The Next Assassin's Creed Game Has Been Confirmed by Ubisoft - Dexerto

The Next Assassin’s Creed Game Has Been Confirmed by Ubisoft

Published: 3/Jun/2018 21:10 Updated: 11/Mar/2019 13:03

by Albert Petrosyan


The next game in the popular Assassin’s Creed series has been confirmed by developer company Ubisoft.

Called Assassin’s Creed Odyssey, the game will be the 11th installment of the main series, and the 21st overall in the Assassin’s Creed franchise.


Odyssey was officially revealed by Ubisoft on May 31st via a Twitter post, along with a very brief teaser video and a caption that reads “See you at E3!”

Since no additional information has been officially announced, it appears that fans will have to wait until the E3 gaming convention (June 12th-14th) to get a better look at the new game.


However, as is usually the case with Assassin’s Creed games, numerous details about Odyssey have been leaked in the days surrounding Ubisoft’s announcement.

Gaming news outlets JeuxVideoLive and Kotaku have reported that, according to their source, the game will take place during the time period of ancient Greece, a claim that has been supported by leaked images of official Odyssey merchandise.


Additionally, the game will reportedly allow players to choose between a male and female main character and, for the first time in the franchise’s history, will give players dialogue options.


Despite the fact that Odyssey is set to be a sequel to the previous title Origins, it appears that the game will introduce new characters instead of bringing back old ones.

As far as a time-frame for the release date, sources claim that Odyssey will be released at some point prior to March 31st, 2019. 

This leaves the door open for the game to potentially be released during the fall season of 2018, which would follow Ubisoft’s usual pattern for launch dates of previous Assassin’s Creed titles.


Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun


Blizzard Entertainment’s Vice President and Overwatch’s beloved Game Director Jeff Kaplan has revealed what he thinks is the ideal competitive meta for the expansive title.

Overwatch exists in many forms, from its highest ranks to its lowest, but the game’s competitive meta at the professional level has also varied greatly since the original release back in May 2016. 


In the olden days, teams prioritized dive compositions led by Winston’s jumps and Tracer’s blinks. Then, in 2019, fans around the world either groaned or cheered as the divisive GOATS meta took center-stage, featuring a hefty squad built entirely with tanks and supports. 

Now, Kaplan is explaining his perspective on the game’s ideal state, following criticisms he levied back in July against the game’s double-shield reliance. Examining the game’s departure from a static, Orisa and Sigma-dependent environment, he dissects his compository ideology. 

Brigitte stuns Junkrat on Volskaya
Blizzard Entertainment
Barriers have held an uncomfortably powerful role in Overwatch for a long time.

As discussed in an interview with the Loadout, Kaplan is both aware of the professional scene’s interests and the casual base’s tendencies. Coupling those factors, he believes the game is at its best when there is some blend of high skill caps and diverse team compositions.

“The most ideal, healthiest state of the game is when the meta is somewhat fluid, when the meta is more map dependent or team match up dependent than it is static. We’ve all seen those moments when the meta has been completely static and all six players will just play the same six heroes every time. I think that’s fun from a mastery standpoint, but I think it’s a lot more exciting for viewers when creativity and curiosity come into play,” he said.

When Kaplan refers to a “static” meta, the simplest example is 2019’s GOATS, where three healers (Brigitte, Lucio, and Moira) were coupled with three tanks (D.Va, Reinhardt, and Zarya) and would barrel into opponents.


It took tremendous teamwork to be pulled off successfully against other professional teams, but many fans considered it more tedious than entertaining after months of gameplay.

In its current state, Overwatch is not completely balanced, but there is a degree of variety to it. That diversity seen in the Overwatch League spans downward into the casual ranks. Kaplan indicates that this is in line with his department’s hopes.

“I think most of our players would say in the ideal meta, all our heroes would be viable in some way competitively. I think as a competitive goal from a game designing and game balancing perspective that is extremely challenging, but it’s obviously what we strive to achieve.”


While he assures that Overwatch would be completely balanced in an ideal world, in the meantime, his team would at least like to push toward a game that varies to some extent based on coaching, player preference, and map.

It remains to be seen if current and upcoming patches can accomplish that, but Kaplan’s emphasis on “fluidity” is a welcome driving force.