"Triple A games are now merely platforms for blatant attempts to fleece money from colossal dimwits that somehow have financial independence despite not being able to open a tin of beans without losing an eye. And then the publishers will say, "Hey, just because we erected a giant sign saying 'Please jump off this cliff and dash yourselves to death on the jagged rocks below!' doesn't mean you have to do that!" Granted, but I object to the way most of the game takes place in the shadow of the giant sign, and the rest of it is spent perched astride the giant sign. What I mean is, Assassin's Creed Origins is one of those Triple A terminal cases where everything seems to have been built around the giant cliff-jumping sign as an afterthought. Firstly, it's got all the usual variables: Character levels and XP, in-game currency, weapon upgrades, crafting items; 'cause of course, the more things you can quantify, the more imaginary prizes you can put in a loot box, the more you can base the gameplay around making numbers bigger and hypnotize the players into wanting a weapon identical to their current weapon except with a whole two numbers bigger more than they want their next fucking meal! I can't think of what other purpose giving every character a level could possibly have. It's certainly catastrophic for immersion, when anything more than two levels higher than you will just mash you into a fine paste even if you do get a stealth attack on them; one would think a hidden blade to the windpipe would be a pretty decisive argument-ender no matter how many press-ups they did that morning."
Zero Punctuation

January 1, 1970

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Added on April 10, 2026
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Original Language: English

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