Dark Pictures Anthology – Man of Medan Interview

At EGX 2018 we sent roving reporter Jason Coles to meet with the people behind some of the most exciting upcoming games and get us some juicy scoops. You can see the others here, but meanwhile here’s his interview with Tom Heaton, game director behind Man of Medan:

So we are here with the Tom Heaton the game director behind Man of Medan which is part of the new horror anthology from Supermassive, the Dark Pictures. Why have you chosen an anthology rather than just a single game or a slew of sequels?

Well the idea behind the anthology is that it gives us a way of exploring all the different types of horror. We are big horror fans in the studio we love all horror films and other types of horror and we are aware that there are a lot of different types of horror. You never just go and watch a horror film you watch a type of horror film; a slasher movie, a ghost ship, or another subgenre. So that was one of the starting points, how can we do service to all the different types of horror? The other is just to be able to make games on a more regular basis, it’s a model you see more and more in TV, the anthology model where people are getting completely separate stories being told but the way they are being told is familiar.

So with the anthology you’ve previously said that there would be a connecting theme, is that theme the different sub-genres of horror?

Yeah that’s what we kind of meant by that. They will all be horror. They will all be different sub-genres. We’ve got certain ways we connect them though, we ground the stories in things from the real world. That might be myths that they’ve heard of or folklore or an urban legend, so that’s one of the things we use. The different games, although they’re all unique stories and characters, they’ll have some similarities in the way they play. I think people will definitely be able to pick up one of the games in the anthology and immediately know it’s a Dark Pictures game and a Supermassive game.

Clearly you are all huge fans of horror, would you ever consider stepping away from that and doing a different genre instead?

Well within the studio we have experimented with things outside of the horror genre, so never say never. It’s just that horror is a thing that works really well for us. We have this idea that everyone you play as could live or could die and that fits right into the horror themes. You always have to worry about who will survive and it works really well for it.

When designing the games is there a specific emotion that you want the players to feel, do you want them to feel scared for the characters or exhilarated by the experience, what are you going for?

Absolutely that is a really important part of how we design them. So obviously we want to scare the players and that’s what they’ve come to us for. They’ve signed up for horror, they’re expecting to be scared and we have to make sure we deliver on that. There are lots of different ways of being scared though. Everything from a creeping terror through to all out jump scares and fear. So there are a lot of different types of being scared and we have to lead the player through those different stages of fear. We know that if you’re scared for too long then you kind of build up a tolerance to it, it stops having an effect. So we have to scare you and then take you right down again, give you time to relax and get comfortable before we slowly build it back up again because then you’re ready for another scare. It’s not the only emotion we are after though, in order to get the scares to really work we have to make you care about the characters. We have too give you some relief from the scares. So there is always some romance in there, some humour. We want to give you a broad array of entertainment, get you to relate to the characters and understand the problems they have. We strive to make very realistic characters, they’re not perfect, they’ve got faults, they’ve got hopes and ambitions and we want you to care about all of that, because that is when the scares work.

Are there any actors you haven’t worked with yet that you would like to?

We do have a list but I can’t really share it with you. I will say though that the reason we have a list is that those actors bring audience recognition which is really important but they also bring really strong performances. It is the performances that really make the game. So casting and getting the right actor, then letting that actor give the performance they want to give is a really important part of our process.

Part of the immersion is how good the graphics are, I assume these games just couldn’t have existed last generation, is VR something you are looking into working with more?

You’re definitely right, we couldn’t have done this last generation. We are pushing the current generation to its limits to get it to look this good. We have done VR horror games and it is something we are very interested in, but right now we are focussing on traditional TV style perspectives for these games for Dark Pictures.

During the Man of Medan demo the way that the character looks around as you’re moving makes it feel a lot like you are witnessing what they are doing rather than controlling them. How do you make sure that the player is scared given that level of detachment from the character?

Sometimes that can help with the scares actually. So we use these fixed cameras and allow the characters to move around. Sometimes in intense bits the camera is close like in films, so we are doing it for a specific result. Sometimes though when that character walks away from you that actually makes things more scary. It’s like a child walking away from you you’re not able to grab them and protect them from anything that is going wrong so that can really ramp up the tension.

One of the most interesting things in the demo is that you’ve got these zombies that dissolve into water, what was the inspiration of that almost dissolution of that scare?

Well the demo is from the middle of the game and that set piece, Fliss has no idea what’s going on, she’s just seen a dead body and then more dead bodies so things are spiralling out of control for her. You call them zombies, but I don’t think that is what Fliss would say, she’s just seen these bodies, and now they’re alive again. So she doesn’t know what’s happening it’s occurring to her that she’s on a ghost ship.

One of the most interesting aspects was that Danny is almost aware that he’s in a horror film. He says that the ship is cursed and those who die on the ship haunt it. What kind of reaction are you hoping that the players will get out of that?

That comes back to drawing on the real world stuff, so this is a ghost ship and the great things about these kind of ships is that there are so many legends and myths, mostly from the fisherman. Danny is a fisherman , they are a highly superstitious bunch because of the dangers of the job. So that is just one of the things that he’s heard since childhood. You die on the ship you stay on the ship, so suddenly it’s all become very real for him. So we are playing on the fears that the characters themselves have, how does Fliss feel about that, does she believe him or not? It all contributes to the mystery and the fear that we are trying to build.

At the very beginning of the demo you’ve got a decision between rational and emotional, does that impact the kind of scares that you deliver?

Well a lot of our decisions are framed between head or heart. There is no right answer to these, the game will play out no matter which one you choose. So it is more of a framing device for those different choices. Specifically though that chapter can start in a number of ways, it is a choice especially for the demo. It allows us to mess around with different starting conditions. In this case it helps decide if one of the characters is with you from the beginning or not.

Would you ever consider doing a linear story instead?

I don’t think that would work for us because one of our commitments is doing something that looks and feels like a film, but where the player is given some control and some interactions. As soon as you give the player some control then the story has to change, if they choose one thing it has to go one way, if they choose the other then it has to go another way. The narrative starts branching immediately, and once it starts branching it never stops. So all of our games will have heavily branching storylines.

Obviously by choosing to go into horror you run the risk of playing too much on tropes, how do you avoid relying on those too much?

Well we make sure we get to know the clichés and the tropes of the sub-genre really well. Sometimes we use them in a straight way and people laugh in a knowing way, sometimes we subvert them. If the trope leads you to believe that something is going to happen and it just doesn’t happen that way. It’s not just horror tropes though, we do the same with game clichés there’s a thing where games are very moralistic. They always want you to do the right thing, so you can always read the right thing and the wrong thing, most people try to do the right thing. So we try and take that certainty out of the choice. So something might look like the right thing but it will carry a lot of risk, like an immediate risk to your life. The other choice might be the wrong thing to do but it’s also the safe thing to do. We try to mix it up for the players.

With making an anthology, how do you plan on avoiding making your own tropes?

I think that’s just something we need to keep an eye on to keep things fresh. We have a different director for each game. So a number of them are in production at the same time so the core creative team is a little different. It’s just something we will look out for, you’ll find that the games in the anthology will be very different.

One last question that isn’t about the game, what is your favourite horror film?

Well I’ve got a lot of favourites, but the one that I tend to go back to is The Shining. I love The Shining, I think it’s a brilliant film and it works on lots of different levels. It’s not always jump scares but it is extremely scary.

Thank you very much.

Man of Medan will be coming to PC, PS4, and Xbox One in 2019.

Everything You Need To Know About For Honor: Marching Fire

Ubisoft have announced the biggest new update to For Honor that will expand the age of all-out war like never before. For Honor was initially launched back in February 2017 as a strategy-action game where the most fearsome warriors confront one another in battle for resources and territory in the aftermath of a natural catastrophe. The update, scheduled for a 16th October 2018 release, promises 4 new heroes, a new 4v4 mode, significant visual enhancements, Breach Mode, Arcade Mode and unlimited single player and 2-person co-op PVE mode.

Let’s explore how some of these brand new updates will add to our gaming experience:

The Wu Lin Faction

For Honor Marching Fire welcomes a new faction of warriors fleeing Ancient China that bring the total for For Honor heroes to 22. The four Wu Lin warriors; the Shaolin, the Tiandi, the Jiang Jun and the Nuxia, now travel west seeking vengeance from war, betrayal, and personal tragedies. They will be able to face 3 of the fiercest warrior factions who we met in the first release of For Honor; bold Knights, brutal Vikings and deadly Samurai. The introduction of 4 new heroes of the Wu Lin Faction will add a new element to this fast-paced thriller, bringing new weaponry, battle techniques and unique backstories to the game. The Shaolin warrior monks are characterised by their monkey-like fighting styles, whilst the strength of the Tiandi lie in their large broadswords. As trained bodyguards and assassins with artistic use of hook swords, the Nuxia are formidable one-on-one fighters who contrast the strong offensive attacking expertise of the Jiang Jun.

Arcade Mode

The new Arcade mode offers the opportunity for players to explore the new heroes and get to know their strengths before carrying them over to multiplayer modes. The solo co-op mode allows players to fight battles, put skills to the test and earn rewards that enable them to level up heroes’ gear score and reputation level. Arcade mode offers infinite replayability within quick play scenarios that deliver unique battles every time with varying objectives, enemies, and modifiers. Players can pick their quest out of more than 30 modifiers and choose to battle alone or online with a friend, even if that friend doesn’t own Marching Fire.

Breach Mode

Adding to the existing multiplayer settings; tribute, dominion, duel, brawl, skirmish and elimination, a new and exciting breach mode is introduced to For Honor Marching Fire. This strategic, team-based multiplayer mode offers the thrilling ability to storm or protect a well-fortified castle equipped with ballistas, fire cauldrons, and archers. The attackers must escort and use a battering ram against the two gates of the castle. Defenders have a cauldron and many other tools at their disposal to try to destroy the ram and protect the King or Lord inside the castle.

The update will be available across PC, PS4 and Xbox One. Heroes of the Wu Lin Faction and arcade mode will immediately be available for anyone who purchases Marching Fire on release. If players opt not to purchase the update directly, the 4 new heroes and 4v4 breach mode can also be unlocked using the in-game currency, Steel, following an early access period. Additionally, all players will receive the free graphical update, using interface update and new dialogue system. If you want to get the updated game, we’ve got it available for pre-purchase on Green Man Gaming here.

Previously On Assassin’s Creed…[Updated]

Assassin’s Creed Origins will be released this October after an unusual 2 year hiatus for the series, and is set to take full advantage of 4K visuals, as well as revamped combat and a setting that takes us right back to the origins of the order of assassins we so know and love. But what if you missed out on a game, or stopped playing after AC3 (we know you did) and now you need to know what you missed? Well, let me tell you what happened previously on Assassin’s Creed.

Assassin’s Creed

Genesis. This is where it all began, in the city of Jerusalem. Set during the Third Crusade in the Holy Land, you play as impatient Altair, a brash young assassin who must learn the ways of patience and thorough planning to get to his target. Altair’s mission was to stop not one side of the Crusade, but the Templars who had infiltrated both sides. The game introduced a whole slew of series staples, including the hidden blade, information gathering side-quests, that combat and free-running across huge cities.

Assassin’s Creed 2

A substantial leap in nearly every way, AC2 put you in the fashionable shoes of young Ezio, a youth in Florence who discovers that his father is a member of the order of Assassins. He trains and learns the ways to avenge his father and brother, bringing down the Templars. This entry still stands as one of the most popular ones, and it’s not hard to see why. New mechanics were introduced such as more weapons, hiring groups of courtesans or ruffians to distract guards, and plenty of gadgets from none other than Leonardo Da Vinci.

Assassin’s Creed: Brotherhood

Staying with Ezio, Brotherhood introduced a management mechanic that put him in charge of the assassin’s presence in Italy. Not only could he summon assassins to kill guards and assist in scraps, but he could dispatch them across Europe to do missions in the name of the order. Known as one of the best games in the series, Brotherhood takes what made AC2 and perfects it, as Ezio battles the Templar family of the Borgias in Rome. It also introduced a very fun multiplayer, with players having to hunt each other.

Assassin’s Creed: Revelations

Once again being put in the now-getting-on-a-bit shoes of Ezio Auditore, he travels to Constantinople to battle the Templars one last time. Now in a fittingly grey outfit complete with wizened beard, Ezio is slower but more skilled and deadly than ever. For the first time in the series you’ll face enemies with guns, you’ll have a special hook to help you climb faster, and play a tower defense mini-game to defend your orders. This game solidifies Ezio’s dominance in the line of Assassins, and as a beloved character in video game history.

Assassin’s Creed 3

The series jumps forward to the American Revolution, following half Native-American, half English assassin Connor. AC3 was a low point of the series, where we lost a fair number of fans. However the game introduced some mechanics that have really enriched the games, for example it brought free-running and parkour to the wilderness, and ship sailing and combat was introduced. Unfortunately after beloved Ezio, Connor was just not likeable enough, but his quest to fight the templar red coats was thrilling, and with his tomahawk and bow really made you feel like a hunter.

Assassin’s Creed: Black Flag

Rewinding time a bit to Connor’s grandfather as he comes across the Atlantic, Black Flag is one of the series highlights for one reason: Pirates. Most fans see Black Flag as a pirate game, featuring famous pirates like Bonny Ann, Jack Rackham and Blackbeard, where your character happens to be an assassin for some reason or another. Raid forts on the caribbean, fight ships and hunt sharks, and island hop to fight the templars who are the occupying British. Hardly as skilled and versed in the assassin ways as Ezio, Edward Kenway makes up for it with pirating skills and 4 pistols.

Assassin’s Creed: Unity

Unity heads back to the cityscapes of Europe just in time for the French Revolution. Going from the open seas of the Caribbean to the towering buildings and cathedrals of Paris is somewhat shocking, but Amo Dorian is once again a rowdy and impatient young European who has no time for the Grandmaster’s plans and caution. It’s a fairly above average entry in the series, with breath-taking scenes like Notre Dame, masses of rioting civilians and cooperative play. Also the city is smaller but more dense, as most buildings had interiors that Amo could dash in and out of. His fighting style was much slower than most but it fitted with the dueling nature of the period.

Assassin’s Creed: Syndicate

The series steams ahead to Victorian London, making the most modern setting to date where not only guns were common-place, but carrying a sword around wasn’t quite cricket. Play as both Jacob and Evie Frye, twins who inherit their assassin skills and simultaneously start a gang war across London, and try to hunt down the Templars. The game brought in some cool mechanics like the grapple hook for fast climbing, complex fist-fighting for winning gang fights and sword canes. Also, the twins regularly switch between top hat and hood, making them the least conspicuous assassin’s that we’ve ever played.

Assassin’s Creed: Origins

Origins brings the series back to us after a two year break, and suitably takes players to the origin of the assassin’s brotherhood. You play as Bayek, a medjay who is sworn to protect the rightful Pharaoh of Egypt. After losing his son, Bayek and his wife Aya go from revenge-fulled assassins to co-conspirators to take down the shadowy cult that wronged them, and also happens to want to control the whole country. Gameplay-wise Origins started a major shift towards a different style of play. Weapons with stats, no counter button, regional levels to set difficulty and very decent side quests. And giant crocodiles. And an eagle that works like a drone from Ghost Recon. There’s really a lot of good stuff in here and thankfully it’s but a stepping stone to the new style of Assassin’s Creed game represented by Odyssey.

Assassin’s Creed: Odyssey is available for pre-order, and releases on Friday. Or buy the Gold or Ultimate edition to play right now!

Why attending conventions is important

Last weekend saw the Birmingham NEC play host to EGX 2018, an annual gaming event showing off indie games, big triple A titles, and everything in between.

We were there, hitting the show floor and taking a look around, taking in the new stuff and getting some hands-on time with upcoming games (some of which may have been a little confusing for some of us).

Now, going to conventions might not be for everyone – if they’re overwhelming for you or if you just can’t face going then that’s absolutely fine. This article isn’t here to push you out of your comfort zone or to ask you to go to something that might make you feel bad.

But if you’ve been on the fence about going to a convention or gaming event, then we’re talking to you. Here’s the reasons why I reckon going to conventions like EGX, Rezzed, Gamescom, and others is so important.

You feel connected with other gamers

Gaming can be a bit solitary sometimes. And for some of that, it’s absolutely fine. For me for example I tend to play games by myself, single player only, and only rarely do I hop online.

Even so, even if you do play games online all the time, it’s not the same. Voices through a headset aren’t quite the same as meeting people in real life, and conventions and gaming events fill that gap. You get to go along alone or with friends and maybe meet up with some of those disembodied voices. Even if not, you get to meet people in the same position as you, people who are there to play the games.

#EveryonesaGamer? You see it for real

We’ve been running an initiative recently called #EveryonesaGamer. We’ve been trying to show off that people from every walk of life, are of every gender, and are in fact everyone.

Well you go to a convention or a gaming event and you see this happen right in front of you. OK, yes, there are a lot of white dudes with beards, but there’s also people of every shape and size, every gender, every colour, able bodied or no – gamers are every kind of person.

It’s honestly heart warming to take a walk around and see that the people around you don’t necessarily look like you. Gaming has bridged those gaps, it’s the power of the video game.

Of course don’t forget the games

Well the events wouldn’t happen without video games, and there’s always a hecktonne of them at these events. Sometimes you have to queue up (something we British people excel at) but there’ll always be space for you. Especially in the indie areas at these events, you can usually just trot up and get hands-on almost immediately.

That accessibility and ability to play things before they’re out is intoxicating, and that leads us to…

Everyone’s there for one reason

There’s unfortunately a lot of negativity around games.

Look at our Newsroom or at the comments under almost any post we make on Facebook. There’s just an overwhelming amount of negativity about individual games, inclusivity in games, publishers, developers, everything.

It’s tiring and deeply deeply sad. That’s why it’s wonderful when you go to a convention or a gaming event and realise that everyone is there because they love games.

No-one’s paid for travel, tickets, accommodation, to rag on games. Everyone’s there because they’re there to celebrate what they love.

It genuinely recharges the batteries so when you go back home and look online and see the tidal wave of negativity, you can remember it’s just a vocal minority. The real gamers are out there loving games, not insulting each other or the things they love.

You get to meet your heroes!

Honestly this is just so I can tell you all I met Julian Gollop, creator of X-Com. The original X-Com, the one that I played on a demo disc back in 1994, the one that I still bust out every so often.

That’s something you can’t put a price on, and maybe your hero won’t be at the event you go to, but maybe they will.

Have you ever been to a gaming event? Tell us your stories in the comments below.

Questions I have about Kingdom Hearts III

This weekend saw the annual EGX convention, a yearly celebration of everything video game, held in sunny Birmingham in the middle of England.

As part of it, we got to sit down for a few minutes with the upcoming Kingdom Hearts III, the long anticipated next part in the legendary Kingdom Hearts series from Square Enix.

The section I played was an introduction to the Toy Story segment, and mainly featured a series of battles in Woody’s world.

After playing I realised that I have a few questions about Kingdom Hearts, both the series and the game itself. Now, before you all start commenting; I have never played a Kingdom Hearts game before.

Now we’ve got that out of the way it’s on to the questions. Be warned, Kingdom Hearts fans, I am clueless.

What’s a Xehanort?

What’s the Organization?

Why does Donald Duck keep screaming ‘ORDER’?

What is the Order?

Who’s the silver haired dude and is he different to the other silver haired dude?

Why does T-Rex think Sora is called something else?

Where have all the humans and other toys gone?

Why are we in Toy Story?

Why are we in Disney stuff anyway?

How did we turn into toys?

Why can I turn into a giant castle that destroys enemies?

What are those enemies?

Why do they look like fat insects?

What exactly *is* a keyblade?

Why do I have a load of them?

Why can I summon teacups that I can ride around in?

How come some toys can talk and some can’t?

How did we get to the Toy Story land?

Why does Buzz Lightyear’s laser work as a real laser now?

Why is the silver haired bad person shouting about hearts?

What do hearts have to do with anything?

Is the kingdom a real kingdom?

If you’re in the worlds that Disney has created, does that mean the films carry on when I’m not watching them?

I think that’s all the ones I have, please send your answers on a self addressed postcard so I can try and figure out just what the hell is going on in Kingdom Hearts III.

Assassin’s Creed Odyssey PC Editions Overview

It’s almost time to bust out the sandals and sharpen your spears, because Assassin’s Creed Odyssey looms large on the horizon. It’s bringing refined RPG systems, revamped combat and returning naval battles along with it – plenty to be excited about.

But which of the games many editions is right for you? Let’s go through each option and detail what’s included.

Assassin’s Creed Odyssey Standard Edition

As you’d expect, this cheapest version includes the base game only.

Assassin’s Creed Odyssey Digital Deluxe Edition

With this one you’ll get the base game plus a digital deluxe content pack which includes unique weapons, armours, naval customisation options, and temporary boosts to your character.

Assassin’s Creed Odyssey Gold Edition

Working up through the editions, here’s what the Gold gets you.

  • The main game
  • Digital Gold Edition: Play up to 3-days early starting October 2nd
  • The Season Pass

Assassin’s Creed Odyssey Digital Ultimate Edition

Fancy going Digital Ultimate? This is what you’ll get.

  • The main game
  • Play up to 3-days early starting October 2nd
  • The Deluxe digital pack
  • The Season Pass

Assassin’s Creed Odyssey Spartan Edition

Still not satiated? Crikey. Best go for the Spartan Edition and its digital and physical luxuries then.

  • The main game
  • The Season Pass
  • The Deluxe digital pack
  • The Blind King additional mission
  • The Spartan Leap figurine (height 39cm) by Ubicollectibles
  • The Assassin’s Creed® Odyssey Steelbook™
  • An exclusive lithograph
  • The world map
  • The 64 page Artbook
  • The selected game soundtrack
  • The Premium collector’s box

Assassin’s Creed Odyssey Pantheon Edition

  • The main game
  • The Season Pass
  • The Deluxe digital pack
  • The Blind King additional mission
  • The Nemesis Diorama (height 39cm, 65cm) by Ubicollectibles
  • The Assassin’s Creed® Odyssey Steelbook™
  • An exclusive lithograph
  • The world map
  • The 64 page Artbook
  • The selected game soundtrack
  • The Premium collector’s box

Assassin’s Creed Odyssey vs. Origins – what’s new?

Once again it’s time to travel thousands of years into the past and stab people to death while wearing sandals – but despite surface-level similarities between Assassin’s Creed Odyssey and its 2017 predecessor, Origins, a lot more has changed within the franchise blueprint than first meets the eye.

Assassin’s Creed Odyssey Setting

The ancient world makes a return this year, but we’re heading slightly further north and a few hundred years earlier. Greece in 431 BCE, to be exact.

Set during a fictionalised secret civil war between Athens and Sparta, it’s a time of great political upheaval, just begging for an ultra-powerful mercenary to sort the whole sorry mess out single-handedly. Where would one find such a character, though?…

Assassin’s Creed Odyssey characters

In this game you’re able to choose between a male and female protagonist, Alexios or Kassandra. In either case you’re an ultra-powerful mercenary – what luck! – and you’ll become increasingly involved in the civil war’s twists and turns as the game progresses. These events occur 400 years before those of Origins on the AC timeline, so it’s unlikely you’ll find any reference to the previous game this time – at least not in the historical setting.

Meanwhile back(?) in the present day, Layla Hassan makes a return in her role as Animus outlaw, uncovering a grim conspiracy and travelling through time to uncover the truth of the Peloponnesian war that’s been kept out of history books for centuries. Perhaps there’ll be more opportunity for the story to bridge the two games in these present day sequences, although how frequently they feature isn’t known.

Assassin’s Creed Odyssey romance options

For the first time in the series, player-driven romances with NPCs feature in Odyssey. Regardless of whether the player picks Alexios or Kassandra as their protagonist, both male and female romanceable RPGs will feature. Just don’t go breaking their hearts.

Combat

Origins’ savvy repositioning of the combat model from action game button-bashing to an RPG-like hitbox mechanic went down a storm with players, and a similar system returns here with new bells and whistles.

Alexios and Kassandra are able to unleash special attacks by filling up their meter during combat and hitting the special button at the opportune moment. In true RPG style, a greater variety of specials is unlocked as the character levels up, including the “This is Sparta!” kick, as it shall forever be known.

Assassin’s Creed Odyssey naval combat and exploration

Players were able to take to the water in various vessels in Origins, but it wasn’t the kind of full-blown naval affair Assassin’s Creed IV: Black Flag offered. This time the archipelago or Greek islands provides a perfect venue for larger ships, proper naval combat – dare we suggest – ancient Greek sea shanties? While the latter might be speculation, there’s definitely a return to controlling large sea vessels and ship-on-ship combat in this game.

Assassin’s Creed Odyssey world map

Let’s face it, Origins wasn’t lacking for size. The enormous world map housed geographical treasures that took tens of hours to be uncovered in between all the quests and collectible-hunting, but somehow it’s been dwarfed by Odyssey’s map. At 135 km squared, it’s 60% larger than its predecessor’s, and although some of it is Mediterranean sea, there’s a huge amount of environmental variation between its many islands. Expect ancient metropoli, lush greenery, olive and wine groves, volcanoes, mountains, fishing villages, farms, ancient monuments and much more.

Assassin’s Creed Odyssey Setting and map

For over a decade, Assassin’s Creed has been taking players to historical locations realised with depth and accuracy rarely seen in the medium. After ancient Egypt got the Animus treatment in 2017, it’s ancient Greece’s turn with Assassin’s Creed Odyssey. But what can we expect from the setting, and how will it affect your journey? Let’s examine what we know so far.

Assassin’s Creed Odyssey Setting

Historically, the game begins in 431 BCE, which puts it four hundred years before the events of Assassin’s Creed Origins on the series timeline. Of course, time’s never an easy thing to discuss in this franchise because there’s a present-day narrative running parallel with the exploits of your historical avatars. Layla Hassan, the modern day protagonist from Origins, returns in her role for this game too, so expect a direct continuation of that plot thread despite the 400-year discrepancy in historical settings.

There’s a civil war afoot back in Ancient Greece, albeit the fictional Peloponnesian war in which Athens and Sparta are vying for overall control of the archipelago. As mercenary Alexios/Kassandra, you’re caught in the middle and quickly forced to choose a side. Your actions have a tangible bearing on the conflict, and the political borders, so choose wisely. Within the game narrative, this is a secret war, the details of which have been kept from broader society for hundreds of years – expect this to be a major point at which historical and present-day narratives intertwine.

Assassin’s Creed Odyssey Map

In-keeping with series tradition, an enormous world map plays venue to the events of Odyssey. To give you some idea of the sheer scale, here’s a list of the regions:

  • Makedonia
  • Malis
  • Phokis
  • Lokris
  • Boeotia
  • Megaris
  • Attica
  • Korinthia
  • Achaia
  • Elis
  • Arkadia
  • Argolis
  • Messenia
  • Lakonia
  • Kythera Island
  • Thera
  • Messara
  • Pephka
  • Anaphi
  • Nisyros
  • Kos
  • Melos
  • Hydrea
  • Paros
  • Naxos
  • Mykonos
  • Delos
  • Seriphos
  • Keos
  • Samos
  • Andros
  • Chios
  • Lesbos
  • Lemnos
  • Skyros
  • Euboea
  • Kefalonia

Phew. That’s going to take some time to explore – hope you brought your comfy sandals. The world map covers an enormous 130km², making it 62% bigger than the already massive Origins map, which in itself lay largely unexplored even after the player completed the main questline – such was the scale of its optional exploration and diversions.

Up in Northern Greece, you’ll find olive groves, mountains, deciduous trees and sparsely populated settlements. The salt flats of Lokris and the fledgling settlement of Makedonia are waiting to be discovered by the player.

Meanwhile, Kefalonia brings the azure seas and cloudless skies, along with beautiful beaches and the peaks of Mount Ainos. Peloponnese and the Attica Peninsula provide a stark contrast to both these regions, each one densely populated and bearing the marks of deep-rooted urban civilization – statues, monuments, markets, roads and plenty of political intrigue.

For still more environmental variation, the forest islands and arid islands are as they sound – dense flora and fauna on one, where the locals exist on an economy based on wine production, and brutal volcanic rocks, lava veins and sulfur lakes on the other. The town of Messara, situated here, was once the capital of the Greek Islands, and still enjoys a reasonably large population for the area.