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Assassin's Creed Origins - The Curse Of The Pharaohs review
by markbass69

Good, but I feel like it could have been more like Hidden Ones. Where Hidden Ones was a succinct epilogue that tied Origins more directly into the rest of the series, this was a loot driven open world combat game. A little too much hashtag content, a little too much chasing down unique weapons and armor, a little too many one-on-one boss fights. Leaning into the mythological fantasy was a good idea and they did a good job with the imagery, but the overall design of the afterlives was really a let down. They're too small and separate and all have the same layout: cross the bridge, kill some Anubis soldiers, climb stairs into the main area, and make a ring around the area completing the checklist: one collectathon side quest, one viewpoint, one very hard serqet lair you'll have to come back to after you've leveled up to max, the replacement for papyri, and some scattered treasures and forts.

And then after all that, it just kind of ends? You kill King Tut, leave his afterlife, and give the Apple of Eden to some dude you've only met a couple other times (the descendant of Rameses I think? Rameses, whose afterlife you can accidentally skip and still complete the main quest). There's a tiny cutscene that barely qualifies as an epilogue if you do the side quests in each afterlife and... that's it. The shadows don't really do anything and even the loot, at least what's available in the overworld, isn't even that interesting. No pan out and title, no voice over, no connection back to the main story, no Layla or Amunet, you just kinda stop playing. Incredibly anti-climactic and a bit too big for its own good.