Connect with us

E3 2019

Ancestors: The Humankind Odyssey Director: ‘It’s Your Game, It’s Not Mine’



Panache Digital Games has spoken about the freedom available to players in Ancestors: The Humankind Odyssey.

In an interview during IGN’s E3 live stream, creative director Patrice Désilets said that players can better explore the world on two legs, but added, “I don’t care. It’s your game, it’s your experiences—it’s not mine.”

He added that he personally enjoys his experiences with the game, despite working on it for some time. “Each night I play, I can go and write a new story.”

These comments match what Désilets said during the PC Gaming Show earlier this week, stating that players are “writing the story” themselves through gameplay.

When discussing the importance of the game for the studio, Désilets compared the title to Ubisoft’s Assassin’s Creed, which he worked on as creative director.

“I knew I needed a first game. When you do third-person, the thing you must build is a character that interacts with a 3D environment. That is why we built AC1 with Altaïr, and then we had AC2 that is, for some people, better because we knew and we had our character, so I knew I needed the same thing.”

He also discussed the scope of the game in regards to the size of his team. “I cannot build—with my team of 35 people—Rome, Jerusalem, technology, crowds.”

Ancestors: The Humankind Odyssey

Désilets clarified that the game world does not evolve over time, since the “massive scope” was already significant for his small, independent team.

He originally felt that exploring a prehistoric period would be easier than the Third Crusade or Italian Renaissance of the early Assassin’s Creed title. He feels that he was naïve in this approach, however, as the organic world is quite complex.

The developer has taken some flexibility in the historical accuracy of the game. Since humans know little about prehistory outside of modern-day research based on fossils, the game takes creative liberty with its concepts, featuring creatures such as giant centipedes. Désilets felt that humans do not technically know that such a creature did not exist, so creative liberties are allowed for the game.

Ancestors: The Humankind Odyssey was first announced in 2015 by Désilets, known for his work on Assassin’s Creed (including the original game, its sequel, and Brotherhood) and Prince of Persia: The Sands of Time. After slowly releasing information in the years to follow, Panache Digital Games partnered with Take-Two Interactive’s new publishing label Private Division to distribute the game, later revealing gameplay and a release window at The Game Awards 2018.

The game will be released on August 27, 2019 for PC via the Epic Games Store, and in December 2019 for PlayStation 4 and Xbox One. The game will be exclusive to the Epic Games Store on PC for 12 months, after which point it will become available on other retailers.

For all the latest coverage from E3 and beyond, be sure to bookmark OnlySP and follow us on FacebookTwitter, and YouTube. You can also join the discussion in our community Discord server.

Rhain discovered a long time ago that mixing one of his passions (video games) with the other (writing) might be a good idea, and now he’s been stuck in the industry for over six years with no means of escaping. His favourite games are those with deep and captivating narratives: while it would take far too long to list them all, some include L.A. Noire, Red Dead Redemption (and its sequel), Wolfenstein: The New Order, The Last of Us, and the Uncharted series.

Continue Reading

E3 2019

Biomutant is Vibrant, Unique, and a Hell of a Lot of Fun




THQ Nordic had a bevy of games available to play on the show floor at this year’s E3. While some attendees eagerly lined up to play Darksiders Genesis (as our own Michael Cripe did), others sought to finally get their hands on Experiment 101’s highly unique Biomutant for a hands-on, 30-minute demo. Thankfully, Biomutant’s E3 demo is more than enough proof that the will end up being something truly special.

After selecting their preferred language, players were given the option to recode their mutant’s DNA, serving as Biomutant’s version of a character customizer. The customization options were satisfying. A circle graph appears on the screen with five key skills the player must find their preferred balance between: strength, agility, intellect, charisma, and vitality. A sixth skill, luck, was also present, but it was not one that the player could influence from the circle graph. This graph not only influences the player’s mutant’s skills but it also directly changes the mutant’s appearance.

Other customization options included determining the mutant’s fur length and primary and secondary colors. Once these options were set, the demo thrusts the player into a mission that begins with riding a hot air balloon  while the narrator speaks of the excitement of an adventure. Enemies begin firing to bring down the hot air balloon and the player is dropped into the action.


The world of Biomutant immediately pops, as the colors were sharp and invoked thoughts of Ratchet &Clank with a slightly more comic-book style. The visuals reflected the conditions of the area, too, with vibrant reds representing intense heat being a memorable example. The first thing that stood out about this sequence was how great the combat felt. Similarly to Insomniac’s Spider-Man and Rocksteady’s Arkham series, sliding through an enemy’s legs while kicking, punching, and shooting felt tight and familiar. In some instances, the game slowed down when a knockout blow was dealt, which was a nice cinematic touch.

Progressing forward saw the player in an area with additional enemies with a larger, more intimidating foe acting as the main objective. This section introduced the Super Wushu attack, which varies depending on the equipped weapon. The most rewarding of these attacks was with the Klonk Fist which was obtained later in the demo. The Klonk Fist offered huge gauntlets that could pummel multiple enemies by mashing the action button.

The key to unlocking the Super Wushu attack involves stringing together combos which felt fairly easy to do. I do not recall ever losing my combo to an enemy attack, as I obtained the special attack fairly often. The combat allowed for those who wished to mash the melee or firing button but also rewards the players who are more tactical in their combos while mixing in shooting with melee attacks.


With the tutorial for the demo out the way, the game continues by having the player go to a different part of the planet. This new area showcased the vibrant greens and life that contrasted the overheated reds from the previous area. After some platforming, the demo descends the player down into the world where Gizmo the Greasemonkey resides.

Biomutant NPC dialogue is spoken by the narrator from the beginning of the demo while the player’s character makes vague sounds during the conversation. This exchange felt a bit underwhelming for the action-RPG as options did not hold any consequences for how the next section plays out and can be skipped without missing out on much of the story or mission objective.

After descending down and exiting an elevator shaft, the player enters a dark, oil-spilt area. The color palette here reflected the same pop to its visuals as the other sections. A mech suit, which was required to clean up the oil, controlled fine, though combat definitely felt better out of the mech suit than in it.

A final enemy awaited which served as the boss fight for the mission. This fight contained three phases with the enemy adding a new attack method from in the second. The third phase, however, took place inside the creature. After taking him down from the inside, the planet’s Tree of Life becomes more alive as indicating a reversal of destitute for the planet.

The demo confirmed the anticipation OnlySP had for Biomutant. The combat felt great and the visuals really popped. THQ Nordic and Experiment 101 may something special on their hands if the rest of the game plays as the demo did.

Continue Reading