In several aspects, Assassin’s Creed Shadow appears to be a blend of different phases in the game series, attempting to incorporate multiple playstyles and narrative choices within the same game. For instance, you can select between characters offering stealth-oriented or action-packed gameplay. Furthermore, you have the option to either base the story on dialogue choices or adhere to the established timeline, disregarding any dialog-driven decisions. Essentially, it seems Ubisoft Quebec is trying to combine elements from their last two Assassin’s Creed productions, Syndicate and Odyssey, resulting in a unique Assassin’s Creed gaming experience that I found engaging for six hours. However, at times, the game appears to struggle balancing both aspects effectively, giving the impression of a hybrid creature within the Assassin’s Creed franchise.
Introducing a “canon mode” seems like the most straightforward illustration of this concept, as it provides an option for players to skip making roleplaying decisions and instead experience Shadows’ story exactly as Ubisoft Quebec intended – essentially how Assassin’s Creed was played before Odyssey.
Charles Benoit, the game director, shared with me that the “canon mode” originated from the fans. In Odyssey, we were the first to introduce dialogue choices, but these options received a mixed response. The core fanbase questioned why there were choices when history is set in stone within the Animus. However, they also appreciated the RPG aspect of having roleplaying options. To cater to both groups for Shadows, they created an experience that allows fans who prefer the true story to have it while still maintaining the appealing aspects of roleplaying choices.
In essence, I find this concept intriguing, but it seems to be a reflection of an underlying identity crisis in the Assassin’s Creed series. It’s becoming less apparent what these games are intended to represent, leading to a scattershot approach to gameplay instead of a focused, consistent experience. This is evident in the gameplay of Naoe and Yasuke; while Naoe prioritizes stealth, her gameplay doesn’t quite measure up to similar characters in other stealth-action games. Similarly, Yasuke is a forceful combatant, but his performance falls short compared to other action heroes. By attempting to cater to two types of Assassin’s Creed fans, I fear that the overall experience of Shadows may not meet expectations, regardless of individual preferences.
In my six-hour adventure with Shadows, it delivered what I consistently find in all Assassin’s Creed games: an authentically researched and vividly imagined setting, enriched by a captivating soundtrack and top-notch voice acting. This game appears to shine particularly bright in this area, suggesting that “historical playgrounds” may be the hallmark of the series, given that its gameplay might not converge towards a single vision again. Having played Shadows, I visited Ubisoft Quebec and interacted with various team members to gain insights into the game’s development. I was continually impressed by the game’s stunning visuals and the team’s dedication to crafting an accurate historical fantasy.
Benoit explained, “Initially, we took our time, casually perusing various texts. Since the project’s inception, we were fortunate to have a historian on board who introduced us to captivating resources. Additionally, we consulted numerous sources and specialists, amassing a wealth of papers on the period. We’ve accumulated around 2,000 pages worth of reading material. Besides this, we indulged in movies set in the same universe, and immersed ourselves deeply. We embarked on a two-week trip to Japan, where we gathered numerous insights used in our map creation.
Benoit mentioned that approximately a dozen team members traveled to Japan, many of whom hold director roles in the game. Additionally, Ubisoft made sure that art team members, including a texture specialist, were included in the trip. While I could only delve into a small portion of Shadows’ recreation of feudal Japan during 1579, I found myself unable to tear my gaze away from what was before me, even when I should have been focused on the approaching guards.
Inquiring about the reason behind Shadows’ decision to spread its creative emphasis across multiple aspects such as the two main characters instead of maintaining a unified vision throughout the art direction and world design, I found myself pondering.
Narrative director Jonathan Dumont explained to me that when considering the gameplay aspect, they initially focused on creating a ninja fantasy game. As development progressed, they realized adding elements from the samurai fantasy would enhance the experience. However, this resulted in a blend of two fantasies rather than one focused game.
Another individual, along with Benoit, shared the same story with me. Initially, Shadows was predominantly a shinobi fantasy, but due to the allure of embodying the samurai ideal, it became necessary to introduce an additional playable character.
Dumont mentioned that an intriguing aspect of their work was the creation of both benefits and drawbacks for two characters. He also pointed out that many figures in Japanese history have complex nuances, as they can be either villains or heroes amidst constant conflict. Therefore, they aimed to explore multiple perspectives often, using Oda Nobunaga as an example. Nobunaga would wage war against Naoe’s village but also elevated Yasuke to the status of samurai. By doing this, they wanted to delve into the dual nature of these characters. In their opinion, having two intertwining narratives or viewpoints, along with the presence of two distinct character archetypes, makes for an exciting setting.
In the preview I experienced, several key elements were missing that provide historical depth. The preview started with me playing through the opening scenes of Shadows, which included a skirmish in a village where I controlled both Naoe, the defender, and Yasuke, the aggressor. This was followed by a fast-forward to midway through the story and concluding with an hour spent on the game’s base-building feature.
During the prologue, I also encountered the initial introduction of the masked Templar enemies that are the primary targets in the game. The subsequent section skipped ahead showed Naoe and Yasuke cooperating as allies to uncover the identity of one such Templar and eliminate them. This part allowed some exploration of what appears to be a large map, with optional side activities available for completion. The main focus of the preview was this mid-game segment, offering multiple chances to switch between Naoe’s stealth-oriented gameplay and Yasuke’s more aggressive approach.
Although I witnessed Nobunaga’s assault on Naoe’s village and experienced both perspectives, the demo failed to show the aftermath, leaving me wondering about the game’s subsequent events and its exploration of the complexities surrounding the battle. A hint of these themes was glimpsed in a later mission, where Naoe and Yasuke shared a common goal but differed in their overall aims: the shinobi were focused on safeguarding innocents ensnared in a secret war, while the samurai considered broader political implications. My decision during this mission seemed significant for future events, piquing my interest to discover its ultimate impact in the full game, as well as instances where Naoe and Yasuke could spare certain individuals or opt for alternative resolutions. This could offer a unique opportunity to engage with the series’ depiction of contrasting historical viewpoints (unless you choose to play in the canon mode). Assassin’s Creed excelled at this during the Kenway saga, but its scope was confined to the Assassin Brotherhood and Templar Order members. Overall, Shadows presents an opportunity to narrate a storyline that no other game in the series has attempted.
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Dumont pointed out that the two main characters in the game offer distinct gaming experiences within the now diversified world of Assassin’s Creed. Over its 15-year journey, the series has undergone various transformations, starting with parkour and stealth elements, then evolving into a more combat-focused experience from Assassin’s Creed Origins onwards. This evolution caters to two distinct fanbases. In this context, Dumont referred to Assassin’s Creed Shadows as the quintessential Assassin’s Creed, as it embodies the different phases that the franchise has gone through over the years.
In this open-world game, I frequently switched between the two main characters during both casual exploration and mission moments. The ability to do so was available at any point, even in the midst of a mission. For instance, during an investigation scene, I utilized Yasuke to slice through enemy soldiers guarding a woman before switching to Naoe for infiltrating the location where she indicated her unfaithful husband might be held. However, during significant story missions confined within specific areas, this flexibility was limited, but the game provided options to continue with the character I was controlling or switch to the other at certain junctures. I opted to alternate whenever possible, indulging in a fantasy where Naoe and Yasuke were working together on these major assassination tasks. Upon finishing the demo, I learned that only a few missions require you to play as one character, otherwise, the choice of how to approach the game is yours – including completing the entire game using just Naoe or Yasuke (with exceptions for mandatory mission requirements).
In Benoit’s words: “Naoe initially has a time advantage since the story begins with her solo until she encounters Yusake. However, after that moment, it becomes quite balanced as to who will take charge more often. The majority of the missions are open for both characters, so you have the power to influence this balance.
It’s quite convenient that [both characters], Naoe and Yasuke, advance at an equal pace, according to Dumont. This means that whenever you level up your chosen character, both Naoe and Yasuke will also gain a level. In other words, there’s no need to worry about the development of the character you’re not actively playing as they automatically keep up with the main character.
As a gamer, I found both Naoe and Yasuke in Assassin’s Creed: Shadows remarkably similar to their predecessor characters like Basim, Jacob, Evie, Lydia Frye, Kassandra, and Eivor. New mechanics such as going prone and dynamic lighting add intriguing elements for stealth, making it more engaging than ever. Yasuke, however, plays a bit slower and clunkier, but still leans into the breakable armor system to spice up combat, offering a unique twist compared to previous titles. Personally, I found my gaming experience much more exciting while playing as Naoe. While there are stealth games that surpass Shadows, it at least makes an effort in the right direction with Naoe’s character. The shinobi character typically goes down quickly on normal difficulty, forcing you to think strategically and move cautiously around enemy sightlines to reach your goal. Playing as Naoe offered a distinct gaming experience compared to Kassandra, but it reminded me of the thrill I felt solving puzzles to dismantle enemy fortresses in Odyssey – a feeling I never quite captured in Valhalla or Mirage.
On their adventures together, Naoe and Yasuke may develop romantic feelings (a fantastic new aspect introduced in The Odyssey of Assassin’s Creed, which will surely delight fans of Kassandra and Kyra!). Your decisions throughout the narrative can even lead to the recruitment of allies who support their cause. These recruits later gather at your Hideout – a versatile area with an intricate system (more advanced for Assassin’s Creed than, say, The Sims) that allows you to construct and personalize numerous upgradeable buildings, pets, and passive advantages to create your dream homestead. Some of these allies will assist you in the open world and missions, ready to be called upon when needed (similar to the recruits from Brotherhood or Assassin’s Creed III). For example, a wrestler can knock over tough-to-stun enemies, a young ninja can silently take out guards for you, and a shrine maiden can concoct powerful poisons to incapacitate multiple enemies simultaneously.
According to Dumont, you can develop relationships with characters, whether they’re romantic or not. We never push a romantic angle on players. Instead, there are options for interactions with allies, some of which can lead to unsuccessful recruitment attempts if they decline. Some characters are easier to recruit, but others might prove tricky. Additionally, during certain missions, your answers can impact the mission outcome. The main storylines for both characters are linear, but outside of that, there’s going to be recruitment, potential romance, optional quests, and more, resulting in varying outcomes for different players. These player choices will also be reflected in the Hideout when you reconnect with those characters.
In simpler terms, after spending six hours on Shadows, it seems like I haven’t truly experienced much of the game. The various elements feel disjointed, with Yasuke receiving less focus mechanically, and the stealth experience I expect from the series is not fully realized with Naoe. Although the story’s themes promise to delve into historical figures’ complexities, these aspects haven’t been shown yet, along with romance, ally recruitment missions, and the game’s choice-driven consequences. Shadows seems like a game I could enjoy, but I need to see how all these elements coalesce. Given the impressive world design, art direction, music, and Ubisoft Quebec’s reputation (as they delivered Syndicate and Odyssey, which are currently the best Assassin’s Creed games), I approach the full experience with optimistic anticipation.
You won’t need to wait much longer; Assassin’s Creed Shadows will be released on March 20 for Xbox Series X|S, PlayStation 5, and PC.
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2025-01-23 20:39