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1666: Amsterdam preview details Noa’s wave-based combat
Developed over time first seen 3 months ago
Destructoid journalist Andrej Barovic has published a hands-on preview of 1666: Amsterdam, the latest project from Assassin's Creed co-creator Patrice Désilets, focusing largely on its combat system after an earlier preview covered exploration and historical accuracy. The piece confirms the game features a wave-based, semi-Soulslike combat system built around protagonist Noa, offering the clearest look yet at how developer Panache Digital Games is shaping combat for its historically grounded, Unreal Engine-powered title set in 17th-century Amsterdam.
In the hands-on session, which picked up immediately after the game's prologue, Noa must dodge or parry attacks from swarming militiamen before countering with broom swings, while also being able to sneak up on enemies and trigger destructible environmental hazards that kill several foes at once; bosses reportedly follow familiar Soulslike conventions. Combat rests solely with Noa, while her cat companion Aaron works alongside a witch to reach areas Noa cannot, supporting a separate traversal and exploration system that Barovic likened to Stray. The preview reinforced the developer's reputation for meticulous historical recreation, with journalists touring real Amsterdam locations, including the game's opening hotel, that feature in the story.
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In short
- 1666: Amsterdam preview details its wave-based, Soulslike-style combat system
- Noa dodges, parries and swings a broom against swarming militiamen
- Cat companion Aaron aids exploration; combat stays solely with Noa
How this story developed
- 3 months ago A further set of hands-on impressions added detail on stealth takedowns and destructible hazards capable of wiping out multiple enemies at once, while reaffirming that boss fights follow Soulslike conventions with an escalation mechanic as journalists explored Amsterdam's streets and waterways with Noa after the prologue.
- 3 months ago Barovic followed up with a second, combat-focused preview confirming the fighting system is wave-based, detailing how Noa dodges, parries and delivers broom strikes against swarming militiamen while comparing Aaron's separate traversal role to Stray and describing a real-life tour of the game's opening hotel location.
- 3 months ago Destructoid's Andrej Barovic published an initial hands-on preview of Patrice Désilets' 1666: Amsterdam, praising the game's historically faithful recreation of 17th-century Amsterdam and giving the first glimpse of protagonist Noa's semi-Soulslike broom combat and her cat Aaron's exploration role alongside a witch.
Explained simply
Amsterdam in the latter half of the 1600s serves as the setting for a new game called 1666: Amsterdam. It's being made by Panache Digital Games, a studio led by Patrice Désilets, who is known for having created the original Assassin's Creed series. The game puts players in control of Noa, who explores and fights her way through a detailed recreation of the historic city.
Combat draws on the "Soulslike" style, a genre known for demanding, precise fighting built around dodging and parrying enemy attacks, here reimagined with a broom as Noa's weapon against militiamen and bosses. She's joined by a cat companion, Aaron, who works with a witch character to help her reach otherwise inaccessible areas, adding a puzzle-like element to getting around the city.
This preview matters because it's one of the first proper looks at how the game plays, rather than just how it looks, giving an early sense of whether its mix of historical detail and combat can work together. It comes from games outlet Destructoid, whose journalist was given hands-on time with the title ahead of its eventual release.
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Read the full article at the source →
Originally published by Destructoid as “1666: Amsterdam hands-on preview – Rigorously accurate, brutally fun”.