is a game where, in the words of world director, Ban Hall, "verticality is really important." It's always been a game about seeing a giant cathedral or something, scrambling up to the top, and then admiring the view before swan-diving off. Even at more of a street level, you're still constantly gaining that little bit
of height for sightlines and combat advantages. It is a game that wants players to climb.
Which meant that AC Odyssey had a little bit of an issue. Ancient Greece, you see, was just not known for its skyscrapers. for the venerable tome's 413th issue (), Hall says, "It really is a climbing-frame game, and it's about moving the players through those spaces and going up and down things as much as anything else."
The tallest structure in Ancient Greece is likely to have been the Colossus of Rhodes, one of the seven ancient wonders of the world. And this is where the Odyssey team hit upon their solution for the videogame version of Ancient Greece: AC games always straddle a fine line u31 ทางเข้า with historical accuracy anyway, so adding a few more statues seems like a no-brainer.
"That's kind of where some of the ideation came from when it came to building some of the big statues that we put around Greece," said Hall. "They were always based on mythological or historical fact, always based on working with the research team, working with a historian. But what we u31 เข้าสู่ระบบ did was we took a fantastical approach to the giant statue that then gave us something epic to climb.
"It gave the player a distraction. So you could be on your main quest, going across to a different town, but like: 'Oh, there's that: I'm going to go check that out.' Then you get that climbing, you get that verticality."