“There’s this series of episodes that all touch on the themes of leadership, honor, reputation, shame, betrayal. “There’s not a hard plot driving you through,” McDevitt says. ![]() Through that series of stories you venture into a territory of the game, meet some interesting characters, and then you come back to your settlement.” This unique approach gives the narrative an episodic feeling, since it is more about conveying the Viking fantasy than killing an archrival or chasing an Isu artifact. “You pledge to a given quest arc, you do that quest arc. “Everything starts at the heart of the game, which is the settlement,” Laferrière says. The team thinks of Valhalla’s story structure as a flower every quest starts and ends at the settlement, but loops out like a petal as Eivor explores new lands and seeks alliances. If you were to draw your path through the story in previous Assassin’s Creed installments, it would probably be a wavy line you gradually move toward your goal, but you stray off-course for sidequests and other detours. I’ll give you an alliance if you help me with this massive problem.’” In the back half, because you have a reputation, more people are coming to you, saying ‘Hey, I heard you’re great. It’s funny, because the front half of the game, you’re going out and seeking alliances yourself. “As you go out and come back and get alliances – and as the settlement grows – your reputation grows and people want to meet you. “The settlement growth is tied to the pacification of England,” McDevitt says. Ravensthorpe begins as a small village, but as Eivor gains resources and friends, you expand your settlement and your influence. This is where you initiate quests, talk to your fellow Vikings, and build new structures (like a blacksmith) to enhance your capabilities. Valhalla goes above and beyond those efforts with Ravensthorpe, the settlement that acts as Eivor’s base of operations. The Assassin’s Creed series has given players a place to call home in the past, like Monteriggioni in ACII and the homestead in ACIII. But they were also settlers and explorers.” “This is really a cliché that we wanted to steer away from … Vikings were raiders, yes. “In popular culture, you think about this bearded guy with horns on a drakar, just raiding and putting fire to everything he can see,” Laferrière says. It was to settle and stay there, because they were running out of space and resources.” ![]() “The story we wanted to tell is: Why did a huge group of Norse people leave Norway and go settle all over the world? They found Iceland, Greenland, they settled the Faroe Islands, Ireland, England, Normandy – all these places. “Vikings were generally known as antagonists to everyone else, but there’s a romance to them too, with the hindsight of history – just like pirates,” McDevitt says. Though Vikings are often remembered for raiding and looting, Valhalla aims to go beyond the mainstream stereotype and examine the more human stories behind the Vikings’ expansion. ![]() After a prologue set in Norway, Eivor’s clan leaves their homeland to settle in England. Players control Eivor, a Viking hero who can be either male or female.
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