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#sidenote: this is actually the first time that i'm genuinely pissed at ubisoft
ye-bloodeh-liar · 3 years
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I just finished AC Valhalla – A résumé.
I finished the "main story" of Assassin's Creed Valhalla. These are some thoughts of mine. (This was saved in my drafts for two weeks or so. But my stance hasn't altered. Actually, I'm even angrier now.)
Disclaimer: This obviously contains some spoilers here and there. You've been warned, but tbh, who even cares about the story at this point. Also, I know I don't have many followers, and I suspect none of the few that will come across this post will actually be interested in it. That said, if you like reading people's rants about things, regardless of your interest in video games, this might be something for you. I just needed to get this out of my system somewhere. This is a rant (well, vent? I'm venting, I guess) written as it came to my mind. There's no real structure, I think. Sorry for that in advance.
After Origins, which I thoroughly enjoyed and actually played again between Odyssey and Valhalla, and Odyssey, which's name was perfectly fitting since it felt like a fucking odyssey to grind through, I hoped, actually, I was convinced, Valhalla would right Odyssey's wrongs. You see, Odyssey had one big problem for me: It did none of the things that made and still make me love Origins. In short: The world was massive, but felt copied and pasted, uninteresting to explore and lifeless. Basically, it was a lot of green sprinkled with some olive branches. A lot of the times the only way to know roughly where I am was pulling up the map because based on my surroundings, I could've been anywhere. Compared to the intriguing world of Origins, where you always knew in which area of the map you currently were, this was a shitshow. I mean, just walking through the desert in Origins had more atmosphere than the whole city of Athens (the main fucking city) could ever muster up. (Oh, remember the times of AC Brotherhood, where Rome actually felt like a city even though it wasn't actually humongous like the new games are? Or how atmospheric the whole of AC II was? I mean, Venice? Hello? M a s t e r p i e c e) But I can overlook that. The combat didn't feel heavy, or to put it better, "impactful" like it did in Origins, but more like poking the enemies to their deaths with something that made sword-y sounds. But I can overlook that. The loot system improved a bit, in the sense of giving the option to modify your loot and being able to combine different armor pieces, however, Origins outfit-system was more up my alley. But I can overlook that. Funnily enough, compared to its predecessor, Odyssey looked worse. In Origins the fabric of your outfit look like actual fabric and, I can't stress this enough, waved in the wind. In Odyssey everything felt more static and somehow "fake". But I can overlook that. To me, Origins' story was masterfully done. Personally, I'd say, that this is the closest we've ever gotten to the Ezio-Trilogy. The voice acting was top notch. Bayek was a great character, and the side characters like Aya/Amunet were equally intriguing. I still remember the first time I saw the first confession cutscene after killing Medunamun. It gave me shivers and goosebumps and got me excited for what was about to come. What I want to say with this, is that Origins made me care; care about its characters, care about their backstory and motives, care about the world, etc. After I had finished the DLC The Hidden Ones I felt like I had actually witnessed the igniting spark of something epic, namely the Assassin Brotherhood, in such a chilling way, even though they basically were just chillin' in a cave. Because that's what character building gives you: payoffs. Well, Odyssey did none of that. All it did made me care about was to get all the loot, because that's what my mind always goes for in any game (I'm that kind of stupid ape). I didn't care about what would happen in the end – I just wanted to get there. I wanted to know how the story would end, but in whichever way it would, I knew I wouldn't care for it in the sense of being disappointed or yearning for a different outcome for the character I was so invested in, because, as I said, nothing got me invested in the character(s) in the first place. That's what bugged me the most about Odyssey. Not the flimsy feeling combat, not the husk of a world I found myself in, not the downgrade in design and animation, etc., but the lack of care it invoked.
Now, when Valhalla was originally announced, I was excited as I could be for a video game. Ubisoft was clearly aware of their mistakes with Odyssey and tried to show that they're willing to listen to their fanbase. A world where every area has its own identity? Sounds great. Heavy combat? Hell yeah. Gear and loot that actually matters and is special (unlike in Odyssey where after a few hours of playing you find yourself carrying the same fucking bow 25 times)? Oh my. Choices not for the sake of choices, but story? Yes please. I mean, if you have to implement choices. Even though choices don't really make sense in Assassin's Creed, but that's another topic.
Well, did it deliver (for me)? No. And to be completely honest, I prefer Odyssey, even as the grindfest that it is, over Valhalla, and me replaying Odyssey seems a lot more likely to me, than going through all of Valhalla again. I'm not going to list all of the points mentioned above again in full detail: The world is a bit more intriguing than Greece, but a shadow of what Egypt was. The combat feels heavy, yet every weapon looks too big (????) and it still feels a bit off. My biggest grudge of the minor points is actually the look/the graphics: How on earth does Valhalla manage to look less real than Origins? The fur and pelts on the armor, every piece of cloth, i mean just e v e r y t h i n g looks somewhat plasticy (at loss for a better word here; just compare Origins' outfits in motion to Valhalla's) Anyway, let's get to the real problem here, because all boils down to the point I've mentioned before: Invoking care.
This became very apparent to me after forging the fourth (?; was it the fourth? They all blur together. That's how e n t i c i n g they are. Great.) alliance or so. I didn't give a single fuck about the characters in those arcs. It was very clear that they'd be soon replaced by other characters in the next alliance's arc, which I probably wouldn't care for either, especially, since they all felt somewhat the same: empty. Alliances felt like checklists to do. Even Wincestre, which had an interesting beginning, somehow managed to loose all of its "darkness" after the first two quests. But I could overlook the dreary sidequest-like alliance arcs, if they served the main storyline in some way or form. Now you might ask, what main storyline? E x a c t l y. Looking back, there is none. At least not really. And there where a lot of times playing the game where I found myself wondering, if this alliance-arc-thing I was currently dragging myself through was in fact meant to be the actual story. But it shouldn't be. Was it? I have no fucking clue. My conclusion on what Valhalla's main overarching story is, is what follows:
Eivor's parents got killed when he was a child (never seen before lol), got adopted, and is now part of the Raven clan with his "brother" Sigurd//Sigurd comes home from some raid with the Assassins Basim and Hytham//(Eivor gets the Hidden Blade; I mean, this is an Assassin's Creed game. Big moment. Done in 2 seconds.)//Sigurd and Eivor aren't happy with the new King of Norway.//Sigurd and Eivor fuck off to England (with Basim and Hytham) to set camp there.//Eivor starts to forge alliances throughout England to make his clan's hold on England stronger.// Sigurd and Basim do their own thing.//Eivor meets Sigurd and Basim two or three times throughout his alliance forging.//Basim seems a bit off.//Sigurd says that he was told (by Basim?) that he is a descendant of the gods.// Sigurd wants to "pursue his destiny"// (sidenote: the last few things are all within one (!) short cutscene in a small house. d e v e l o p m e n t.)//Sigurd gets captured and tortured and loses his hand.//Eivor rescues Sigurd.// Sigurd is back in the settlement.//Sigurd distrusts Eivor because Eivor doesn't believe Sigurd and Sigurd thinks Eivor wants to take his title as the jarl (jarls are the bosses of settlements).// And then the end sequence hits. This is where I want to go into somewhat detail again. We go from Sigurd distrusts Eivor to "Eivor, I don't wanna be the boss of the town, so I don't hold a grudge anymore, let's go back to Norway and I'll show you I was right all along" like it's nothing. It's literally just that: You walk up to Sigurd, he says this (more or less) and you sail away. Again: development is taken very seriously in this game. Honestly, at this point I didn't even know that this was going to trigger the ending. My genuine thoughts were "Oh my, finally, after all this grinding, the story is going to start." when in reality of course, ironically, it was going to end. Absolute belter. So you sail to Norway with Sigurd, which takes fucking forever, because OF COURSE you have to sail (for everyone who didn't play the game, yes, sail, that means looking at a viking longship while occasionally moving the stick slightly to change its directions slightly) to your original settlement in Norway, for what feels like far too long, only to say Hi to your dad. Fucking lost it. I thought we were going to assassinate the King? Nah bruv let's just have some quick family talk instead. Some action? Nah. Just get back to the longship. A N D S T A R T S A I L I N G A G A I N. Where? Just around the curve of our settlement in Norway. Yes, they pulled the old trick of the ending is literally just right around the corner of your starting position hehe. Absolute belter. Is this to make it seem like something is about to happen? The calm before the storm? It doesn't work like that. Well, then you actually sail through a storm (lol), which doesn't matter, because Sigurd just says "Let's keep going" and, well, you keep going. Also, to this point the weather conditions have never affected neither Eivors health, nor the ship in any way whatsoever, so why should I be impacted by a storm now? Like, it's a nice thing for atmosphere, but at least make the ship harder to steer or something. Then you walk up a mountain. Funnily enough Sigurd walks in manner that shows that the walk against the storm isn't easy, whereas you, hah, you can just yeet yourself up that mountain like nothing. I could sprint up there. Fucking sprint. Anyway, Eivor and Sigurd enter the Isu temple, because of course, we had to throw an Isu temple in there, I mean, i t ' s A s s a s s i n ' s C r e e d. Was it hinted at before in the story? Not really. Were we chasing or searchig for it? Nah, better get that next alliance going. It just suddenly was. Again: development. So we walk to the main platform of the temple and activate the machine and bam we're in Valhalla (because at some point Ubisoft realised that maybe they should include what is literally in the name of the game). Again, were we looking for Valhalla? Like not in the sense that every viking was, but more in the sense
of was it the main objective of the game? Did Eivor look for a way to Valhalla? Was there anything that led us here other than Sigurd having had a few dreams (that only got mentioned, like, twice?) and being influenced into thinking he was a demigod or something? Nope, Eivor was looking for that next alliance to forge. So, Eivor realises that his experience of Valhalla is fake and he wants to get out. But fake-Odin doesn't want to let him go. In a really weird cutscene (jump to 6:30), Eivor eventually escapes Odin and enters a door with his settlement-family (look, I'm all here for metaphors, but this, this is just utter rubbish. It just doesn't make sense, and there is no payoff whatsoever). Odin actually had a build-up of some sort. In every assassination sequence he's there and talks with Eivor. I actually thought there would be some cool payoff/ending/reveal here. But nah, this ain't it chief. Yet somehow, until here, I had hope. I thought maybe now, building on all this confusion, there's gonna be a relatively good ending. Something enticing. Something that made everything somewhat worthwile. And Ubisoft went: Lol nah. So, you're out of the Isu machine again (for all the non-AC-peoples here: basically like the matrix. Eivor gets hooked up to the machine and experiences alternate reality: Valhalla), and Basim is there. What a twist. The guy that showed up like three times and went from friendly in the first time to super suspicious (like glaring-in-your-face-suspicious) in the two-or-so other major cutscenes he was in, has now been revealed as the enemy. Congrats to that. What a twist. The thing is, and this bothers me a lot actually, it could have been anyone there. It didn't need to be Basim. It wouldn't have felt out of place if it wasn't him. Why? Because Ubisoft failed terribly at making you connect to any character and at building any actual story (or character). It could have been Gunnar, the friendly black-smith in our settlement, and it would have been as fitting as Basim. Then Basim says that this is "for his son". Ah yes, the lost son of Basim, which was mentioned once. Right. Eivor defeats Basim by hooking him up on the Isu machine and gets back to the settlement with Sigurd (in my ending at least. There seems to be a possible ending in which Sigurd doesn't come back.) Cut to the modern day, where Layla now knows the coordinates of the Isu temple, goes there, hooks herself up to the machine, becomes the overseer of time with the other overseer of time which already was hanging out there (I mean yeah, great idea, terrible execution. Build it up, then you can have a payoff. This was just straight outta nowhere, and who cared about Layla anyway.) Anyway, meanwhile Basim, who was still hanging on that machine a fuck ton of years later, pops off, and is now living in the modern day. The idea here is, that we lost the hero (Layla) which caused the (just established) vilain (Basim) to do his fuckery in the modern day. But why should I care? Basim was basically nonexistent in the basically nonexistent story and suddendly I should feel sad or shocked, because he's in the modern day? Is this supposed to be intriguing? And yeah, Layla is "gone". Layla, who had no character building over three fucking games. Why should i be bothered? Why should I care about anything that just happened? Remember when a side character (Lucy) died in AC Brotherhood? That was intriguing. Why? Because they built her as a character we (Desmond) trusted, even though it was in the modern day (which no one really cares about in AC). And this is why Valhalla broke me and Odyssey didn't. Valhalla failed to make me care on a much deeper level. It's just a lot of nothingness. Empty characters in a nonexistent story. And by nonexistent, I mean non-built at all. When I play the game now, I have no actual reason, and throughout the game never actually had any actual reason, to continue. It was a chore. I didn't bother if after three hours of grind I would eventually get a mini-snippet of a husk of a story, and neither do I care now. Everything in
this game is so devoid of sparking curiosity and screams of lacklusterness to the point where I don't even know what I have actually expierenced. For fuck's sake Ubisoft, make me care again. At least once in 40 hours.
May I sum up Valhalla's "story" and content in the glorious words of Catherine Tate: Am I bovvered? The answer, sadly, is a holistic no.
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