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  • Andrew Vanasse

More Like Assassin's Crude | Assassin's Creed Retrospective

Updated: Feb 26

Everything has to start somewhere. You may recognize the name "Assassin's Creed" as a massively popular franchise, now spanning over 10 Games, a less-than-stellar film (starring Michael Fassbender), and quite possibly one of the most anticipated games currently slated to release early in the PlayStation 5 and Xbox Series X life cycles, in Assassin's Creed: Valhalla. Originally conceived as the next installment in the Prince of Persia series, Assassin's Creed blossomed into its own original concept, gaining more man-power and resources, switching focus to development for the (at the time) next-generation consoles PlayStation 3, and Xbox 360. Ubisoft utilized the technology of those consoles to achieve what Prince of Persia couldn't, implementing an open-world map, and showcasing a staggering increase in what could appear on the screen at one time, raising PoP's 8 people to 120 in order to feature large crowds. Assassin's Creed saw immediate success with its first game, winning a variety of awards and accolades at E3 2006, as well as topping the sales charts upon the game's release in late 2007. By 2009, the game had sold over 8 million copies worldwide. It did receive its fair share of criticisms, however, but those didn't stop publications from giving the game generally high review scores, often 9/10 or higher. Seems like an instant classic, right? Wrong. While this game might have been impressive in the late 2000s, its gameplay and performance absolutely do not hold up over a decade later.


Putting the "Ass" in Assassin... Twice...

Okay, professional introduction over. This game is some bullshit. It somehow manages to have this amazing premise and genuinely intriguing narrative while being wildly inconsistent and inconvenient in almost every other aspect. I'm sure back in 2007 this really was an amazing new action-adventure game that was probably revolutionary or something, IDK, I was 9. If this was released in 2020, hell, if this had released in any of the last five years, I firmly believe we wouldn't have seen any sequels. At the very least, not in the vast quantity or magnitude we have now. The Assassin's Creed franchise would not exist as it does today. It probably would have ended up being some form of cult classic or niche game about the Crusades, and that would've been the last of those hooded boys and their fancy swords.


Now, don't get me wrong, I'm about to bash this game a lot. Like, a lot. But I did somewhat enjoy playing through it. Like I said before, the concept of this game RULES. Accessing the memories of someone's ancestors (basically via the freakin' Matrix), locked away deep within their genetic code? AND those ancestors are part of a secret organization of assassins who wear dope robes and have tiny blades that come out of their sleeves? Sign me the fuck up! Even the the larger story following Desmond, who is the subject of this memory spelunking, is in my opinion even more interesting than anything you do while controlling Altaïr. Unfortunately... that's about it as far as positives go. Thankfully it was enough to keep me playing, but more importantly, it sets up for future games very nicely, as the world would find out when Assassin's Creed II released in 2009.


Ancestry Dot Com: The Video Game

Before I really get into the Assassin's Weeds and inevitably start ranting about the bad parts of this game, let's start with what makes this game not total garbage. You play as certified bad-ass Altaïr Ibn-LaʼAhad, a high-ranking member of the Assassins, a secret organization of trained killers, arch rivals to another secret organization of... politicians (?) known as the Templars. Altaïr does some bad stuff and gets demoted to novice status, and has to work his way back up the ranks. How might he do that? Well, it's simple! He just has to kill Nine of the Assassins' largest threats! One by one. And that's basically the whole game.



At least, it would be, were it not taking place inside the mind of Desmond Miles, a regular human bartender who just so happens to be an Assassin, at least, formerly. He was kidnapped by Abstergo Industries, and placed under jurisdiction of Dr. Warren Vidic and his assistant, Lucy Stillman. With motives unclear, Desmond is hooked up to a machine known as the "Animus" and through this machine he experiences life through the eyes of his ancestor, Altaïr, while Abstergo collects data on the events that transpire for "reasons". This duality doesn't play a huge role in this game, but on their own, each scenario is masked by this air of mysticism that makes me want to know how it's going to play out. It has the potential for each side to play into each other, which may or may not be fulfilled in later titles (wink). Ultimately, the narrative became my driving force to finish the game, because hooooo boy, everything else iiiiiis not great.


Insane in the Crusades

If I had to describe this game with one word specifically for the purposes of this section of this article, it'd be "Grey". The Altaïr portion of the game takes place in 12th Century Europe and Asia, during the Third Crusade, and despite being labeled as an "open world" game, you only travel to one of 4 main locations at a time. First and foremost is Masyaf, where the Assassins' "Way too out in the open for a secret organization" base is located. They live in a freakin' castle. Your task of assassinating designated targets sees you travel to three other cities: Acre, Damascus, and Jerusalem. Overall, pretty decent location variety, showcasing multiple different cities and their cultures, all connected by a sprawling overworld. Well, that's what I would say, if any of these locations had any designating features whatsoever. Barring Masyaf, as it is actually distinct in comparison to the other three, there are some pictures of the cities coming up, and I absolutely cannot tell you which city it is apart from Masyaf (I mean, technically I can cause I googled it). They all look exactly the same! Each one has a poor, middle, and rich district, but they don't provide anything to set the cities apart from each other, and only gate progress. Three cities, three sections each, for guess what? Nine targets. Real stunning work right there. I recognize the cities in name alone, and if we're being honest, their only true purpose is to be glorified playgrounds with building-sized monkey bars for you to climb around on. They're just not that memorable.



Masyaf, like I mentioned, is the only city that looks any different. Only problem is, you don't do anything there! Same thing with the overworld, you have to travel through it by horseback on your first trip to each location and synchronize with the towers along the way to reveal the map, but after you've visited each city one time, you can just fast travel right to the Assassins' Bureau located in each one at the beginning of every assassination mission. What's the point of having an overworld at all if I can just teleport to where I need to go? There's nothing else to do in that overworld except collect flags, and don't even get me started on those. The first few times through Masyaf just has you run down twisting slopes to reach the horses at the gate. However, once you unlock fast travel, you initiate it right at the top of the hill - at the gate to the Assassins' base! Thereby eliminating almost any purpose the rest of the area had. It was used for some tutorial sessions very early in the game, but those could have easily been relegated to another area, one that actually gets to see more use. Not to mention, literally 100% of the game, even the Desmond sections, looks like the weather is permanently overcast. No sun, no rain, just... grey.


Okay, so what, the areas in this game might be pretty forgettable, but what about the setting overall? The Third Crusade isn't exactly the most prominent period in history, and this game proves it. Even as of writing this, less than 24 hours after beating the game, I could only tell you the name of one, maybe two of the targets I killed. Now, this might just be me personally, but almost nothing about the history here is of any interest. Most of the people are only based on people from real life, and the ones who are directly pulled from reality are ones that I had never heard of before playing this game. Frankly, I don't know much anything the Crusades, and from what this game has to offer regarding that time period, I don't care to learn more. It doesn't go into the actual events of that history at all. Part of me wishes I didn't have the knowledge of the future of this franchise. I dislike drawing comparison of this game to its sequels (but I'll do it anyway), considering this came in its own time, under its own context, and the sequels were released with this game as a guideline, to only further improve upon it. Despite that, the sequels do FAR much more with their historical settings and accuracy, and make you feel like you're actually living through those events! Either that, or just generally more interesting scenery than: Grey city 1, Grey city 2, etc.



The Characters themselves are relatively unique and interesting, each of the nine targets have their evil deeds shown in full display to give Altaïr more reason to kill them. Altaïr is definitely the most interesting of them all, and really the only character in the entire game with any real development. We get to watch his attitude and perspective towards his reality change drastically over the course of the game, calling his actions into question every time he eliminates someone. Every target has a cutscene to go with their death, a conversation with Altaïr. They usually reveal something along the lines of "ahh no Altaïr have you ever really thought about it, bro? We believe what we're doing is just". And every time this happens, Altaïr brings it back to Al Mualim (Master of the Assassins BTW) and throws a tantrum because he doesn't know stuff, and then leaves without ever getting a real answer about anything. All of this culminates with Altaïr learning the truth about his mission, that Al Mualim collaborated with the Templars to obtain the supernatural artifact known as the Apple of Eden, and he was having Altaïr eliminate all others who knew of its secrets. Altaïr then confronts and kills Al Mualim, and he's got a new outlook on life. Boom, end of story. Altaïr has a good arc, but the game doesn't tell you enough about him in the first place in order for you to really care about that arc. For all intents and purposes, he's just a hooded guy.


The REAL story of this game takes place outside of the Animus, in the real world. Desmond is in a similar position to Altaïr, simply following instructions, but unaware of the greater goal they possess. More-so than Altaïr, however, there's that sense of mystery with Desmond's scenario that makes me more invested in him as a character. What is Abstergo? What do they need Desmond for? What are Lucy's true intentions? I think the main reason for this is the exact opposite of the game's premise - it takes place in modern day. Altaïr's story has concluded. He's been dead for nearly 1,000 years, whereas Desmond's story is just beginning. Something fishy is definitely going on, and Desmond's world has a lot more room for that story to be told. Besides, Nolan North and Kristen Bell are too big for them to just be characters in this one-off story!


Ctrl Altaïr Del

Alright, THIS section's word of the day would be "Jank". Definitely Jank. This game's controls don't make any sense. I'm sure it's slightly more bearable with a standard controller, but I played the PC version (Thank you, steam sale), and I'm 95% certain this one doesn't have DualShock 4 support. Although, the PC version's HUD displayed all the buttons in accordance with a controller's face buttons, you know, for convenience! They did their best I suppose, with (diamond shaped button layout in mind) "E" being on top, "Left Shift" on the left, "Space" on the bottom, and "Right Click" on the right. Makes sense once you think about it, but that's not where my mind goes when I'm looking at a depiction of a controller's buttons on my screen at all times. And then your weapons are mapped to the 1, 2, 3, and 4 keys, but occupy where the directional buttons would be on a controller, so again, not easy to distinguish. Those HUD buttons do light up a little bit when you press the associated key, but you'd hardly notice when it's shoved up in the top-right corner and you're killing some poor foot soldier because you could. At least you still use WASD to move.



Not only does the HUD fall short of clarity when using a mouse and keyboard, but even the mappings for those buttons are weird. Left Click? How about we call it "Button 0", because starting with 1 is too mainstream. Let's call Right Click "Button 1" instead! The lack of effort regarding the PC port's quality of life is astounding. Instead of identifying each action with the name of the key associated to it (for example, something like "Eagle Vision (E)") they use completely unique symbols, like an eyeball or a sword. Better have paid attention during the tutorials! After a few days of having not played the game, it took me literally 30 minutes to get to the bottom of a lookout tower because I couldn't be bothered to look up the command for it (We'll get to why I didn't just jump off into the hay a little later). Now, this is absolutely partially my fault for being an idiot, but I would argue that I wouldn't have had an issue if the control scheme was a little more natural. Of course, over time I got accustomed to the controls, but it took much longer than I think was necessary.


Also, the whole thing where I have to be holding two buttons to do certain actions was also incredibly frustrating. Pressing all of the "face buttons" individually does one action each, but if you hold down Button 1, each of those buttons then does a different thing. This doesn't seem so egregious at a surface level, but when I'm trying to maneuver through the world and fight 7 dudes at once (combat has an entire new set of two-button activation controls as well), it's pretty tiresome when I have to stop to think about which combination of buttons I need to press in order to brutally stab a man. Sorry, several men. It even takes two buttons to sprint. Maybe it'll feel more natural with a controller in hand but I bought every game in the franchise for 70% off on steam sooooooooooo... we'll just see if there's controller support for the sequels!



Oh shit, I almost forgot about the camera controls! Uh, they're bad. It's way too sensitive in general, and whenever you are doing anything like fighting or running, it always seems to end up in the worst position possible. They tried to do some cool things with cutscenes inside the Animus to emphasize the fact that it's a simulation, but it doesn't add much. During most scenes, which are usually just conversations between Altaïr and another Assassin, you can press Button 0 (yup, still weird) to cycle through generally 4-5 different camera angles, offering a little more flair to what would otherwise be a two guys standing in a room, talking. However, when these 13 year old character models look like something Squidward painted, I don't exactly feel the need to get a better look. During more important cutscenes, like when you're observing your targets do some heinous act, or talking to those same targets while they bleed out in your arms, a glitch-like animation will flutter across the screen, and if you press Button 0 while that happens, the camera will briefly transition to a much more dynamic shot, which is kinda cool. My only question is why? Aside from a momentary "ooh look it's different!", the shots don't add anything to the cutscenes, and if you ask me, they should have just been made the default angles. This is especially apparent because often times, the game has you do this basically every few seconds! Why go through the rigmarole of forcing me to press a button during cutscenes when you could just have the whole cutscene be from the better angle? It changes nothing, those guys are still gonna get a blade to the neck!


Sus AF

For a game with "Assassin" in the title, you think you'd do a little more... assassinating? Instead this game ends up being about 15% assassinations, 15% information gathering and menial tasks, and 70% running from or swordfighting literal hordes of guards. The gameplay loop is as follows: enter a district of a city, climb towers to reveal more of the map, do various tasks to collect information about your target, and then kill a guy! Also, you might stop to help some citizens along the way. This repeats 8 more times, for every district of the three cities, and the only variety is the information gathering tasks, which have a decent number of different challenges. Some of these are things like eavesdropping, flag collection challenges, footraces, interrogations, and there's also one where you have to destroy merchants' carts for some reason? Probably only for the sake of forcing you to use the throw mechanic.



The biggest problem with these is that they're extremely repetitive. You do the same thing, in every mission, every city, Nine times. The cool part about it is that every time you complete one instance of something, you get one point of progress in a meter. Every tower you climb, every citizen you save, every piece of information gathered grants one point. And once you reach 15 points, you obtain an additional bar of health! So it's pretty worthwhile to go for every objective, as monotonous as they are. Well, that's what I would say, if there wasn't a maximum health limit. If you do every objective in the game, then around the 7th assassination mission or so, you'll reach 20 bars of health, which is the maximum. Doing objectives from there still grants progress like it did before, but once you reach 15 again... nothing happens. At that point, it really isn't worth doing any objectives outside of the ones required, so it would've been nice if those unused points could have gone to something, if not more health. And believe me - you're gonna need health.


So if you wanted to sneak around and kill people from the shadows, remaining anonymous and getting out unscathed, good fucking luck! It's nearly impossible to actually stay out of the public eye at any point in this game. In every single city, hell, even in the overworld, enemy guards are posted at every corner, and guess what, if you run or walk past them, get in their line of sight, or so much as breathe in their general direction, they get pissed off and draw their weapons. Then you have two options: run or fight.


Should you choose to run away, you have to find a place to hide: a bench, a haystack, a suspiciously placed rooftop tent, or a group of monks that have oddly similar robes to the assassins. However, in order to effectively hide and revert to anonymity, you have to first go from being fully wanted (red) to only suspected (yellow). Once you're down to being suspected, you can hop in a hiding spot and wait until you're fully anonymous and then resume doing whatever you were before. Except you probably won't escape that easily because despite your best efforts you'll run past twenty more guards, and then into a wall three times in a row and suffer through that animation, or try to parkour up a building and be forced to stop because for some reason the game decided that the direction you were holding isn't the direction you're gonna go! And then once you do finally manage to hide somewhere, you'll inevitably be spotted by some guard that you didn't even know existed in some corner where he definitely should not be able to see you. Your best bet for hiding (and actual assassination, for that matter), is traveling via rooftop. The rooftops have a severely lower number of guards compared to the streets, so it's much easier to get out of vision of grounded guards before they follow you, and much easier to sneak up behind and kill the rooftop guards.



On the other side of that coin, we have fighting. Where do I even begin with this... the combat in this game is annoying at best. You have a couple options when in combat with guards. Your choice between your hidden blade, long sword, short sword, or fists (don't use fists). There's actually no point to ever using anything other than your long sword, as I don't believe any weapon gives any inherent advantage over another. I guess technically you have your throwing knives too, but if you're using those in a fight, you're doing it wrong. The combat, like the rest of this game, is very inconsistent. The majority of the time, you'll be standing in a circle with at least 3-4 guards, swords drawn... waiting. It usually takes a while for the enemies to make a move, so if you have some time to kill, patience is a virtue. Then you can hold down the "deflect" button to take no damage, or eventually, do the command to counter attacks, rendering every other method of combat in the game obsolete. This option will, most of the time, either insta-kill the enemy who attacked you, or push them onto the ground where you can kill them with a couple whacks of your sword. That is, if you don't push them far enough so you can't walk up and hit them before they get up. OR you continue holding the direction you pushed them in but end up attacking a different guard because fuck you I guess! If you don't counter them, you can usually also just swing your sword at one guy over and over until eventually he gets hit. Sometimes, they'll die in one swift motion, whereas other times it takes 2-3 hits to do the job. Like I said, wildly inconsistent. Oh, and did I mention that every time you're fighting, at least double the amount of guards will come from the surrounding area and join the fight, only prolonging your torment - I mean fun and engaging combat! And then once you're finally done with that fight, even MORE guards will come from around a corner, do a quick back and forth between you and the pile of dead bodies, and then oh, there you go killin' again! And then once the dust settles the citizens just go back to their business and pretend they didn't just watch somebody murder 20+ people in broad daylight - sorry, grey light (gotta stay consistent, unlike this video game).


Unfortunately, in the most counter-intuitive fashion ever, assassinating the big name guys that are the crux of your missions end in the exact same way. You most often observe your targets from, you guessed it, within a crowd of people right in front of your target and all his cronies, and oh boy! The guards are able to spot you immediately when the cutscene ends because for whatever reason the secret ancient organization of the assassins have a signature clothing style that nobody else except the one-off group of four monks wears. So then guess what? You're damn right, you get to fight 10 people, including your assassination target, who exists as a higher health and higher damage version of a regular enemy. And then you kill them. And a cutscene plays, they bleed out in your arms and you have a conversation with them, they part with some conspirator wisdom or whatever and then you call it a day. Except after all that happens, all the guards you didn't kill are still there and every other guard within a 2-mile radius is currently homing in on your location! Everything about it is just... tedious.



On the flip-side, it somehow makes sense that you can pickpocket someone without being noticed by literally walking up briskly behind them with your arm outstretched, and then they notice immediately they were robbed but don't see you. It's about the only time in the game you use the "gentle push" command, as every other time it's not stealthy enough for guards to condone your existence, and neither is the natural blend option where you hold space to pray. They will see you anyway, and you will have to deal with them for way too long. And then you get to do it 8 more times! It drags on for way longer than it needs to, kind of like this article. Wait-


It's Altair, not Altwater

The ONLY time in this game I got to actually assassinate someone was during one of the last 2 missions, where the target is located in a shipyard and there are a very limited number of guards. Hopping between ships will keep you out of the line of sight for at least long enough to take down the lookouts. Except it still took me at least an hour to do because there's at least three random drunken men just hangin' out on some docks who decide to push you into the water! Or Altaïr decides to miss a jump for no reason, or you fall off during combat. Point is, why the FUCK can't Altaïr swim? Falling in the water is INSTANT DEATH. Heavily trained professional killer, making dangerous jumps across rooftops and scaling the sides of buildings, fighting 20 dudes at the same time, and he doesn't know how to fucking swim?!? Gets in the water and says "guess I'll die!" Oh and of course after I did successfully sneak up on and murder the target, I still got noticed immediately by some guards, but luckily they can't swim either, so upon trying to follow me, all of them fell into the water and died. Maybe they thought water was evil in the 12th century or something? I probably - scratch that - definitely didn't need to devote an entire section of the review to this but it really bothered me.


Glitch, Please

So, remember when I said it took me half an hour to get to the bottom of the first tower in the game? This is why:

Like I said, I can't speak for the console versions of the game, but if I had to guess I would say they're equally as glitchy. That one cart of hay acted like it was concrete about 95% of the time I spent trying to jump off that first tower and it was infuriating. I almost gave up on the game right there and moved on to 2! But the glitches didn't stop there! For the entire game, it was basically a coin flip for each haystack. One side of the coin was a nice, working as intended, safe landing from a 100 foot drop, the other side, a swift and untimely death in a cart of bricks disguised as hay. And then after dying, of course, Altaïr flails about like a rag-doll and instead of rigor mortis, instead switches to hyper drive and teleports away. Altaïr is not the sole member of the wacky death club, though. Often times when fighting standard enemies throughout the game, I watched one after another die and then flip around the area until they finally settled anywhere between 5 and 20 feet away from the spot they were standing. This one doesn't detract from the game nearly as much as death by haystack, but it was still pretty jarring. As the game progressed, however, these glitches popped up less and less, and by the end I was only jumping to my death about 10% of the time.


The only other instances of glitches were fairly minor by comparison, mostly relating to character models (2007 game, remember?). Other than those, the only thing that comes to mind is that sometimes, when scaling the face of a building or climbing in general, sometimes Altaïr will just stop moving. The next ledge to grab onto is clearly within reach and in theory he should have kept going smoothly, no problem. But occasionally it would just hiccup for a second. I'm not sure I would really describe this a "glitch" per se, but it felt most appropriate to mention it here.


The Part Where I Talk About Flags

Yeah, so I ran out of clever titles, sue me. So as I mentioned, years ago towards the beginning of this review, this game has some collectibles that want to get got. These come in the forms of Templars, and Flags. We'll start with Templars: there are 60 of them posted throughout the game, 10 in each city and 30 in the overworld, and your job is to kill them (shocker). They're moderately stronger than the normal enemy and can usually be spotted just standing around like a Pokémon trainer, waiting for you to come into their line of vision. They wear pretty distinct clothing, branding the Templar logo (again, do they want the world to know they belong to a secret organization?), so you can usually spot them. Occasionally it can be a tad disorienting because some regular enemies wear similar uniforms, but you'll know the difference after you stab 'em a few times. That is... if you find any. These guys are so tucked away that you'll probably very rarely come across them. You know how I said there were 10 in each city? Well with the 3 districts of those cities, there's only 3 or 4 in each of those districts. With all the alleys and buildings and time you'll be spending running from guards, you seriously have to go well out of your way to hunt them down. Not to mention, you're probably not going to be spending any time in the overworld that isn't riding from point A to point B, and then not at all after the first 3 missions, so that's half of the Templars right there. I myself only found 8 or 9 of them, and most of the time it was because I happened to pick a fight with a normal guard in their vicinity.


And now, we have finally reached the dreaded flags. These are like the Templars, but worse! There are, and this where we make the weed joke, 420 flags spread across the world to collect. Guess those flags were, *clears throat*, blazing! Each area has one set of flags, including Masyaf and the overworld. Masyaf lets you off easy, with only 20 to get. But the overworld, and each city has 100 EACH. Acre splits up its three districts so they each have their own unique set of 33 (one with 34), but it still totals to 100. You'll usually find these flags tucked away in a corner, precariously placed on a balcony, or on a lone rooftop. Pretty typical collectible placement, if you ask me. Since all the flags come in unique sets, I couldn't tell you how many I actually found. If I saw one I went for it, but like the Templars I did not go out of my way to find them. If I had to ballpark it, I'd say I got around 30. I couldn't even imagine trying to find any of these in the overworld, with how little time I actually spent there. I shudder at the thought.


Okay, well what if you're a fool and you decide to collect all the flags and kill all the Templars? Must be a pretty good reward for them, right? Wrong! And here I thought you'd caught on to this game's bullshit by now. There is no reward for doing any of it! All the flags and Templars really do is act as artificial save points, because it saves every time you collect or kill one, respectively. Other than that, all you get is an achievement. A box gets checked. That's it. This was many years before EA invented the sense of pride and accomplishment, so you don't even get that! Overall, an absolute waste of time, and has zero reason to be included in this game. I guess maybe they wanted to you explore the overworld and find these? But if you don't get anything out of it, then there's no point!


Closing Thoughts

Or, as I like to call it, the "Bleeding Out in Altaïr's Arms" section. Okay, I know I've been tearing this game apart for what seems like forever, but... I don't hate it? Yes, everything I mentioned was wildly frustrating and there were many instances of repeated deaths, and maybe some yelling. But I get it. Just to beat the dead horse one more time, the game released in 2007, so I expected a lot of stuff like this going in. And maybe its because I already know where the series goes from here, but the concepts and story they throw at us here have so much potential, I was genuinely intrigued by it and want to see more. More history, more Desmond, all of it. I want to see the game's mechanics expanded and improved upon, and how the structure changes going forward. The gameplay loop presented here is repetitive, yes, but it's just simple and satisfying enough to go from objective to objective, plot your course through the city, dive off of towers and kill some dudes. It was always just enough to keep me going, so usually in order to progress the story I could play out a mission relatively quickly, and during that time I always knew pretty much exactly what I was supposed to be doing.


The original Assassin's Creed is not a great game. But it has so much potential to be. Potential that we (spoiler alert) will see realized in Assassin's Creed II and beyond. What this first game sets up for the future is genuinely exciting, hell, the reason I decided to do this retrospective series in the first place is because Valhalla looks so damn good so far. I want to see how this series progresses from game to game, firsthand. Unfortunately, that means starting with the original. Like I said, not great. But it's just good enough for me to want to at the very least, play through it and never think about it again. It's almost there, but it fails as a stealth game, and it's riddled with inconsistencies and inconveniences that make that journey maddening at times. So if you ask me, just skip it. It's decent, but we know there are better versions of it. But hey, if it's 70% off on steam then by all means, give it a try! Just make sure you can hook up a real ass controller first, though!

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