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Assassin’s Creed Odyssey Choices & Consequences

Assassin’s Creed Odyssey Choices

One of the most notable differences between ‘Assassin’s Creed Odyssey’ and the other games in the series is that it features a decision system that influences the game to a greater or lesser extent, to the point where the best ending is determined by your assassin’s creed odyssey choices. At certain points throughout the game, you will be required to make a number of decisions. However, rather than relying entirely on the outcome of the game, there will be other decisions that will necessitate some criterion, of which there are primarily two types:

Normal decisions

They will be those that are not categorised as special, in such a way that there may be modifications observable in the remainder of the game to a greater or lesser extent, but not as detailed later. Similarly, similar selections will turn yellow if you can only make them once, while they will be white if you wish to know facts in a specified order.

Assassin’s Creed Odyssey Choices Special decisions

There are decisions that will have direct implications in the game’s evolution with what happens after the dialogue is completed, with three different types of decisions to be distinguished in this case:

When swords are present, it indicates that the problem will be dealt vigorously, resulting in an impending confrontation.

When these are accompanied with a scale, it’s the same as resolving the issue through peaceful discourse.

You can always click the arrow to exit the conversation if you aren’t sure which choice to choose.

This time, the world of Odyssey is significantly more responsive. For example, the notion that civilians are not killed here has vanished because there is a failure screen later. What are the chances? Kassandra could have been a psychopath. Alexios might have had a thing for stealing. If you play as a criminal or a mercenary with a history of violence, they may place a bounty on your head, or the crowd may go after you, wielding sticks and stones.

Other mercenaries (one or more, depending on your crimes) will start hunting you around Greece, exactly like Phylakes did in Origins. These mercenaries have their own backstories and skills, which may be on par with yours or even better. Some were vulnerable to certain kinds of damage, while others were escorted by guards or even a bear. Some are one-of-a-kind Quebeq creations, while others are generated at random from a bank of talents, weak points, and backgrounds (similar to the Nemesis system from the Mordor series), allowing for limitless hordes of adversaries or job opportunities. As a mercenary, you can accept contracts to track down troublemakers. Each hunter has their own special abilities that affect their friends, such as offering a prize to anyone who attempts to claim the price of their head.

These decisions support the idea of “is it a perk or new equipment that’s more important?” 

Although the Quebec team understands the importance of rewarding players for their activities, regardless of morality, they are more concerned with us entering history and investing in the universe they have created. It is critical that when the selections are offered to you, it is not stated that these choices are often grey, whether they are excellent or terrible.

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