Assassin's Creed: Valhalla – DLC Review
Written by Sorrosyss, December 21st, 2021
Warning: Spoilers from the game and across the franchise It has been two full years since the initial release of Assassin's Creed Valhalla, and the support for the game has only just recently ended. The extended live service model had a large amount of content in that time, with varying degrees of success for each. Let us take a look at the major contents now then, and decide which elements we consider were a success, those that partially worked, and those that did not work well at all. THE POSITIVE ASPECTS CROSSOVER STORIES There was also a welcome content patch for fans who loved Odyssey, where two years after support for the game had been terminated, we suddenly found a new narrative DLC and a new map added to that title. Frankly I really enjoyed the story presented, with some strong dialogue throughout and several of the threads left open by Odyssey’s ending being wrapped up in a satisfying conclusion for The Eagle Bearer. The new maps were smaller in size, giving a much more concise use of map space, as opposed to the overwhelming size of the main world maps for both games. For a free piece of content though, one certainly cannot grumble at the five or so hours provided to us. It was very enjoyable, and could potentially open the door to further crossovers given the warm reception from the fanbase here. THE FORGOTTEN SAGA That being said, difficulty can be a subjective matter down to an individual's preference. Looking at the trophy data for PS5, at the time of writing I can see that 7.9% of the player base have attempted the mode, with only 1.0% having actually completed it. Whilst this is not an exact measurement form, it gives us a rough idea of player engagement numbers, ultimately suggesting that effectively only 1 in every 8 players who attempted the mode actually completed The Forgotten Saga. I think that's a bit of a shame, as the story that was presented had some interesting narrative revelations, which some players may now never have the pleasure of experiencing. In that regard, locking down the difficulty to a set value kind of deprived a portion of the player base here unnecessarily. I'd propose then to still allow the difficulty setting to be adjusted. Perhaps something to consider for the next time, should this style of mode return to the franchise. I personally see a lot of potential for using these repetition mechanics alongside the Synchronization principles of the Animus. For example, you could certainly see something similar being used to allow players to see an increasingly more accurate depiction of a memory simulation, through repetition of determination. That's kind of where this particular DLC has only a minor disappointment, in that the fact that we were forced to play as Havi and within a mythological filter. Moving this back under the grounded Sci-Fi slant of the Animus simulation is definitely of interest to me. Overall though, this experiment was definitely a success in my book, and frankly I would not be surprised to see this gameplay style return for Assassin's Creed: Project Hexe. THE MIXED OPINIONS THE LAST CHAPTER For my taste, Eivor's characterisation felt a little off too. Here was a character that had spent her time in England acting as a Kingmaker and establishing a settlement of her own, yet she seemed far too keen here to abandon all of her friends and responsibilities to head out west... “because Odin”. I was hoping for a true explanation as to why she travelled and evidently died in Vinland, but there was none. It makes even less sense when you consider her main reasoning was to be closer to understanding Odin and the Isu. To my mind, Valka's potions brought on intense visions of the Isu era, that would have helped Eivor to further investigate in a greater degree than speaking to an apparent hallucination in her head (a notion she’d previously rejected), brought on by Odin's latent DNA in her bloodline. Still, whilst not technically part of The Last Chapter, the Shared History questline was released the same day, and surprised fans with an appearance from Roshan, who fans will know is a main character from the upcoming Assassin's Creed Mirage. Coupled with the revelation that Basim has donated his blood to William Miles for analysis, in turn evidently covering why we are seeing Basim's memories in Mirage, the epilogue therefore at least succeeded as a stepping stone and tease towards the next game. WRATH OF THE DRUIDS Story wise, it was an average affair. As we have seen quite frequently, the narrative was self-contained and didn't really further Eivor's story from the main game, other than her frequent role as Kingmaker extraordinaire. Given that there were teases of Irish Isu in the main game (Morrigan, Lugh etc), it was somewhat disappointing not to find any of that potential realised here. The Isu content in general took on a more magical tone in this expansion, which I'm not sure many fans were particularly keen on. Still, fully completing the map of content took me around 17 hours, so at least there was a fair amount to do here for your money's worth. SIEGE OF PARIS Rebel Missions were a new addition to this map, which were reminiscent of Assassin contracts from older titles, giving players short quests to eliminate certain targets. I did find it a little frustrating though that only one of these missions could be taken at a time, leaving the player in an annoying “back and forth” loop. In the same AC nostalgic fashion, Siege of Paris brought back the concept of the Black Box missions, which required players to take on an assassination however they liked, with some additional special kills involved. Another new mechanic was the addition of rat swarms, which the squeamish amongst the fanbase found utterly terrifying. Fortunately, they could be blocked away by certain objects in the environment, but in turn they could also be used as an ability to attack enemies with. I for one would be pleased not to see the rats return through. At around 13 hours to complete all of the content, it wasn't too bad overall. France and indeed Paris were pretty well realised, with the fields of flowers a very beautiful sight. Paris specifically was probably the most dense and parkour-apt location in all of the DLCs, as such it was a shame that the central section of the city is locked away from players after finishing the main story. As with the Druids story though, this was again an Eivor tale that had no real bearing on the wider meta narrative, and could easily be skipped sadly. On a more positive note though, it was nice to see an overlap to Assassin's Creed Unity's DLC “Dead Kings”, with the Isu site at Saint-Denis. Here fans were able to find some Isu writing, which provided some fun translation opportunities for us all, and ultimately lead to the creation of the Isu Language Hub of our own site. DISCOVERY TOUR Special mention should be made of the fact that there was an attempt to add a storyline this time. I thought it was quite well done, how certain activities that formed the day-to-day lives of the characters were incorporated to the overall narrative. As ever though, this mode has no real bearing on Eivor's story, or indeed the main Assassin's Creed meta narrative. Whether that causes the mode to lose some overall value to the DLC on offer is a personal preference of course, still it was nice to hear Danny Wallace voicing over the content. If anyone was ever going to read us database entries, there is no-one better than Shaun Hastings himself. TOMBS OF THE FALLEN Whilst the Tombs of the Fallen were fine as they are, they really did feel like content that should have been in from launch. The excitement of coming across these whilst doing our initial searching of the world map would have been far more rewarding, I feel. FESTIVALS Still, it was free content. There were at least some vaguely entertaining quests away from Ravensthorpe, with some nice humour thrown in. In the grand scheme of things though, I do feel that there was no real need for these festivals, given that they were essentially being used as nothing more than a retention tool for player engagement. NITPICKS OF NEGATIVITY RIVER RAIDS The actual raiding locations were quite often identical, with the same model assets repeatedly used over and over again in an apparently lazy “copy and paste” fashion across each of the maps. Repeating the same raid mechanics, effectively resulted in players being forced into the melee “hack and slash” mindset, with no apparent consideration for playstyles that focus on range or stealth here. The result was a very repetitive and tedious activity, that bored me so quickly I actually could only handle playing it in small bursts. Yes, it was that bad that I couldn't handle it in one sitting. Frankly I was so pleased to wrap up the quests, and truly hope this weak kind of content does not return to the franchise any time soon. DAWN OF RAGNAROK The overall fan response was thus appreciably lukewarm. Many were not enthused to play as Havi at all, especially with his previous antagonist depiction within the main game essentially coming across as a bit of a spiteful despot. Players were understandably left with no real attachment to this character, and left missing their personalised Eivor for this expansion playthrough. Fundamentally though, the heavily steeped mythological slant to story matters left a bitter taste for the majority of the hardcore fans, where much of the new lore content was sadly left blatantly open to interpretation, leaving many gamers frustrated over canonicity. For those who made it through to the end, there was some vaguely interesting developments surrounding the Salakar device and the “Elves”, but whether any of that comes to mean anything going forwards we sadly do not know. History tells us that many of these narrative threads never get picked up again alas, or perhaps shuffled off to a comic book... All in all, there's no escaping the shameful fact that this was a glorified expansion repackaged as a separate release to try and legitimise its steep price point. Sadly, it failed to convince most of the fanbase on both its relative monetary value, and its significance in lore. MASTERY CHALLENGE This was further complicated by the fact that the difficulty was artificially locked at a set value. Those of us who normally play on an easier setting found ourselves rapidly outside of our comfort zones. Indeed, looking at the PS5 trophy data at time of writing, only 0.1% of players actually managed to fully complete the mode with all gold ratings. As with the Forgotten Saga, this is a mode that arguably needs the full suite of difficulty options to cater to all player skill levels (Or just don't add achievements atop these modes, to let us completionists sleep well at night). Ultimately I found it was more of a frustrating affair overall than fun, but at least there was a few narrative quests tied into it for a modicum of interest. TECHNICAL ISSUES AND PATCHES One of my biggest complaints about the main game was the overall stability of Valhalla. It crashed so many times, I had honestly lost count at around 20. This continued until well into the second year of content, until it finally seemed to be somewhat stable. This was across both my PC and my PS5, just to confirm it wasn't really a hardware issue, more the software itself. Indeed, looking at the technical forums also reveals the scale of the problems that Valhalla has had. Hopefully future versions of the Anvil engine will focus on this area, as in my experience this really is the most unstable Assassin's Creed release by far. As a completionist, my biggest peeve though was with the Ubisoft Connect platform. I had to raise five(!) support tickets as so many of my achievements or challenges had evidently glitched and not marked as completed. Despite providing screenshots and videos as evidence, the support teams were understandably keen to push people to wait for patches, but with each release these issues kept re-appearing – to the extent that incredibly at one point some of the challenges even “un-completed” themselves. As Ubisoft's flagship franchise, the games should not be released in this state. Whilst we can have some sympathies for pandemic disruptions, these too were faced by other big releases in the industry, and I certainly did not get as many issues as I had with Valhalla from any other game in the past two years. Even Cyberpunk 2077 ran flawlessly for me, despite its apparently poor technical reputation. As competition in the open world arena steadily increases, I hope that Ubisoft gives this area particular attention for the next Assassin's Creed release. HELIX STORE
So yes, they are completely optional. I understand that, and have said the same previously. But at the same time, this is a single player game triple AAA release. When I log on, I do not expect to be presented with a store that looks more akin to a mobile game, or perhaps a free-to-play MMO, with menus upon menus of boosters and legions of shop items. In the ordinary course of the games industry, you either charge full retail cost, or use microtransactions to support your free game model. This kind of “double dipping” into both models really is not a good look for Ubisoft, especially when we see other major games toning down their levels of microtransactions due to the distaste level of the average gamer. Look at Elden Ring – the most critically and commercially successful open world RPG of 2022 – it has no microtransactions whatsoever. Reputedly, Assassin's Creed Mirage will apparently contain far less items on its store, and if this turns out to be true I would welcome this change in direction. As things stand presently, logging into the game is getting embarrassing, when we have often had new items added with regularity week after week. If Valhalla was a persistent multiplayer space, and we were supporting its content development, then that would be fine. Yet evidently, we're still being charged full retail cost for content too, as seen with both the Season Pass and Dawn of Ragnarok. This needs to change. CONCLUSIONS & ANALYSIS So ends the two year DLC cycle of Assassin's Creed Valhalla. This was the largest and longest live service model attempted in the franchise thus far. But what can we conclude from these two years of content? Here's my view. Firstly, it dragged on for far too long. I honestly wanted to be done with the game back in 2020, but the constant slew of content meant that I had to keep the game installed for the entire two years. This was Ubisoft's plan after all, to maintain engagement and keep people purchasing off the in-game store. It kind of backfired on myself though, as it lead to burnout. I was repeatedly finding myself a bit tired of both the game setting and the franchise, not to mention with the supporting pieces of transmedia keeping Valhalla front and centre throughout the two years. My initial enthusiasm for the base game's storyline started to evaporate, as more and more of the above mentioned sub-standard live service content releases followed. I firmly believe that nothing released in the DLC period is on a par with the quality of the main game. As such, all things considered there has simply been too much content. I distinctly remember logging on to do a River Raid earlier this year, a piece of content I didn't really enjoy, in a game that I was ready to uninstall over a year previously. It felt like I could never really close this chapter of the series until I wrote this review - and that's a pretty damning revelation for a series I have spent countless hours engaged on producing content for in the past decade. In short, Assassin's Creed currently has a bloat problem. As I said in the main review, Valhalla is too big for its own good. The map is so big, the questlines so long, that the very thought of even attempting a New Game + fills me with dread. And it shouldn't. But I'm kind of relieved it was cancelled in that regard. I played many of the earlier games multiple times, willingly. The two-year live model has really sapped my love for the Valhalla title, purely out of an overabundance of content that really adds little to the overall narrative. Thankfully, Ubisoft have made suggestions that the upcoming Assassin's Creed Mirage will be a shorter affair. I hope that to be the case. But where does that leave things with the further future? Where exactly do we stand with the much rumored Infinity project? For example, will the confirmed RPG modelled Assassin's Creed: Project Red end up another 300 hour affair? I'll say this much. I am glad that Infinity has a persistent multiplayer space. Many of the items covered in this review, such as the Mastery Challenge and Festivals, would fit so much better in a persistent place where players can utilise their own character and obtain armor sets with a real long term time investment. A single player game simply does not support that. However, if we had some system that allowed us to create our own assassin and jump between time zones at our whim – THAT would be pretty interesting to me. Heck, it's the basis of the multiplayer proposal I suggested a few years ago. If we can get away from these massive maps, and instead offer multiple different and shorter experiences, then Infinity could be exactly what many long-term fans yearn to return to. By putting our own character in the Modern Day setting too, we could also get away from the string of protagonists that have disappointed since the demise of Desmond. Basim, sadly, suffers the same issue as Havi – he's an antagonist and not someone that the majority of fans are ever going to appreciate or want to play as. In conclusion, I really do not want to see a two-year service model for a single player game as big as Valhalla ever again. Part of me misses the days when we just had a single solid narrative DLC release, and that was that. But if Infinity can open up the multiplayer potential, then yes absolutely, this Valhalla live service model could work longer term. After all, the multiplayer to the franchise has basically vanished for nearly a decade now. With so many large franchises offering persistent online modes for players to socialise and play together with friends, my hope is that Infinity can finally do the same for Assassin's Creed. It would be amazing to return to playing missions in co-op with friends, like we once did in Unity. If nothing else though, should Mirage and Infinity just give us smaller and more concise single player experiences, it will at least be a step in the right direction for the future of the franchise.
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