From stormy skies to clear ones, #AssassinsCreedOdyssey is capable of conveying a whole range of emotion in landscape. The lighting and weather effects here are incredibly well done.

#VirtualPhotography

Landscape can often be a better character, than character itself at times.
I wanted to add a bit more, since whilst I am not a famous game dev by any means... I am a game developer and a writer - or rather ex PC developer - I moved on to pen and paper RPGs in about 2000.

@DarbyMcDevitt understands this a lot, you can see it in the way he uses landscape
To frame and inform the stories in the brief segments we've seen of Valhalla. Example, the children who steal from Eivor don't suddenly appear in the environment - they are working in an area, a place that tells a story in the land if you know what to look for.
When you track them down, you can see their abode, and what they are doing. The land tells you a lot about what's going on with these kids. By framing all of this you're drawn into the kid's lives, the scene, and the environmental storytelling.

Witcher 3 does this brilliantly.
Origins has a similar flair for this, and so does Black Flag. Environment and landscape as character, and stage.

Look at the Pyramids for example, they are not just tombs, they are tiny stories and microcosms of character. They have a unique flavour, and a theme.
Every one tells a story from the weathering on the surface, to the interior.
When you create a checklist of things to do in a location though, you lose some of that character and if you pepper it with a dozen quest givers who give out small quests and there's no context, you lose some of that charm in the landscape.
Assassin's Creed: Origins works with this a lot. The side content tends to start in context, with a person who isn't just camped out in the wild - they are on a stage with another player - the environment - One Good Roman for example, the backdrop - this!
Now contrast this to MMO's or some other RPGs/CRPGs, with endless quest boards and random quests in the wild. You create a generic characterless design, and rob the agency both of player and character here.

Dozens of ! don't make a compelling game.
One reason I am excited for #AssassinsCreedValhalla is that every quest and world event looks hand made and designed to be engaging and fun.

A mystery to explore, to take you out into the world.

The world which is a character.
You can follow @D_W_Pearce.
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