1666: Amsterdam is a witchy body-hopper made by Assassin’s Creed’s creator, but it has more in common with Hitman

1666: Amsterdam is a witchy body-hopper made by Assassin’s Creed’s creator, but it has more in common with Hitman

My fellow magical practitioners are hounded by Witch Hunters in 1666 Amsterdam, the target of brutal, puritanical raids. But forget about that, I’m Noa – a witch, hunter. With a calendar year to track down my own demonic targets – the Originals – using magic powers only active during a full moon, it’s up to me to cleanse the supernatural forces they introduce to the world like I’m pruning a rose bush. Pruning it by unleashing broomstick combos, that is.

But, before I can go Henry Hoover on the corrupted humans who have signed immortal pacts with these evil spirits, I have to track them down. Given only a name and a rough area in which they inhabit – conveniently the same few blocks of Amsterdam streets and canals that make up the first two main missions available in Early Access – I have no idea where the, say, Inquisitive Crane actually is. With almost every building – home, shop, university, or prison – accessible to explore, though, those few blocks can be deliciously daunting to master. This might come from Assassin’s Creed’s creator, but 1666 Amsterdam’s density is closer to classic Hitman, shrugging off handholding and letting me loose to find clues or be jailed trying.

Witching hour

Noa walks down a street as bodies are hung from a wooden platform in 1666: Amsterdam

(Image credit: Panache Digital Games)

While I can tap a button to cloak myself in red robes, the witchy look will only arouse suspicion and draw guards, meaning I spend much of my time in a less conspicuous black dress and white bonnet. The most daring I get is holding down a button to have her do a slightly faster walk. Only when chased by guards do I whip out the broom to coast down the canals and lose my pursuers.

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