For the first 15-20 hours I was totally on-board. I personally thought Origins was perfectly able to blend the new RPG "like" style while still feeling like a genuine AC game. It was also the perfect length for me (50-60 hours). Odyssey was a big step down, being overly long, ditching its historical setting way too often for fantasy, and incorporating half-baked branching narratives in a universe with a strict canon.
This game solved so many of those issues and initially seemed like a return to form, but is still so overly long. It's like Ubisoft can't help themselves. AC games NEED to be 100+ hours now apparently.
The Good
-A great setting. Many have been clamoring for a Viking setting for so long now. I was not one of them. I don't mind Vikings, but they've never really resonated for me like they have for so many others. This game quickly brought me on-board anyway. It managed to be wholly unique while also being slightly familiar and reminding me just enough of older games (primarily being in a European setting and several centuries closer in the timeline).
-Graphics. This game is gorgeous. A lot of attention to detail as well, particularly with snow effects. Good job, but moving on.
-Great combat. A lot of people complain about the new combat. I'm old enough to remember when the combat in AC games was the laughingstock of the entire video game industry (Just hold the counter button!). I like the combat introduced in Origins. Odyssey kind of ruined it a bit by essentially introducing superpower abilities. Those abilities are still present here, but are much more grounded in reality, instead of literally summoning a beam of energy from the sky like in Odyssey. While still not overly hard, this style of combat does make AC games somewhat challenging now. It's a good thing old AC games had such great stories because they were laughably easy games.
-The story...kind of. This is where pacing and the game's length hurt it, but the story on the whole is quite good. Both Eivor's story and the story in the modern day. I used to really be into the modern story during the Desmond games. That story has become an absolute mess since AC3 and I just stopped trying to follow along. Origins made the first step in making that story coherent again, and one thing Odyssey did well was continue that. By the end of this game, I actually kind of find myself somewhat caring about the modern narrative again, which is really saying something considering how frustrated and fed up with it I was just a few games ago.
-Eivor's story is equally good and incorporates some genuinely good subversion, foreshadowing, and subtlety. It also intertwines Eivor's quest with the Isu storyline in a way that doesn't feel ham-fisted like it sometimes does.
-Side content...kind of. Side content took two steps forward and one step back. I'll get more into that step back in the Bad section. In response to the overblown amount of repetitive side quests in Odyssey, Valhalla ditches them almost entirely in favor of 'World Events.' World Events are a great idea. Ditching side quests was not. World Events are essentially mini-side quests that only take a minute or two to complete, but many of them are delightfully fun, unique, and memorable. And some are even hard to complete as you have to really study your environment to figure out what to even do in some cases. I love that. Ubisoft really seemed to put a lot of effort into making these unique and non-repetitive and it shows. World Events are fun. They get a thumbs up from me. Raids are also a ton of fun. Definitely one of the more "Viking" parts of the game and it works well.
-Settlement Building. I loved the Homestead in AC3 and I've loathed not having that area to build and call your own in future AC games. While still not as good as AC3's homestead, this is the best they've done since. What I loved about AC3's though, was that you built your homestead by completing story-driven quests and you really got to know the characters living with you on the land. Here there is a little of that, and it's the only part of the game that gives you a few true "side quests," but the settlement eventually ends up just being a place to dump the resources acquired through raids. Still fun, though. And totally optional so it's harmless if you don't like it.
The Bad
-World Events in place of side quests instead of in-addition to side quests. Despite loving the world events, I also miss fully-fleshed out side quests. The world events are over so quickly, they never have time to tell a fulfilling side story and they aren't able to build upon each other to form a full storyline. As anyone who plays open world games knows, fully fleshed out side stories are one of the primary joys of such games. It shouldn't be a case of quick World Events vs. Side Quests. Both should be in the game and having both would provide a wonderful variety to the side content. I know I already said the game was too long, but I have a solution I'll expand upon below.
-Open World Design. This is the kind of game where you don't really live in the massive open world. In this game you just run in to a region, check off everything on the list, and get out. You'll never return to that area after that. And as a result the game world never really comes to life. Games like RDR2, Skyrim, and even earlier AC games have worlds that come to life because you spend so much time in the specific areas and have reasons to return to the different regions often. And those first 2 games I listed are games where it's easy to dump 100+ hours into them without it feeling like a slog despite being on smaller maps. And that's because when you truly live in a game world, it's easy for the time to fly by. When you're constantly just running through it on the way to the next thing, well...
-Cities are Lame: This kind of ties into the above point, but none of the cities really stand out here. Even Lunden just feels like an ever so slightly bigger version of the many villages you pass through elsewhere in the world. The other landmark cities don't fare much better. For a series initially built upon urban parkour, this is really disappointing. The parkour mechanics in general peaked in Unity and haven't been as good since.
-Quest Markers: Everything in this game is directly pointed out to you and this has been a problem in AC games for a long time and it's still a problem here. Go to a region and one look on the map tells you where every single world event is, where all the loot-able 'wealth' is, and where all the collectable artifacts are. This game doesn't let you discover anything for yourself. Instead of a world full of things to do, the entire game feels like a long checklist. Honestly, I would take the approach Breath of the Wild took with the Korok seeds. Don't mark any of this crap on the map, but make sure the map is literally covered with it. In that game, collecting all the Korok seeds isn't really the point. There's so many, doing so isn't really feasible. The point is that there are so many, you will inevitably stumble upon a great many and will constantly be on the lookout for more. Instead of something to cross off on a checklist, it's now a genuine treat and surprise every time you find one.
The Ugly
-I only have one gripe for The Ugly and it's the pacing. My goodness, this game takes forever. My playthrough took me 107 hours and 38 minutes. That's roughly the same as Odyssey and I thought Odyssey was overblown in its length too. Honestly, I was ready for it to be over around the 60 hour mark. That's about how long Origins took me and I thought that was perfect.
When thinking about it, though, I realized the length isn't the problem. It's the pacing and overstuffed main story that's the issue. After all, I play other RPGs and regularly sink 100+ hours into them without thinking twice. So why does this game, which I already acknowledged is really fun, feel like such a slog?
As you already know, it's the pacing and how the story is structured. The main story is essentially broken down into "arcs." There is one arc per region of the map and 22 of them (give or take one) in total. All but 3 are required. While I actually enjoyed each and every one of them in a bubble, most have nothing or very little to do with the main narrative. So what would happen is you'd play one arc that is packed full of interesting narrative content and would be super excited to see where that goes. Oh but you can't yet because you have to do these other three arcs first before you can continue with the main story. At 3-4 hours a piece, that means you have 10-12 hours of playtime in front of you before you can even continue the main story. Ridiculous!
The easy solution here is for Ubisoft to decide which arcs are actually a part of the main story (probably like 8-9 of them) and then make all the others purely optional side quests. This immediately solves the problem I had earlier about World Events completely replacing side quests. Now all of the sudden this game has a ridiculous amount of really well written, engaging side storylines ON TOP OF the really fun, quirky world events and the game isn't even any longer. The solution is so obvious and so perfect that it's infuriating that Ubisoft didn't think of it.
Like I said, the story is really good, but it's constantly interrupted by irrelevant "main story" content that would have been perfect as side content. So when you DO finally get back to the main story, you're more frustrated than anything and you may have even forgotten some of the minor plot points by then anyway. This pacing also directly weakens the narrative because there is no sense of urgency to any of the characters when there should be a TON of urgency in some situations. Why Eivor decides he/she absolutely 100% MUST complete these irrelevant arcs before rushing to do something incredibly pressing is so obnoxiously stupid and has no logic.