Why Assassin's Creed Origins Gameplay Still Feels Like a Fresh Start for the Series

Why Assassin's Creed Origins Gameplay Still Feels Like a Fresh Start for the Series

Ubisoft really rolled the dice back in 2017. Before we got to Egypt, the franchise was sort of spinning its wheels. Unity had the bugs, Syndicate felt a bit safe, and fans were honestly getting tired of the same "climb tower, jump in hay, counter-kill everyone" loop. Then came Bayek. When people talk about Assassin's Creed Origins gameplay, they’re usually talking about the moment the series finally decided to become a "real" RPG. It wasn't just a facelift; it was a total DNA transplant.

I remember the first time I swung a mace in Siwa. It felt weird. If you grew up on the old games, you were used to that "magnetized" combat where your character would slide ten feet to hit a guy just because you pressed a button. Origins threw that out for a hitbox-based system. If your sword doesn't physically touch the enemy's body, you miss. Period. It changed everything about how we approach a camp of Roman soldiers.

The Hitbox Revolution and Why Combat Changed

The combat is usually the first thing that shocks returning players. Gone are the days of standing in a circle and waiting for a prompt to counter-attack. Now, you’ve got to manage spacing. You’ve got light attacks, heavy shield-breakers, and a dodge button that you will absolutely spam until your thumb hurts.

It’s messy. It’s loud. It’s visceral.

Bayek isn't a graceful superhero like Ezio; he’s a Medjay, which is basically a high-tier ancient Egyptian sheriff. His movements have weight. When you use a heavy blunt weapon, the recovery time is punishing. If you miss a swing against a Phylakes—those terrifying bounty hunters that roam the map—you’re probably going to see a "Desynchronized" screen pretty fast. The game forces you to actually care about your gear stats. Is your sword dealing bleeding damage? Does your shield have a high fire resistance? These aren't just "nice to have" stats anymore. They are the difference between clearing a fort and dying in the first hallway.

Mastery of the Bow

Bows in this game are basically Bayek’s version of a sniper rifle, a shotgun, and a machine gun all rolled into one. You’ve got Predator bows for that first-person sniping feel, Hunter bows for standard skirmishes, and Warrior bows that fire multiple arrows at once. Honestly, using a Predator bow to steer an arrow in mid-air—which is a skill you can unlock—never gets old. It’s a bit ridiculous, yeah, but it makes the stealth gameplay feel way more active.

Senu: The Original Drone

We can't talk about Assassin's Creed Origins gameplay without mentioning Senu. She’s your Bonelli's eagle, and she is effectively your HUD. Before Origins, we had "Eagle Vision," which was basically just a glowing wallhack. Now, you actually are the eagle.

You fly up, you scout the area, and you tag enemies.

It changes the flow of exploration. Instead of looking at a mini-map, you’re looking at the actual world through Senu’s eyes. You see a convoy carrying cedar wood? You mark it. You see a captain sleeping in his tent? You mark him. It creates this loop of "plan, execute, adapt" that the older games lacked. Plus, there is something incredibly satisfying about diving from a high altitude and transitioning seamlessly back to Bayek on his camel.

A World That Doesn't Wait For You

The scale of Ptolemaic Egypt is still staggering even years later. But it’s not just the size; it’s the AI. Ubisoft implemented a 24-hour cycle where NPCs have actual schedules. Guards don't just stand in one spot forever. They eat. They use the bathroom. They go to sleep.

This is where the stealth gets interesting.

If you want to infiltrate a massive fort like the Akra Garrison, you don't do it at noon. You wait until nightfall. You watch the guards rotate. You find the ones who have gone off to sleep in the barracks and you take them out while they’re snoring. It feels much more like a "simulation" than a "video game level."

The wildlife is also a chaotic factor. Hippos and crocodiles are not your friends. I’ve lost count of how many times I was trying to sneak into a papyrus puzzle location only to have a hippo trigger a massive brawl with the local Roman patrol. It’s emergent gameplay at its best. You can even use this to your advantage—break a cage holding a lion and just watch the guards deal with the fallout while you slip inside the treasure room.

The RPG Grind

Now, some people hate the leveling system. I get it. If you try to go into a region that is five levels above you, the enemies are basically gods. Your hidden blade—the iconic tool of the franchise—won't even kill a guy in one hit if his level is too high. This was a huge point of contention. It turned the game into a bit of a loot hunt. You’re constantly looking for carbon crystal or bronze to upgrade Bayek’s hidden blade, quiver, and breastplate.

It’s a "number go up" loop.

For some, it broke the immersion. For others, it gave a reason to explore every nook and cranny of the Great Pyramid or the White Nile Delta. The gear is color-coded too: Blue (Common), Purple (Rare), Gold (Legendary). If you want that sweet fire-damage sword, you’re going to have to hunt down those Phylakes I mentioned earlier.

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Why the Story Matters for the Playstyle

Bayek of Siwa is a grieving father. This isn't a spoiler; it's the literal premise of the game. This emotional weight carries over into how you play. He isn't just a killer; he’s a protector. The side quests in Origins are a massive step up from the "deliver this letter" missions of the past. You’re helping farmers deal with corrupt tax collectors or investigating the mysterious death of a local priest.

Because the writing is stronger, the gameplay feels more purposeful. You aren't just clearing icons off a map; you’re cleaning up a country that is being torn apart by the transition from Pharaohs to Greek and Roman rule.

Transportation is a big deal when the map is this huge. You’ve got horses, you’ve got camels, and you’ve got chariots. The "follow road" feature was a godsend. You can just set your mount to auto-pilot to a waypoint while you go into Senu's view to scout the road ahead.

And then there’s the water. The Nile is the lifeblood of the map. You’ll spend a lot of time on small papyrus boats or commandeering larger Greek triremes. The transition from land to water is seamless. You can dive off a cliff, swim to a boat, kill the crew, and be sailing toward Alexandria in about thirty seconds. It’s that lack of loading screens that makes the Assassin's Creed Origins gameplay feel so cohesive.

The Discovery Tour

I have to mention this because it’s a unique part of the experience. Ubisoft eventually added a "Discovery Tour" mode. It strips away the combat and the story and turns the game into a living museum. You can take guided tours about the mummification process, the library of Alexandria, or the daily life of a baker. It uses the same engine and gameplay mechanics (minus the stabbing) to educate. It’s a testament to how much work went into the historical research for this game.

Combat Nuance: The Overpower Meter

Every weapon type has a different "Overpower" move. If you’re using dual blades, Bayek goes into a frantic, high-speed frenzy. If you have a heavy axe, he does a single, devastating overhead strike that can one-shot most captains. Learning when to save your adrenaline meter is the key to surviving the arena fights in Krokodilopolis.

Yes, there are gladiator arenas.

These are some of the most challenging parts of the game. They strip away your custom gear and force you to use specific weapon sets against waves of enemies and unique bosses. It’s a pure test of your mastery of the combat mechanics. No stealth, no bows—just you, a shield, and a very angry man with a giant hammer.

Common Misconceptions

People often say the game is too long. Or that the map is empty desert. Both are sorta true, but also sorta wrong. If you just rush the main story, you'll be under-leveled and frustrated. The game is designed to be lived in. The "empty" desert actually has mirages—hallucinations Bayek has if he stays in the heat too long. You might see a rain of toads or a man pointing toward a hidden oasis. It’s these little touches that make the "emptiness" feel intentional and atmospheric.

Another myth is that stealth is dead. It’s not. It’s just harder. You have to actually use the environment. Tall grass, bushes, and haystacks are your best friends. You can whistle to lure guards, a classic move that still works perfectly. The difference is that you can’t just "smoke bomb" your way out of every mistake like you could in previous entries. You have to be smarter.


To truly master the world of Ptolemaic Egypt, you need to stop treating it like an action-adventure game and start treating it like a survival-lite RPG. Here is how to actually get the most out of the experience:

  • Prioritize Hidden Blade Upgrades: Do not ignore the crafting menu. If your blade isn't leveled up, stealth becomes nearly impossible against high-level targets. Hunt animals early and often for the leather you need.
  • Don't Fear the Night: Use the "Dawn & Dusk" skill to skip to nighttime before infiltrating large bases. Half the guards will be asleep, making your job significantly easier.
  • Experiment with Tools: Fire jars, poison darts, and sleep darts are incredibly powerful. Throwing a fire jar into a camp's oil supplies can create a massive distraction that clears a path for you.
  • Check the Level Scaling: If you find yourself over-leveled and bored, go into the settings and turn on enemy auto-leveling. It keeps the combat tense regardless of how much side content you've finished.
  • Sync the Viewpoints: It sounds basic, but in Origins, viewpoints increase Senu’s perception. The more you sync, the better she becomes at finding objectives and tagging enemies.

Focus on the gear that fits your style. If you like being a ghost, look for items that boost stealth damage. If you want to be a tank, find a shield with a high "Parry Granting Healing" stat. The game rewards specialization more than you’d think.