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Assassin’s Creed has let you unlock and upgrade abilities for a while now, but Origins does it in a way that enables multiple creative options that can cater to your playstyle, rather than just things that you’ll pick arbitrarily.
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The notably strong XP-based RPG progression elements are what make Origins addictive on a new level. I never had a moment where Bayek failed to climb something I thought he should be able to, and that smoothness put Ezio, Altair, and the rest of the previous Assassins to shame. True, that removes some of the challenge that existed in previous games where you’d have to figure out the best route up a building, but it takes a fair amount of frustration out the door with it. Things that can be climbed are blended more organically into buildings and the act of climbing feels clean and almost as passive as running. Of course, being an Assassin’s Creed game, there’s a whole lot of parkour and climbing in Origins, and this is undoubtedly Ubisoft’s most seamlessly executed version of that well-rehearsed mechanic.
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I rarely felt like I was doing too much of any one thing. They are distinct from every other tomb you’ll find in ancient Egypt, and even include some throwbacks to the fan-favorite, timing-based platforming puzzles introduced way back in Assassin’s Creed 2.
ASSASSINS CREED ORIGINS REVIEW SERIES
Another highlight is the series of hidden temples, which – without spoiling anything – tie into Assassin’s Creed’s overarching sci-fi story, among other things. From collecting clues to solve mysteries, to chariot racing and gladiatorial arena fighting, to chasing down leads and assassinating high-level enemies hidden in fortresses, to Black Flag-style ship-to-ship combat, I was pleasantly surprised by how each of them felt like a self-contained short, well-paced story. While the main story is delightfully mystical and elaborate on its own, Origins also has some of the strongest actual mission design I’ve encountered in the entire 10-game series – and maybe in any open-world RPG.
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If you want to get around quickly, a smart in-universe transit system lets you call your mount and press a button to follow the main road, or to head to a custom marker you’ve placed on the map – all fully automated, letting you take in the scenery around you. The density of it is made more impressive by being able to explore it in its entirety without any loading screens, with the exception of some story cutscenes, and if you choose to fast travel. There are plenty more secrets to uncover, and the delightful sense of discovery still hasn’t left me. Refreshingly, I discovered all of these things through an organic drive to explore, rather than through the series’ traditional structure of climbing to viewpoints to have them unveiled for you. It’s filled with areas of soft sand that are swept by dynamic sandstorms, ranges of treacherous and rocky mountains, catacombs of towering ancient structures built in the names of the gods, and the decaying shacks of the common people. I spent 30 hours finishing the main campaign, which took me through just over half of the expansive and beautiful map that recreates ancient Egypt’s varied architecture and environments. It’s a tense journey that challenges your concepts of right and wrong, making you consider the morality of those you kill in the process – and, in a dramatic shift for the series, it’s all part of a full-on roleplaying game. As Bayek of Siwa, who is simultaneously compassionate, bold, and driven by revenge, you’re strung through a twisted story of pharaohs and corrupt leaders, of love gained and lost, and the plights of the lower class in a time when they were routinely worked to death and nobody batted an eye. Assassin’s Creed Origins is a dark, multifaceted, deep dive into one of the series’ most alluring settings yet: ancient Egypt.