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Assassin's Creed Valhalla doesn't catch me like the previous versions am I weird?

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Earlier this year Steam had a really awesome sale on Assassin's Creed Origins and Odyssey so I purchased them because I really love the games when they were released together with Assassin's Creed Syndicate.

Now I have also tried Assassin's Creed Valhalla a 2-3 times from the beginning but like a couple of hours in I lose interrest in the game and it doesn't catch me like Origin, Odyssey and Syndicate did so am I weird?

The play style I am like meh with because it's vikings they wasn't as nimble as assassin's doing the victorian times, egypt or greek times but I feel like something is holding me back because I rather game any of the other 3 games then starting up Valhalla.
 
it takes a while to get interesting.

i loved odyssey but valhalla was very "dull" in the first 5-6 hours.
 
@GerKNG thank you for not making me feel like I stand out
 
me too but had that feeling since odyssey
 
Earlier this year Steam had a really awesome sale on Assassin's Creed Origins and Odyssey so I purchased them because I really love the games when they were released together with Assassin's Creed Syndicate.

Now I have also tried Assassin's Creed Valhalla a 2-3 times from the beginning but like a couple of hours in I lose interrest in the game and it doesn't catch me like Origin, Odyssey and Syndicate did so am I weird?

The play style I am like meh with because it's vikings they wasn't as nimble as assassin's doing the victorian times, egypt or greek times but I feel like something is holding me back because I rather game any of the other 3 games then starting up Valhalla.
you're getting old

so many game series i cant replay or dont want to even get into these days... but i enjoy the ones i do like, more.
 
you're getting old

so many game series i cant replay or dont want to even get into these days... but i enjoy the ones i do like, more.
Well we are all different I am just happy I am not the only feeling like I do about Valhalla.

The keyboard layout changes from Origins to Odyssey was at first WTF but then this actually works :roll:
 
i like a good traditionell game with good story more then copy paste like far cry series the newer ones or assassins.
loved nr.1 superb nr.2 and then we got the porridge called 3+4+5 and i think 6 will be the same.

thats to say i love single player games more then multi
 
Great point. I'm a big fan of Black Flag, Origins, and enjoyed Odyssey as well. Tried Valhalla through UPlay+ and nope. I didn't even make it three days. So you are not alone. I have heard as others have mentioned above, that it does get better over time. I just don't have the time to invest in any game that I have to slog through.
 
No, it's not weird. These are reiterations of the same gameplay mechanics and tropes over and over, just like Far Cry games. I've stopped playing AC after Syndicate, it just simply feels like you're playing the same game with a different setting.
 
No, it's not weird. These are reiterations of the same gameplay mechanics and tropes over and over, just like Far Cry games. I've stopped playing AC after Syndicate, it just simply feels like you're playing the same game with a different setting.

Might be part of it, how ever i would of loved it if games like Dragon Age stayed the same style throughout. But AC seems to be all over the place and even though i liked Origins and Odyssey it did feel simple and i guess that would get boring.
 
Might be part of it, how ever i would of loved it if games like Dragon Age stayed the same style throughout. But AC seems to be all over the place and even though i liked Origins and Odyssey it did feel simple and i guess that would get boring.

I haven't done any like enchantments in Odyssey at all I am not that smart but I still enjoy the game just finished off the fate of atlantis and a bit more.
 
I haven't done any like enchantments in Odyssey at all I am not that smart but I still enjoy the game just finished off the fate of atlantis and a bit more.

It's a long game if you check around a lot, i put 347 hours in it which was 2 play thoughts.
 
Valhalla also feels boring to me, Eivor is not as interesting as Kassandra. She was full of emotion while Eivor seems dull and serious all the time. I also liked Odyssey`s combat far more, the animations felt more smooth, there were several builds that changed the way you played and if you were at the max level and had the right build you could almost one shot everything event at the maximum difficulty, with Valhalla however you have only you way to play and you are so weak it almost feels like a dark soul's clone. I don't have a problem with difficult games, but a difficult fight has to give a worthwhile reward. In Valhalla, I don't remember a single time where I gained a good item from killing a very difficult enemy.
 
I know these are different genre but I feel the same about Sonic The Hedgehog, only Sonic Mania has been great but all other games since Sonic Adventure 2 have been gutter rubbush.
 
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Valhalla also feels boring to me, Eivor is not as interesting as Kassandra. She was full of emotion while Eivor seems dull and serious all the time. I also liked Odyssey`s combat far more, the animations felt more smooth, there were several builds that changed the way you played and if you were at the max level and had the right build you could almost one shot everything event at the maximum difficulty, with Valhalla however you have only you way to play and you are so weak it almost feels like a dark soul's clone. I don't have a problem with difficult games, but a difficult fight has to give a worthwhile reward. In Valhalla, I don't remember a single time where I gained a good item from killing a very difficult enemy.
Mmm... hate to evoke Dark Souls, it's such a cliche. But the biggest reward from fights in that game, are the fights themselves. The ways you come up with to win, the things you have to stick to make it all work... the whole experience of learning your foes. It's such an engrossing challenge that if you get into a rhythm with that game, you go looking for them regardless of what you think happens after. The challenge becomes the reward and the payoff is huge.

I don't agree with how a lot of padding and difficulty is handled in quite a lot of games. I think maybe they have a hard time fitting good concepts into that whole "do this, go here, get that" deal. Or at least, it's a hard thing to really keep novel.

I mean, it can work... beat this, get that. It's a staple concept, and one that provides a sense of flow and progress... something absolutely vital if you're working in grinding mechanics. But at the same time it isn't in itself enough to satisfy, unless you build enough for the player to delve deep into strategy with the things they can get and then do with them. It loses meaning after a while.
 
Valhalla is better than Odyssey by a wide margin, but has/had a good bit of minor bugs and was simply dull. It is a 6.5/10 due to the bugs. It is okay enough to play through, but drags on and on. Lots of small stories that all blend together. England just isn't interesting enough to standout. It is interesting to an extent, but just doesn't have the draw of Egypt, ancient Greece, industrial era London or Paris.
 
Mmm... hate to evoke Dark Souls, it's such a cliche. But the biggest reward from fights in that game, are the fights themselves. The ways you come up with to win, the things you have to stick to make it all work... the whole experience of learning your foes. It's such an engrossing challenge that if you get into a rhythm with that game, you go looking for them regardless of what you think happens after. The challenge becomes the reward and the payoff is huge.

I don't agree with how a lot of padding and difficulty is handled in quite a lot of games. I think maybe they have a hard time fitting good concepts into that whole "do this, go here, get that" deal. Or at least, it's a hard thing to really keep novel.

I mean, it can work... beat this, get that. It's a staple concept, and one that provides a sense of flow and progress... something absolutely vital if you're working in grinding mechanics. But at the same time it isn't in itself enough to satisfy, unless you build enough for the player to delve deep into strategy with the things they can get and then do with them. It loses meaning after a while.
Indeed. I think that because Valhalla's story was so repetitive, it followed the same formula 4 time or more (there's a bad guy inside the fort, do some missions to get some help and then invade) that fighting a strong enemy felt like a chore, it didn't feel rewarding killing a hard enemy
 
Valhalla is the best AC since Brotherhood IMO. I have about 30 hours in it, and barely gotten very far. power level is only 55.
 
Indeed. I think that because Valhalla's story was so repetitive, it followed the same formula 4 time or more (there's a bad guy inside the fort, do some missions to get some help and then invade) that fighting a strong enemy felt like a chore, it didn't feel rewarding killing a hard enemy

There were also a lot of repeating stories. At least two young, inexperienced kings that you become a father/mentor to. The game is so long I often forgot characters I met earlier in the game.
 
Indeed. I think that because Valhalla's story was so repetitive, it followed the same formula 4 time or more (there's a bad guy inside the fort, do some missions to get some help and then invade) that fighting a strong enemy felt like a chore, it didn't feel rewarding killing a hard enemy
Yep, exactly. You lose sight of the goodies in the grind. It becomes just another special enemy downed, another special item to maybe use for a while... that's the other thing, with so many of them, they can't ALL be amazing... or even usable, depending on how you like to play. But it does yield to this 'burnout' effect, where even if the story is good, you almost stop caring because around that is the other 70% of the game that is pretty much the same things over and over.

But you hit on the flipside of the coin later, too. If the story that these mechanics carry is good... the setting and lore have depth, the characters are interesting, plotlines are engaging, atmosphere is dynamic and nuanced... you can get away with quite a lot on the gameplay side. It's just that to have a game with AAA scale, that requires a lot of original ideas with good communication and execution across a wide range of branches in the team. EVERYBODY has to be working in some way, to prop up the story. At that point, simplicity and repetition make more sense. If the player is incentivized enough by the story, they will of course be more willing to complete simple, repeatable actions to progress the story. It's worth it, and in that scenario the gameplay stays out of the way. It wouldn't work as well to have like 2 hours of hardcore gameplay (or just dicking about) and then get hit with more story. It becomes disjointed. The pacing is screwed... you are held hostage. You can't hope to pack a TON of both in. You're gonna have to put some sheen on that. Because underneath, it won't all fit.

But again... scale becomes a problem. When you try to have a main beat that is literally an epic with more than say... 6 main characters and say twice as many side ones... and then you have side stories intertwining and people on the other end building a massive, fractalized world that there needs to be lore established for.... not many can do it. And nobody does it consistently. It works much better for more traditional story games. A recent example I can give from my experience is Plague Tale: Innocence. That game is really only about one main story with a handful of characters. The levels are linear and relatively small. The whole game is small. But every bit of it is perfectly honed to carry the story, which is, I think, a pretty engaging and unique one. For once, I felt like I wasn't playing through a rehash of story beats I've been seeing in books my whole life. And the gameplay was SO rudimentary... like really easy and basic. There is a simple crafting system... not much else. As you play through the game, it's just doing the 'show' part of the story, and everything is geared towards that. But it works and it doesn't wear you out.

That said, would never scale to a AAA-sized title. But that is to say, the attributes in the game are thoughtfully balanced. A lot of the open world games seem to be at an arms race to be bigger and have more stuff... but they still want to have that grand story progression and convey this living world to you. It leaves so many loose ends to tie up, and at some point it gets channeled down to methods that generally work and can be scaled up quickly. You can't eat your cake and still have cake. There are compromises. The cheaping-out has to happen somewhere or the thing will never get done. Open-world is in a weird state right now. On one hand, I think there has been tons of innovation in graphical tech and visual design. That was something that brought me back, to see and experience these incredible scenes. These worlds are REALLY starting to live and breathe in a more visceral way... no longer is so much suspension of disbelief required to believe you're in the place the game says you are. It looks and feels that way... which opens doors to A WHOLE LOT of opportunities for all sorts of clever story conveyance... maybe even things we haven't seen before.

But in addition to that, these games have shot up in size over the years... pretty much because they can and people seem to like that. They can use traversal and side-stuff to boast larger playtime figures. That's a problem, too... friggin playtime is a bogus concept AFAIC. Yes, a game needs to have sufficient length to really scratch the itch. But that doesn't make that scale that brings playtime in spades inherently better. It introduces complications. You have so many elements in there, things do eventually have to start getting simplified to balance-out. Which then starts to cut into the quality of the experience. And nobody seems to have a working solution... betting some indie out there has it and we'll never know :p

Well... I guess it works for them, if they get sales. They're massive undertakings... so something must be going right to keep doing them. Forgive me for this, I have no hate for Assassin's Creed... like, at all. Buuut, when it comes to this style of game in general, I think a lot of them get made because the hype marketing works just fine and they can ride on them for a long time if they do halfway decently. But then... to get that hype, they have to always be BIGGER, MORE COMPLEX, ALL OF THE GAME MECHANICS. I sometimes wonder if it's possible to pull off, or if this open-world model will sunset in the next 5-10 years, when people get tired of the cycle and there simply is nothing new to see or do with them. I love open-world games. That's my biggest kick. I just wonder if the way they're done presently can continue to work and produce really gripping titles. You get some SERIOUS gems. There are good, fresh open-world games you can play today. But they all bear similar flaws. They're just better balanced to them, so the player lets it go a little more often.

Sometimes I swear to you, it's simply the aesthetic that makes or breaks them. Many people will be in a world that's cool and interesting to them for a long time, even if everything else is average to mediocre. As long as there's no dealbreaker bug or mechanic. Might be why they stick with gameplay that's easy to understand and generally feels good. It's just safer. Red Dead tried switching-up with some of their mechanics and people just lost it. Personally, I just appreciated the level of integration with the overarching concept for the game.They're uniquely geared to the game, the story, and its pace. It's thoughtful, even if the controls kind of suck :p I'd like to see more of that mindset, though maybe all open-worlds shouldn't be quite like RDR2 :laugh: It's more about the mentality behind how one brings in and distributes mechanics and story. That's what I'm looking at, here.

I mean... when the AC franchise really got its stride, what were people talking about? A fleshed-out, less-explored setting with unique and fun traversal mechanics... maybe things you could do in the game that you couldn't in others. Things like that. Times have changed since then. None of it is new anymore. The experiences you get are kind of just different flavors of similar things. The time to innovate or die is fast approaching, I think. It just feels like there's a big wall to climb over with these things, but they're all just setting up shop at the foot of it.

I'm really rambling now. This is one of those topics that I think could go in a million different directions. Oops!
 
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Nah you are fine, it's just it's hard to go into it I guess.
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I liked Origins and Odyssey. Even played Odyssey all the way through a second time. Valhalla I stopped playing after clearing 4 regions in England. I think start it up once a week to do 1 or 2 quest but its not as interesting.
 
Odyssey was my favorite since Black Flag, but Valhalla has beat it. For me it is because that period of England's history between the departure of Rome's legions and 1066 is my favorite time in Britain's history. Alfred the Great is also my favorite English ruler. To have a pretty good story with many interwoven side stories set right there and see many locales I've travelled to in real life is a great combination. The problem was that in the first couple weeks after release it had a host of bugs that were a letdown. For me, were it not for the great story and location, I would have thrown it away. I'm glad I stuck with it till after the first major patch made the gameplay enjoyable.
 
My wife likes Valhalla more than she did Odyssey... I'm personally not a fan of any of the AC games.
 
its alright. but i have a foot hit detection bug. and funky questing that breaks.
really ruin the game. i was about 6 hours in.
 
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