Home Latest Assassin’s Creed Valhalla hands-on preview: More natural, more serious, more vikings

Assassin’s Creed Valhalla hands-on preview: More natural, more serious, more vikings

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Assassin’s Creed Valhalla hands-on preview: More natural, more serious, more vikings

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We fight for ruins. East Anglia is a world of mud and collapse, of bleak forests and treacherous fens. It is empty. It is quiet. Quiet except for the sound of iron against iron, the splintering of wooden gates giving way, and everywhere the screams and the yelling. A raid, Vikings stealing ashore to ransack a village and kill everyone that gets in their way. And when all the screaming and yelling is over? The ravens.

The ravens are the only real winners in East Anglia.

A tale of Midgard

Earlier this week I spent three hours with Assassin’s Creed Valhalla. I’ll say this up front: I’m very curious how people receive it, come release day.

For quite a while now, Assassin’s Creed has followed a “tick tock” development style, to borrow a phrase from Intel. One year, the tick, the experimental and boundary-pushing Assassin’s Creed. The next year, the tock, the refinement of those ideas.

The pattern’s held for this entire console generation, really. Unity was the tick, the first Assassin’s Creed built from the ground up for Xbox One and PlayStation 4, with a stunning (albeit buggy) recreation of Paris during the French Revolution. Syndicate was the tock, with a livelier London and more player agency. The next tick was Origins, using The Witcher 3 as the template for the most ambitious pivot in the series. Odyssey built on those ideas, with a sprawling map and the addition of dialogue trees.

That makes Valhalla the next tick.

And it is, I think, but the reasons aren’t immediately obvious. Valhalla is very much in the vein of Origins and Odyssey. Ubisoft’s recreated an enormous swathe of Medieval England for exploration, and many of the more mechanical changes feel like simple game-to-game refinements. 

Assassin’s Creed Valhalla is a bit less obvious in its Witcher 3 inspirations, for instance, ditching the ever-present “?” map icon. Undiscovered locations are now represented by three color-coded dots: Yellow for “Wealth,” white for “Secrets,” and blue for “Mysteries.”

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