Combining Signature Stealth with Brute Force for a Return to Glory
Since the early years of Ubisoft’s Assassin’s Creed series, fans have been begging for a game set in feudal Japan. Ghost of Tsushima appeared to scratch that itch to high acclaim, which may have been a key instigator behind the green light for the latest Assassin’s Creed entry – Shadows. While Shadows continues the open world RPG focus seen already with Origins, Odyssey and Valhalla, there is a range of new features and upgrades that have piqued the interest of the masses during the prolonged marketing campaign. Many agree that Valhalla’s quality was offset by bloat, but the series is renowned for quality graphics, tight gameplay and an overarching narrative tied into world-altering consequences. This highly anticipated title not only carries the weight of Assassin’s Creed on its shoulders, but also Ubisoft’s gaming future following multiple delays and controversial titles. Does the game deliver?
In short – yes. The first two reasons are expanded gameplay and powerful performance.
The gameplay borrows from the most recent Assassin’s Creed titles by balancing two characters with very distinct playstyles. Naoe is the stealth character, nimbly scaling buildings and sneaking in shadows to assassinate foes quietly with an assortment of gadgets. While she can wield deadly weapons and is hard to hit one-on-one, group skirmishes can become problematic as her skillset is not designed for crowd control. She has tools such as smoke bombs, sharp projectiles and further unlockables to enhance and encourage this hidden approach. The stealth kills are smooth and well controlled. Removing upwards of twenty enemies from a camp without being seen is extremely satisfying and achievable. Yasuke opposes this, tanking his way through battles. His size, armour and heavy weaponry make him a loud mass capable of smashing all in his path (person, building – you name it). Unlike Naoe, stealth is not as much of an option for the hulking man. Climbing is slower, sneaking is cumbersome, and foes are aware of his presence. Having such distinct characters in gameplay means there is generally an easy mode and hard mode when tackling a situation. This ensures both characters are utilised throughout the game, level scaling appropriately. There are sections that will lock you into a character, generally on the essential story beats. Being able to master the ways of both approaches is the key to success. Naoe represents more of the older AC titles, while Yasuke is very much in the vein of Valhalla’s slower yet more powerful attack-based method. The combination here was the right move and sees the best aspects of gameplay from two decades refined for Shadows. This is the definitive Assassin’s Creed feast, complete with all the trimmings.
The graphics are a treat. Japan is recreated with lush landscapes (those cherry blossoms, wow) and views that offer quality both from a distance and up close. Trees, water, animals and even the more innate of objects are detailed at such a level that sightseeing becomes part of the fun. The three options – balanced, performance, and quality – are there for the user to scale those graphics up and down while choosing frames per second. My approach was to always keep that 60FPS, which only really dipped when entering the hub/base area for some reason. Seasons have been implemented into Shadows, impacting nature and the weather system while resetting open-world aspects. The rain on the haptics is similar to Returnal, pattering against your palm while lightning flashes on the horizon. I can’t recall how many times I ran through towns just watching the skies. The wind is ever-present, blowing branches and leaves across your field of view harshly. Again, Assassin’s Creed games have always been strong in building environments and becoming tourist destinations – Ancient Greece and Egypt were stunning, in particular – but this is a step up in utilising current-gen technology for authentic surroundings. The environments are a character in themselves, and spending time in Japan is a pleasure (despite the crimson splashes of blood in each battle – a different form of satisfaction!). The soundtrack is also an honourable mention, blending tunes expected from that time in history with a mixture of rock and an assortment of instruments to rubber stamp important moments. Even the beats, like a heart in your hands, when taking down an entire castle of enemies silently will keep you focused and in the game.
The story, which is usually the first area of focus in my reviews, has followed gameplay and graphics because it really should be digested without too much context. Both character leads have their own motivations for progression, with Naoe’s tale the more conventional revenge path. The early hours of the game are spent setting these characters up within a large-scale event, and many of the Assassin’s Creed staples are intertwined within tutorials to learn the many, many mechanics at play. The story does well in connecting characters and the many NPCs either wanting to help or hinder. The cut-scenes are acted with emotion and the dialogue avoids too many tropes, taking a slower approach (think Red Dead Redemption 2 or even Kingdom Come Deliverance 2) which is refreshing here. The sequences do not feel rushed. There is a purpose to conversations and the ways in which they provide options to the player. It is worth noting that there is a canon mode, taking away player choice. I have not tried this mode in my playthrough but adding canon as a playable experience is a new step for Ubisoft. This also demonstrates their confidence in the story crafted for Shadows. It is the best Assassin’s Creed story in their open-world RPG gallery so far, learning much from Valhalla’s length and pace. A team that listens to feedback will always improve their product, and this is clear from the first hours.
Are the general Ubisoft activities here? Yes, and they are a joy to engage with until their repetitiveness demands greater focus on story. Climbing towers or trees to provide fast travel locations, gaining XP for points in skill trees, taking on contracts, engaging with flashbacks and fetch quests are all available. This provides opportunities to increase skills, get new gear, assassinate bosses and learning more about the people along the way. Nothing feels like it wastes the player’s time if along your chosen path to a mission, as so much is optional and moves quickly. Sick of climbing towers? Explore the region instead. One of the new features, or perhaps enhanced features, is the ability to build your base. Buy structures, place them around the grid, and decorate with trinkets found throughout the world. Much of the gameplay loop revolves around strengthening this base, such as assigning scouts to collect materials for upgrades. Animals can be purchased or found, vendors sell additional options and many of the side-quests tie in through rewards. Fortnite, No Man’s Sky, Minecraft and Palworld are highly popular games that tap into this function without the deep story emphasis, and more of the narrative-driven RPGs are adding this ‘home creation’ into their arsenal now. It works, and while depth depends on how much the player enjoys that type of activity, having a self-styled home within all the anarchy is always a reprieve. Games emulate real life.
Is there a sense of exploration and discovery? Yes, depending on how you set up your options. Markers can be turned off and the player chooses the extent to which the game holds the hand. When first being released into the wild, I tested the open world to see if there were secrets to discover. I soon found a small crack in a rock – far away from my next mission – and spent the next 20 minutes navigating tight passages that looped in all directions underground and under water, opening chests for new weapons and gear. The game doesn’t lead you to these types of areas, and there are many of them I’ll probably never see. Players will miss finds if they only follow markers and flashing dots. Missing loot is not problematic as bosses drop gear that will keep you strong and sufficiently ready. But the more random clothing styles or precious resources may be sitting beneath a body of water few would think to investigate. This was one aspect I hoped would improve from previous entries, and I can confidently say this is true.
How long to beat? Well, again, this is dependent on how much of the side content you would like to engage with. A focus on main missions is likely 35 hours, as even the straightest line will see some deviations. For everything, the average player is looking at 80-100 hours. The map is large and navigated either on foot or horseback, but once all the fast-travel locations are opened the game can move at a faster speed. This series flows best when taken slowly, even if the narrative urges attention. Immersion into prominent times in history requires a different approach to many other open world games. Japan is alive here, and speedrunning misses much of the satisfaction and intricate designs. This is another reason why the Naoe and Yasuke balance is so important to Shadows.
Is this a return to form for Ubisoft? Yes, though do we ever really doubt Assassin’s Creed? Shadows needed extra time to cook and now releases as one of the best games on their roster. Graphics, gameplay and story are all high quality and demand attention. This is the expectation of a game in the series. But Shadows truly shines when the player tests the mechanics and explores off the beaten path alongside progressing the main missions, absorbing as much of the lore as possible to feel the impact of a woven narrative eager to highlight all its current gen tricks. If Ubisoft’s reputation for clearing quest markers on an open world map is the equivalent of the latest Hollywood blockbuster, Assassin’s Creed Shadows has ensured the beating heart remains with story and location for an arthouse balance. The scale, depth and polish should see Shadows lead the series into the future full of optimism, be that through Naoe’s stealth or Yasuke’s brute force. We have a contender.
Highs
- Stunning Japan location fully realised in current gen power
- Strongest mainline story in the open world Assassin’s Creed roster
- Fantastic balance between stealth and force
- Player choice is a feature in all areas
Lows
- Many existing tropes remain if addicted to map clearing
- May be a slow start for those eager to explore immediately
- More emphasis on one main character, especially early
Available on Playstation®5 & Xbox series X|S, Ubisoft+, Amazon
Luna, Macs with Apple silicon via the Mac App Store as well as
Windows PC through the Ubisoft Store, Steam and the Epic
Games Store
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