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Assassin's Creed Valhalla


Assassin's Creed Valhalla is an action role-playing video game developed primarily by Ubisoft Montreal and published by Ubisoft. The game was released worldwide on November 10, 2020, initially for Microsoft Windows, PlayStation 4, Xbox One, Xbox Series X/S, and Stadia, with later support for PlayStation 5. Players control Eivor, a customizable Viking warrior leading a clan from Norway to raid and settle in 9th-century England amid the historical Viking invasions known as the Great Heathen Army.
The game's narrative intertwines Viking Age historical events with the series' longstanding conflict between the Assassins, who seek free will, and the Templars, who pursue order through control, augmented by mythological elements from Norse lore and interactions with ancient precursor civilizations called the Isu. Gameplay emphasizes open-world exploration across a vast recreation of medieval England, Ireland, and Norway, with mechanics focused on raiding monasteries, building settlements, engaging in real-time combat, and advancing RPG-style character progression through skill trees and gear customization.
Assassin's Creed Valhalla achieved significant commercial success, generating over $1 billion in revenue within its first year and a half of release, driven by strong launch sales coinciding with next-generation console debuts. It received generally positive critical reception, earning an aggregate score of 80 out of 100 on Metacritic based on professional reviews praising its expansive world, refined combat, and historical immersion, though some critiqued repetitive side activities and narrative pacing. The title's defining characteristics include its shift toward deeper RPG elements compared to prior entries, extensive post-launch expansions like Dawn of Ragnarök, and integration of player choice in alliances and story outcomes, solidifying its place as a benchmark for the franchise's evolution toward Viking-era storytelling.

Gameplay

Core Mechanics and Exploration

Assassin's Creed Valhalla employs third-person perspective gameplay centered on open-world traversal, where players control the Viking raider Eivor across expansive regions depicting 9th-century England, Norway, and supernatural realms. Core movement mechanics include fluid parkour for climbing structures and navigating terrain, horseback riding for overland travel, and longship sailing for river and coastal navigation, enabling access to otherwise isolated areas. Exploration is enhanced by the raven companion, Synin, which players deploy to scout elevated views, marking hidden collectibles, enemies, and synchronization points on the map without ground-level icons cluttering the interface. Odin's Sight ability scans surroundings to highlight lootable objects, clues, and interactables in blue hues, promoting deliberate environmental interaction over checklist-style progression. Map synchronization occurs by ascending high vantage points, such as towers or cliffs, which reveal regional overviews and unlock to those locations, the player's , or docked ; the latter serves as a mobile hub, callable via and supporting auto-pilot for quest-directed voyages. The design prioritizes organic discovery through world events—self-contained vignettes like cursed standing stones or anomalous phenomena—and puzzle-linked wealth caches, reducing reliance on guidance in favor of player agency and contextual integration. Assistance modes, such as Explorer, balance hints for objectives with unguided terrain probing, while offers waypoint trails for structured navigation.

Combat and Raiding Systems

The combat system in Assassin's Creed Valhalla emphasizes real-time engagements with a focus on dual-wielding, allowing players to equip any combination of two weapons or a weapon paired with a in the off-hand. attacks deliver quick successive strikes, while heavy attacks consume and possess greater potential to stagger or stunlock foes by depleting their bar, a thin indicator above the enemy's health that, once broken, exposes them to follow-up damage. Parrying enemy strikes, executable with any equipped weapon, briefly stuns opponents and creates openings for counterattacks, with timing windows designed for accessibility. Stamina, represented by a blue bar beneath the health meter, governs heavy attacks and dodges, necessitating strategic management to avoid vulnerability during prolonged fights; evasion maneuvers also enable attack canceling, permitting fluid transitions between combos without full commitment to animations. Ranged options complement melee via bows for distant engagements, with up to four mappable ranged abilities, while melee abilities—such as axe-throwing or a flying knee strike—draw from an adrenaline resource accumulated through successful hits, environmental pickups like mushrooms, or enemy decapitations, supporting up to eight total mappable skills located via in-world Books of Knowledge. Raiding integrates directly, initiated by approaching monasteries, enemy camps, or river-adjacent sites via , where the player summons their to overwhelm defenders in group assaults. During raids, the engages foes autonomously, freeing the player to prioritize wealth—marked by blue icons for supplies, , , and other materials essential for upgrades—or to participate in for faster clears and experience gains. These operations yield raw resources convertible at the , scaling in scope from small-scale pillaging to larger assaults on Saxon strongholds once an army is assembled through alliances, thereby altering regional power dynamics. variety during raids encounters diverse enemy archetypes, including shielded and archers, demanding adaptive use of parries, dual-wield , and abilities to maintain momentum.

Settlement Building and Progression

In Assassin's Creed Valhalla, the known as Ravensthorpe functions as the central hub for the player's , enabling and upgrades that enhance capabilities such as gear improvement, recruitment, and raiding efficiency. begins early in the narrative, with the initial constructed during the "Settling Down" quest to establish basic forging options. requires two primary resources: supplies, gathered from world events, quests, and exploration, and raw materials, predominantly acquired through raiding monasteries or enemy camps, as these yield the highest concentrations. To initiate building, players interact with designated plaques in Ravensthorpe, selecting structures that unlock progressively as the settlement advances through . progression is calculated by aggregating the levels of constructed buildings, with feast-related structures (such as the ) providing the most efficient advancement due to their multi-tier upgrades that contribute visual and functional improvements without excessive resource demands. Achieving higher levels expands capacity for supplies storage, unlocks new NPC interactions for quests, and grants passive bonuses like enhanced and pools. Maximum level 6 necessitates fully upgrading all available buildings, including specialized ones like the for Jomsviking , which integrates with raiding by allowing player-created allies to assist in assaults. Key buildings provide targeted utilities that tie into broader progression:
BuildingFunctionUnlock RequirementsBenefits
Blacksmith (Gunnar's Forge)Gear upgrades and weapon craftingLevel 1, initial questImproved equipment stats; essential for combat scaling.
StableHorse and raven upgradesEarly settlement accessEnhanced mobility and scouting; increases exploration efficiency.
Hidden Ones BureauStealth skill tree accessMid-level progressionUnlocks Leap of Faith ability and order-related missions.
ArmoryTattoo and ration pouch expansionsLevel 3 and first River RaidBoosts inventory and cosmetic options; supports extended campaigns.
BarracksJomsviking creation and hall upgradesRiver Raids mode activationCustomizable raid allies; facilitates multiplayer-like support in solo play.
Upgrading these structures demands escalating costs—typically 200-400 supplies and 5-10 raw materials per tier—prioritizing raiding for sustainability, as alternative gathering methods like trading yield insufficient volumes for rapid advancement. Failure to balance resource acquisition with construction can stall progression, as unupgraded buildings limit alliance formation and narrative branches tied to clan strength. Overall, the system emphasizes strategic investment, where early focus on utility buildings like the yields returns in combat and exploration prowess.

Setting and Narrative

Historical and Mythological Context

Assassin's Creed Valhalla is set during the late 9th century CE, amid the Viking expansions from Scandinavia into England, a period marked by raids, conquests, and settlements by Norse seafarers seeking land and wealth. The game's narrative unfolds around 873 CE, following Norse clans fleeing internal strife in Norway and establishing footholds in Anglo-Saxon territories, reflecting the broader Viking Age migrations driven by overpopulation, political instability, and opportunities for plunder. This era saw the arrival of the Great Heathen Army in 865 CE, a coalition of Danish and Norwegian warriors estimated at 3,000 to 5,000 men, who overran East Anglia, Northumbria, and Mercia, executing kings and partitioning lands. King Alfred the Great of Wessex, crowned in 871 CE, resisted these incursions through guerrilla tactics and fortifications, achieving a decisive victory at the Battle of Edington in 878 CE against the Viking leader Guthrum, which led to the Treaty of Wedmore and the delineation of the Danelaw—Viking-controlled regions in eastern and northern England. Historical Viking activities included monastic raids for treasure, as monasteries held wealth without strong defenses, and the establishment of trading hubs like York (Jorvik), which the game recreates with attention to archaeological evidence of Norse material culture. The mythological context draws from Norse paganism, the dominant religion of , centered on a polytheistic led by (Allfather and god of wisdom and war), Thor (thunder god and protector), and (goddess of love, fertility, and war). Core beliefs included an in for warriors slain in battle, where they feasted eternally under Odin's hall, or Fólkvangr under , emphasizing a heroic of raiding and combat as paths to divine favor. Cosmology featured nine worlds linked by , the , with as the gods' realm, for humans, and realms like Jötunheim for giants; prophecies of foretold a cataclysmic battle ending the gods' era, followed by renewal. While the game integrates these elements into its lore—portraying gods as ancient beings and incorporating mythic visions and realms—Viking religious practices involved sacrifices, for divination, and sagas preserving oral traditions, contrasting with the encroaching of Alfred's , which viewed Norse faith as heathen . Archaeological finds, such as runestones and ship burials, corroborate the cultural reverence for these myths, though the game's extensions, like encounters with mythic creatures, blend with traditions for narrative purposes.

Main Plot Overview

The narrative of Assassin's Creed Valhalla unfolds primarily in during the , spanning the years 872 to 878 AD, amid the Great Heathen Army's campaigns against Anglo-Saxon kingdoms. Players control Eivor Varinsdottir (or Varinsson, with customizable gender presentation, though the canon narrative treats Eivor as female), a Viking warrior orphaned as a child after rival Kjotve the Cruel slaughters their family during a . Adopted by Styrbjorn of the Raven Clan, Eivor grows alongside adoptive brother Styrbjornsson, marked by a wolf cub bite interpreted as ’s favor. Facing King Harald Fairhair's forced in 872 AD, which demands submission or exile, Sigurd convinces Eivor to lead their clan westward to for new lands, fleeing Harald's decree that bans private armies. Upon arrival, Eivor establishes the clan's settlement at Ravensthorpe in , a neutral territory, and pursues alliances with fractured Saxon rulers to secure territory and resources through raids on monasteries and forts. The core storyline progresses via regional arcs, where Eivor aids figures like King Aelfred of and others, uncovering and assassinating members of the Order of the Ancients—a proto-Templar infiltrating English to impose control via a Shards of Eden artifact. Sigurd's return from Byzantine service introduces tension, as his discovery of a Yggdrasil branch (an Isu relic granting visions) drives quests blending with historical events; Eivor experiences Isu memories as , reenacting divine conflicts against (revealed as Basim Ibn Ishaq, an ancient assassin reborn). These visions culminate in Eivor binding the wolf , symbolizing restraint of chaos, while real-world betrayals— including Styrbjorn's past sins and Order infiltrators—fracture clan loyalties. The plot intertwines personal vendettas, such as Eivor's against Kjotve, with broader geopolitical strife, including the siege of and clashes with led by figures like Ivarr the Boneless. Sigurd's growing instability leads to a trial in exposing family secrets—Eivor as Styrbjorn's biological child from a non-consensual encounter—forcing that impacts unity. After Sigurd departs for in disillusionment, Eivor solidifies alliances, dismantles the Order's English leadership (sparing Aelfred, unmasked as its head), and reflects on legacy through optional pilgrimages. In the modern-day frame (2020 AD), analyst Layla Hassan accesses Eivor's genetic memories via the Isu device in , communing with digital Isu shades of and others to avert apocalypse, before her death passes the relay to ' preserved consciousness. The Viking saga ends with an elderly Eivor relocating to () for a peaceful death, evading further conflict.

DLC Expansions and Endgame Content

Assassin's Creed Valhalla received multiple (DLC) expansions following its November 2020 launch, extending the core narrative and introducing new regions, abilities, and mythological elements. These expansions, accessible via the season pass or individual purchase, built upon the base game's Viking invasion mechanics and Isu lore, with major story additions released between 2021 and 2022. Smaller free updates and events complemented the paid content, adding replayable challenges and seasonal activities. The primary story expansions include Wrath of the Druids, released on May 13, 2021, which transports Eivor to for alliances with druidic clans amid a in hallucinogenic "druid's curse" and conflicts with a cultish order. This introduces poison-based weapons, new gear sets like the armor, and a level cap increase to 6, providing 20-30 hours of content focused on political intrigue and mythical visions. The of Paris, launched August 12, 2021, shifts to , depicting Viking assaults on and diplomatic maneuvers with Frankish nobility, emphasizing infiltration and mechanics over direct raiding. It features branching outcomes, the "" system for gear customization, and ties into historical events like the 845 , with content spanning 15-25 hours. Further expansions encompass Dawn of , a mythology-heavy arc released March 10, 2022, where Eivor embodies in Svartalfheim battling fire giants, incorporating god-like powers such as into a or and elemental weapons. This self-contained story offers around 20 hours, a higher power level (up to 7), and unique environmental puzzles, diverging from historical settings into . Concluding the saga, The Last Chapter, a free update on December 6, 2022, resolves Eivor's modern-day counterpart Basim's arc and provides narrative closure after forming all alliances, requiring main story completion for access. It adds reflective quests and raven mastery abilities, emphasizing themes of versus in under 5 hours.
ExpansionRelease DateKey FeaturesEstimated Playtime
Wrath of the DruidsMay 13, 2021 exploration, mechanics, druidic alliances20-30 hours
The Siege of August 12, 2021Frankish sieges, infiltration tools, historical diplomacy15-25 hours
Dawn of March 10, 2022Mythical Svartalfheim, powers, giant battles20 hours
The Last ChapterDecember 6, 2022Basim resolution, abilities, story epilogue<5 hours
Endgame content in the base game and updates focuses on optional high-difficulty pursuits post-main alliances, including hunting 34 legendary animals for resources and trophies, eliminating 30 Order members for lore artifacts, and conquering 45 zealots and 19 drengr via world map tracking. Mastery Challenges, added in title update 1.3.1 on April 27, 2021, offer arena-style combat trials against elite foes for opal currency to upgrade gear stats. Free modes like River Raids (introduced October 2021) enable instanced foreign river assaults for foreign supplies to enhance the Ravensthorpe settlement, while The Forgotten Saga (November 2022) provides a roguelite descent into Niflheim with permadeath runs and randomized encounters. These activities support maxing power to 400+, collecting all 30 gear sets for transmogrification, uncovering 200+ mysteries, and fully upgrading the settlement to level 6, fostering emergent replayability without narrative progression. Discovery Tour: Viking Age, a free non-combat mode released October 19, 2021, allows guided tours of recreated Viking sites with 250+ interactive exhibits.

Development

Concept and Pre-Production

Development of Assassin's Creed Valhalla commenced in 2017, concurrent with the launch of Assassin's Creed Origins, marking the inception of pre-production under Ubisoft Montreal's , with collaborative input from multiple studios to establish core concepts for a Viking-era entry in the series. The selection of the 9th-century setting stemmed from its historical alignment with expansive raiding campaigns into , enabling integration of aggressive conquest mechanics alongside the franchise's stealth traditions, as opposed to the exploratory naval focus of . This era choice facilitated a centered on and territorial , diverging from prior ancient-world constraints by emphasizing rugged, natural landscapes over monumental . Pre-production emphasized prototyping the dual-identity of Eivor as both a fierce Viking raider and a hidden Assassin operative, with early exploring varied character designs to support player-customizable gender options while grounding the figure in warrior aesthetics. Narrative director , drawing from prior consultations on Origins, directed initial story frameworks to prioritize epic, film-like quest arcs over fragmented side activities, recognizing the need for cohesive regional narratives amid the open-world scale. Visual conception focused on distinct environmental motifs—such as misty fjords in and fog-shrouded Anglo-Saxon kingdoms—to enhance immersion and locational awareness without relying on iconic landmarks. Key decisions in this phase included blending mythological Isu elements with historical Viking lore, informed by sagas and archaeological insights, to underpin the game's lore while avoiding anachronistic fantasy dominance. The raiding prototype emerged as a , simulating historical assaults on religious sites to fund growth, tested to balance aggressive play with series staples like social stealth. These elements were iterated through internal pitches and art blasts, setting the foundation for full production amid Ubisoft's post-Origins pivot to expansive structures.

Production Process and Technical Challenges

Development of Assassin's Creed Valhalla was led by Ubisoft Montreal and began in 2017 following the release of Assassin's Creed Origins, with full production involving the onboarding of additional studios starting in October and November 2018. The project scaled to encompass 17 Ubisoft studios worldwide, employing over 1,000 developers by the final phases, who collaborated on creating an expansive Viking-era open world spanning Norway, England, and mythological realms. This multi-studio approach enabled parallel work on assets like environments, animations, and raiding mechanics but required intensive synchronization, including week-long in-person kickoffs before remote escalation. The struck during the post-alpha polishing stage in early 2020, forcing a rapid transition to fully remote operations amid global lockdowns, which complicated real-time collaboration across time zones and disrupted traditional review pipelines. Julien Laferrière noted the challenges of managing such a massive distributed team without physical presence, addressed through enhanced digital tools like low-latency remote desktops, hardware deliveries to employees' homes, and structured daily stand-ups at 9:30 AM to foster informal communication. Despite these hurdles, the game shipped on November 10, 2020, with Laferrière crediting the team's dedication for meeting the deadline, though the remote setup strained bug triage and final optimizations. Technically, Valhalla built on the AnvilNext 2.0 engine, which handled the game's vast procedural biomes and dynamic weather but struggled with optimization for the scale, resulting in launch-day issues like frame drops, stuttering, and crashes, particularly on PC where the port exhibited inconsistent performance regardless of hardware settings. Common glitches included quest progression blocks, visual artifacts, and save corruption, documented extensively in player reports and addressed via post-launch title updates that refined the engine's threading and rendering. Ubisoft's internal update pipeline emphasized iterative hotfixes, but the engine's limitations in handling dense NPC crowds and long draw distances highlighted broader challenges in scaling legacy technology for next-gen consoles without a full overhaul.

Historical Research and Design Decisions

Ubisoft's historical research for Assassin's Creed Valhalla emphasized empirical sources to depict 9th-century and Anglo-Saxon societies. Research advisor Thierry Noël, from the company's Editorial Research Unit, drew on archaeological evidence, , and Anglo-Saxon chronicles to reconstruct elements like settlements, rituals, and multiethnic interactions in during the Viking expansions. The process involved site visits to , , and , consultations with reenactors for immersive experiences such as rowing and combat drills, and cross-referencing sparse primary records to address evidentiary gaps. External academic input focused on regional authenticity, particularly Anglo-Saxon England. Professor Ryan Lavelle of the , specializing in early medieval history and King Alfred's reign, led developers on a two-day tour of sites including , , and , advising on governance, estate landscapes, and social hierarchies derived from 9th-10th century documents like estate records. Dr. Eric Lacey developed the in-game Wordsmith tool, generating names for locations, characters, and artifacts based on linguistic evidence. These contributions informed depictions of historical events, such as the Great Heathen Army's campaigns, and figures like , while highlighting Viking , including slaves ascending to warrior status. Design choices integrated research with gameplay needs, prioritizing immersion over verbatim replication. Combat mechanics reflected Viking tactical versatility, such as dual-wielding and use, substantiated by weapon finds and accounts, while settlement systems mirrored archaeological traces of outposts in . Player-selectable gender for protagonist invoked saga accounts of female fighters, though archaeological support remains limited to debated cases like the grave. Mythological visions, framed through the franchise's ancient precursor narrative, blended lore with verifiable conflicts, allowing stylized that abstracted historical sieges for action pacing. Lavelle emphasized avoiding anachronistic tropes, like uniform peasant militias, but acknowledged creative fills for incomplete records, ensuring the game served as informed fiction rather than documentary simulation.

Release and Post-Launch

Launch Platforms and Marketing

Assassin's Creed Valhalla was released worldwide on November 10, 2020, for , , Xbox Series X and Series S, Microsoft Windows via and the , and . The version followed on November 12, 2020, coinciding with the console's North American launch, while support for was added shortly after. The release date was advanced from an initial November 17 target to align with the Xbox Series X and S debut, positioning the game as a cross-generation title with enhanced features like faster load times and higher resolutions on next-gen hardware. A PC version via Valve's platform arrived later on December 6, 2022. Ubisoft's marketing campaign emphasized Viking raids, Norse mythology, and expansive open-world exploration, beginning with an official announcement on April 29, 2020, via an eight-hour livestream featuring . Pre-launch efforts included multiple cinematic and gameplay trailers, such as a television commercial-style trailer released in late October 2020 highlighting and settlement-building mechanics. Digital promotions spanned social media platforms like , , and , alongside display ads, integrations, and out-of-home advertising such as metro campaigns. A notable stunt revived the 2009 "Techno Viking" viral meme, adapting it to feature game elements like longships and axes to generate buzz ahead of launch. These initiatives contributed to high pre-order engagement, with Ubisoft reporting the game as the biggest day-one launch in the franchise's history based on player counts and hours played.

Patches, Updates, and Technical Support

Assassin's Creed Valhalla launched with a day-one patch addressing initial stability issues, followed by a series of title updates (TUs) that fixed bugs, optimized performance, and integrated new content from DLC expansions. Title Update 1.2.0, deployed on March 15, 2021, across Xbox Series X|S, Xbox One, PlayStation 5, PlayStation 4, Ubisoft Connect, Epic Games Store, Stadia, and Amazon Luna, introduced features like transmog customization and river raid improvements while resolving progression blockers and combat glitches. Subsequent updates, such as TU 1.3.2 on October 5, 2021, targeted additional bug fixes and added graphics modes for Stadia, though the platform's service ended later that year. Later TUs focused on settlement expansions and endgame enhancements. TU 1.6.1, released September 27, 2022, added the Rune Forge building to Ravensthorpe for gear enchantment and included stability improvements for DLC modes like The Forgotten Saga. TU 1.6.2, deployed December 6, 2022 (with sizes of 15.1 GB on Xbox Series X|S and 13 GB on ), served as the final major content update, incorporating The Final Chapter DLC, eliminating repeating festivals, and applying broad fixes for audio, animations, and quest triggers. TU 1.7.0 followed on February 21, 2023, with further optimizations, and a platform-specific variant addressed 24H2 compatibility issues via a ~230 MB patch on January 14, 2025, for PC users. Technical support for the game is handled through 's official channels, including server status monitoring and troubleshooting guides for connectivity and performance problems. PC players facing low , crashes, or —often tied to autosaves or zone transitions—are directed to general optimization steps like driver updates and verification of game files. Bug reports require details on occurrence points and expected behaviors, with unresolved issues like random crashes persisting in some builds despite patches. Community forums and Help also cover audio cutouts and NPC interaction failures, frequently mitigated by post-launch TUs rather than standalone support resolutions.

Additional Content Releases

In addition to paid expansions, Assassin's Creed Valhalla received a series of free content updates and seasonal events through title updates, extending with new modes, activities, and rewards accessible to all players. These releases formed part of Ubisoft's post-launch roadmap, announced in October 2020, which emphasized regular free additions alongside bug fixes and quality-of-life improvements to sustain the open-world Viking saga over two years. Recurring seasonal festivals, such as (winter), Ostara (spring), and Haust (autumn), debuted starting with the first post-launch season in late 2020 and returned annually, introducing limited-time events at the Ravensthorpe settlement with activities like feasts, games, and cosmetic rewards tied to Viking traditions. These events encouraged social and exploratory play without narrative progression, with Ostara, for instance, returning in Title Update 1.5.1 on April 19, 2022, alongside new mastery challenges.
Content ReleaseRelease DateKey Features
River RaidsFebruary 16, 2021 (Title Update 1.1.2)Cooperative raiding mode along river maps in , , and ; progression system for foreign supplies, Jomsviking upgrades, and unique gear like the Riverhog shield. Expanded in later updates, e.g., Title Update 1.3.1 on September 7, 2021, adding three new waterways and Aesir difficulty.
Tombs of the FallenNovember 9, 2021Six environmental puzzle tombs scattered across , solvable via and combat for lore items and the sword variant; additional tombs added in Title Update 1.6.1 on September 27, 2022.
The Last ChapterDecember 6, 2022 (Title Update 1.6.2)Concluding free story arc resolving Eivor's visions and relationships, requiring completion of main arcs and certain DLCs; included a new hood cosmetic and marked the end of post-launch content after 25 months of support.
Other free additions encompassed modes like The Forgotten Saga (roguelite trials in , integrated via updates in late 2021) and Hildiran's Keep (a settlement arena with trials, weapons, and , added December 2021), alongside iterative features such as New Game+ in Title Update 1.6.1. These updates, totaling over 1.7 major patches by February 2023, prioritized replayability and community-driven content without microtransactions gating core experiences, though some rewards encouraged optional store purchases.

Commercial Performance

Sales and Revenue Metrics

Assassin's Creed Valhalla achieved strong initial sales upon its release on November 10, 2020, with reports indicating approximately 1.7 million units sold during its launch week, representing a 50% increase over the debut performance of its predecessor, . By mid-November 2020, the game had surpassed 1.8 million players across platforms. These figures positioned it as one of the fastest-selling titles in the series at the time, contributing significantly to Ubisoft's quarterly revenue, which reached $1.2 billion in the period largely driven by the game's performance. Over its lifetime, the game has sold an estimated 20 million copies worldwide as of 2025, making it the best-selling entry in the according to analyses aggregating from trackers like VGChartz. This total reflects sustained sales through digital storefronts, physical copies, and expansions, though has not publicly disclosed exact official unit figures, leading to reliance on third-party estimates that consistently converge around this number. On alone, approximately 1.1 million copies have been sold. In terms of revenue, Valhalla generated over $1 billion by February 2022, as confirmed by Ubisoft CEO during an investor earnings call, marking it as the first title in the series to reach this milestone and the second-highest profit generator for the company historically at that point. The game's day-one revenue set a franchise record, later surpassed only by subsequent releases like Shadows. Platform distribution favored systems, which accounted for around 37% of Ubisoft's overall during the peak Valhalla-driven quarter in late , compared to 20% for PC and 19% for . Additional income from packs and microtransactions further bolstered its financial success, though detailed breakdowns remain proprietary.

Market Impact and Comparisons

Assassin's Creed Valhalla marked a commercial pinnacle for the franchise, achieving over 20 million units sold worldwide, the highest in series history. This figure surpassed Assassin's Creed Odyssey's approximately 10 million sales, reflecting sustained player engagement through its expansive content and expansions. The game's launch on November 10, 2020, set records as the fastest-selling entry in the series, with more copies moved in the first week than any predecessor, and it became Ubisoft's largest PC launch to date. In the UK market, it outperformed Call of Duty: Black Ops Cold War to claim the top spot in boxed sales charts during its debut week. Compared to earlier annualised titles like or , which sold under 10 million each over their lifetimes, Valhalla's performance underscored the efficacy of Ubisoft's shift toward RPG mechanics initiated with Origins and refined in . Launch sales reached 1.7 million units, a 50% increase over Odyssey's debut, aided by cross-generation availability on PS4/PS5, Xbox One/Series X, and PC amid the transition to next-gen hardware. Subsequent entries, such as Assassin's Creed Shadows (released 2024), have been benchmarked against it, achieving the second-highest day-one revenue but trailing in initial player counts (1 million versus Valhalla's 2.55 million). The title's market impact extended to reinforcing the viability of large-scale historical open-world RPGs, capitalizing on Viking-era interest heightened by prior successes like (2018). Unlike 's linear narrative focus, emphasized settlement-building and regional conquests in 9th-century , broadening appeal to exploration-oriented players without spawning direct imitators in the Viking subgenre. Its formula influenced Ubisoft's strategy for ongoing live-service elements and DLC, sustaining revenue streams and contributing to the exceeding 200 million total sales by 2025. However, later perceptions of series fatigue highlight that 's pandemic-era timing and setting novelty were key causal factors in its success, rather than replicable mechanics alone.

Reception and Analysis

Critical Reception

Assassin's Creed Valhalla garnered generally favorable critical reception upon its November 2020 release, earning Metascores in the low-to-mid 80s across platforms, such as 82 for the Xbox Series X/S version based on 58 reviews. Critics frequently highlighted the game's expansive recreation of 9th-century and , praising its atmospheric depiction of Viking raids, settlement-building mechanics, and dual-wield combat system as evolutions from prior entries like . Reviewers commended the title's scale and visual fidelity, with awarding it 8/10 for delivering a "big, bold, and ridiculously beautiful" Viking-era experience that fulfilled long-standing fan requests for the setting, though it noted launch bugs impacting immersion. GameSpot similarly scored it 8/10, appreciating the satisfying narrative conclusion to the modern-day saga arc and improved RPG elements, but critiquing the main campaign's slow pacing and repetitive side activities that could extend playtime beyond 100 hours. Technical issues, including frame rate instability and glitches, drew consistent complaints, with some outlets like emphasizing how these marred the otherwise robust exploration and conquest loops despite post-launch optimizations. The integration of Assassin's Creed lore with historical Viking elements received mixed analysis; while praised for narrative depth in alliances and betrayals, critics such as those at pointed to underdeveloped modern-day segments and formulaic quest design as detracting from innovation. Expansion packs like Wrath of the Druids (Metascore 73) and Dawn of Ragnarok faced more tempered responses, often critiqued for incremental additions amid growing content fatigue. Overall, was viewed as a technical and artistic high point for Ubisoft's open-world formula, tempered by execution flaws evident in unpatched states.

Player Opinions and Criticisms

Player reception to Assassin's Creed Valhalla has been mixed, with user reviews on platforms like reflecting divided sentiments, where the game holds a "Mixed" based on over 11,000 reviews, often citing technical issues and gameplay repetition as detractors. On , user scores vary by platform but generally fall in the mixed to positive range, though some analyses question their reliability due to patterns of newly created accounts inflating scores. Many players praised the game's expansive , Viking-themed exploration, and visual fidelity, describing it as a refined evolution from prior entries with engaging raids and settlement-building mechanics that provided a sense of progression. Combat received commendations for its visceral feel once skills were unlocked, and the historical setting was lauded for immersing players in and Anglo-Saxon England. Criticisms frequently centered on launch-period bugs and glitches, including progression-halting issues like unresponsive NPCs and frequent crashes, which disrupted gameplay and required patches to mitigate. Players often highlighted repetitive content, such as formulaic camp clearances and alliances that blurred together after extended play, contributing to perceptions of bloat in the main story, which some estimated at over 100 hours with shallow narrative depth compared to length. Combat drew complaints for stiff animations, poor AI pathing, and an unadjustable camera, while grinding for abilities was seen as necessary to make fights enjoyable, exacerbating tedium. Additional gripes included the absence of platform-specific features like Steam achievements at release and a modern-day storyline that felt extraneous.

Awards and Recognitions

Assassin's Creed Valhalla garnered multiple nominations at prominent international awards but secured few outright victories for its core release. At , held on December 10, the game was nominated for Best Action/Adventure and Innovation in Accessibility, though prevailed in the former category. It received a for at the in 2021, with the writing team from recognized alongside entries like and . The 24th Annual in 2021 included nominations for Adventure Game of the Year—won by —and Outstanding Achievement in Character for Eivor Varinsdottir. Further afield, it earned six nominations at the 2020 National Academy of Video Game Trade Reviewers (NAVGTR) Awards, spanning categories such as Game of the Year, Outstanding Art Direction (Period Influence), and Outstanding Original Dramatic Score (Franchise), without any wins. Domestically, the title fared better at the 2021 Canadian Game Awards, where it amassed nine nominations and clinched six victories on April 10, including Game of the Year, Best Performance, Best Story, , and ; these successes underscored the contributions of its Montreal-based development team. A notable posthumous accolade came via its expansion content: the soundtrack for Dawn of Ragnarök, composed by Stephanie Economou, won the inaugural Grammy Award for Best Score Soundtrack for Video Games and Interactive Media at the on February 5, 2023, marking the first win in this category established to recognize interactive media scores.

Controversies and Debates

The resignation of Assassin's Creed Valhalla Ashraf Ismail in June 2020 stemmed from allegations of and related personal misconduct, occurring amid broader reports of a culture at that included claims against multiple executives. Ismail announced his departure on , citing a need to address personal matters, while CEO issued a company-wide apology acknowledging failures in handling such issues. These events contributed to scrutiny of 's internal practices during the game's pre-launch period, with some media outlets linking the scandals to delayed responses on employee complaints dating back years. In November 2020, shortly after launch, faced backlash for including language in a side quest description referring to an NPC as a "village retard," prompting complaints from advocates. issued a public apology on , stating the term unintentionally reinforced , and committed to removing it via a . Critics, including of the Can I Play That?, highlighted the incident as indicative of insufficient sensitivity reviews in game content. Player communities criticized the game's microtransactions as overly aggressive and poorly integrated into a full-priced title, with gear packs and settlement expansions priced at $2–$5 each, totaling potential costs exceeding $100 beyond the base game. Forums like and reported fan frustration over in-game prompts pushing Helix credits for cosmetic and minor gameplay items, arguing it undermined the value of the 100+ hour experience. defended the model as optional, but detractors noted similarities to prior titles like , viewing it as a shift toward live-service in single-player RPGs. Debates on historical accuracy centered on the portrayal of Viking society, with historians noting liberties such as exaggerated roles—debated in sagas but lacking widespread archaeological evidence—and simplified combat mechanics diverging from period weapons training variability. Some analyses critiqued narrative implications, including optional slave trading mechanics that normalized raiding practices without contextual moral framing, potentially glorifying pagan expansionism over Christian settlements in 9th-century . Conservative commentators and online forums raised concerns about anti-Christian undertones in depicting as triumphant, though emphasized mythological inspirations over strict historicity. Visual elements like ship designs and attire received praise for fidelity to sources, but overall, the game prioritized gameplay-driven , as confirmed by interviews. Character customization options, allowing players to select male or female versions of protagonist Eivor (with female as canon per narrative director Thierry Noël), sparked polarized reactions; some gamers accused it of injecting modern gender fluidity into historical fiction, while developers cited Norse sagas' female warriors as justification. This tied into broader Ubisoft critiques of underrepresenting female leads in the series, with reports alleging executive preferences for male protagonists to broaden market appeal. Proponents argued the dual-gender system enhanced replayability without altering core story beats, though it fueled debates on authenticity versus inclusivity in historical settings.

Legacy

Influence on the Assassin's Creed Series

Assassin's Creed Valhalla extended the role-playing game (RPG) mechanics introduced in (2017) and (2018), incorporating features such as settlement management, alliance-building raids, and choice-driven narratives with dual-gender protagonists, which expanded player agency in historical settings. These elements contributed to Valhalla's commercial peak, achieving the franchise's strongest launch-month sales upon its November 10, 2020 release, thereby validating Ubisoft's shift toward larger, open-world experiences over linear stealth-action. The game's scale, involving over 17 studios and extensive post-launch that extended playtime beyond 100 hours, set a template for ambitious scope but also exposed challenges in content cohesion and pacing. Valhalla's perceived bloat and grind influenced Ubisoft's subsequent diversification strategy, prompting the development of varied project scales within the franchise. In response to feedback on the expansive formula's fatigue, Bordeaux's (2023), initially conceived as Valhalla , evolved into a standalone title emphasizing , , and a concise 15-20 hour campaign set in 9th-century , marketed explicitly as a "return to roots" to recapture the series' origins in social stealth and targeted assassinations. This pivot reflected causal lessons from Valhalla's unwieldiness, where layered amplified scope but risked diluting core narratives, leading to shorter, focused experiences alongside ongoing large-scale entries. The game's Norse mythology integration and modern-day lore advancements, including deeper Isu artifact exploration, shaped future titles' mythological-historical blends, as seen in Assassin's Creed Shadows (2024), which refines Valhalla's dual-protagonist system and combat while addressing "monster game" excesses through streamlined progression and reduced filler activities. Post-Valhalla announcements in 2021 outlined "creative tracks" for the series, including live-service hubs like Assassin's Creed Infinity and multiplayer modes, signaling a franchise evolution toward hybrid models informed by Valhalla's proven revenue from expansions but tempered by demands for tighter design. Overall, Valhalla entrenched RPG dominance while catalyzing Ubisoft's recognition of sustainability limits, fostering a multi-format pipeline to sustain long-term viability.

Cultural Representation and Historical Accuracy

Assassin's Creed Valhalla incorporates historical research conducted by 's advisor Thierry Noël, drawing from archaeological evidence, contemporary chronicles, and to depict 9th-century migrations to Anglo-Saxon . The game portrays Viking society as multifaceted, emphasizing roles as farmers, traders, explorers, and warriors rather than solely raiders, aligning with evidence of settlements and economic activities during the period. Several elements reflect verifiable historical details, including the use of silver pennies as currency, which facilitated trade between and , and the design of longships optimized for both riverine and oceanic navigation. raids mirror documented events such as the 793 assault, while common weaponry like axes, shields, and bows corresponds to archaeological finds, with swords reserved as status symbols due to their expense. The game's setting captures control over regions like Lunden (London) during the Great Heathen Army's campaigns in the 870s. Combat mechanics draw from an informed of Viking versatility, including dual-wielding supported by pictorial and the prevalence of shields for protection, though throwing axes are overemphasized as they were atypical due to weapon physics and rarity in sources. However, inaccuracies include overly preserved in , which by 873 AD were largely derelict or repurposed, and depictions of extreme snowy climates contradicting the Medieval Warm Period's temperate conditions. The portrayal incorporates modern stereotypes such as horned helmets, , and face paint, influenced by 19th-20th century and aesthetics rather than primary of groomed, comb-carrying . Culturally, the game integrates and rituals, such as raven omens and sagas featuring strong female figures, justifying the option for a female protagonist Eivor, though historical for widespread shieldmaidens remains limited to literary traditions. Linguistic elements model 9th-century Old West , enhancing authenticity in and chants. Timelines are compressed for narrative purposes, blending events like Ivar the Boneless's campaigns into a single year, and concepts simplify complex beliefs beyond and Helheim. Experts assess the depiction as brutal and nuanced but prioritize entertainment over strict fidelity, rendering it an interpretive fantasy rather than a documentary simulation.

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