Gaming

Assassin’s Creed Origins Review: Steps back to leap forward

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After taking a year off from its annual release cycle, Assassin’s Creed is back. A newbie to the games swan dives into Assassin’s Creed Origins to see if the changes to the formula is enough to revitalize the franchise.
Assassin’s Creed is one of modern video games’ landmark series. It’s actually been a decade since the first game was released, which started off a hugely successful multimedia franchise spanning games, comics, novels, and even a Hollywood film.

Recent years haven’t been as kind to the brand, though. The annual releases on every platform eventually wore on critics and consumers, as review scores and sales dwindled after the peaks of the second and third main games. Ubisoft, the series creator, eventually gave Assassin’s Creed a one-year break before putting out this latest installment.

I mention all this because even as a games enthusiast, I went into Assassin’s Creed Origins having zero experience with the whole franchise.

Back to the beginning

For a series newbie, the setup is perfect. Origins basically tells how the Assassin Brotherhood, the secret organization that each protagonist from every game is part of, came to be. It takes place at the tail end of Ancient Egypt. The two pharaohs Ptolemy and Cleopatra are at odds over who should be the rightful ruler. Meanwhile, the threat of Roman imperial influence on the nation, spearheaded by Julius Caesar, hangs heavy over the embattled Egyptian monarchy.

Amid this political turmoil, you play as Bayek, the medjay of the province of Siwa, and the very last of Egypt’s ordained protectors. You are on a quest for revenge against a shadowy cabal planning on taking complete control of the country.

No other big budget game comes to mind that tackles this particular setting, so my interest was piqued, despite the rather messy intro. Fortunately, that interest blossomed into a mostly enjoyable 42-hour experience!

Gorgeous and gigantic

That enjoyment had a lot to do with how much I wanted to be in Origins‘ staggering simulation of Ancient Egypt. From the way sand blows in the desert winds to how sunlight gleams on the surface of the Nile; from the architectural apex of Greek and Egyptian antiquity in Alexandria to the fading beauty of Egypt’s capital Memphis; and from the artistic Hellenistic heights of Greco-Roman Cyrene to the ever-enduring mystery and majesty of the Pyramids of Giza, Origins renders it all in stunning fashion.

Even the depiction of life and culture in that age is impressive. Markets and ports bustle with merchants peddling wares and laborers working on galleys. Guards on horseback and chariots patrol cobblestone streets and escort traders across land and sea. A whole mountain village is dedicated to extracting salt for mummification, with the statue of Anubis, the jackal god of death, perched on a shrine overlooking the settlement.

So, even though I found the quests at the beginning to be worryingly banal, I sought them out just to learn more about the world. A good deal of them flesh out the overarching narrative, too, as they illustrate the villains’ tyranny manifesting in numerous, logical ways.

Likable leads

Bayek’s character shines through his interactions with the populace. I found that he could laugh at himself while still being fiercely passionate in his sense of justice and respect for tradition. Him being a father and a husband reflects on how good he is with kids and understanding of parents with family problems.

His relationship with his wife Aya is also refreshing. They are both extremely competent as warrior assassins and trust each other’s ability. While they share the goal of revenge, they each have distinct motivations that set their character arcs apart. Affection is something they don’t hesitate to show one another. They display moments of emotional vulnerability, but they deal with it maturely like you’d expect from a long-married, caring couple.

The rest of the cast doesn’t come close to this level of characterization, but this core pairing is solid enough that it made me want to see their story through to the end.

Gameplay is a grower

I’m grateful for being so drawn into the world and these two leads, as I wasn’t having a great time with Origins until I played way more of it. After unlocking more abilities, gaining more tools and weapons, and generally getting a hang of the mechanics, I eventually found the gameplay rewarding in itself.

While still having an action/stealth adventure foundation, Origins builds a light RPG structure a la Horizon Zero Dawn on top of it; you level up, get stronger, and gain access to more abilities. You can improve your gear with crafting materials you collect from hunting animals, dismantling equipment, or shopping at vendors. There’s a variety of weapons and shields with stats and unique perks, and they also have levels that determine their effectiveness.

Because Bayek’s capabilities are tied into hard numbers, I was frustrated on numerous occasions during fights and sneaking up on enemies that were just two or three levels higher than me in the early goings. I was still grasping the fundamentals of combat and stealth, so it wasn’t uncommon for me to get spotted while trying to sneak into a base, surrounded by multiple guards, and killed in the ensuing melee.

More demanding mechanics

The fighting system has been revamped, too. It’s reminiscent of Dark Souls in that you’re throwing measured strikes with your weapon while dodging or blocking incoming blows, and every button press has Bayek committing to whatever action you take. If you throw out a strong attack and miss, you will likely get punished with a counter-attack. There is no stamina to worry about though, with only slight pauses in between attack and defend animations to keep you from chaining infinite combos. You do have an “Overpower meter” that gradually fills up in combat. Once it’s full, it allows you to either do a powerful one-hit super move or speed up your every attack for a set amount of time, depending on what weapon you have equipped.

It’s not as tight and responsive as the Souls games, though. I struggled at the sluggishness of striking and the skittery enemy movements.

Going into a heavily guarded fort or bandit hideout, you have one major advantage. You can take control of Senu, Bayek’s trusty eagle companion, to fly over the map and mark locations of your quest objectives, enemies, treasure, and other items you can interact with. It’s critical prep work before entering hostile territory, but even then it didn’t feel like enough for me to confidently clear out encampments without alerting everyone in them.

But once I got comfortable with the controls and earned more abilities, the gameplay started to click with me.

Slow but satisfying surprise

Around eight hours and 15 levels in, I was better at sneaking past enemies and smarter at fighting them with fire bombs and warrior bows. 20 hours and 25 levels in, I was silently headshotting guards and slaying lions and crocodiles. 40 hours and 35 levels in, I was clearing out fortresses and palaces using sleep darts and poison traps and brutally executing entire garrisons with my assortment of legendary dual blades, spears, sickle swords, and staves.

Assassin’s Creed Origins is the perfect example of a lovingly crafted virtual world with a strong sense of place that is truly captivating, so much so that it carried me to discovering joy in seemingly simple systems. It’s a slow starter, for sure, but it turned out to be the biggest surprise for me so far in this year of stellar video games, and I’m glad I took the leap on Assassin’s Creed at the right time.

SEE ALSO: Middle-earth: Shadow of War review — System overload

Gaming

God of War’s New Game Plus mode is here

It’s time for another play through, boy!

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A New Game Plus (NG+) mode for PlayStation 4’s God of War is here. This means whatever weapons, items, and armor you amassed during your first go round, you can take with you if you wish to go on another adventure with Kratos and Atreus.

The NG+ mode also lets you pick a different difficulty setting from the one you first played with. So whether you feel like taking on a tougher challenge or just breezing through the story mode, you can do so. The choice is yours.

Other new content include a new shield skin when you start a NG+ as well as new types of armor you can forge for the father and son duo. The additions also include new challenges like Realm Tears while on a time limit and a variety of new attack patterns for draugrs, witches, and other foes you’ll meet along the way.

Updates not just for God of War NG+ mode

If you’re still in the middle of your first run, don’t worry, the creators of God of War didn’t forget about us. There’s now a button that easily lets you transfer enchantments making it easier to go from one armor to another. There are also some bug fixes and quality-of-life improvements like keeping Kratos safe at all times during parry attacks and improved consistency with how enemy attacks can be parried.

If you’ve completed the game at least once, the update also lets you skip cinematic scenes whether you’re on NG+ or not.

God of War for the PS4 first came out in April 2018 and received glowing reviews from various media outlets. Many of whom even said it’s an early candidate for Game of the Year. It takes the franchise’s main character Kratos into Norse mythology years after he tore through the Greek gods.

SEE MORE: God of War: A must-play for 2018

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Computers

NVIDIA launches the new RTX 2000 series

Promises movie-like quality for games

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Throughout the years, video games have slowly edged closer to movie-like picture quality. As of late, cinematic video games — like The Last of Us — have begun their long renaissance. Now, NVIDIA has unveiled a new series of graphics cards that pushes that boundary even further.

The newly launched GeForce RTX 2000 series leaps miles apart from NVIDIA’s long-reigning GTX 1080 video card. Specifically, the series comes in three variants — the RTX 2070, RTX 2080, and RTX 2080 Ti.

Powered by the Turing architecture, the new series attempts to solve the industry’s problems. Most importantly, the RTX 2000 series highlights ray tracing, a feature missing from video cards before now.

Traditionally, video games have trouble rendering lighting. Usually, games fall into two categories: terribly drawn lighting which clashes haphazardly with stunning textures, or power-hungry graphics that tank your frames-per-second rate to single digits.

Ray tracing vastly improves how light interacts with surfaces. With the feature, the series brings professional-level graphics to a mass market. In terms of performance, the RTX 2000 cards promise six times the capabilities of the previous GTX 1080.

For starters, the RTX 2070 comes with 2304 CUDA cores and 8GB GDDR6 RAM. The midrange RTX 2080 offers 2944 CUDA cores and the same amount of RAM. Finally, the flagship RTX 2080 Ti boasts 4352 CUDA cores and 11GB GDDR6 RAM.

Already, the series promises support for upcoming games: Battlefield V, Metro Redux, Shadow of the Tomb Raider.

Upon launch, the RTX 2070 retails for US$ 499. The midrange RTX 2080 sells for US$ 699. Finally, the RTX 2080 Ti sells for US$ 999. All three cards will also come with Founders Edition variants selling for US$ 599, US$ 799, and US$ 1,199, respectively. The series will officially launch on September 20.

SEE ALSO: NVIDIA Titan V breaks benchmarks and banks

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Gaming

ASUS ROG Zephyrus S is the slimmest gaming laptop available today

But doesn’t compromise performance

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Alongside the 17-inch ROG Scar II, ASUS has announced a new ROG device that they claim to be world’s slimmest gaming laptop. The ROG Zephyrus from last year was already thin by gaming laptop standards, but the new ROG Zephyrus S is 12 percent thinner with updated specs.

The ROG Zephyrus S (GX531) still has the look and feel of the original Zephyrus but it’s now only 14.95 to 15.75mm thick. Those numbers might not sound as sexy as other super-slim notebooks, but the Zephyrus S has desktop-grade gaming performance with either an NVIDIA GeForce GTX 1070 Max-Q or GTX 1060 GPU inside its chassis.

Powering the Zephyrus S is a six-core Intel Core i7-8750H processor with up to 16GB of DDR4 memory and storage option of up to a 512GB NVMe SSD.

The laptop’s display is a 15.6-inch 1080p panel with a 144Hz refresh rate, 3ms response time, and 100 percent sRGB coverage. It’s definitely not the sharpest laptop display, but it’s one of the fastest for smooth gameplay. The display has a thin-bezel design as well, so the footprint of the laptop is just a bit bigger than your typical 14-inch notebook.

ASUS uses their Active Aerodynamic System (same as with other Zephyrus laptops) which opens a vent at the bottom of the laptop when the lid is lifted, and the vent stretches across the entire back of the body. This improves airflow by 22 percent over a conventional design as per ASUS.

Another distinct trait of the Zephyrus S is the keyboard. It’s still on the front of the device, which helps with cooling, but it might not be everybody’s cup of tea. The keys have 1.2mm of travel, N-key rollover, and RGB lighting via Aura Sync over four zones.

As for I/O, it has two USB-C ports (Gen1 and Gen2), two USB 2.0 ports, one USB 3.0 port, HDMI 2.0 at the back, and a headphone jack.

The ASUS ROG Zephyrus S (GX531) will become available starting September in the US and in October for the UK and Asia. Pricing starts at US$ 2,099 for the GTX 1060 model, while the higher-end GTX 1070 is priced at US$ 2,199.

SEE ALSO: ASUS’ new ROG Strix Scar II is world’s most compact 17-inch gaming laptop

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