I’ve been dreaming of an Assassin’s Creed game hitting ancient Egypt for years. I was stoked the moment Ubisoft finally made it official, and my short play session at E3 only left me more excited than ever. Now some new Xbox One X footage via IGN looks to add fuel to that fire, showing off some of what makes Assassin’s Creed: Origins different from previous games in the series.

The biggest thing, I think, is that the world isn’t “instanced.” In previous Assassin’s Creed games and other games like MMORPGs, starting a quest separates you from the greater game world, either putting you in a dungeon or removing the dynamic interactive elements so that they don’t interrupt the questline. That’s not the case anymore. You can stop mid-quest to accomplish another quest. You can get caught during a stealth segment without it being a fail state that forces you to restart.

Origins depends, more than previous games in the series, on systems, it seems. The way different things interact together, and being able to interact with those things. You have a torch you can take out whenever you like, using it not just to light dark passages, but to start fires. These aren’t revelatory features by any means, but they’re been limitations in the past specific to the series. There are lots of features to make the game feel less stiff and more improvisational.

It’s still Assassin’s Creed

But it’s still Assassin’s Creed, and that becomes apparent in the details of things like the pyramid Bayek explores during the above sequence. It’s massive, intimidating, and impressive. Director Ashraf Ismail said that the team has taken care, when Bayek explores any discovered, real-life sites, to replicate the architecture as closely as possible, to make it as historically accurate as it can be. One of the things that excites me about Origins is that the team has more leeway than ever to get creative with the game, while still bringing in plenty of historical and factual elements.

The big problem I’m hoping the team resolves before launch? The lip-sync in this trailer is horrible. It’s beyond bad. It’s not killer, but it’s impossible not to notice.

But if that’s all we’re waiting on, then it seems like the game is in a pretty good place for its release on October 27 on PlayStation 4, Xbox One, and PC.

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