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Assassin’s Creed Valhalla is the PlayStation Plus open-world RPG highlighted as larger than The Elder Scrolls V: Skyrim. A GamingBible report published on 26 October 2024 describes Valhalla as approximately 2.5 times the size of Skyrim. That is a secondary-source ratio, not a published, reproducible area calculation, so it should be treated as an estimate rather than a precise measurement.
GamingBible separately reports 135 square kilometres for The Witcher 3: Wild Hunt. Because the two reports use different evidence and do not explain identical map boundaries or measurement methods, they do not establish an exact Valhalla-versus-Witcher 3 ranking. The useful comparison is broader: Valhalla is presented as exceptionally large, The Witcher 3 has a reported 135 km² world, and Skyrim remains the familiar benchmark for player-directed exploration.
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The evidence-backed comparison
| Game | Scale evidence | What the evidence supports |
|---|---|---|
| Assassin’s Creed Valhalla | About 2.5 times Skyrim, according to GamingBible’s 26 October 2024 report | A very large world is being described, but the report does not provide a directly reproducible area figure or measurement method |
| The Elder Scrolls V: Skyrim | Used as the benchmark in the Valhalla comparison | A familiar reference point; its boundaries should not be mixed with another game’s map definition without qualification |
| The Witcher 3: Wild Hunt | 135 square kilometres, reported by GamingBible in 2024 | A large authored world; the figure is attributed to a comparison video summarized by GamingBible |
Those are the only numerical claims that can be made safely from the available reporting. No official developer-published map-area specification or named statistical study is supplied for these comparisons. That matters because “map size” can mean the entire in-game map, walkable land, explorable regions, a measurement that includes water, or a calculation based on a video-game map image. Two numbers can therefore look precise while describing different things.
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The available evidence does not justify an exact answer. Valhalla is described as roughly 2.5 times Skyrim, while The Witcher 3 is assigned 135 km² in a separate report. Skyrim’s own area is not provided in the cited material, and the Valhalla report does not publish a square-kilometre total. Multiplying an unreported Skyrim measurement and comparing the result with a separately sourced Witcher 3 figure would create false precision.
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The defensible conclusion is narrower: Valhalla is the PlayStation Plus game in this comparison that is marketed through a very large, Skyrim-surpassing ratio. The Witcher 3 has a substantial reported area of 135 km². You cannot turn those statements into a reliable “Valhalla is X km² larger than The Witcher 3” claim without a common survey method.
Why the methods matter
- Boundary choice: A map may include sea, rivers, inaccessible mountains, settlement interiors, underground spaces, or only connected outdoor terrain.
- Playable versus displayed space: A world map can show territory that the player cannot freely enter, while a small-looking region can contain extensive interiors and vertical routes.
- Source type: The Valhalla number is a reported ratio; the Witcher 3 number is a reported area attributed to a comparison video. They are not a controlled, same-method experiment.
- Rounding: “About 2.5 times” is explicitly approximate. It should not be presented as 2.50 times or converted into an exact area.
What the 2.5-times-Skyrim claim tells you
For a player deciding whether Valhalla offers a huge exploration space, the ratio is useful as a scale signal. It places Valhalla well beyond the size associated with Skyrim in the cited comparison. It does not tell you how long it takes to cross the world, how many quests occupy each region, or how much of the terrain is optional.
Large area can serve different design goals. Valhalla’s broad landscape supports movement between settlements, raids, story locations, side activities, and environmental discoveries. The result is a sense of a long journey across a continental setting. That feeling is not the same as a larger number of meaningful decisions per square kilometre.
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How the three worlds differ beyond area
Assassin’s Creed Valhalla: breadth, routes and a campaign framework
Valhalla combines open-world movement with a structured Assassin’s Creed campaign. Exploration is tied to a protagonist, regional arcs, settlements and activities distributed across a wide landscape. Roads, mounts, waterways and the ability to sail give the world several ways to be crossed. Sailing is especially important as a connective mode: rivers and coasts are not merely scenery but routes into and out of regions.
That design makes distance part of the game’s rhythm. A location can be reached by road, approached from water or used as one stop in a longer regional excursion. The large reported scale therefore affects planning and pacing, not just the amount of terrain visible on the map. Players who enjoy setting a destination and letting discoveries interrupt the journey are more likely to appreciate Valhalla’s size.
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The ratio does not establish activity density. There is no source-backed statistic here showing how many quests, marked locations or secrets occur per square kilometre, so a larger footprint should not be read as a promise of proportionally more content.
The Witcher 3: an authored world measured at 135 km²
The Witcher 3’s reported 135 km² gives readers a concrete figure, but it is still a secondary report rather than an official area specification. The game’s world is strongly authored around Geralt’s story, regional conflicts and investigations. Its spaces are built to frame quests and consequences, so the meaningful unit is often a chain of decisions rather than a blank stretch between landmarks.
Travel remains important, with roads, settlements, wilderness and water separating major story areas. The experience is less about proving that the map is the biggest possible space and more about how authored encounters occupy it. A player can spend substantial time following a quest trail, investigating a local problem or choosing between outcomes without treating the map as a size contest.
Sam Cawley wrote in GamingBible in 2024: “The Witcher 3: Wild Hunt is still one of the greatest RPGs of all time, and one of the best overall games ever made.” That is an opinion attributed to Cawley, not a measurement, but it explains why raw area is an incomplete way to judge the game’s value.
Skyrim: the exploration benchmark
Skyrim functions here as the familiar comparison point rather than a game with a newly supplied area statistic. Its role in the Valhalla report is to give readers an intuitive sense of scale. Its open-ended structure emphasizes self-directed exploration: players can pursue quests, enter caves, climb toward visible landmarks or ignore the main story while developing a character.
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That freedom changes how size is experienced. A player who likes choosing a direction and discovering what is there may find Skyrim’s world memorable even when the journey is not optimized for a single authored storyline. Comparing it with Valhalla solely by surface area misses this difference in agency.
Traversal: how distance feels in play
Area and travel experience are related but not interchangeable. Valhalla’s roads, mounts and sailing create a network of movement options. A broad map can feel manageable when fast routes, rivers and clearly connected regions support a destination-focused trip; it can also feel expansive when the player chooses to detour through the landscape.
The Witcher 3 similarly uses roads and mounts to connect authored locations, while its regional structure makes the purpose of a journey clear: a contract, investigation, character meeting or story objective usually explains why the player is crossing the map. Skyrim’s traversal is more easily shaped by curiosity. The destination may be a quest marker, a distant mountain, or simply a landmark that catches the player’s eye.
No travel-time benchmark is supplied for any of the three games. It would therefore be misleading to claim that one takes a specific number of minutes to cross, or that a particular traversal system makes one map objectively faster.
World density: more land is not automatically more content
A large map can contain carefully placed encounters, repeated activities, empty travel space, or a mixture of all three. Density also depends on what a player counts as content. A settlement, an optional cave, a random event, a view from a hill and a multi-stage quest all occupy space but do not provide the same kind of engagement.
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Valhalla’s scale is best understood as an invitation to explore a broad setting. The Witcher 3’s 135 km² figure describes physical extent, while its reputation rests heavily on authored quests and consequences. Skyrim’s benchmark status comes from how freely players can make their own route through the world. None of the supplied figures measures quest quality, encounter variety, environmental storytelling or the amount of time a player will find meaningful.
When reading future map comparisons, ask whether the source explains its boundaries and whether the compared games were measured in the same way. Without that information, a number is a useful orientation point, not a complete assessment of content.
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Valhalla’s guided exploration
Valhalla joins open-world roaming to an Assassin’s Creed-style campaign. Regional objectives and a continuing protagonist give the journey a visible direction, while optional discoveries let the player depart from that route. This suits players who want a large setting with a clear narrative spine and a steady supply of destinations.
The Witcher 3’s authored choices
The Witcher 3 centers its role-playing around Geralt, investigations and story choices. The world is open, but the strongest reason to visit a location is often a quest with characters, evidence and consequences. Its map is therefore experienced as a collection of connected stories as much as a geographic surface.
Skyrim’s player-defined priorities
Skyrim gives the player unusual control over what the adventure becomes. Main quests, guild-style pursuits, exploration and character development can be mixed in whatever order the player prefers. Its benchmark role is valuable precisely because many players remember the freedom to make their own objectives, not merely the dimensions of the map.
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PlayStation Plus availability: what the dated report actually establishes
GamingBible reported that The Witcher 3 joined the PlayStation Plus Extra and Premium catalogues on 20 August 2024. That establishes historical availability from that date for those membership tiers in the report’s context. PlayStation Plus catalogues can change by region and over time, so the article should not be read as confirmation that The Witcher 3 or Valhalla is still included everywhere in 2026.
Check the current PlayStation Store listing for your account’s country and membership tier before downloading. A game can leave a catalogue, return in a different edition, or have separate PS4 and PS5 listings. Ownership of a disc or purchased digital licence is also different from catalogue access.
Which game should you choose?
Choose Valhalla if scale and movement are your priority
- You want the game highlighted as approximately 2.5 times Skyrim in the cited comparison.
- You enjoy moving through a broad landscape by road, mount and boat.
- You prefer an open world organized around a continuing Assassin’s Creed campaign and regional objectives.
Choose The Witcher 3 if authored quests matter more than the biggest ratio
- You want a world reported at 135 km² with a strong focus on Geralt’s story and investigations.
- You value decisions, characters and quest consequences over a purely geographic size contest.
- You are considering the game because of its reported PlayStation Plus Extra and Premium availability from 20 August 2024, while still checking the current regional catalogue first.
Choose Skyrim if self-directed exploration is the deciding factor
- You want the benchmark used to describe Valhalla’s scale.
- You prefer setting your own priorities rather than following a strongly authored protagonist’s route.
- You enjoy wandering, discovering locations and shaping the adventure around personal goals.
How to read future open-world map claims
- Identify the unit. Confirm whether the source gives square kilometres, a ratio, miles, or only a visual comparison.
- Check the boundary. Find out whether water, inaccessible terrain, interiors and underground areas are included.
- Check the source date. A catalogue report from 2024 says when availability was reported, not necessarily what is playable today.
- Separate scale from density. Look for independent evidence about quests, encounters or traversal rather than assuming a larger map contains more content.
- Compare like with like. Do not combine an approximate ratio with an exact-looking area figure and present the result as a controlled ranking.
The practical verdict
For the specific question “which PlayStation Plus open-world RPG is reported as bigger than Skyrim?”, the answer is Assassin’s Creed Valhalla, at approximately 2.5 times Skyrim in GamingBible’s 26 October 2024 report. The Witcher 3 has a separately reported 135 km² map and was reported as entering the PlayStation Plus Extra and Premium catalogues on 20 August 2024. Those facts identify the scale claims and the dated access report; they do not prove an exact Valhalla-versus-Witcher 3 area ranking.
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Fix the driver behind crashes, sound loss and screen glitchesFind Drivers →Repair Windows errors before they cause bigger problemsFix Now →Use the numbers to set expectations about geographic ambition, then choose according to how you want that space to function. Valhalla emphasizes a broad, traversable campaign world; The Witcher 3 emphasizes authored stories across a large measured setting; Skyrim remains the reference for player-directed exploration.
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