Based on the two and a half hours spent playing some late game missions, Assassin's Creed Odyssey looks better on all the changes that Assassin's Creed Origins introduced to the tenured franchise. By better implementing game selection across all aspects of the game, whether in the skills you exude in combat or in the dialogue choices you use to answer the game's hundreds of NPCs, Ubisoft makes it easier for you to put a little bit of  Ubisoft Quebec (Assassin's Creed Syndicate) leads the management of Odyssey. Interestingly, the studio in Ubisoft Montreal shared the ambition to beat Assassin's Creed to an RPG before they even knew that it was where they wanted to go with Origins. Although the team wants to work with Assassin's Creed RPG, it has been an attempt that challenged them for the better in the past three years.
At a recent Gamescom event we were given the opportunity to chat with Odyssey creative director Jonathan Dumont. We have long discussed Ubisoft Quebec's philosophy behind its approach to history and struggle, as well as Dumont's thoughts as to why Assassin's Creed acts as an RPG, why does Odyssey take place so far earlier and what it now means the ten-year-old franchise for him as a creator.
GameSpot: When Origins was first unveiled, one of the biggest changes was battle.
Dumont: Yes, it's interesting because I do not know if we have something we needed. . We wanted you to feel that you are more able to overcome enemies. As you grow the strength of Leonidas spear [your protagonist̵
We looked at it more from a customization perspective instead of trying to enforce a certain way of playing the game or unlocking things in a particular order. Invest the points where you want them, but map them as you want them and make your own game style. Because Assassin's Creed has been around for over 10 years now and we all play differently. Some people just want to play and others may want to fight so we will make sure that your style of play is the right way for you and that the game lets you play that way.
Was the player creativity and freedom of the core design tenants this time?
Yes, and it also goes with the story and how you play the role of the character. You can pick your character at the start of the game. It's even present when you recruit the ship's crew. So how would you do it your own in Assassin's Creed Odyssey? Attempting to make it feel like what I do as a reflection of me and that the game gives more choices to do so was important to us in our press to make Assassin's Creed a full RPG.
What did the decision for the protagonist have a weapon that really is a piece of Eden?
Then I played all the Assassin Creed games. In most of them you get up with a boss who has a piece of Eden, and I've always been fascinated by it. Why can not we see it from the start of the game? If you want to implement it in a game set in the 16th century, it would be difficult to introduce, but if you go back 2500 years and in a setting where it is [more] tied to the first civilization, it gives more opinion. They are still seen as the gods, so it fits in that setting and the traditional hero of the time, which is usually elevated by some power or chosen by the gods.
I would always see what would happen if you could manipulate [a first civ artifact] and control one through an entire game. It is not usually present in our games, but with Odyssey, I felt like [it’s the] the right time to try something a little bit outside our typical columns.
I heard that both Montreal and Quebec Studios logically came to the conclusion that the RPG genre is where the series should go. How did the epiphany come to the studio? And why do you think RPG is where Assassin's Creed needs to go?
I think we spent a lot of time creating these big open worlds and we wanted to give more incentives to explore it. We also pride ourselves on creating these credible worlds where you meet historical figures and dive into history, but we still wanted to explore it in a deeper way.
RPG was a no-brainer for us and where we wanted to go with the series, which is fun because the Origins team felt the same way. We looked at what they built and we were pretty much on board so we took their code and decided that we wanted to push ahead were the role playing elements and match match. The RPG genre really opens our franchise to a much deeper and richer experience where you get involved and care more about what's happening than in the past.
Assassin's Creed has always been a historical fiction series that is thoroughly based on true-world timelines, but it's exciting to see how to let players choose how to change the story. Not only that, but you also introduce these surrealistic elements driven by mythology, such as Medusa and Minotaur. How do you balance these inclinations to introducing ghastly aspects while staying within the real limit?
Well, there are two parts to it. Even if we have choices, we do not change the story. Your story changes and some of the conditions you have with some characters will change, but the story follows the course and has the same conclusions you know from real life.
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