The tumultuous journey of Patrice Désilets' passion project, 1666: Amsterdam, continues to be fraught with challenges. Initially conceived over 13 years ago and famously shelved by Ubisoft, leading to a legal battle that Désilets eventually won, the game has re-emerged under his new studio, Panache Digital. Following the ambitious, albeit uneven, Ancestors: The Humankind Odyssey, Désilets is finally bringing 1666: Amsterdam closer to reality, with a playable prologue demo now available for the title set to release in early access later this year for PC. However, this comeback has been met with controversy and confusion.

AI Controversy and Critical Reception

Shortly after the prologue's release, it was discovered that elements of the game and its marketing appeared to utilize generative AI. This sparked a public backlash, prompting an apology from Panache Digital. The studio assured that the early access and full release would not feature any AI-generated assets. Compounding these issues, the prologue demo received a "Mixed" reception on Steam, leaving many players bewildered about the game's core mechanics and identity, a sentiment echoed by those who have experienced it.

A Fragmented Glimpse of Gameplay

The 1666: Amsterdam prologue is divided into three distinct time periods, reflecting the game's narrative scope. The first segment places players in 1666 as Noa, a witch-like character referred to as a "Collector." In this section, players wield Noa's supernatural abilities to interact with objects and initiate a ritual, though combat is notably absent. The demo then jumps to the present day, where players assume the role of a university student investigating a mysterious letter linked to her family's past. This segment involves light interaction within a library setting, following clues to connect the present with historical events.

The final segment shifts to 1999, following two lovers on New Year's Eve. Players inhabit the male character, who is revealed to be the father of the student from the previous timeline. Through his experiences, the narrative reveals the woman's connection to a witch cult and a ritual performed in their hotel room, which causes timelines to converge. Intriguingly, the player then takes control of a cat, experiencing the world from its perspective before returning to Noa, implying a consciousness transfer and establishing a connection between the player and the feline companion. This multi-timeline approach is ambitious, drawing comparisons to the Animus sequences in the original Assassin's Creed, and promises a dark, witchy narrative.

Unanswered Questions and Lingering Concerns

Despite the creative ambition, the demo offers a very limited and controlled experience, making it difficult to ascertain the fundamental gameplay loop of 1666: Amsterdam. A press release describes it as a third-person, story-led action-adventure where Noa uses witchcraft to uncover hidden entities. Yet, the nature of these investigations and the extent of player freedom remain unclear. The press release hints at "investigate by day" and "face your demons at night" mechanics, but the demo provides little practical insight.

Visually, the game appears dated when viewed up close, and the demonstrated gameplay feels rigid, lacking a sense of open exploration. While the atmosphere and mood are effectively conveyed, the overall impression is that of a smaller-scale production, with a development team of around 70 people. The presence of jank, while potentially charming, raises concerns given the game's imminent early access launch, especially for a story-driven action-adventure title. The purpose of this early access—whether for testing, revenue, or attracting further investment—remains a question mark, casting doubt on the game's actual development progress.

Ultimately, 1666: Amsterdam's realization is a positive development for fans of Patrice Désilets' work and his unique creative vision. However, the recent demo has left many with more questions than answers, particularly regarding the shift away from the darker, more diabolical themes previously hinted at. The game's turbulent development history seems poised to continue into its public release, with hopes that the early access period will smooth out the rough edges and clarify the intended experience.