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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

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The regular PlayStation 5 is getting an AI upscaling feature

The feature debuts with Wolverine and Ghost of Yotei.

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Marvel's Wolverine

If you’re an owner of a regular PlayStation 5, watching a PS5 Pro owner might touch you with a tinge of jealousy. Besides the upgraded console’s better hardware, it also has something called the PlayStation Spectral Super Resolution (PSSR), which uses AI to improve resolution and framerate. Unfortunately, that feature isn’t available on the regular console. But Sony is throwing the classic console a bone today by adding Quick Spectral Super Resolution (QSSR), which does the same as PSSR but on the older machine.

Since the introduction of PSSR, fans and developers alike have asked whether the older console can have a version of the technology. Developed with AMD, QSSR is an AI upscaling feature that improves performance for modern games on the PlayStation 5. For now, the feature is debuting first on Ghost of Yotei and Marvel’s Wolverine via a set of patches. Moving forward, Sony will also allow its developers to add the feature for their respective games.

Now, the choice of games is deliberate. Marvel’s Wolverine is still fresh on everyone’s mind. Meanwhile, Ghost of Yotei has just released a Complete Edition, which packs in a new story expansion and a roguelike mode. You don’t even need to Complete Edition or the corresponding paid upgrade to enjoy the new feature.

SEE ALSO: Ghost of Yōtei Complete Edition review: More of a great thing

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Ghost of Yōtei Complete Edition review: More of a great thing

Picking up where Atsu left off

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Ghost of Yotei Complete Edition

A year away from Ghost of Yōtei was enough to make me rusty. It wasn’t enough to make me forget why I loved it.

What immediately jumped out to me is how beautifully connected this game’s open-world mechanics are. Moving about and exploring felt like picking up where I left off after roughly a year of not really touching the game.

The Guiding Wind, the birds that point you toward locations of interest, and the encounters scattered throughout Ezo all work together to keep you busy without the tasks ever feeling like a chore. There is always something worth looking toward, whether it is a quest, a hidden location, or simply another reason to stop and appreciate the scenery.

And of course, the new area is just as beautiful as everything else we’ve seen in the base game.

That is probably the biggest compliment I can give Ghost of Yōtei Complete Edition. It does not feel like an expansion bolted onto an existing game. It feels like another excuse to step back into a world that already knew how to pull me in.

Picking up where I left off

Ghost of Yotei Complete Edition

I started my playthrough of the Complete Edition with Echoes of Sekigahara. I thought it was going to be a quick romp, but it’s proving to be a longer experience than I initially thought it would be.

I’ve spent roughly five to six hours playing through it, and I don’t think I’m anywhere near completing the story.

That said, I did get sidetracked quite a bit.

Which tends to happen with these Ghost games.

Not to their detriment, though. Every other quest and encounter in the open world feels like a contained story on its own that is well worth your time. The game has a way of presenting distractions that never really feel like distractions. You can set out with one objective in mind, stumble into something else, and suddenly realize an hour has passed.

That familiarity came back surprisingly quickly.

The new region introduced in Echoes of Sekigahara brings unfamiliar enemies, new weapons, and memories tied to Atsu’s past, giving the expansion its own identity while still operating within the systems that made the base game so easy to lose yourself in.

The Wolf quest line in particular was the first one I tackled, and it was quite a ride.

I’m deliberately leaving the details there.

This is the kind of story that is better experienced without knowing too much going in, and the review guidelines themselves ask reviewers to avoid major narrative developments and surprises.

Finding my footing again

Ghost of Yotei Complete Edition

While movement and exploration felt natural, it took me a while to get reacquainted with the combat.

My Atsu had many skills mastered, but being a year removed from the game meant I was rusty. I was dying against what I would consider fodder enemies.

There is something humbling about returning to a game where you once felt completely in control, only to discover that your muscle memory has apparently packed its bags and moved somewhere else.

Even now as I write this review, I don’t think I’ve gotten to the level I was when I first completed the game.

But I’m getting by just fine.

And that is partly because Yōtei gives you another toy to play with.

Massive weapons make a massive difference

Massive Weapons

The new wrinkle in combat is the Massive Weapons you get to pick up and swing around.

They are an absolute joy to use.

More importantly, they bailed me out of a few encounters already.

There is a satisfying weight to picking up one of these weapons and simply going to town on enemies. It changes the rhythm of a fight without asking you to relearn the entire combat system. After spending several hours trying to remember how I used to fight as Atsu, having the option to grab something enormous and start swinging was a welcome change of pace.

This was a definite win.

It also highlights one of the strengths of Yōtei’s combat. The foundation is already strong enough that adding another layer does not need to completely reinvent it. Sometimes, giving Atsu something massive to hit people with is enough.

Most Wanted keeps the blade moving

If you want to dive deeper into combat, Most Wanted is where it’s at.

PlayStation first-party games have had a habit of adding these roguelike-inspired modes to some of their games. There’s Valhalla for God of War Ragnarök and No Return for The Last of Us Part II.

Most Wanted takes that idea and puts Yōtei’s combat front and center.

The mode is a single-player combat survival experience built around escalating bounties, different playable characters, and experimenting with the game’s combat system. Unlike Echoes of Sekigahara, you can jump into it immediately without existing save data or base-game progression.

I’ve only had a couple of runs so far, but I can say I thoroughly enjoy the mode.

Mostly because I love the game’s combat mechanics.

That is what you engage with for much of Most Wanted, and it gives you a reason to keep testing yourself. You start a run, make your choices, fight your way through increasingly demanding encounters, and inevitably reach a point where things stop going according to plan.

Then you try again.

And again.

There is a particular satisfaction to a mode like this when the underlying combat is already enjoyable. Losing doesn’t necessarily feel like wasted time because every run gives you another opportunity to get better at the thing you were already having fun doing.

It can also be frustrating.

That is part of the appeal.

More Yōtei is still more Yōtei

The biggest strength of Ghost of Yōtei Complete Edition is also the simplest.

It gives me more Ghost of Yōtei.

Echoes of Sekigahara gives Atsu another story to tell. Most Wanted gives the combat another place to shine. The Complete Edition also adds cosmetics, Trophies, Photo Mode content, and other extras. Meanwhile, the October 1 update brings additional Watanabe Mode tracks, Beauty of Yōtei mode, quality-of-life improvements, and a new high-contrast accessibility option to all Ghost of Yōtei players.

After roughly a year away, I was surprised by how quickly I settled back into the rhythm.

The wind blew, birds flew, a quest turned into another quest, and a random encounter became a story.

Then I picked up a massive weapon and started remembering why I enjoyed this game so much in the first place.

That cohesion remains Yōtei’s greatest strength. Its world constantly gives you reasons to move forward without making the journey feel like work. The Complete Edition simply gives you more reasons to keep going.

Is Ghost of Yotei Complete Edition your Play Match?

Ghost of Yōtei was already one of the best experiences on PlayStation 5.

The Complete Edition gives you more of it.

Echoes of Sekigahara is shaping up to be a substantial addition rather than a short side adventure, while Most Wanted offers a compelling excuse to keep coming back to Atsu’s combat long after you’ve finished the main story.

I still have plenty more of both to see. But even after only a handful of hours with the new content, I know exactly how I feel about returning to Yōtei.

It feels familiar, fresh, and Most Wanted will both frustrate and hook you.

It’s absolutely thrilling.

Ghost of Yōtei Complete Edition is an easy Swipe Up.

After a year away, I came back rusty.

I’m still swinging. And I’m still having a damn good time.

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The Witcher 3: Wild Hunt — Remastered is now available

The Witcher 3 gets a major overhaul

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CD PROJEKT RED has released The Witcher 3: Wild Hunt — Remastered, a free upgrade that brings a wide range of visual, performance, and gameplay improvements to the acclaimed RPG.

The remastered version is available as a free upgrade for existing owners on GOG, Steam, Epic Games Store, PlayStation 5, and Xbox Series X|S. Players who own The Witcher 3 on the original Nintendo Switch can also upgrade for free to the native Nintendo Switch 2 version.

The upgrade also includes both expansions, Hearts of Stone and Blood and Wine, even for players who originally owned only the base game.

PC and PS5 Pro

On PC, The Witcher 3 now supports Path Tracing alongside improved textures, foliage, lighting, rendering, and ray tracing. The remaster also adds dedicated PlayStation 5 Pro support, with PSSR enabling ray tracing at 60fps and a performance mode that can reach up to 90fps with VRR.

Gameplay also gets an overhaul. CD PROJEKT RED has rebalanced the skill system, revamped combat animations, added new finishers, and introduced an adaptive camera. Geralt and Roach also receive updated animations, including more fluid traversal, vaulting, and ladder climbing.

The remaster adds cross-platform mod support through mod.io on consoles. Players can access custom content ranging from new quests and equipment to balance changes.

Switch 2

Nintendo Switch 2 gets additional features through its native version. These include motion controls, gyro aiming, mouse controls, and touchscreen support. Players can use motion controls for actions such as aiming the crossbow, throwing bombs, casting Signs, and controlling Roach. The touchscreen can also be used to navigate menus and play Gwent.

The Witcher 3: Wild Hunt — Remastered is also available to purchase on Battle.net and the Microsoft Store, where it supports Xbox Play Anywhere.

The remaster replaces the Complete Edition on supported platforms and includes Hearts of Stone and Blood and Wine as standard. It was developed in close collaboration with Yigsoft.

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