
ASSASSINS CREED VALHALLA Gameplay Part 1 (INTRO) in 4K experience
ASSASSINS CREED VALHALLA Gameplay Part 1 in 4K
Assassin's Creed Valhalla had been in development for more than two and a half years by its announcement in April 2020. The main development was led by the Assassin's Creed Origins team at Ubisoft Montreal and supported by fourteen other Ubisoft studios worldwide.[11] While the tail-end of the game's development fell during the COVID-19 pandemic, the bulk of the Ubisoft staff assigned to the game were able to work from home with the support of Ubisoft's information technology departments, assuring the game was ready for release in 2020.[13]
Ashraf Ismail served as the creative director,[b] having previously led work on Assassin's Creed Origins and Assassin's Creed IV: Black Flag.[11] The game's narrative director was Darby McDevitt, who was the lead writer for Assassin's Creed: Revelations and Black Flag and co-writer of Assassin's Creed Unity.[28] USGamer's Mike Williams described the large scope and effort behind Assassin's Creed Valhalla as the equivalent of the series's "grand unifying theory" to combine all the past design and development work into a single vision without necessarily reinventing any of the previously-developed concepts.[28] McDevitt explained that Valhalla's story was written as a recap of all the prior Assassin's Creed games, connecting them in non-trivial fashions, but not intended to be the final game in the series.[22] He also stated that his experimental structure to the narrative was "quite unique for any game" he had seen as well as for the Assassin's Creed series itself.[22]
Ismail cited Michael Crichton's 1976 novel Eaters of the Dead—itself a retelling of the epic poem Beowulf—as playing a major role in influencing Valhalla's setting.[4] McDevitt said that the development team recognized there would be similarities to the God of War games, but felt those games "skew very heavily towards the mythology", whereas Ubisoft wanted Valhalla to be a more "historically grounded" experience.[29] Elements of Norse mythology appear in the story. According to Ismail, this was based on how Eivor and the Vikings may take uncommon events to be signs of their gods' involvement rather than the more overt role that mythology played in Origins and Odyssey. This was particularly in light that much of the game takes place in England where Christianity dominated, so that the narrative and gameplay shows how Eivor would incorporate such foreign elements into their belief system.[4][17][22] On the ability to select Eivor's gender, Thierry Noël, an advisor to the game, stated that while there was still historical debate to how much degree females participated as warriors within the Vikings, Ubisoft believed that women featured prominently in both Norse mythology and society, and so sought to reflect the Viking idea that "women and men are equally formidable in battle".[7]
In researching the time period, Ismail and McDevitt said that the development team found that most historical records of the Viking expansion into Britain were written decades, if not centuries, after the event. They were often written from the perspective of the Anglo-Saxons and so portrayed Vikings as bloodthirsty invaders.[5] However, the development team felt that this overlooked the Vikings' success in settling in England and the contributions they made to agricultural practices and their influence on the English language. The development team thus sought to portray the Viking Age more accurately, emphasising elements such as the settlement. This was represented in the trailer and promotional materials by juxtaposing Alfred the Great's narration warning of the threat posed by the Vikings with scenes showing the Viking community. This research, in turn, led the team to make the settlement a focal point of the game and gave Valhalla more of a role-playing flavor, according to lead producer Julien Laferrière. He compared the settlement's relevance to the importance of Skyhold in Dragon Age: Inquisition or the SSV Normandy in Mass Effect. Laferrière added that the team came to use the settlement not only to show the more cultured side of the Vikings, but as a means to show the player the results of choices they made in the game, including the "harsh choices [one had] to face" from missions.[11]
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