Let's put it simply: Assassin's Creed: Odissey is a game violently inflated with the aim to frustrate the player just to lure him to the store section and its power ups.
At the core it's just bare-bones action game with limited fighting mechanics surrounded by tumoral offshoots like fake stealth mechanics, whose only justification for existing lies in the absurd health of some enemy (enemies remarkably unaware of their surroundings btw), or the rpg system(s).
The latter is modeled upon the many infamous predatory mobile games, with their mtx-oriented grind, and, being devoid of any depth, it tries to hide this deficiency with tens of tens of weapons indistinguishable from each other which became became useless in the moment the character levels up.
The only intersting thing of this system is the skill tree but to upgrade them beyond their basic, and not so interesting, level the player must, of course, grind for hours going for next enemy camp identical to the previous and for the next side quest where going from A to B (to C etc.) is 4/5 of its content.
Story-wise it's clear that the writers, and the production, didn't care much and here we are with a trivial story topped with unexplained fantasy elements (our hero goes around teleporting her/himself in the center of the agora and nobody cares) , flat characters and nonsequiturs.
The biggest exemple of these happens in Athens where in a cutscene the periklean circle talks about the urgency of the situation with the formidable Spartan army besieging the city while the in-game Athens has no enemy whatsoever around its walls.
The one and only truly postive thing about this game it's the work of the art teams that created an impressive number of top level assets cleverly optimized
for a truly huge world.
The sore point of all of this is that the ubisoft-required inflation led to the scattering and diluition of this wonderful work across a bloated, yet grottesque encompassing all of the greek land in a square just 16km wide, map.
This inflation claim ha a victim the cities, that with their oversized streets do not allow anymore the once trademark parkour, and the side quests now filled with unbearable back-and-forths in the desolation of the map.
I'm tempted to slam a lower vote on this but the art teams' work restrains me.