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I’ve seen much more of 1666: Amsterdam, and the witchy game by the creator of Assassin’s Creed has some surprising ideas

August 11, 2026
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1666: Amsterdam returned to the general public eye this 12 months after a protracted 15 12 months conception that concerned authorized battles, rewritten ideas, secret publishers, and at last: an precise recreation. Suffice to say, that is the sport Patrice Désilets has needed to make for a really very long time – Désilets being the unique creator of Murderer’s Creed and extra not too long ago the thoughts behind primate evolution recreation Ancestors: The Humankind Odyssey.

1666: Amsterdam

Developer: Panache Digital
Writer: Panache Digital
Platform: Performed on PC
Availability: Releases twenty fifth August in early entry on PC (Steam and Epic Recreation Retailer)

However the return of 1666: Amsterdam – developed by Désilets‘ Panache Digital studio, which he co-founded in 2014 – was marred by a ‚combined‘ reception to its quick playable prologue, launched in June on Steam. It was a glimpse of 1666 Amsterdam that left me with as many questions because it did solutions, similar to ‚What is going to the fight be like?‘, ‚Will we be capable of truly discover Amsterdam?‘, and ‚These overlapping timelines are complicated.‘ Okay, that final one is not a query, however it’s true; its motion takes place in 1666, 1999, and the current day, and strikes between the three of them. There have been plenty of concepts not particularly effectively defined. However now I do know extra.

I not too long ago travelled to Amsterdam to play extra of 1666: Amsterdam, and to speak to Patrice Désilets about it. Through the journey, he takes us across the metropolis to point out us locations modelled in-game. He even reveals us the inspirational „Anno 1666“ plaque he noticed on a wall whereas on a fateful aeroplane layover right here in 2011, which in the end impressed the sport. And standing amongst these tall, tottering buildings, his thought to make an Murderer’s Creed-like expertise set in Amsterdam completely is sensible: it is a powerfully distinct place to be.

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Let’s begin with what I play after the Prologue ends, as that is the place my hands-on demo begins. That Prologue is the beginning of the sport, by the best way, and moments after it ends, we’re again as protagonist Noa in 1666 and fight lastly begins. She fights by – I child you not – twirling a picket broomstick round, and by casting spells, although this early on we do not know any. As a substitute, fight revolves round one form of assault, one form of protection, a dodge, and that is it. It’s totally one-note. Even afterward, when spells can be found – a petrify spell turns enemies to stone, for instance, and a levitate spell lifts them for aerial assaults – that restricted core underpins and considerably stymies the expertise.

The encounters themselves are wave-based, and also you’re cinematically locked right into a multi-stage encounter till it is cleared. Enemies seem seemingly out of nowhere, till you have both defeated them or raised your intimidation stage excessive sufficient to scare them off, which is a pleasant contact. With assaults touchdown from all angles, it may well really feel awkward, and there is a basic feeling of scruffiness, or jank, to the construct I play. However I like how enemies insult you, and there is a sense of event about these staged showdowns.


These are photos I took from the Prologue.

After fight, I expertise extra of the sport’s exploration, and at tempo: you’ll be able to fly in your broom throughout Amsterdam’s watery canals, twirling like Darth Sidious to barge packing containers and different mild obstacles out of the best way. However as with different areas of the sport, this is not as freeform or liberating because it sounds. There are particular areas for flying – it isn’t one thing you are able to do all over the place – and it is extra like hovering above a floor on a prescribed observe than hovering by way of the air.

The expertise improves as we arrive in Amsterdam correct, touchdown on a bridge at night time amid a metropolis bustling with exercise and other people. It is also right here that the form of 1666 Amsterdam, as a recreation, turns into way more clear. Noa, now in civilian kind – if she have been to remain as a witch, a suspicion gauge would fill and authorities could be alerted, such is the distrust of witches within the period – proceeds in direction of a home to seek out an Unique she’s come to ‚accumulate‘ from. You’re a kind of debt collector for the satan, you see, and Originals are individuals who made offers with the satan 333 years in the past. Now, their time is up.

As with Murderer’s Creed, then, there is a component of looking a goal, a pursuit that can later occupy complete chapters, although to start it is a easy affair. A key element of metropolis exploration is the cat, your acquainted, which you select at the start of the sport and who accompanies your travels. The cat can be your hyperlink to the 12 months 1999 and the character Aaron whose timeline that’s, as a result of within the 12 months 1666, Aaron is Noa’s acquainted. Then in 1999, the roles are reversed: Noa is Aaron’s cat.

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There are a couple of advantages to having a cat acquainted. The first one is breaking and getting into – cat housebreaking, you may name it. Cats give 1666: Amsterdam its parkour. Noa can open a window sufficient for Aaron-cat to suit by way of, at which level you possess him and pad round as a cat discovering a strategy to let Noa in. Rooftops, drain pipes, small gaps and crevices: these are the domains of the cat. You’ll be able to unlock doorways, unbar entry methods, and accumulate consumables on your human counterpart, and it makes for good variation.

The cat strikes with pleasing feline grace, too, and makes good use of Amsterdam’s iconic teetering vertical areas, although once more, you’ll be able to’t transfer fully freely. There are particular ledges and home windows you need to use, and a form of ghost-like trace system displaying you the place to go. Your cat companion can even supply hints on demand when you’re caught about what to do. The buddy system normally: I like.

The capstone of a hunt is a confrontation with an Unique, who’re main, scripted characters inside the story who occupy every kind of positions in society. As soon as you have amassed the assorted items you should clear up an investigation, you’ll be able to carry out a ritual to disclose their internal demon and have a boss battle, mainly, and the one I skilled early on was robust. The black shadowy horror I fought defeated me a couple of occasions in just some hits – it was a pointy problem spike – and these Unique boss hunts painted the sport as much more of an motion expertise than I might realised it could be.

But, it wasn’t till Désilets led a later-game demonstration that much more attention-grabbing components of 1666: Amsterdam got here into view. By now, complete districts of Amsterdam have been open to discover, and Désilets and workforce made a degree of reiterating that each constructing you encounter within the metropolis is explorable, providing clues and power-ups and a mushy sense of puzzling as you’re employed out the best way to get in. Noa additionally has her personal home, a kind of base of operations, the place she will craft gadgets and funky down her suspicion gauge earlier than venturing out once more – in a dramatic swan-dive from her window that is greater than just a little harking back to Murderer’s Creed.

However what actually grabs me about this later a part of the sport is the roguelite construction it has, which I had no thought about prior to now. The considering is that every Unique represents an enclosed roguelite expertise – a chapter you method your means and accrue powers inside whereas making an attempt to deal with it. Die and check out once more and these powers reset and shuffle, which is intriguing. These powers may be spells or a charged melee assault, say, and are visually represented with a pleasant flourish in that they are decorations in your hair, or issues hooked up to your particular person, so you’ll be able to see at a look how loaded you’re, so to talk. Do you have to achieve your hunt, you may retain them.

Right here, then, 1666: Amsterdam reveals itself as a way more systems-led recreation, providing you with the liberty to slowly discover a metropolis and piece collectively clues – or simply noodle round doing your personal factor – and to mechanically play with character builds. There’s one rebuild spell which rapidly places market stalls again collectively after you have blown them to smithereens, which is splendidly animated. And it is right here 1666: Amsterdam lastly comes absolutely into view, I believe, and reveals what sort of recreation it is going to be. It additionally all of a sudden makes way more sense why Panache Digital thinks it is a good match for early entry, a mannequin systems-led video games usually adore however narrative-led video games keep away from.

The opposite aspect of that – Désilets would not disguise it – is that Panache wants cash to complete the sport. „All of us want cash on the finish of the day,“ he says, „to complete our stuff.“ 1666: Amsterdam had a secret writer for a number of years, which was rumoured to be Xbox however Désilets will not verify it. Panache is alone now, although, and never on the lookout for one other writer. „The writer is the people who find themselves going to play the sport with us,“ Désilets says.

Herein lies an essential distinction to make, then: there could also be comparisons to the Murderer’s Creed sequence however there are nowhere close to the sources, and you may inform. A workforce of 70 persons are making 1666: Amsterdam, and whereas there’s plenty of commendable inventive model influenced by the Dutch masters Rembrandt and Vermeer – which is especially spectacular within the interiors of buildings and on Noa herself – secondary characters and recreation efficiency may be poor. Body-rate is one thing I might normally overlook in a demo forward of launch however it was particularly uneven and we’re only some weeks from early entry on twenty fifth August. It is sufficient for me to be involved.

Then once more, it is also price remembering that is an early entry launch, a interval designed to handle issues like efficiency and gameplay and every little thing else, and Désilets appears enormously inspired on the prospect of working with a group. There’s onlyapproximately 10 hours of the sport being supplied in early entry launch, which is lower than half of what Désilets desires to have within the full recreation, and he assures me there is a plan to complete the sport whether or not it is profitable in early entry or not. „I’ve waited 16 fucking years to complete what I began,“ he says, smiling. „I end what I began.“

Whether or not or not 1666: Amsterdam could have been definitely worth the protracted wait, I can not but inform, however I am inspired by its distinction. On the entrance of my thoughts, whereas enjoying it, is a dialog I had not too long ago with former PlayStation chief Shawn Layden, a few lack of double-A video games at present. This center tier is the place the creativity and danger occur, Layden reasoned, and with out it, we drown in sequels and risk-averse blockbusters. 1666: Amsterdam shouldn’t be that: it isn’t risk-averse. Possibly it does have one too many concepts, possibly it’s a bit scruffy, however it’s not one thing I’ve performed earlier than. And that, I believe, counts for lots.

This piece relies on a visit to Amsterdam to see 1666: Amsterdam. Panache Digital paid for flights and lodging.



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