
For a series known for its parkour and rooftop stalking, Assassin's Creed Odyssey's developers ran into a pretty big problem: Ancient Greece didn't have many tall buildings to scale, which is, as you might imagine, not ideal for a "climbing-frame" game.
Speaking to Edge Magazine in its 413 issue, world director Ban Hall emphasized that "verticality is really important, especially in the Assassin's Creed games" and "it really is a climbing-frame game, and it's about moving the players through those spaces and going up and down things as much as anything else."