Assassin's Creed Valhalla Info

Rumours of the next Assassin’s Creed game have been floating around for some time, with the general consensus being a Viking/Nordic setting. The Assassin’s Creed series has covered pretty much every time and place, from the Third Crusade in Assassin’s Creed to Ancient Greece in the latest instalment, Assassin’s Creed Odyssey. Now, Ubisoft is live streaming a teaser for the setting of the next game, and it looks sort of promising (so far) for a Viking theme.

A piece of art from Boss Logic is slowly being revealed, which looks as though it’ll promote the new game’s cover. At the moment, it shows a greyed-out figure standing in front of a divided landscape, with green hills, a glowing sunset, and a massive castle on one side, and a dark icy sea on the other. So far, it’s hard to glean too much about the possible time or place, but the icy seas look promising for some Viking ships.

The last Assassin’s Creed game, Odyssey, was set across an expansive map of Ancient Greece. The rumours for the next instalment included various titles such as Assassin’s Creed Kingdom and Assassin’s Creed Ragnarok, but there’s been no official confirmation on a setting as yet. Vikings, Norse warriors from Scandinavia, could place the setting anywhere between the 8th to 11th centuries. Assassin’s Creed Odyssey heavily incorporated Greek mythology, and so another popular theory is that the next Assassin’s Creed title could do the same with the Norse gods.

There’s no confirmation yet, and this next game could turn out to be something entirely unexpected. It seems we’ll have to wait and see the outcome of this reveal. We’ll keep you posted as it continues.

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No more damn ships!!! So sick of them.

Yeah, but hopefully since it appears to be vikings it won’t be big ship battles. That’s the only thing I’m tired of.

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Pretty excited for this one. Really been listening to a lot of Viking Metal recently, so that’s helping the hype.

Ubisoft has shared new details around the coming release of “Assassin’s Creed Valhalla,” an open-world title announced last month that continues the epic tale of assassins versus Templars across pivotal moments in history. Launching this holiday season, “Assassin’s Creed Valhalla” is the 12th entry in the long-running series. Through the eyes of Eivor, a new viking raider protagonist who can be played as male or female, you journey back to the ninth century and explore Norway and England during the Viking Age.

Valhalla creative director Ashraf Ismail, who has worked on the series for nine years and served as game director for “Assassin’s Creed Origins” and “Assassin’s Creed IV: Black Flag," shared new details about the game to The Washington Post this week during a Monday video interview and an appearance Wednesday on The Post’s weekly “Launcher Live” show.

The following is a breakdown of those conversations and includes details from Ismail that answered some burning questions about Valhalla’s development, setting, gameplay (such as the return of the hidden blade and changes to stealth) and character customization.

Why Ubisoft chose the Viking Age as a new setting for Assassin’s Creed

Ubisoft Montreal began conceptualizing “Assassin’s Creed Valhalla” once “Assassin’s Creed Origins,” a game from 2017, wrapped. Ismail was appointed creative director for the new project, and vikings immediately came to mind.

“It was up to me to pitch a setting,” Ismail said. “The Viking Age is something that I’ve been in love with since I was a kid. So this was an opportunity to bring the nuance of that time period, the culture, the people, in a way that only Assassin’s Creed can."

Ismail calls the Viking Age a significant era that shaped Europe as we know it today, with “incredible moments of politics, kings, kingdoms, intrigue and war.”

Ubisoft has a knack for choosing time periods that are rarely touched upon by games, like the Middle East during the Third Crusade, Ancient Greece and the American Revolution. Vikings and Norse mythology aren’t uncommon in video games — Ubisoft itself previously created the fighting game “For Honor” featuring vikings — but in typical Assassin’s Creed fashion, Ismail and his team hope to bring nuance to the rich Scandinavian history and challenge stereotypes about vikings.

Assassin’s Creed: Valhalla (Ubisoft)

Map size remains a mystery, but Valhalla has a large world with different kingdoms

“Assassin’s Creed Odyssey,” the most recent in the franchise released in 2018, took place within Ancient Greece and featured a huge map. With so much content and quest lines to play through in a massive world, some players felt it was bloated and too lengthy.

Ubisoft’s head of communications for the Middle East, Malek Teffaha, has stated previously that Valhalla “won’t be the longest or biggest game in the series.” As for Ismail, comparing map size to previous installments isn’t “directly meaningful," and he’s more concerned about providing a rich experience to players. There’s a lot to “discover and do" in Valhalla, and Ismail calls it a “big world.”

For example, in England, players can explore four kingdoms: Northumbria, East Anglia, Mercia and Wessex. Within these regions, they can venture through three major cities including London, Winchester and Jorvik (now known as York). Players will find a “ton of towns, villages, hamlets, locations and surprises,” according to Ismail. Iconic landmarks can be found, too, like Hadrian’s Wall and Stonehenge.

“The world is impressive,” Ismail said. “And the reason I’m not a huge fan of comparing is [because] we didn’t start out by comparing. When we do the development of this game, we’re not looking at what we had previously done or other games to say, well, how big should the map be? No, the way we start is, ‘This is the intention. This is the journey that we have.’ We have a vision of what we want this game to be about."

Customization brings beards, tattoos and styles, and each piece of gear is unique

Past Assassin’s Creed games provided either a single protagonist with a predetermined gender or a choice between male and female siblings — like Jacob and Evie from Syndicate, or Kassandra and Alexios from Odyssey, as main playable characters. In Valhalla, you play as a single protagonist with a selectable gender. Whether you’re male or female, though, you’ll have plenty of options to change up your appearance beyond gear and clothing — a first for the series.

Ismail said there will be “quite a various amount” of hairstyles, beards and styles with different colors. You can also sport tattoos or cover yourself with war paint. As for gear, these are broken up into “gear pieces” that are separate bits that can be applied to your character. For example, a hood is “one piece among many.”

“Every piece of gear is unique,” Ismail said. “When you upgrade gear at certain moments, that gear also changes visual. If you really want to customize the look, we allow you to swap the look of a piece of gear so you can retain its capacities."

Assassin’s Creed: Valhalla (Ubisoft)

Ubisoft Montreal hones level design to polish parkour

Ismail didn’t detail the system, but indicated there will be some twist on parkour for the latest Assassin’s Creed game. “Yes, you can run on the ground and you can do whatever you need to on the ground, but if you decide to go up, you’re going to see the value, see the advantage that you have. So a lot of effort has gone into parkour from that perspective.”

It’s unclear whether any specific new mechanics will come to parkour, like the introduction of the grapple in “Assassin’s Creed Syndicate." But Ismail said exploration will feel “meaningful” for both narrative and gameplay.

“This is a meticulous building to make sure that we can achieve it to the scale of the world that we have,” he said. “We have some really incredible locations that shine when you decide to be, let’s say, the predator at the top, or even some navigation puzzles.”

“Assassin’s Creed Origins” and Odyssey leaned heavier into action. Valhallla brings more depth to stealth.

The hidden blade, which was omitted nearly entirely in “Assassin’s Creed Odyssey” (and only seen wielded by a non-player character in DLC content), is coming back in Valhalla. Eivor will wield the hidden blade, and according to an interview conducted by Kotaku, it will “once again make it lethal enough to regularly pull off one-hit kills.”

Social stealth is making a comeback, meaning you can blend into crowds to avoid detection (a feature that hasn’t been possible since “Assassin’s Creed Syndicate”). You will have a hood and cloak that can manually put on and off. It’s not purely cosmetic either, and will have effects on gameplay, particularly when it comes to enemy detection. If you need to distract enemies, your trusty Sýnin can swoop in and help so you can pass by quietly.

In an interview with USGamer, Ismail also detailed an entirely new mechanic, feigning death, though details remained slim.

Combat changes come with combining different weapons for duel-wielding

While Ismail remained mostly tight-lipped, he did give some insight to how much effort is being put into polishing combat and that a new approach for dual-wielding weapons is in the works. There’s also an ability to wield a two-handed weapon in one hand.

Since vikings are brutal warriors, “nailing combat” was important to Ubisoft. Bringing a steady and satisfying sense of “impact” for each swing of a sword or ax, for example, was important to the game’s conceptualization.

“In terms of customizing the way you play, one of the areas we wanted to push is the idea of dual wielding, that you can combine any two combination of weapons as you want,” he said. “Some weapons have synergies with one another. So there’s a lot of nitty-gritty crafting if you wish to go down that road. A lot of effort has gone into the dual wielding. If you want to wield two shields, you can do that. Why not?”

A side activity involves a viking-style rap battle

Ismail revealed a side activity called flyting, a contest that consists of exchanging rhyming insults between two parties. Think viking rap battle. It’s even prevalent in Norse literature, with gods like Odin and Thor facing off in a battle of words.

“Flyting was something that we found in our research," Ismail said. "It was something that was done during this time period in the 9th century on the north side. So the Viking side, but also in the Saxon side in England, in mead halls for fun, for enjoyment.”

Flyting takes skill, since it’s supposed to be quick-witted and poetic, which turned out to be a great fit for someone like Valhalla’s protagonist, Eivor.

“Eivor is someone who appreciates a good joke, but also appreciates a sense of poetry,” Ismail said. “And so it fit really well in terms of the character we were developing and building that this activity can take place. So yes, flyting, modern day rap battles, is something that you can find in the game.”

Valhalla won’t feature multiplayer

The last time multiplayer appeared in a main entry was with “Assassin’s Creed Unity,” where you could team up through online co-op modes. Valhalla will have some sort of “online component,” but we’re not sure what it entails. However, multiplayer is not part of Ubisoft Montreal’s vision for the game.

Assassin’s Creed Valhalla is a single player game," Ismail said. "We do have an online component. There is a lot of value and a lot of features that come with being online. But to be clear, it is a single player game and and we thrive on that single player experience that we’re trying to make.”

Players build a settlement that evolves as they play

Similar to the homestead in “Assassin’s Creed 3” and upgrading the Villa Auditore in “Assassin’s Creed 2,” settlement building comes back in Valhalla. Eivor leads a viking clan, so exploring new regions and claiming territory will be part of the gameplay, though not all of this is achieved through brutal war.

“A little bit into the journey, you end up going to England where all of a sudden there’s a lot of space and there’s a lot of farmland and you settle down,” Ismail said. “You bring your people over. And now it’s about creating safety and growing this settlement for your people. And to do that, you have to gain alliances.”

You will want to “invite new people that can bring value to your settlement,” potentially similar to how you would recruit lieutenants in Odyssey for your ship or expand your creed in Brotherhood.

“Sometimes it’s about big assaults and big battles with people that don’t want you around,” he said. “This is with Saxons and Vikings alike. So the journey is quite dynamic.”

You revisit your settlement throughout your campaign, and over time it changes and grows with “new opportunities" and “new threats” arising periodically.

Modern day narrative tie-ins return

Ubisoft Montreal isn’t abandoning the modern day story line any time soon. Layla Hassan, the Abstergo agent-turned-assassin who we first met in Origins and last saw in Odyssey, will have a place in the narrative again.

“It’s after the events of Odyssey, a bit of time has passed since then,” Ismail said. “Of course, I can’t go into any of those details. There are some some really cool surprises I think for for fans and non-fans. Certain game play, that is an aspect, if I can call it that, for the present day that will, I think, surprise and hopefully thrill people.”

Dialogue options will still be prominent

Ismail didn’t confirm whether player choice moves the story toward new directions, but he said that dialogue choices are returning. He and his team considered what that means for the lore and the character, too.

“How do we embed that idea in a universe that says you’re reliving the DNA memories of someone? So that was an important reflection that we had made. And part of the conclusion of that is that we wanted to tell the story of Eivor, and that Eivor is a very defined character and someone who is complex, determined, introspective.”

Dialogue choices allow players to inhabit that character, helping to achieve that role-playing fantasy. Ismail says “all the choices you get to make and all the things you get to say in this game are things that Eivor would say or do at any given moment.”

Ubisoft’s Viking Age research

Since the birth of the series in 2007, Assassin’s Creed has plunged deep into history, but intertwines those moments with fiction. However, when it comes to landscape, architecture and politics, as well as the educative Discovery Mode (introduced in “Assassin’s Creed Origins”) that teaches you about certain time periods, Assassin’s Creed has put an incredible emphasis on historical accuracy.

This continues for “Assassin’s Creed Valhalla.” Ubisoft once again teamed up with historians, and Ismail explained that the first months of the project are devoted to research, conducted by several of the studio’s departments.

To truly understand the setting and its history, Ismail and his team traveled to Europe.

“We stayed in a longhouse [in Norway],” he said, noting the team also sailed in a viking longship. “We had a feast and we toured the land and we understood the beauty of this landscape, but also the challenges of living there."

In England, the team toured farmland and rolling green hills, imagining what it would be like to end a long journey from Norway with settling in this new country and home.

“You can understand the psyche of what it was [like to see] opportunity and see farmland," he said. "And then we went to England and toured a lot of England and met the people and really tried to soak in the culture, the history. This was easily the most insightful, grounding research that we had done.”

Ismail calls vikings not just fighters, but also settlers, explorers and farmers. During Ubisoft’s research, “one of the most interesting things” they uncovered was that when vikings invaded territories, instead of forcing others to behave like them, vikings instead tried to assimilate to the locals. They would “very quickly” acclimate themselves to the new area and its people, and it’s something that will come through in the narrative of Valhalla.

“And this is actually what historians believe led to sort of the end of the Viking Age,” Ismail said. “The Vikings changed themselves over time. Again our goal is to deliver the Viking experience, something that is anchored in the history and the culture in a time period.”

Ubisoft’s upcoming Assassin’s Creed: Valhalla won’t just be about pillaging and plundering. It’ll also feature viking rap battles known as “flyting”.

The game’s creative director, Ashraf Alsmail took to Twitter to answer a fan’s question on the new feature via the official Assassin’s Creed account. During the short video, Alsmail explains how flyting works in the game, and gives gamers a little bit of a history lesson.


Viking rap
battles, you say? @AshrafAIsmail
will get you up to speed on how this all-new feature works in
Assassin’s Creed Valhalla.#AssassinsCreed

Assassin’s Creed (@assassinscreed) May
22, 2020

“Flyting – this was something they did back then, both on the Norse side and also the Saxon side in England,” Alsmail started. “You know, this is one of the fun things to do when you’re sitting around in a Mead Hall. People would start drinking and kind of rhythmically insult one another for the cheers of the crowd around them.”

Alsmail also assured fans that flyting is a part of Norse culture and mytholgy, stating: “This is based on history. There’s even a saga written that this happened between Thor and Odin, where Odin destroys Thor through rhythmic insults. It’s part of the time period, it’s part of the culture.”.

He also alluded to how flyting plays out in Assassin’s Creed: Valhalla , with protagonist Eivor having to find a suitable insult and rhythm to throw at an opponent: “You’ll have multiple choices in front of you and you’ll have to find the right one that matches the insult, the one that has the right rhythm.”

He hints that there’s more to flyting in the game than just the rap battles itself, but failed to divulge any information, instead opting to reveal more get into those details at a later date.

Assassin’s Creed: Valhalla is expected to launch later this year along side the PS5. The game will also be available on PC Store, PS4, and Xbox One. Four pre-order bundles are now available.

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Assassin’s Creed Valhalla Doesn’t Use the Origins and Odyssey Loot System

As we’ve come to expect of an upcoming Assassin’s Creed game, gameplay details are slowly starting to emerge as we creep closer and closer to the next blowout. This latest eyebrow-raiser comes courtesy of the Official PlayStation Magazine, which features an in-depth look at Assassin’s Creed Valhalla in its newest issue.

Based on the words of narrative director Darby McDevitt, it sounds like Valhalla won’t be adopting the randomised loot system found in Assassin’s Creed Origins and Assassin’s Creed Odyssey. McDevitt tells the publication: “Every piece of gear is unique in the game and [can be] upgraded extensively so that when you find a piece of gear, you’re excited and you celebrate it, and that can stay with you for quite a long time.”

He adds: “It can be viable for quite a long time. So it’s quite a different approach than the previous games took.”

Indeed, we get the distinct impression that Ubisoft doesn’t want Valhalla to be perceived as a grind-heavy open world RPG – a criticism often aimed at Origins and Odyssey. The Official PlayStation Magazine brings some context to McDevitt’s comments, writing: “The lootbox system that featured in Origins and Odyssey appears to be gone; instead new unique weapons and gear are earned and valued, and most can be used throughout the entire game.”

While we don’t know exactly how different this overhauled loot system is, it’s clearly a departure from the two previous Assassin’s Creed games.

Expect Eivor to Have a ‘Coherent Personality’ in Assassin’s Creed Valhalla

In Assassin’s Creed Odyssey, Ubisoft allowed players to select their preferred playable character for the first time. Such a decision came with both positive and negative results. Among the negatives was a feeling that Kassandra/Alexios would often make decisions that contradicted player-centric choices. Apparently, Ubisoft Montréal is working to ensure history will not repeat itself on this front. In Assassin’s Creed Valhalla, then, fans should expect Eivor to have a much more “coherent personality.”

During a Q&A video on Assassin’s Creed’s Twitter account, Narrative Director Darby McDevitt explained which course the team is taking this time around. Typically, he said, RPGs approach leading characters from two different perspectives. On one hand, a developer can provide players with a “blank slate,” whereby every player-choice informs the character’s personality.

The other option is a character who has a “coherent personality.” All of the answers on display in their “dialogue options still fall within a spectrum,” McDevitt noted. (Think Geralt of Rivia in The Witcher series.) In writing Eivor with such coherency in mind, Ubisoft Montréal hopes players will finish AC Valhalla feeling as though Eivor was Eivor through and through.

See the full video featuring McDevitt in the post linked below:


Learn more about
how @DarbyMcDevitt
and his team approached Eivor’s character in Assassin’s
Creed Valhalla.#AssassinsCreed

Assassin’s Creed (@assassinscreed) May
25, 2020

While AC Valhalla is certainly taking the franchise in a few new directions, old features are returning, too. In another Q&A video, Creative Director Ashraf Ismail revealed that Social Stealth and the classic Assassin’s hood are making a comeback.

Assassin’s Creed Valhalla launches this holiday season for the PS4, PS5, Google Stadia, PC, Xbox One, and Xbox Series X. Ubisoft may show off more of the title during the Ubisoft Forward digital event, which is slated for July 12th.

[Source: Assassin’s Creed on Twitter]

Can’t wait for this!

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Assassin’s Creed Valhalla: more details on loot systems, character & “Viking rap battles”

Assassin’s Creed Valhalla is making some major changes. Ubisoft has been sharing some more info on this over the last few days, including the loot system, the classic Assassin’s Creed hood, “Viking rap battles”, and the placement of the not-so-hidden hidden blade.

The hidden blade

The hidden blade will be a little more conspicuous in Valhalla. Darby McDevitt, narrative director, says the placement of the blade is “something that Eivor feels very strongly about”, and plays into the importance in Viking culture of admitting a kill. "Vikings were known as having a sense of honour, McDevitt continues, “and it was very important that when you killed somebody, that you let people know that you had killed them. Oftentimes, people would not be punished for murder if they had a small justification, like say, somebody had insulted you. They would not be punished for that murder as long as they admitted to it”. The placement of Eivor’s blade on top of the wrist, where it will be visible to others, “is actually an extension of that kind of honour”.

The hood and cloak

On the other hand, Eivor will also be able to blend into the crowd using the game’s social stealth system. Ashraf Ismail, creative director, says it was important to the developers to bring social stealth back into the game “in a big way”. Eivor’s hood and cloak will have “social stealth value”: the hood in particular can be “manually activated” to be worn up or down, and this will presumably affect Eivor’s visibility further.

The loot system

Gear and loot will also be different in Valhalla. There was a lot of gear in Assassin’s Creed Odyssey, most of which didn’t have too long a shelf life: you’d find another, higher level weapon or level up another piece of armour. This unfortunately played against some of the better-looking or legendary weapons and armour in the game: an ancient hero’s amour doesn’t look quite so impressive when it provides less protection than somebody’s old bandit sandals you found in a pot on a hill. Speaking in the latest issue of the official PlayStation magazine (thanks, PushSquare), McDevitt says, “Every piece of gear is unique in the game”, and can then be “upgraded extensively so that when you find a piece of gear, you’re excited and you celebrate it, and that can stay with you for quite a long time… It can be viable for quite a long time. So it’s quite a different approach than the previous games took.” The magazine adds that “The lootbox system that featured in Origins and Odyssey appears to be gone; instead new unique weapons and gear are earned and valued, and most can be used throughout the entire game.”

Eivor’s character

When asked about the character decisions for Eivor, McDevitt says there were two options; a blank slate, where player choice would influence the personality of the character, or an already-present “coherent personality”, where dialogue and choices would vary within a spectrum. Ubisoft chose that direction: “We want our character, Eivor, to exist in a coherent space and have a coherent personality. So that by the time you get to the end of our game, no matter which little paths you’ve taken through our game, you always feel that Eivor was Eivor. And so whether you choose male or female… you will always feel that Eivor was coherent and complete.”

Flyting/Viking rap battles

Ismail says that both the Norse and Saxon sides took part in Flyting — a custom wherein you “rhythmically insult one another” — and that it was just “one of the fun things to do when you’re sitting around in a mead hall”. It’s even mentioned in a story about Odin and Thor. In the game, flyting will present itself as a range of multiple choices. If Eivor was challenged, for instance, they would need to choose the response which would both match the insult and the rhythm. Ismail says there’ll be “a little bit more to it” and that you “gain a little bit of something out of it” — but there’ll be more details on that later on.

While we wait for more Valhalla news, you can check out everything we know so far about the game, including more on social stealth and the one-shot kill, as well as the settlement, story, and activities, and every improvement we want to see when it comes to Xbox Series X. It might not be too long before we have more news: the digital Ubisoft Forward event in July might reward Assassin’s Creed fans with more details on the game. If you’d like to know what other events are upcoming, we’ve got a list of every digital event happening in place of E3 this year.

Assassin’s Creed Valhalla launches this holiday for both the Xbox One and Xbox Series X.

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ssassin’s Creed Valhalla has “the largest variety” of enemy archetypes in any AC game

During Ubisoft Forward, the Assassin’s Creed Valhalla devs said it would have the “largest variety of enemies ever assembled in an Assassin’s Creed game”. They have now specified that there will be 25 enemy archetypes.

Speaking to GamingBolt, the game’s narrative director, Darby McDevitt, says Valhalla will feature 25 enemy archetypes, each with “a unique way of challenging the player.” McDevitt elaborates on this, saying some “will have the ability to coordinate with each other for special attacks, while others will use objects in their surroundings to their advantage” and still others “might even adapt to what players are doing during the fight, and find ways to defend themselves.”

During Ubisoft Forward, we saw some of Eivor’s new combat abilities and weapons, such as the Viking harpoon and throwing axes, and learnt that Eivor would be able to dual-wield any two weapons — including shields, or incapacitate enemies via the stun system. McDevit says “enemies will also show their personality during combat,” and that some might “be intimated by Eivor and will try to keep the player at bay, while others will be more determined, and will do whatever they can to finish off their target.” These throwing axes and the stun system could come in handy against enemies who prefer to keep at a distance. Plus, Eivor will also have “a defence system, so players can take advantage of enemies’ weak points to open them up to brutal finishers.”

The Valhalla devs have emphasised before that they want to show how there were more aspects to the Viking life, and that the Vikings were settlers as well as raiders. However, when it comes to combat, the devs seem to have focused on the range of combat techniques utilised by Viking warriors. During Ubisoft Forward, they said the fight system had been “revamped” to “leverage the brutality and intensity” of Viking combat, which ranges from close-range combat to stealth. McDevitt added that they “wanted to reflect the grittiness of the Viking experience,” paying “special attention to the feeling of impact during visceral combat,” and that the versatility of Viking combat “is reflected in the great variety of weapons, dual-wielding, and playstyles available to the player.”

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I have the Gold Edition pre-ordered.

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Assassin’s Creed Valhalla will “change the usual RPG formula drastically”, say devs

Narrative director for Assassin’s Creed Valhalla, Darby McDevitt, says the dev team decided to “change the usual RPG formula drastically” for the latest AC game.

Speaking to GamingBolt, McDevitt discussed how the usual side quest formula wouldn’t work for Valhalla. “One of the first things we asked ourselves when making Assassin’s Creed Valhalla was “Does the traditional Main Quest / Side Quests format work for a Viking who invades a hostile country?” The answer was a resounding “no”. Traditional Side Quests, as you find in almost every RPG around, just didn’t make sense for our character — we couldn’t see Eivor taking time out of their raids and assaults to stop and help a stranger out of the kindness of their heart. That sort of generosity applies to a Medjay, or a Mercenary, or a generic Hero, but not to a Viking raider. The locals would be too suspicious of Eivor.”

It’s true that although Ubisoft seems keen to present Eivor’s vikings as settlers as well as raiders, it would still seem a bit jarring if Eivor was so easily accepted into the local society. Indeed, the striking contrast between the raiders and the locals had some fans wondering how social stealth would work in this game: how it would be possible for hardened warrior Eivor to blend into a crowd of monks or villagers just by pulling their hood up. Creative director Ashraf Ismail addressed this, and discussed how Valhalla will bring back social stealth, saying “the idea that a Norse person or a Viking is in a place that they’re not wanted, for them to sort of go incognito and kind of hide in the crowd… made a lot of sense”, and that the game puts a “cool new spin” on the “social stealth” feature.

As for side quests, McDevitt says the team “made an early decision to change the usual RPG formula drastically and focus on telling more long-form stories with high stakes, sprawling arcs, and huge emotions. So rather than playing one long main story and, for example, one hundred miniature stories, players will experience many key stories that each have the epic scope of a feature length film. Many of these connect to Eivor’s personal journey, others feel more stand-alone, but all are related to Eivor’s and their clan’s desire to carve out a permanent place of their own in England.” This new format, McDevitt says, left room for “a lot of room for smaller and more intimate narrative moments scattered throughout the world,” such as World Events: “countless small little happenings, side stories, and surreal encounters that players may engage with as they see fit. They won’t be tracked in your quest log, but they’ll tug at your curiosity.”

Assassin’s Creed Valhalla releases on November 17th. Ubisoft has promised another Ubisoft Forward, where it’s possible we’ll get a lot more info on the game.


I’m looking forward to this,I don’t know whether it’ll be a day one purchase.

Already pre-ordered

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The female version of the trailer:

So she is supposed to be the cannon character just like Kassandra in Odyssey. But some person that is no longer them claims women don’t sell.