adjudication of power is actually the leader of the group, having been using them in his opposition to Flann’s unification of pagans and Christians alike. This could’ve made for a decent revelation, but the way it’s thrown into the game comes across as a haphazard plot twist meant to artificially elongate the story. The Abbot’s motivations are hypocritical, it’s never revealed how he enlisted/learned of the Children (he has intimate knowledge of Ciara’s former role too), and his replacement plan for Flann is never laid out.

Following the disposal of the Children of Danu, Flann and the other kings opt to institute an inquisition to purge the country of pagans through forced conversions/exiles. It’s a fascinating development that’s sadly rushed and reduced to a simple boss fight with Ciara as she (rightfully) goes apesh!t as the prospect of her people being pogrommed, after which Flann magically decides to reverse course on the decision. Had this occurred instead of the Abbot twist and been expanded upon the way the anti-witch riots were at the end of the second Witcher, Wrath could’ve finished on a high note. As it stands, you get standard AC flair.
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This is a standard review of the vanilla Valhalla game. For a comprehensive breakdown of the title as a whole, please see:
https://backloggd.com/u/RedBackLoggd/review/1368458/


For the first DLC, Wrath of the Druids, please see: https://backloggd.com/u/RedBackLoggd/review/1368450/

For the second DLC, The Siege of Paris, please see: https://backloggd.com/u/RedBackLoggd/review/1368452/

For the third DLC, Dawn of Ragnarök, please see: https://backloggd.com/u/RedBackLoggd/review/1368455/

For the final story DLC, The Last Chapter, please see: https://backloggd.com/u/RedBackLoggd/review/1368457/

In a lot of ways, it’s hard not to see Assassin’s Creed Valhalla as the video game equivalent of The Rise of Skywalker. Both were the final entries in a sequel trilogy attempting to conclude said trilogy’s story whilst redressing complaints fans had had towards their immediate predecessor. With Skywalker, that was of course The Last Jedi, while here it’s AC Odyssey and so, to give some brief thoughts on that game to indicate my originating mindset, I overall enjoyed it and believe it to be a worthy entry of the franchise. While I’ve been with this series since ACII, I do not hold a purist attitude towards the RPG or Ancient (both misnomers FYI+) or whatever you want to call it trio that sprung from the ashes of Unity and Syndicate’s fiscal failures.

That said, there were decisions I definitely did not agree with, but, even if I shared all the views of those pre-Origins detractors, the reality is Ubisoft would not have had to listen to us. Both Origins and Odyssey were, by all reported measures, huge successes, especially in comparison to Rogue, Unity, and Syndicate, and that lucrativeness tends to result in minority criticisms getting ignored, no matter how valid they are.

Yet, to my delight. Ubisoft did the opposite.

I know it’s become popular in casual discourse to trash Ubisoft, however, in this particular area at least, they deserve immense praise for willingly listening to EVERY part of their fanbase WITHOUT needing an external incentive to do so. What do I mean by this? When you look at other properties that have adapted criticism from a sect of their audience, it’s always been due to a financial dip: WWII and Modern Warfare came about because of diminished sales from Infinite Warfare; the aforementioned Rise of Skywalker from Last Jedi making ~$700 million less than Force Awakens; Breath of the Wild from Skyward Sword selling half as many units as Twilight Princess, etc…etc…

In AC’s case, those critiques largely concerned the removal and/or diminishment of social stealth, one-hit KO assassinations, the modern-day, parkour, and Assassins, as well as the inclusion of level-gating, extraneous loot, and repetitive side activities. And guys, it honestly warms my heart to say that Valhalla literally addresses 90% of these. If you were following the development of the game from the get-go this may not have come as a surprise: like I stated earlier, Valhalla was marketed as the end of an era, and to commemorate the occasion, Ubisoft brought back key personnel who had had prior involvement with some of the most popular releases of the OG era, including Creative Director Ashraif Ismail (Black Flag), writer Darby McDevitt (Revelations, Black Flag), composer Jesper Kyd (the Ezio Collection), and many others I’m sure played a large role behind-the-scenes. During the marketing phase, McDevitt asserted the game would act as a “capper” for events of yore, and while Ismail was canned for an adultery scandal, the hype nonetheless soared as demos showcased classic AC gameplay.

Of course, Valhalla couldn’t be a complete return-to-form. The large successes of Origins and Odyssey proved the profitableness of the RPG formula (plus the introduction of numerous new fans), and so the question that remains is how well does the game balance the two systems? Well, if you’ve been on any forums, you’ve no doubt heard a medley of opinions ranging from good to bad, but, as I’m with the former camp, I hope my review does a solid job elucidating why you should agree as well.

Odyssey’s present-day left things on an unstable note. Layla had been granted more screen time and characterization at the expense of her morality: in her quest to understand the Staff of Hermes Trismegistus, she killed a fellow cell member whilst sparing the life of recent antagonist Otso Berg (whose fate is not ascertained). It’s no secret Layla was never really investable as a protagonist- her inclusion in Origins felt misplaced and intrusive, and having her meddle with Isu Artifacts in Odyssey like an idiot didn’t do much to mend that. As such, there was a lot of pressure on Darby to succeed on several fronts where previous writers had failed: resolve Layla’s qualms, wrap-up her storyline, and, most importantly, make her likable. To do this, McDevitt and his team implemented two initiatives that are honestly quite genius in retrospect. The first is a minor retcon wherein it turns out Layla was being cognitively-influenced by the Caduceus to act out aggressively -- not only did this harken back to Desmond’s stabbing of Lucy in Brotherhood, but it also gave Layla a bit of a Greek tragedy overlay wherein she was being manipulated by the Gods to do their bidding. Victimhood is often a surefire method of garnering immediate sympathy, and I can definitely say I actually felt for Layla whenever she reflected on what transpired before.

The second is bringing back Shaun & Rebecca, two characters I’ve always referred to as the C-3PO and R2-D2 of the franchise due to their buddy relationship and longstanding presence in the games. Layla’s colleagues from Origins and Odyssey weren’t bad by any means, however there’s no denying they lacked the chemistry, humor, and three-dimensionality that Desmond’s group had, which was always going to be detrimental given the short amount of time the MD had to make an impression. That McDevitt naturally inserts Layla into this pre-established duo without breaking up their camaraderie is admirable on its own merits, however, it’s the throwback feel he manages to evoke from assembling them together that deserves real praise. It’s hard to describe, but I honestly couldn’t help feeling nostalgic seeing Layla interact with the two; it brought to mind those times from ACII and Brotherhood wherein you were pulled out of the Animus and had a chance to catch-up with the rest of the gang, usually hearing some hilarious dialogue in the process.

McDevitt further fixes the MD by bringing back its grandiose scope via the inclusion of a new planetary threat. To give some background information for you newbies, after haphazardly wrapping up the original storyline with ACIII, Ubisoft had no idea what to do next in the 21st century: they saw the appeal of the series was in its historical escapades, yet knew the framing device of the MD/Animus was too integral to remove. I fleshed out my thoughts on the decision surrounding Desmond’s fate in my ACIII retrospective, but that notwithstanding, the fallout from it was degrading the modern Brotherhood to essentially glorified treasure hunters over the time-traveling rebels Desmond and co. occupied. In Valhalla, the world-ending stakes are back, and while having yet another Earth-threatening plot device seems lazy ala Force Awakens rehashing the Death Star, there’s more to it than meets the eye (as you’ll see later when you play the game).

The diminishment of the Brotherhood in Origins and Odyssey was, as stated earlier, a major point of contention with fans (understandable - a series called Assassin’s Creed should focus on the Assassins). Luckily I absolutely loved what McDevitt and co. did with them in Valhalla. My favorite AC opening behind Origins’ has always been Black Flag’s due to it showcasing the Assassins as they would appear to an outsider: brooding, stoic, and containing an aura of mystery, and you get that tenfold here with Basim and his acolyte Hytham- he joined Sigurd on his worldly journeys for reasons that don’t seem convincing. From closely advising Sigurd to gifting Eivor the Hidden Blade (amidst protests from Hytham), it’s blatantly clear that Basim is using the Vikings for some greater purpose, and these ulterior motives underlying his actions highlight a secondary facet worth noting - the respect for lore past.

By all accounts, ever since Corey May and Patrice Desilets left Ubisoft, there has not been a real loremaster at the company, leading to artifact inconsistencies (i.e., the Precursor Boxes), mass proliferation of Pieces of Eden, and the admonishment of Assassin morale. While the first two can at least be explained away under some retcon, it’s the latter that has always affected me because a nicety from ACI through Brotherhood was the Assassins retaining a degree of ethical clarity. Yes, they were effectively terrorists, and yes the Templars had a greyness around their own actions, but there was never any doubt that the Assassins were the preferred solution.

Starting with Revelations, things started to tiptoe into an ends justify the means subset that seemed unstable in comparison to before: you had Assassins committing mass murder (Revelations), Assassins working with pirates (Black Flag), Assassins doing favors for imperialists and pedophiles (Unity), and Assassins launching gang wars in the open streets (Syndicate). I do like a good many of those games, however there’s no denying that, by becoming entrenched in sequelitis, Ubisoft missed the mark on the core tenets of the brotherhood.

At the outset, Valhalla had a chance of falling into this same trap. After all, this is a game about bloodthirsty vikings who burn monasteries and want to subjugate England, and having a sect dedicated to the preservation of free will allying themselves with such sordid peoples would’ve come across as odd at best. Thankfully, while Hytham (based on later convos) genuinely believes Eivor’s Clan to be honorable compared to the Order of the Ancients, Basim holding alternative plans gives a valid reason for the Hidden Ones putting aside their moral compass in aiding the Drengr.

Tutorials are interwoven organically into Valhalla’s intro as well (an impressive feat considering these games are meant to appeal to newcomers), which brings us to the gameplay. Assassin’s Creed has always been built on three pillars: combat, stealth, and parkour. Since Unity, there have been multiple attempts at revamping the combat mechanics of the series, and when it came time for the RPG trilogy, an even greater shift was made from paired animations to hitbox- no longer were you worrying about constant counters from enemies, it was now about evading strikes and knocking their health bar down. In Origins, this worked out like standard fencing: the goal was to keep your distance and jab when your opponent left himself open. In Odyssey, courtesy of the (dumb) removal of shields and increased emphasis on abilities, a more hack-and-slash schematic was implemented wherein the goal was to now pummel-and-dodge until your adrenaline meter built-up, allowing a massive attack.

In Valhalla, it’s about overpowering your adversaries through strategic maneuvers, from breaking defenses via heavy blows to shattering exposed weak points with arrows. However, to prevent players from spamming heavy strikes (or endlessly dodge-rolling like before), a stamina meter has been implemented that depletes the more you do either move. The only way to rejuvenate it is to either take a breather or successfully gore a thug with a light attack, meaning you now have an incentive to use lighter strikes over heavier ones besides their superior speed. Abilities are back (much more-grounded this time around), and similar to Odyssey, there is an encouragement on growing your stamina to utilize them in a hairy situation; however, they’re never necessary for succeeding, turning them into a tool more than anything (and yes, that’s a good thing).

Of the three games’ combat systems, I probably had the most fun with Valhalla’s- not only do you have a good balance between light/heavy/parrying/dodge, but the bosses, in particular, come from the Dark Souls school of requiring smarts over simple lacerations. That said, there are two big flaws: one, regular enemies (which make up most encounters) become quite easy to chop down once your power level is sufficiently high (to be fair, I suppose that’s a standard for most RPGs), and two, there isn’t a cap on archery -- it’s so easy to simply gain some distance and spam arrows/longe range abilities in the middle of a fight, meaning tougher archetypes like the Goliaths, Zealots and majority of minibosses are rendered less effective. Having bowing deplete stamina instead of rejuvenating it would’ve resolved this easily.

When it comes to stealth, it should be noted that, upon release, Valhalla had a broken apparatus apparently akin to ACIII’s. In the months following, two patches were sent-out that, based on my experience, have alleviated those qualms, though from what I understand, the patches were either never released to PC ports or were ultimately ineffective. So Master Race adherents, please keep that in mind.

For fellow console peasants, stealth is pretty fun. In the wild, you’ve got heaps of grass patches to skulk around in, whistle, and snipe from afar. One change I appreciated is hitting an enemy amongst a group doesn’t immediately highlight your presence like it did in Origins, so long as you get back into cover. The largest drawback to the stealth is that, going off what I stated earlier, tools have been completely replaced with abilities- if you want to poison someone, set something ablaze, distract with your raven, or place a far-off explosive, you’re going to have to waste stamina doing it, which takes away from the Assassin portion for sure.

As noted in the introduction, Valhalla made waves for two things: bringing back the one-hit KO Hidden Blade (accomplished via a minigame or menu change if you’re a scrub), as well as social stealth. This might be controversial to say, however I genuinely think this version of social stealth is the third best in the franchise behind Brotherhood and Syndicate, even being utilized better than the entirety of the Kenway Saga. You’ll frequently enter cities and communities dubbed “mistrust zones” which Eivor will cloak himself in, but that cloak doesn’t make you invisible unless you happen to find some monks. It’s a lot like ACI in that, one, you can’t blend in with everyone, and two, that guards have detection meters that set-off depending on how close you are to them/if you’re acting out-of-line: walk like a normal human being (helped by the garment deliberately slowing your speed) and they won’t pay you much attention; dart or climb about and you’ll get some stares. Blending activities are strewn throughout these scapes to allow in-plain-sight hiding as soldiers walk by you, and plenty of drunks somber about to manipulate as distractions. The one thing that would’ve really improved Valhalla is if they added more assassination takedowns. Maybe I’m spoiled by ACIII and Unity, which had these in abundance, but it gets kind of tiring seeing Eivor perform the same 2-3 knifings every murder. Considering all the distinct hiding spots, it would’ve been cool to be able to do a unique takedown in place of a standard stab.

Parkour is, sadly, pretty garbage. It’s no secret Ubisoft moved to an inferior system in Origins out of a desire to emphasize open world exploration over traversable cities, but with Valhalla, it’s bizarre because they’ve actually reverted to the old design style, yet complimented it with what is arguably the worst parkour in the history of the franchise. See, places like Lunden, Jorvik, and Wincestre are built like classic AC metropolises, with interconnected buildings and direct pathways for Eivor to dash about on, and when it’s working right the traceuring (horizontal-wise at least) is smooth. But they’ve made this weird push-button assignment that both feels needlessly complicated and prevents you from mastering progressment the way you could in past AC games -- you click the joystick to run, push the joystick to freerun, hold A to parkour/climb/auto-leap short distances, and double tap A to jump. Perhaps they were attempting to emulate the Ezio versions, which had dedicated digital prompts for jumping, running, and parkour (compared to the Kenway Saga, wherein things were simplified to two buttons), however, there were only three there compared to the four here, and it was also more ergonomic (clicking the joystick in Valhalla just isn’t as functional as pressing a tab).

Still, I would’ve been able to tolerate this had the parkour algorithm been consistent with what it recognizes as pure freerun vs. ascension, but you’ll often find yourself accidentally clambering-up columns or other installations that you would’ve thought traversable with the standard A button.

Vertical movement is worse. Once Eivor has begun his shimmying he turns into glue, unable to detach, drop down, or manually climb-leap to the top (an inconsistent one technically exists, but you’ll see why it’s inconsistent when you play). Your sole recourse is to either finish your trek or auto-descent netherward until you’re within range for a drop-off. Valhalla, to its credit, does retain the side lunge from Unity, as well as a standard back eject (the latter only if you have another structure in range), and I did appreciate them giving Eivor’s model weight akin to Arno, but these are ultimately small potatoes against an inherently-downgraded system.

Besides the pillars, a semi-staple of the series sees its resuscitation in Valhalla: the settlement. To elucidate the history for you newbies, settlements have been a recurrent aspect of AC, albeit one not as stringent as hardcore fans would lead you to believe. Yes, every AC game save Origins featured a home base of some type, but the vast majority were never used for anything substantive: Alamut Castle was a simple set with nothing inside; the Villa Auditore a glorified armory; Tiber Island a place only for Assassin ceremonies; Black Flag’s Great Inagua and Rogue’s Fort Arsenal utterly meaningless; Revelations’s bureaus, Unity’s Cafe Theater, Syndicate’s Train a spawn point for missions; and the Adrestia just a ship.

You’ll notice I omitted one entry, and that was of course the Davenport Homestead from ACIII. It was the first time an Assassin HQ actually felt like a real, lived-in place: you had tons of NPCs, plenty of missions/optional dialogue based around their presence, in-game challenges, and an economic boon via trade convoys. It formulated a template I’m saddened none of its sequels expanded upon.

Well, on the plus side Ravensthorpe is a valiant attempt at crafting a meaningful estate, even if it never reaches its greatest potential. It combines the renovation system from Brotherhood, civilian presence of ACIII, and mission generating of the Cafe Theater into a single hacienda. You start and finish all your story missions here, construct/upgrade new buildings to unlock sidequests, and can even activate a feast buff to temporarily boost your attributes. Despite these facets, I can’t say I got particularly attached to Ravensthorpe, and that has to do with a couple of reasons: one, because it’s more of a springboard for your adventures, you don’t spend much time in the actual area; and two, it ails from Unity problem of repetitive AI. What I mean is, every time you enter the place, you’ll see the exact same animations play-out: the same kids running up to you, the same crew members marching from the docks, the same animals lolling about, etc….and that’s ultimately immersion-killing. As much as people hate the Almanac of the Common Man from ACIII, it at least underlined an amazing feat from that game, which was the radiant-esque AI of the homesteaders, and I wish a similar coding had been programmed here.

Anyway, it’s high time we spoke on the story. Valhalla’s main campaign may be confusing to some because it adopts a method of storytelling new to the AC franchise (and mainstream titles as a whole): arcs. Prior games operated on a modus I refer to as “Acts” which, to quote my ACII review, are similar to Arcs in that they’re set around a new threat, but differ in terms of not being standalone. That’s not to say that Valhalla’s arcs are completely unrelated to the other (in fact, several continue/reference events from prior ones); however, they definitively have a beginning, middle, and end, allowing you to complete them without feeling like you’re ending on a cliffhanger. The process generally follows as depicted: Eivor will consult Sigurd’s wife Randvi about a territory, learn of its predicaments/politics, pledge to obtain their allegiance, resolve whatever qualms exist, and then return and confirm with Randvi that the deed is done. Rinse and repeat.

Now, this format has led to accusations that Valhalla is full of filler, and it’s one of those things I both agree and disagree with, though even my agreements are laced with provisos. If we were to condense the arcs under themes, Valhalla has four overarching storylines: Kingmaker, Order of the Ancients, Asgard, and Sigurd. Kingmaker has you running all over England forging those aforestated alliances, Order eliminating members of the proto-Templars, Asgard reliving memories of the Norse Gods (more on that later), and Sigurd’s a combination of all three, albeit one which trails continuously throughout Valhalla’s runtime.

In fictional storytelling, especially AAA releases, audiences are used to conventional chronicling wherein event A goes to B to C to D ad nauseam. Because of this mindset, it’s my theory that conventional gamers appropriated the Sigurd thread as Valhalla’s primary campaign, and I don’t blame them: Sigurd was a major figure in the intro and the whole reason Eivor departed to England in the first place. Eivor’s purpose is to serve his adopted sibling, and given the recurring nature of the man in the story, at first glance it would appear Ubisoft agreed.

However, upon closer inspection, I do think Valhalla is more experimental than that given that progressment, even in Sigurd’s sections, is primarily reliant on the formation of those dutiful liaisons since Eivor utilizes them to aid his sibling (more on that later). The reason I consider this approach experimental is because, in mainstream releases, you usually get the opposite. Think about it: in other games, the A plot is a singular strand which lasts uninterrupted whilst side content occupies shorter bursts of self-contained tales; in Valhalla, though, the self-contained tales pull double-duty as autonomous contes AND building blocks for the development of Eivor and Sigurd’s relationship.

But that begs the earlier inquiry of is this filler? If the player has to do these elongated set pieces to advance the A plot, did Valhalla’s writers fall prey to the scourge of shōnen anime? Again, not to dodge the question, but the answer is somewhere in the middle. For me, if I’m going to label something as filler, it needs to contain two components: one, have no importance to the macro, and two, not be referenced in postliminary scenarios. I theorize the reason critics have championed this accusation is because Valhalla’s non-Sigurd arcs are largely deficient in the latter, which is what most people look for when gauging continuity. However, it is not zero sum, and, more importantly, contains the former in spades. We’ve already established that Sigurd’s storyline, itself, is not completely independent due to it being tied to the Raven Clan’s confederacies/the brothers’ connections to the Old Gods. As such, by having dedicated individualized chapters to both those threads, you avoid falling into filler territory by my definition.

Still, I am sympathetic to the quibbles, and definitely agree that more connecting tissue should’ve been implemented to guide players from arc-to-arc, and I honestly feel these problems derive from Valhalla’s wish to be open-ended. This is a game that wants you to do certain beats in a certain order whilst concurrently providing a freedomic approach towards said objectives a la A Link to the Past. Unfortunately, in a story-driven enterprise with recurrent characters, you can’t exactly have that because it interrupts the flow, which is the dilemma gamers no doubt faced here. Thus, to alleviate this for future players, my suggestion is to do what I did, which is, well, role-play. Imagine why Eivor would want to embark on Y next as opposed to Z. Trust me when I say it’ll go a long way towards making your experience a lot more enjoyable. Valhalla is a ROLE-PLAYING game, so technically such a tactic isn’t out of the left field. However, I understand this isn’t a legitimate answer to the qualm of the arcs not being strongly-tied together, which is why I said the answer is ultimately muddled.

Tl;dr, I don’t think the absence of narratorial links make the non-Sigurd arcs filler, but it definitely hurts the pacing unless you do some imagineatory gymnastics on your part.

With regards to the quality of the story itself, I did enjoy the majority of arcs, but I can’t deny Valhalla falls very hard in terms of concocting satisfying finales for the bulk of its aforementioned story threads: of them, only the MD and Order of the Ancients get fulfilling conclusions, while the Sigurd, Kingmaker, and Asgard slices are left wholly anticlimactic, and it’s a shame, because if they had nailed those sections, this might have gone down as my favorite AC: the breaks between arcs allow you to pace yourself at will, the world gorgeous (more on that later), and the side activities enjoyable.

I’d actually like to speak on the Order of the Ancients subplot, both because it relates to the overarching Assassin/Templar conflict of the series, and because it’s something you should complete after beating the other threads (lest you risk incurring a bug). Valhalla semi-models this questline after the Cult of Kosmos from Odyssey wherein you have to hunt down members across England. Odyssey had 42 individuals: here you’ve got 45, divided into 15 zealots, 29 adherents, and 1 Grand Maegester. In Odyssey, I found the cult system to be rather basic, consisting of you doing very arbitrary tasks that somehow added up to uncovering a persona’s identity, and unfortunately that same framework has been carried over to Valhalla (a shame considering a mini-sleuth subplot involving actual detective work could be intriguing if Ubisoft ever dedicated more time to fleshing out the parameters).

Alas, we have to deal with the reality in our stead, and the system here has, at least, been slightly improved upon. For starters, 13 of the members are encountered during the various arcs, and no clues are required to deduce the Zealots, meaning only 16 have to be tracked down separately. Secondly, there are three checkboxes per member, compared to Odyssey where it was around 5 (IIRC), making it much easier to finish (England being smaller than Europe doesn’t hurt either). Finally, and this is admittedly more of an aesthetic change than anything, but every single Order individual (including the Zealots) has a Confession scene, which, at least for me, gave an extra incentive to hunt them down. Confessions have of course been a tradition of the series (save Unity and Odyssey), and while the non-story members don’t have the same production value as their narratorial counterparts, it was still nice being able to witness an inner dialogue between them and Eivor.

Years after the base game came out, Ubisoft finally sent everyone The Last Chapter, a free DLC meant to provide proper closure to Eivor’s storyline (that was personally overseen by Darby compared to the other expansions). Obviously see my link at the top of this review to hear my comprehensive thoughts, but in short I’ll say it’s fine for what it was -- a free low-budget expansion cobbled together by Ubisoft to officially cap Valhalla’s years of post-launch support (more on that later). It addresses several problems I had with the finales, but also leaves a lot to be desired.

As you have all of England at your fingertips, so too are you provided hours-upon-hours of excursions to partake in. First up is your conventional treasure hunting that has accompanied AC games since the flags of yesteryear: Valhalla has notably done away with the looter shooter schematic of Origins and Odyssey in favor of unique outfits and weapons. Upgrading these requires resources, from precious metals to your standard materials, and all three caches are located in chests peppered across the map. One of the more unique things Valhalla does is hide these crates behind obstacles, requiring you to solve a mini-puzzle of sorts to acquire them. Now, I’ve heard a lot of complaints regarding this system, stating that it adds unnecessary redundancy to the scavenging, and I generally disagree. For starters, it makes sense that goodies would actually be hidden (and beats the post-ACII system of simply placing guards everywhere). Secondly, while some of them are needlessly elongated in the sense that the solution is to simply dart around the side of the building ala TLOU2, the majority are actually pretty dang clever and require proper reconnaissance. They do get repetitive in the sense that the same barrier schemes are redone ad nauseam (i.e., the same bars, same explodable walls, etc…), but because it isn’t necessary to constantly upgrade armor the way it was in the prior RPG games (more on that later), you never have to force yourself to find them anyway.

Artifacts are the second type of collectible and they’re generally unconcealed compared to treasure, though a number of pieces do lie behind similar barricades. There are five variants: hoard maps, which display chests in the vicinity; Roman masks, which can be traded in for settlement cosmetics; flying tattoo papers, which, like the Almanac Pages and shanties from prior entries, need to be chased down a parkour course; Rigsogur Fragments, or generic lore entries, and finally Cursed Sites, the most disappointing substance in the game. At first glance they seem cool- you enter an area, hear some rumblings, and finally your screen gets all shadowy like the Black Suit shimmering in Spider-Man 3. You’re told the place is haunted and asked to end the curse; sounds thrilling right? Well, you’ll quickly realize that nothing bad happens while you’re on this hallowed ground, the sensorial stimuli being surface-level effects and the grand solution merely to destroy a single relic. A letdown for sure.

Overall, the artifacts are fine. Minus the R Fragments and Cursed Sites, I appreciated how each of them actually provided some tangible benefit to the player (a significant upgrade from previous games’ odds-and-ends that relied more-so on intrinsic motivation). Nonetheless, it’s the “Mysteries” you’ll be spending most of your time finishing, and I do have to commend Ubisoft here for trying to variegate these activities. Not since ACIII has an Assassin’s Creed title cooked-up such a batch of diverse side content, and given the sheer amount of time you’ll be spending in the game, they clearly planned things out well. That said, the quality is up for debate, with a number of these excursions privy to debate amongst the AC fan base (World Events and Cairns being the most notorious), so plot your expectations accordingly.

Helping with the pacing of side activities is the fact that Valhalla does away with the conventional confetti system that’s blotted Ubisoft minimaps since the days of Brotherhood, replacing them with light orbs: blue for mysteries, gold for loot, and white for artifacts. On the surface, it doesn’t seem like such a change would matter since the undertakings are unveiled upon entering their vicinity anyway, but you’d be surprised how much of a difference it makes to not be distracted by a minimap. This is the first AC game I played without one, and I found the experience to be so beneficial I hope future entries never revert to the old style.

Besides the above, Valhalla has a plethora of extra stuff to partake in, beginning with Raids. Raids are basically the epitome of the Viking fantasy, involving you reliving the infamous Lindisfarne Tragedy on repeat as you and your crew attack coastal monasteries for resources. Given that few settlement constructions are required for story progression, you’re basically allowed to conduct these at your own volition, which goes a ways away towards making them fun since they’re never needed for grinding purposes. What I really appreciated was how they don’t fully whitewash what you’re doing- yeah, you can’t kill civilians (which I liken to Achilles sparing the Trojan Priests in Troy) and there’s certainly no carrying back citizens to the longship for enslavement; however, you are explicitly a menace. People run around screaming, huts are set ablaze, all wealth is sacked -- when all’s said and done, it’s clear this place has been ruined for the foreseeable future. Gameplay-wise, I wish the developers had implemented some form of strategy as, while entertaining, they’re pretty blatantly easy due to your crew being unable to die (when struck down, you merely have to hold down a button to “revive” them, allowing infinite hounding of stronger guards). A system wherein you could allocate who attacks where and force a retreat if too many of your guys were wounded would’ve done wonders.

Orlog, a dice minigame, gained a notable amount of traction following Valhalla’s release (to the point of inspiring a real-life tie-in), and though it has innumerable enthusiasts, unfortunately I don’t count myself among them. I’m generally a big fan of dice games in titles (Liar’s Dice in RDR, Dice Poker in The Witcher 1), but my problem with Orlog is that it’s unchallenging. You’re given arguably the best Totem from the get-go ala Thor’s Strike, and the only legitimate tactic forward is to build-up tokens to unleash your God Favor. Sure, the occasional wrench is thrown at you, but 9 times out of 10, you’ll have the advantage over your opponent courtesy of Thor’s Strike being OP. If they had introduced variations like being able to call God Favors without sacrificing pawns (that had consequences), then things may have gotten spiced up, but as it stands, the game gets repetitive due to every competitor’s strategy being indifferent from the other.

That said, I’ll take Orlog any day of the week over drinking contests wherein you literally press one prompt on repeat with the intermittent joystick toggle to prevent stumbling. Utterly banal (it’s telling that Watch_Dogs of all releases had a better drinking game) and thankfully unmarked for completionists to avoid. And on the topic of banality, we’ve got a continuation of the lame hunting system this series had literally failed to innovate on since ACIII. If anything, it’s been made grindier here since you cannot purchase animal parts from stores anymore, nor swing your sword from horseback (Eivor instead kicks and punches), the latter preventing you from mass killing prey during chasedowns.

Accompanying this is fishing, which is a barren hodgepodge of boring mechanics: you throw your bait out, wait for a nibble, and then mash A to reel it in. You’re technically given the option to use a bow-and-arrow, but it’s evident the developers wanted you to wield the rod due to a number of reasons: Synin doesn’t recover your arrows, Odin’s Sight marks fish for a measly five seconds, and discharging a bolt scares away the other water critters. Outside of size, there’s no way of telling what kind of fish you’re getting either, meaning the endeavor isn’t even a reliable source of income.

Contrary to popular belief, there are side missions, and while the bulk were added post-release, they're still a welcome addition (I further anticipate readers of this review will be engaging with the Complete Edition of Valhalla that includes all extra content). Most of the quests are initiated from Ravensthorpe and involve either members of your Clan or outsiders requesting Eivor’s aide. They’re a lot like Odyssey’s in that YMMV, but they do exist and offer their own elongated narratives; plus, I can personally vouch that two of the more popular ones, Beowulf and the crossover with Odyssey, are excellent.

Regarding post-launch content, Valhalla was Ubisoft’s first attempt at turning Assassin’s Creed into a live service game. Numerous free updates were thrown in to keep players engaged in the hopes of coaxing them into purchasing MTXs. Unfortunately, the non-permanent ones have long been removed, meaning I cannot speak on such activities as the holiday festivals. The additions that have remained, though, I will gladly describe, commencing with Tombs of the Fallen. These are five vaults to excavate at your discretion, and while we’ve had tombs in the franchise before, this marks the first time they’re puzzle oriented. I haven’t found all of them at the time of this review’s publication, but the ones I did were definitely fun - nothing too challenging, but miles above the versions we got in the Tomb Raider reboot.

Next-up are River Raids. As the name suggests, they’re basically a mode built around the monastery blitzes from the base game, featuring multiple rivers full of goodies to reap: villages have rations to heal your crew, military posts supplies, and forts/monasteries unique loot. Some changes were implemented to no doubt address criticisms of the vanilla version and make the ordeal a bit more tactical. For example, your crew members (called Jomsvikings), can go down permanently if you don’t revive them with rations, and continuously attacking the same area increases local defenses. River Raids are fine enough, but the problem is not enough was done to diversify things- you’re ultimately conducting the same types of assaults ad nauseam, with the same configuration of posts. And once you scavenge the special drops, there’s no real reason to continue forward with the process unless you’re one of those completionists who wants all the new items in the new store (which, lo and behold, require a special currency you can ONLY earn from River Raiding!). If that weren’t enough, be warned that there is a grindy aspect courtesy of the developers requiring you to upgrade your Longship’s hold to increase its capacity. Several other pet peeves of mine include the broken stealth, emptying of your ration pouch each time you launch a raid, and the inability to uncover a location’s identity unless you leave your ship to walk within its radius (sailing by the harbor should’ve been more than enough!).

Last is The Forgotten Saga, a roguelite mode set in the past wherein you control Havi attempting to rescue his son Baldr from the Goddess Hel. Again, I haven’t done much of it at the time of this review, but what I did play was actually pretty enjoyable. The realms are beautifully-designed, each run is different courtesy of the RNG items, and you do feel like you’re getting stronger. The option to stealth your way through certain parts with the one-hit KO assassination significantly aids in the completion of areas, and combined with there being an actual Isu story, I’d say it’s worth attempting. Just keep in mind that it’s still fundamentally the same gameplay loop as the River Raids in that you’re either fighting or killing.

It’s time to address the technical facets of Valhalla. The first thing I texted my brother when I booted up this game was how it might be the best-looking title I’ve ever played, and I proudly stand by that claim over 60 hours later. The new Ubisoft Anvil engine has completely done away with texture streaming, giving you fully-furnished environments from the get-go no matter where you travel, and trust me when I say that that’s a noteworthy facet considering the diversity and seamlessness of the world. This is the first AC game to indulge in the biome schematic, and while I’ve never considered such biogeographical units necessary for free roam variation, I can’t deny it prevents a sense of déjà vu during your many excursions across England. The frigid mountains of Northumbria, seasonal spice of Mercia, mistiness of East Anglia, and springtime tide of Wessex all converge into a community worth touring. This is probably my favorite map in the Assassin’s Creed franchise, and considering the prior beauties, I don’t say that lightly. From the desolate Roman ruins and mythical structures to the sights of warfare and working-class hobbles, there’s a real feeling of a past life wherever you amble, and such vibes go a long way towards maintaining an immersive bubble- you’re just another part in a long history overlaying this land.

For those who don’t know, Odyssey and Valhalla employed an algorithm to render body and countenance expressions so that Ubisoft didn’t have to spend money on motion capture for every cutscene. That’s perfectly fine, and I don’t condemn them for it- it’s an expensive procedure, other companies have employed similar tactics, and if it works out it works out. And contrary to public opinion, I actually do think it’s worked out for the most part- minus Eivor feeling the constant need to cross his arms every minute, his movements never feel unnatural (Valhalla’s regression to “talking heads”, on the other hand, is a point of contention, but more on that later).

Character models are a bit of a step down from Odyssey- I didn’t detect as much detail in Valhalla’s physiognomies as I did in its predecessor’s, though thankfully that’s made up for by the lack of stilty-ness that rendered Odyssey’s figures uncanny at times. Cheekbones and eyebrows, in particular, move a lot more naturally, even as you slather them with body paint. It’s the textiles, however, that deserve the most praise as the precision that has gone into their assemblage is a sight to behold. Leather, cloth, fur, it matters not -- all look intricately stitched as they fold around Eivor’s chassis. I was especially impressed anytime light refracted off metallic pieces, providing an authentic sheen that shifts with your movements accordingly.

The lighting overlay, in general, is fantastic, being another rendition of the dynamic system Origins pioneered. I’ve always been a sucker for the sight of streaming sunshine through forested enclaves, and as you can imagine, Valhalla has that in abundance. Combined with the day/night positioning of the sun and varied environmental hues, and you get a motley of aesthetics that ayont the worlds. Unfortunately, there are some downsides to this refulgence, specifically the game’s indulgence in filters. These were clearly done in a bid to either amplify the lambency or diminish overcasting, but the end result can’t help but make certain areas appear artificially lit. In snowy scapes, for example, you get a white cover; foggy ones blue; fiery ones red; and underwater light blue. I feel the game would’ve been better off utilizing a more natural source for the majority of its lighting during these parts, though YMMV.

Besides that, there were a number of defects I encountered playing on my Xbox Series X: clipping between sheathed weapons and clothing (predominantly on horseback), draw distance generation issues for foliage and flora; occasional framerate drops; bird wings lagging while synchronizing, Eivor getting stuck during parkour animations; and your classic AC pathfinding quandaries with NPCs. Nothing is game-breaking, but it’s evident this was a title held back by its dual-gen release, and should be approached accordingly.

Other miscellaneous graphical plights include the lack of footprints when trudging in frost, shoddy animations for animal finishers (good concept, but should’ve been axed since they weren’t ready), comically-exaggerated splash effects, rainfall being surface-level impact points over a genuine environmental component, and fire looking incredibly dated (your torch is fine enough, but set a blaze or bushfire and you’ll witness combustion that wouldn’t look out-of-place in the original Gothic).

Performance aside, I think my biggest problem with Valhalla’s presentation is its reversion to the “talking heads” dilemma that plagued Unity through Origins. Talking heads, to elucidate, is a term my boy GManLives coined in his Skyrim review, referring to a lack of cinematicity during dialogue. You know, those instances wherein your character and another are technically having a conversation, but don’t appear to be engaged with the other due to the placement of the camera. Yeah, they’re standing opposite the other, however, you inherently lose interest since they’re not framed in a way that conveys they’re the centerpiece of attention. It solely happens in non-mocapped scenes in which the developers simply had the actors record the lines and processed their bustle through an animation algorithm, which, to reiterate, would’ve been fine had they preserved some sense of dynamism in the convos. But no, you often have to move the camera yourself to better enunciate things. If Valhalla had come out after Origins, it wouldn’t have been all bad given the precedent; unfortunately, Odyssey actually alleviated this by adopting a Mass Effect-framing, and while you do get that in the story, the vast majority of your side content is hampered by talking heads.

Further infringing the side stuff is the voice acting. I don’t know what it is about the English accent, but everytime Ubisoft has utilized it for generic civilians, it always sounds mediocre, as though they hired low-effort thespians to save money, and that continues to be the case here. To avoid an absolute, of course not everyone sounds bad, but it’s saying something when Oblivion and its cast of three had better portrayals than the more eclectic assembly here (you even get this recurring mismatch wherein an older-sounding lady voices younger lasses).

Thankfully, the main line is great, with Magnus Bruun and Carlo Rota, in particular, giving standout performances as Eivor and Basim respectively. I was really impressed with Bruun’s ability to distinguish between Eivor and Odin, lacing them with a masterfully concurrent similarity and dissimilarity. With regards to his female counterpart, Cecilie Stenspil, the parts I’ve heard on YouTube indicate her to be terrific as well, and anyone who claims she’s significantly inferior to Magnus is lying- your choice should come down purely to gender preference. That said, there was one person I wasn’t a big fan of, and that was Gudmundr Thorvaldsson as Sigurd. His acting itself is top-notch, but all too often his timbre came across as garbled.

The SFX has its pros and cons. On the plus side, this is the first time I was able to distinguish individualized beats for right & left footsteps in an AC Game, and considering the sheer amount of traveling you’ll be doing, it’s quite splendid to hear (expressly for horses!). Valhalla is also the first AC title to exhibit dismemberment and decapitation, and discerning such grisly cleavings via standard combat executions never gets old. The splintering of castle doors, clinking of loose metal on garments, bending of air around Sýnin and more are all signs of polished handiwork from Ubisoft’s artisans.

Sadly, these are partly counterbalanced by deficiencies, beginning with the sheer amount of rehashed dins from the prior RPG games: shattering pots, dragging barricades, crunching snow, whistling, stock animal growls, sail unmasting, fire burning, and others I’m sure I’m missing were blatantly transposed from Origins and Odyssey. And look, I know there’s only so much differentiation you can do with certain noises, but my point is that no initiative was made to even change them-up. Then again, maybe that was for the better as some of the fresh inclusions were not that good. For example, looting massive chests and completing raids produces this hooting that literally sounds like the chorus from Who Let the Dogs Out on steroids. Opening those coffers, in general, never feels invigorating courtesy of the lid removal having a generic sliding sound that’s not even properly-synchronized. Over and above that, atmospheric conditions are significantly diminished by ear: minus scripted sequences, elements like wind, snowfall, conflagrations, and rain come off as unnaturally-muted, which does hurt their visceralness. Like most AAA releases, Valhalla doesn’t feature any aural blemishes that’ll take you out of the game, but it definitely wasn’t as fortitive as it should have been.

I wish I could say the music atones for things, yet this was another area of disappointment for me. As you guys know, Valhalla marks Jesper Kyd’s grand return to the franchise after nine years, and there’s a reason that news generated a ton of hype: the Ezio scores are regarded as a high water mark for the series and his magnum opus as a whole. But it wasn’t just Jesper’s homecoming that was noteworthy: Sarah Schachner, who weaved the wonderful Origins OST, was announced as a co-composer, meaning nothing short of a masterpiece was expected from the duo.

Unfortunately, while you’ll no doubt find many fans who enjoyed their collaboration on Valhalla, I couldn’t help but feel letdown. The issue is Dark Age settings are inherently associated with symphonic orchestras: we’ve all listened to medieval tracks tinged with flute harmonies, brass fanfare, and of course string solos, and the fact of the matter is that none of those matched up with either musician’s prior arrangements (Jesper’s specialty being synths, Schachner’s electric instruments). Now of course, these are artists with longstanding resumes, and it’s very possible they’ve written music reminiscent of the Middle Age period that I’m simply not aware of but, regardless, their work in Valhalla felt very unnatural and subsequently non-enticing, often engaging in these heavy vocal and French Horn melodies, the former of which should’ve been up Jesper’s alley given his previous experience with choral music, but that ends up faltering due to it not resembling either monophonic chants or his famous carols. Nothing builds up to anything, instead occupying background harmonies that momentarily add a new leitmotif before returning to the shadows (the worst offender of this being the Raid strain, which sounds more like the accompaniment for a group of friars going horse cart racing than the bloody scene of their land being pillaged). Viewpoint tunes are a significant drop from Odyssey; the main theme is so forgettable, I literally had to look it up prior to typing this sentence (an absolute crime for an AC game); and, worst of all, Jesper’s revised version Ezio’s Family (aided by Einar Selvik) is relegated to the freakin’ credits, which, for the record, are a menu option and not mandatory). It’s really sad that Unity incorporated it better than its own maestro.

Obviously, not everything is dispiriting- some of the ambient tracks auxiliary to exploration are top notch, the Ravensthorpe theme is fantastic, and the shanties from your crewmen are the best the franchise has seen (though I suspect these were more Selvik’s creation). But considering everybody’s past body of work, Valhalla truly is a damp squib in this department. Reportedly, gamers were experiencing sound bugs that outright suppressed the music, and it pains me to say that those folks didn’t miss out on much.

On the note (no pun intended) of shanties, I’ll briefly go over the naval component of Valhalla as, unlike Black Flag, Rogue, and Odyssey, it’s not about maritime combat; theoretically, the purpose of the longboat is to merely transport you and your horde from place-to-place. However, the fact of the matter is you have mounts that do the exact same thing (aided by them being able to swim), making this apparent reasoning all but naught.

No, the sole intention behind the longboat was clearly to allow players to relive the Viking fantasy of coastal assaults, and the reality is that’s very shallow as, once you’re done plundering the abbeys, there is no other grounds for its existence. Sure, you can call your crew against the occasional camp scattered along the seaboard, but 9 times out of 10 it’s usually quicker to just solo it yourself. And listen, I would have no problem with this being a simple option for players, but the reason I’m complaining is because all those waterways they sculpted into the map make ground-based traversal between regions unnecessarily hamperful. While it’s not extraneous by any means, having to waste time paddling across tributaries whilst tracking down an orb gets tiring -- it reminded me too much of Venice from ACII, which suffered from similar qualms. I get that these rivers are probably historically accurate, but adding more bridges would’ve gone a long way towards making the amphibious transition more palatable. And speaking of bridges, I absolutely hate this instance during sailing wherein, everytime your boat approaches an overpass, your crew has to waste time slowing down and collapsing the mast (often causing it to clip with your tailpiece)- why not avoid the whole shebang and just make the structures taller? They already took a ton of creative liberty with the art assets anyway (as AskHistorians astutely assessed). And for those few of you who insist on traveling by sea, be prepared to get stuck on shorelines frequently (especially during turns) as your crew of @ssholes berate you.

The last major gameplay element is, of course, the skill tree, and it’s pretty bog standard insofar as RPGs go. Instead of levelling-up, you’re granted two points you can invest into one of three branching nodes representing combat, stealth, and archery, and thanks to the level cap not increasing between levels the way it typically does in other RPGs, you’re actually able to gather points at a reasonable pace without having to grind. In addition, Valhalla does away with Odyssey’s convoluted damage system in favor of consolidating everything into a singular “power level” that increases by two every time you invest in a slot, making it an enjoyable framework.

Now, I understand, there are some downsides to this more simplistic approach, mainly that gear boosts and builds don’t matter, but given that AC was never a hardcore role-playing series to begin with, I honestly didn’t mind the “return to roots” format, and it’s not like you’re less-incentivized to go loot scouring (avatar customization is an aesthetics-first enterprise after all).

Look, despite my intermittent rants, Valhalla actually ranks in my top 5 AC games of all time. It does a lot right for the franchise in terms of pioneering a better open world format, implementing balanced RPG mechanics, and (it goes without saying) fixing the modern-day after six entries of scattershot mediocrity. Eivor is another great protagonist, and given the sheer amount of hours of time you’ll be spending with him/her, it’s reassuring to know Ubisoft succeeded on this front. Yes there are a few botherations in the gameplay and narrative design you’ll have to contend with should you decide to embark on a long journey with the Vikingr, but as long as you know what you’re getting into, you’ll ultimately enjoy the ride. After 191 hours, I was saddened to be leaving Eivor and company behind, and you don’t experience that if the endeavor wasn’t worthwhile.


Notes
+The RPG elements began with Unity’s character customization/skillpoint acquisition and was further evolved in Syndicate outright having a leveling system. And both Egypt and England were not in their “ancient” status by historical standards.

-You’ve probably heard that Valhalla doesn’t have cloth physics, and the answer is both yes and no: there are animations for when you’re moving, but absolutely none for the elements (wind, in particular).

Played on the NES Classic

Add 1/2 - 1 star to the rating if you play this game on better hardware (or the enhanced remake)


Kirby’s Adventure is an absolute delight, the kind of hidden gem I was always hoping to find on the NES. Released at a time when the SNES was not doing that great in sales, it remains a potent example of how pure dedication can push outdated hardware to its fullest potential.

What do I mean by this? Well, I’m so glad you asked. You guys remember how, in Super Mario Bros., Mario had a floaty jump, a slide to his landing zone, and no facial expressions whatsoever? How in Zelda the sound was irritating, environments bland, and enemies basic? Or in Final Fantasy, how you had to contend with difficulty spikes whilst casting spells with little visual variety between them?

Imagine a game that had none of those problems and you’ve got Kirby’s Adventure. Released back in 1993, it (unsurprisingly) feels more akin to a SNES analog than anything that came before, and while the 10-year time gap obviously made a difference, I feel a large part of the game’s advancements owe fealty to developer HAL Laboratory’s prowess. See, prior to the Wii, these guys were responsible for some of the deepest releases of their respective generations, from Earthbound to of course Super Smash Bros., and it’s a shame that Nintendo’s seemingly relegated them to pointless Kirbyware when they clearly have the talent to do so much more.

Kirby’s Adventure shows the inception of HAL’s adeptry in just about every category, chief among these being the graphics. The first thing you’ll notice are the pink puffball’s expressions - they’re absolutely incredible. From his eyes to his mouth, this is a sprite capable of multiple demeanors, and what’s amazing is how HAL combined this facet with a diversity of character models contingent on damage: whether you’re getting zapped, burned, tossed, sumoflexed, sucked, or outright knocked down a hole, you can expect a unique countenance shortly before Kirby’s recovery/demise. That aptitude for spritework extends to the bosses, all of whom are wonderfully-designed and stand head-and-shoulders above their counterparts in A Link to the Past, let alone any NES correspondent.

If you know who Kirby is, chances are you’re well aware of his signature copy ability, and while specific models weren’t built for each of the replicas the way they were in Smash Bros., what you do get instead are some beautifully-handcrafted cards hearkening back to Nintendo’s karuta days (all of which DO show a special variant of the adorable globe+).

My last major bastion of praise goes to the background design of levels; a spectrum of auras ripe with chroma galore. Considering the limitations of the NES’s color palette, I was consistently amazed whenever the game would throw in a visual extravaganza of purples, blues, and greens, the darker shades contrasting well with Kirby’s rosa figure. Unfortunately, the developers weren’t quite able to remove that brown tint that seemingly plagued all Famicon releases, and, on a more negative note, I ultimately wasn’t a fan of the vast majority of enemy designs. I don’t mean to make accusations, but they genuinely came across as discount versions of standard Super Mario enemies: goombas, cheep cheeps, bullet bill cannons, lava bubbles, and more exist in Kirby’s Adventure albeit in a heavily-diminished aesthetic (it being clear the lion’s share of artistic merit went towards the aforementioned bosses).

On the topic of bosses, let’s shift to the gameplay - Kirby’s Adventure is a platformer, meaning your goal is to get from point A to point B amidst a slew of threats. The aforementioned vortex ability is your gimmick, its power enabling you to vacuum 99% of enemies and either imbibe their talent or (if they possess none/you so wish) redirect them as star-shaped projectiles. While this could’ve easily made for some interesting puzzle design, HAL, for better and for worse, opted to stick to pure combat; yes, certain secrets require certain assets to unlock, but that’s less deductive reasoning and more just copying the specially-placed enemy in your immediate or preceding vicinity.

Regardless, the endeavor never gets tiring, and a large part of that has to do with the breeziness of the levels, most of which can be completed in under 7 minutes. When you’ve got short stages combined with brand new power-ups, it goes a long way towards refreshing the experience each time the player engages with it. As far as the design of the levels themselves, they’re admittedly not the most memorable, often rehashing standard video game skins we’ve seen time-and-time again: you know, ice, amphibious, castle rock, etc….It’s not bad, but won’t leave a lasting impression on you the way other platformers of this era did.

Objectively, I think the biggest issue Kirby’s Adventure has is they may have made the Mascot a bit too overpowered. What I mean is you can, as stated before, siphon the vast majority of critters, and the reach of Kirby’s air tunnel not only exceeds the range of their attacks, but outright negates them once in proximity. There were times where I was able to cheese the game by having Kirbs suck-in someone at a different elevation, and, even when you enter a body of water, inhaling is replaced with a water spout attack that instakills anyone in your proximity.

To add onto this, Kirby’s infinite floating outright breaks the game at times. You guys remember how, in Demon’s Crest, Firebrand could fly over a good chunk of the game’s obstacles? Well, I have to believe Capcom took inspiration from Kirby’s Adventure in light of it ailing from the exact same problem: see, there’s no stamina, no cap on midair recoveries, and the better part of Dreamland’s minions (including bosses!) just can’t reach you. Don’t get me wrong, there are times when the game throws aerial enemies your way (and they do add a challenge), but all too often I found myself scratching my head wondering why someone bothered placing platforming rungs when it was far easier for the player to just simply glide over it all. And if that weren’t enough, exhaling any drawn-in air gives you infinite pellets to shower adjacent foes with.

I wouldn’t call the game easy by any means; however, if you’re not rushing things, it’s admittedly hard to die in. Thankfully, even when you do collapse, Kirby’s Adventure is very forgiving courtesy of an astute checkpoint system. This is one of those old-school titles where I genuinely didn’t have to save scum, and I was eternally grateful for that in light of my less-than-satisfying experiences with SMB and ALTTP. Every completed level is conserved, and even when you do lose all your lives, you’re merely placed back where you left off albeit with five new tokens(++).

No, subjectively-speaking, my biggest criticisms with KA’s gameplay come down to three flaws: first are the respawning enemies, who quickly reform when you move the screen back even a little. Sometimes this is helpful as far as allowing you to absorb a specific minion that you missed/accidentally killed, but more-often-than-not it becomes annoying having to reface someone you just slayed (i.e., hitting a swordsman on a ledge above you, falling down slightly, and having to encounter him yet again when you jump back up).

Second is the lack of boss/miniboss variety -- it shouldn’t be surprising that a large chunk of these brawls consist of simply redirecting conveniently-forged projectiles, and while things do get spiced up towards the end, I wish there’d been more creativity from the get-go given the plethora of powers available to Kirby throughout. To add insult to injury, a lot of these fights are not only rehashed throughout the escapade, but rendered outright cakewalks when initiated with certain abilities (a facet the game unintentionally encourages, though more on that later+++).

Thirdly, in terms of level secrets, Kirby’s Adventure comes across as a bit too unintuitive. You’ll see a lot of extras and hidden areas during your excursions, but, with respect to getting to them, the pathway is not really clear. You may catch stones arranged in a certain way that don’t lead anywhere, concave gaps between daises that appear to hold some treasure only to be pits of death, and howitzer-style artillery that’s seemingly-impossible to ignite in time. In many ways, it reminded me a lot of the first Donkey Kong Country, which, as much as I love, was also confusing as far as making it clear where you had to go to get a concealed gem (Kirby’s Adventure, to its credit, at least informs you if you got everything ala turning the level door white).

That said, retrieving all these secrets isn’t necessary for completing the title, their collection simply unveiling hidden doors of their respective overworld. Some lead to minigames, others power-ups, and still more prior boss fights that reward maxim tomatoes (HP restoration). But again, none of these end up being significantly helpful: minigames grant lives/points that are dispensable in view of the forgiving nature of the game; every level already comes with all the requisite power-ups you’ll need to glean everything; and health restoration falls under the same caveats as the aforestated forgiving nature.

Don’t mistake me, you’ll definitely have fun playing Kirby’s Adventure; these critiques are, moreso, small setbacks in an otherwise great game. If you want further proof of its quality, we need only look at the music by Hirokazu Ando, who pulls a miracle via making the NES audio chip…actually sound good. Part of this has to do with his score deliberately avoiding the kind of drawn-out melodies you (unfortunately) had to hear in Metroid and Zelda, but part of it’s also due to his inherent virtuosity as an artist. Ando further deserves props for composing A LOT of music for the title: each of the seven worlds boasts its own theme, and an additional two tunes were synthesized for the 4-6 stages within (not to mention the plethora of other jingles for end completion, dying, the abovementioned minigames, etc…etc…). Though I would’ve appreciated individual leitmotifs for each of the boss figures, I can’t deny the OST, as a whole, is an incredible achievement amidst its third-generation compatriots.

SFX maintains that same degree of diversity. Whilst Kirby’s inhalation din does get vexing over time, it’s more than offset by every single ability containing a unique sonar. Combined with great collision crashes, excellent boss grunts, and the fact that a low HP bar beeps only ONCE per a screen (cough cough Zelda cough cough) and you’ve got a solid package overall, a saying that honestly sums up Kirby’s Adventure as a whole -- it’s a solid package overall….albeit with ONE major flaw I experienced: the sheer tech problems.

Yes, playing on the NES Classic, Kirby’s Adventure was unfortunately ripe with hicks and higans. On the lower end, you get jittery screen tear on the right & left sides whenever you progress in the opposing direction. On the higher end, you’re privy to some awful lag, particularly whenever Kirby begins respirating amidst a myriad of on-screen foes. If you opt to play this game (which I highly recommend), I strongly suggest you do so on modern hardware (there are plenty of official ports you’re welcome to peruse on Wikipedia, as well as of course the official remake, Nightmare in Dreamland).

So yeah, what’re you waiting for? Go add this game to your backlog!

NOTES
+You also get unique cards whenever Kirby is: attacked, in midair, or normal.

++Four lives, but here 0 counts as a life.

+++Because boss stages are their own level, you can prep by grabbing one of the power-ups unlocked on the overworld and consequently blitz them.

-At first I thought the story was stowed away in the in-game manual, and perhaps it was, but what’s interesting is that the game DOES divulge it to the player, albeit in the pre-credits scene AFTER you’ve completed everything. Due to an interesting twist, I won’t say anything more other than that it involves Kirby trying to retrieve the Star Rod from King DeDeDe; however, the ending does beg the question of whether the prior bosses to DeDeDe were working for him or independent (Meta-Knight, in particular, remains an enigma).

-Speaking of Meta-Knight, he has the most annoying mini-encounters in the game, entailing him summoning a bunch of henchmen in a Mario Bros.-style field that you need to repeatedly axe.

-Was not a fan of the developers putting extra lives and HP restores behind heavy traps. It begs the question of why the player would engage with that when they risk losing more than they gain?

-Every world has a food-themed layout to it, but I can’t say the graphics expanded upon them in an efficient manner (i.e., they don’t look as delicious as they should!).

-It seems like every single one of Kirby’s base abilities from Smash Bros. originated in this game: the hammer swing, boulder drop, and sword slash to name a few.

-Tell me the laser ability card wasn’t a homage to Star Wars Episode IV’s OG poster?

For my initial thoughts on the game, see https://backloggd.com/u/RedBackLoggd/review/1086632/

When I first beat Portal all those years ago, it was on a 13x8 laptop screen capped at 1080p with built-in speakers. Thus, in replaying the iconic title on a significantly better set-up, part of me figured it would significantly bolster the experience ... .until I started thinking. See, no matter its revolutionary gameplay loop or ginormous rooms, the truth is Portal’s real strength lay in its fundamentals, fundamentals that wouldn’t drastically change no matter what kind of rig you launched it on.

And so that latter prediction came to pass. While some things were improved in my replay of the iconic puzzle game, it was ultimately more of the same, an aspect that, though inherently positive, did end up yielding its own negatives (more on that later).

Regardless, Portal deserves a proper review, and so we shall begin with the story. The premise is you’re a young woman named Chell stuck in a laboratory run by a malevolent AI named GLaDOS. The Queen Bee wants you to complete some tests utilizing a hi-tech weapon known as the Portal Gun, created by the building’s former occupants, Aperture Sciences, prior to the events of the game. The Portal Gun allows instantaneous travel between two manually-created points, and it’s an item you’ll want to master should you wish to survive GLaDOS’s many many chambers…..and that’s it. Though you get some twists down-the-line, the reality is they aren’t hard to see coming, and, more importantly, don’t mask the fact that Portal just isn’t interested in telling a story. From SHODAN in System Shock to AM in I Have No Mouth and I Must Scream, we’ve seen these kinds of tales involving regular humans duking it out with super-intelligent agents, and GLaDOS, to Valve’s credit, certainly stands apart on her own merits. It’s just the narrative around her simply isn’t good enough for you to care about anything -- Chell has no characterization or reactions whatsoever despite her precarious situation, the background behind the desolation of the facility is relegated to brief jabs from GLaDOS, and there’s very little indication about the kind of society you’re in (even as this game reportedly takes place alongside Half-Life).

Fans may counterclaim that the sheer amount of dialogue is intended to make-up for these deficits -- that the point of Portal is its satirical jabs at corporate culture, and NOT the overarching dystopia. And that’d definitely be a fair point….were it not for the game being so dang tame. Don’t get me wrong, Portal does throw some nice quibs your way: the idea of employee safety being harped on whilst companies cut costs, the Orwellian-esque monitoring done by bosses on personnel, the nonsensical comp packages propped up by businesses for disgruntled workers, and so forth. That’s all well and good, and genuinely got a laugh out of me at times. The problem is it just doesn’t go far enough -- there’s nothing about mandatory OT, sexual harassment, office politics, unlawful terminations, the travesty that is HR departments, etc…etc…And yes, I get that Portal came out pre-#MeToo Movement; however, these were ideas strongly baked into the American consciousness well around/before the years of Portal’s release.

It’s especially disappointing as, graphically-speaking, Portal nailed that parody-corpo scheme to a tee: the dirty white tile framework highlighting Aperture’s tepid attempts at cleanliness/appearances, the padded cell bricking of the rooms symbolizing socioeconomic imprisonment, the rusty grimy interiors with their blood stains and spurting automatons indicating the true essence of the consortium, all do a fantastic job showcasing the type of rundown soul sucker GLaDOS is desperately trying to maintain. It’s a shame the writing couldn’t capitalize on these aesthetics in an efficient manner.

Beyond the environments, Portal’s artistic virtuosity stretches into other compartments, most notably the eponymous warp zones. No matter what chalken-surface you’re blasting, the transportation ovals always look like they’ve materialized out of said surfaces’ physical coating rather than a secondary skin plastered on-top. Coupled with the illumination effects for the portal device’s spark mechanic, and you’ve got a real testament to the strength of Valve’s artisans.

Like every game, there are drawbacks in the visual department, the lion’s share here ironically manifesting with the Aperture Science elevator. As you’ll quickly find out, this baby is (poorly+) used to disguise the game’s loading screens, and it seems to have been a last minute addition given the shoddy texturing of its interiors in comparison to literally every other environ. Adding onto this, liquid-based exteriors tended to not flow as fluidly as they naturally do in real life, often seeming like rectangular sludge, though I understand that was most likely a limitation of the Source Engine at the time.

Strangely, my worst criticism resides with an aspect you’re not liable to seeing often, that being Chell’s character model. Be prepared to reinject the phrase “uncanny valley” into your vocabulary as this is an utter monstrosity: the way she walks, turns, jumps, and blasts the portal gun are some of the ugliest, jankiest animations I have ever had the misfortune to witness. I don’t know how she got the short-end of the stick given how easy Valve’s made it for players to see her (simply place two portals adjacent to each other), but nonetheless you’ll be glad she’s largely out-of-sight for your playthrough.

On that note, the gameplay is obviously Portal’s core hook, and there’s nothing I can say that summarizes the experience best other than that it’s incredibly well-developed. It would’ve been very easy for Valve to fall prey to difficulty spikes or outright gimmickry, yet that’s not the case here: each level builds upon its predecessors’ tenets, adding new systems you get the hang of very quickly in time for their successor’s new obstacle(s). Whether you’re utilizing gravity for a linear momentum burst or redirecting lasers, it’s smooth, it’s organic, and, most importantly, more than earned its merits among the gaming community.

In my initial observations, one of my points of contention was a pacing issue that afflicted the game in its final act, a critique I no longer hold in this full-fledged write-up. While Portal’s been criticized for having too little content, I found it near-perfect in scope (though those wanting more are entitled to try the optional Advanced Chambers post-completion).

SFX-wise, Portal is surprisingly deep for a game that doesn’t employ extensive object interaction as, while you’ll only ever really have to grasp drones and blocks, every single grabbable item was still granted its own unique din which you can hear courtesy of smashing said item against the nearest wall (e.g., computer towers are a heavy metal vs chairs boast a lighter thin tinge). Voice acting, on the other hand, is a bit more mixed- it should come as no surprise that the bulk of it rests with Ellen McLain as GLaDOS, and though she does a great job, her first bout of screentime sees the editors overlay her performance with some awful misophonic effect that makes Rubik’s the Amazing Cube sound normal by comparison. I get that they were trying to digitize GLaDOS initially as a way of disguising her personified traits (proven by McLain sounding more and more “human” as the game progresses), but those initial stages were definitely rough on my ears.

Still, I can’t deny McLain nails the dark sarcastic tone, and during the final level, is even given a chance to indulge in some of the AI’s hidden personalities. Given her talent, it’s kind of sad McLain never went on to do much outside of Valve projects.

All that said, the real star of Portal rests in the turret drones, mini armed sentries Chell will occasionally have to bypass throughout the abode, as OMYLORDARETHEYSOF%CKING ADORABLE. Pardon my French, but I’ve never encountered an entity in a video game that was simultaneously this dangerous and ABSOLUTELY HUGGABLE (their polite lines upon defeat adding to the cute factor). The voices are technically attributed to McLain too; however, given the overly-computerized filter put on them, it’s not something I can astutely claim came from her aptitude.

Last in the sound trifecta is the music by Kelly Bailey and Mike Morasky, and it’s quite good, balancing that exploratory and office horror atmosphere the game blatantly generates throughout Chell’s journey. Interestingly, though, listening to the OST separately yielded a much more lackluster experience, and I believe that had to do with its implementation within the game. The way the composers designed the tracks, they’re intended to bleed over into one another between levels, said bleeding concurrently synchronizing with the advent of new themes or storybeats, and that’s just not something you can replicate in a standard music album (basically the compositions aren’t as good a listen outside the game, the exception of course being the Still Alive end credits song).

But in the end, what matters most is the game itself, and Portal more than succeeds. As mentioned in the introduction, Valve mastered the art of fundamentalism: focusing on the perfect ingredients needed to bake a cake the perfect video game recipe. Portal does lose some of its charm in repeat playthroughs; however, for those of you experiencing it for the first time, prepare for an enjoyable treat.


NOTES
+You’ll still have to go through loading buffers between the majority of rooms.

-One thing I did appreciate about Chell’s model were the addition of leg braces, explaining how she’s able to survive long drops/lunges.

-You’ll inconsistently find a radio that emits a really annoying tune.

2016

Have you guys ever seen a video game cover and immediately had a song pop in your head? Experienced a synesthesia-type effect wherein a pure image sprouted some instant cranial medley? Well when I first saw the cover for ABZÛ, such a phenomena happened, the lucky track in this case being the first few notes from Amiss Abyss’s melody. For those unaware, it’s a tune that plays during certain aquatic levels of Donkey Kong Country: Tropical Freeze, a motif that more than befit ABZÛ’s premise of underwater extravaganza….or so I thought. Unfortunately, those preliminary aural vibes didn’t represent the game’s actual composition, that figure being a gorgeous door opening simulator.

I wish I was kidding, but that’s sadly the truth. ABZÛ gained fame early-on as a spiritual successor to Journey, and while I haven’t played that title yet as of the writing of this review, I’m under the impression its appeal rested on seamless exploration of a strange yet beautiful land. ABZÛ, to its credit, occupies a similar vein for about the first third of its runtime, but soon after forsakes that in favor of a repetitive gameplay loop involving your unnamed diver character (Abzû?) opening up gate after gate after gate.

If that weren’t bland enough, such monotony is “broken up” with two other repetitive beats: activating beacons and riding riptides, and while they’re all swaddled-up in a mesmerizing package, the reality is it doesn’t make for an enjoyable game. Visuals can only go so far, and even by walking sim standards, ABZÛ fails to live up to the myriad of titles that have blown up the genre beyond basic ambling: Firewatch gave us a thriller angle, Gone Home nostalgic paraphernalia, and even Layers of Fear had tragic undertones. ABZÛ, au contraire, is nothing but fish, machinery, and water wrapped around a vague tale reportedly inspired by Sumerian Mythology of which you’ll learn very little courtesy of the lack of dialogue. And yes, I get that Journey did the same schtick; however, a quick Wikipedia glance tells me Journey wasn’t interested in conveying some ancient culture’s folklore (that type of storytelling being intrinsically tied to words as much as imagery).

As such, I genuinely didn’t understand what ABZÛ was trying to say about its foreign heritage. Sure, I could glean the general story, but in terms of a deeper ancestral lineage or fable-esque moral, there wasn’t anything tangible to grasp minus basic environmentalism -- a shame considering how little Sumerian-inspired games there are out on the market.

I don’t mean to be too harsh as, graphically-speaking, ABZÛ is most-definitely a near-masterpiece. Like I said in the second paragraph, this is a strikingly-beautiful title ripe with eye candy galore for demersal enthusiasts out there. Because you’re underwater for 95% of the game, you don’t actually don’t get much in the way of liquid physics; however, where ABZÛ excels is in its assortment of marine fauna. It would’ve been very easy to do what the vast majority of games with thallasic settings implement- simply program an assortment of multicolored fish to paddle about as you traverse their habitats.

However, Giant Squid clearly had other plans in mind. You see, every single specimen you encounter in ABZÛ’s world is specially-chiseled: the way they look, the way they move, the way they turn. I went in expecting recycled animations ad nauseam and instead found myself staring in awe at the way different species twiddled their tails or swam upwards, and when we’re talking about HUNDREDS of wavy critters (including extinct ones!), that is a phenomenal achievement. I have to believe someone on Giant Squid’s team was an aspiring biologist in light of the heavy taxonomy on display here, from anglerfish to blue whales to archelon to of course Jaws himself.

Besides the animals, you’ll occasionally come across sunken temples adorned with painted tiles reminiscent of illuminated manuscript covers. They’ve been assembled into paintings, presumably representative of major tales from the Sumerian people, and while I would’ve liked to have seen more of them, what you have here is vivid enough. Other GFX additions I enjoyed were the spreading of oceanic dust whenever you whooshed over it, the parting of flora as you drifted through patches, and Abzu’s eyes turning to match your camera position.

In terms of hitches, my only real complaints would be, as mentioned earlier, the lack of genuine liquid physics for Abzu’s movements when gliding/emerging/submerging (i.e., limited splashing/stroking leaving you nothing but a generic stream), as well as the design for Abzu’s face. I don’t quite know why, but there was something inherently scary about her midnight countenance and slanted eyes -- it reminded me a lot of The Prince of Egypt, which, as amazing a film as it was, had similarly-offputting geometry for its ocular organs.

Sound-wise, ABZÛ is a very confused game. Keeping my ears open throughout, I genuinely got a sense the engineers didn’t know whether they wanted their SFX to have an underwater filter on them or not, this ambivalence leading to a lot of inconsistency. For example, the various turbines and sprawling hatches resound with hydroacoustic fervor; however, the closing of entryways, flow of subaqueous streams, and hum of electronic machinery reverberate as though you were on land. Other phenomena, like withdrawing anemones, animal noises, and waterfalls, are either mute or significantly diminished in sonoric quality. Don’t get me wrong, ABZÛ’s sound design isn’t distracting by any means (all of the above resonating well despite their flaws); however, I can’t say you’ll be as immersed as you should have been.

Thankfully, the game more than makes-up for this with its OST, handled by Journeyman Austin Wintory. Wintory’s always been a Jack-of-all-Trades/Master-of-All type composer, and here he lets that dexterity truly shine via tossing-in a bunch of different beats -- you’ll hear his signature vocals, James Horner-esque orchestral overtures, and even harp-based harmonics throughout your odyssey, and what’s amazing is how well it all bends to the players’ playstyle. Reading the Wikipedia entry, I saw this was deliberately designed by Wintory due to the semi-freeroam nature of the game, and, having beaten it, I can gladly say he has absolutely nailed these cues to a tee: ABZÛ is a title that knows when to speed-up, slow-down, amplify, or downright shut-up as you float around its seascapes. It’s a grand score, my sole quandary being this uppity, pluck-based tune that sometimes played during excursions, its chords sounding out-of-place ala a Super Mario Galaxy track.

If the gameplay had been even half as good as its music ABZÛ would be an instant recommendation, yet you’ll find that isn’t the case, and what’s sad is it didn’t have to be this way: ABZÛ could’ve easily settled for being a swimming simulator within a vast ocean of spectacle; wherein the goal was to simply bathe in those Neptunian dreams we’ve witnessed in countless enterprises ala Avatar, Aquaman, or The Lost Empire. Unfortunately, not only do none of the game’s vistas stay with you, you’re also privy to some genuinely boring gameplay entailing the unlocking of mammothian gateways in order to access hidden shrines (the ultimate goal being to activate all of these shrines). Occasionally, the devs try and mix things up via tossing the diver down a roaring rapid, but, as I hinted at before, even this is mediocre in light of it essentially being on rails(+).

In addition, ABZÛ lacks basic features that would’ve gone a long way towards bestowing it extra value, including a toggle “run” function, as well as photo mode (I seriously don’t understand how that went missing during the development phase given the myriad of unique visual assets about you).

In light of all this, I ultimately was not a fan of the end product. Keep in mind, though, thousands of people out there genuinely enjoyed their time with ABZÛ, and you could very well be one of them -- just don’t forget the very real flaws that cloud this diamond’s shine.


NOTES
+You can technically move to hit these schools of flashing fish, but you’re not in any danger if you don’t touch the controls (plus I’m convinced they only put in this facet for achievements/trophies).

-There are two recurring leitmotifs in the official soundtrack I wish to highlight: first, a somber horn melody, and second, a choir-based harmony that brings to mind similar ones heard in Sinbad: Legend of the Seven Seas and The Fate of Atlantis DLC from Assassin’s Creed Odyssey (I have to wonder if it’s a just thing composers have consciously-decided to incorporate into seafaring compositions).

-You’ll encounter some fish and structures with glowing eyes/facades, and I have to praise Giant Squid for their quality bioluminescent lighting.

-There are collectables you can acquire, but I don’t see anyone being motivated enough to do so considering the lack of good rewards.

WARNING to epileptic gamers -- there are several scenes/in-game moments involving rapidly-flashing lights

This is a review of the AWE DLC - for my critique of the base game (which also holds in-depth breakdowns of the game’s technical facets), check out https://backloggd.com/u/RedBackLoggd/review/1311820/

For my critique of the previous expansion, The Foundation, check out https://backloggd.com/u/RedBackLoggd/review/1311823/


Add half a star if you’re a diehard Alan Wake fan

In a time where crossovers are abundant, AWE should’ve been a layup - after all, not only was Alan Wake retroactively added to the Control universe via files in the base game, but there were plenty of reasons the writers could’ve concocted for Jesse to travel to Bright Falls and meet the eponymous writer.

Unfortunately for fans and non-fans alike, Remedy opted for the cheaper route - the opening of a new wing in the Oldest House that sees Jesse investigating it for paranormal activity. If that sounds familiar, it’s because it’s the same exact premise Foundation floated on, the only differences being instead of Emily it’s Alan initiating the mission, and instead of a new Object of Power, it’s a new threat that needs to be handled. That new threat in question is a character from the base Alan Wake game, his random appearance here relegated to, you guessed it, optional archives you’ll need to read/listen to lest you get lost on the plot details.

Yeah, it goes without saying that AWE has a lot of flaws, the largest being its doubling-down on the same problems that plagued the vanilla game, and if you read my review, you’ll know that, chief among those, was the decision to shove 50% of the narrative into collectables, an aspect that has been gleefully replicated here to a nauseating degree. In the first room alone, let me repeat, in the first room alone, there were around 10 docs to find, and it only gets worse as the story progresses.

Unfortunately, that’s not the only negative brought over from the prequel: in paying homage to Alan Wake, a lot of dark interiors were added to this sector of the Oldest House, and just like before, the lighting is overly-dim to a fault (and no, this wasn’t a result of my monitor - I YouTubed videos to affirm as much). Enjoy having to max out your brightness every now and then just to get an idea of where to walk!

Side missions also make a return following their semi-absence in Foundation, yet they’re tragically modeled after the worse variants from the main title, including the eradication of Mold and pointless fetch quests. AWE does add a couple of challenge “maps” via a possessed arcade cabinet that task you with clearing out a limited amount of enemies under special caveats, and while I completed the two easy versions, the endeavor as a whole felt like a rehash of the Jukebox excavations.

But let’s get to the main course -- obviously the presence of Alan Wake means a lot of fans will be going into this excursion eager for some red meat; however, such boys and girls will be liable to being disappointed courtesy of the story existing as a very loose crossover. Minus a few boring epileptic cutscenes involving Wake, there’s no juicy interaction between the two properties. It’d be akin to someone calling the Captain America cameo in Thor 2 a crossover; sure, technically it is one, but you’d ultimately cast it aside as mild fanservice, and that’s really what sums up AWE in a nutshell: it’s bland, forgettable fanservice ripe with the same issues as its progenitor. This isn’t even getting into the overreliance on combat scenarios, of which the only tangible difference is the inclusion of a self-healing enemy archetype (compared to Foundation which at least integrated two new abilities AND a fresh Hiss variant).

If I had to drum up any praises, it’d be that more effort went into the environmental personalization here compared to the vanilla game. It’s still not great, but seeing a basketball hoop or specialized posters on walls went a long way compared to the OG. But that’s about it. As I stated in the disclaimer, unless you’re a huge Alan Wake fan, you won’t get much enjoyment from AWE.


NOTES
-No new music.

-The creation (recreation?) of the Apollo 14 capsule + moon dust in one area was absolutely exceptional (too bad it’s not used for anything other than another combat playpen).

-There was one side mission involving a train puzzle that I did enjoy, no matter its shortness (featured some incredible sound design).

-Was ambivalent about Jesse being more sarcastic here, though I suppose it is, in a strict sense of the word, character progression.

This is a review of the first DLC for Control. As such spoilers will be discussed for the vanilla game

For my critique of the base game, see https://backloggd.com/u/RedBackLoggd/review/1311820/

For my critique of the second expansion pack, AWE, see https://backloggd.com/u/RedBackLoggd/review/1311826/


The Foundation is an appropriate title, taking place in the bottomest rung of the Oldest House whilst Jesse uncovers the origins of the FBC HQ. Is it worth tackling? Well, considering it’s basically a post-story main mission, there’s no reason not to, even as the gameplay starts to feel repetitive.

Story-wise, Foundation plays like a glorified sidequest wherein an extradimensional threat is wreaking havoc on the Oldest House. This time around, the threat is an actual part of the Astral Plane, but functionally it doesn’t play out any differently from the myriad of Altered Items Jesse has had to quell before. It is a little nice learning more about The Board; however, unless you were really into the lore of the vanilla game, I don’t see that being a selling point for casual gamers. Regarding the discovery of the Oldest House’s past, that’s unfortunately divulged via more good old-fashioned tape recordings which somehow drag on longer than anything you’ll hear in the base game.

From a gameplay-perspective, Foundation adds two new powers to Jesse’s repertoire you’ll learn at different points of the game (no doubt done in a vain attempt at preserving the pseudo-Metroidvania framing of the DLC): one which allows her to summon forth crystals at marked locations, and one which allows her Service Weapon to shatter said crystals. Neither can be used outside of the new areas, nor are they utilized for intricate puzzle-platforming in spite of their potential.

A couple new enemy archetypes have been concocted, though only one really stood-out: pickaxe-wielding Hiss with deeper health bars. While they are a bit of a challenge when placed alongside other foes, they ultimately couldn’t help feeling like reskinned axmen from the first Alan Wake.

Visually, Foundation takes place in a similar setting to the base game’s quarry area, albeit one caked with iron oxide dust ala Mars. As a sucker for all things red, I considered it beautiful, the addition of dust plumes and footprints adding to the aesthetic.

But yeah, those are about the only fresh facets here. Foundation is a fine enough diversion to pass the time, and I did appreciate seeing a more confident Jesse, however I can’t say you’ll be recalling its contents anytime in the future.

NOTES
-There’s a side mission that presumably sets-up the events of Control 2.

-No new music tracks.