Ubisoft had a very on-brand problem with Assassin's Creed Odyssey: there weren't many tall buildings in Ancient Greece even though it's a "climbing-frame game"

Kassandra holding a falcon on her arm during Assassin's Creed Odyssey
(Image credit: Ubisoft)

For a series known for its parkour and rooftop stalking, Assassin's Creed Odyssey's developers ran into a pretty big problem: Ancient Greece didn't have many tall buildings to scale, which is, as you might imagine, not ideal for a "climbing-frame" game.

Speaking to Edge Magazine in its 413 issue, world director Ban Hall emphasized that "verticality is really important, especially in the Assassin's Creed games" and "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."

Freelance contributor

Kaan freelances for various websites including Rock Paper Shotgun, Eurogamer, and this one, Gamesradar. He particularly enjoys writing about spooky indies, throwback RPGs, and anything that's vaguely silly. Also has an English Literature and Film Studies degree that he'll soon forget.

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