Thanks to a fresh emphasis on the concepts that initially defined the series, "Shadows" offers the most engaging experience with Assassins' Creed in many years. The seamless transition between ground level and rooftops is made possible by an improved parkour system reminiscent of what we saw in Unity, enhanced further by the addition of a grappling hook for quicker ascents to ideal observation points. Standing precariously atop a rope far above your adversaries, you're just one swift descent away from executing the ultimate takedown... assuming you play as Naoe, naturally. However, taking command of Yasuke, who serves as "Shadows'" secondary lead character, transforms the gameplay entirely into something distinctively new.

Yasuke moves slowly. He appears awkward. He fails at silent kills. Climbing with him feels like watching a grandma scale walls. Essentially, he stands in stark contrast to typical Assassins' Creed characters. This makes him both one of Ubisoft’s most puzzling decisions... yet also among their most intriguing ones. Playing as Yasuke transforms my experience; it doesn't feel anything like traditional Assassin’s Creed gameplay anymore.

At first, I was quite irritated by the disparity between Yasuke’s skillset and the core principles of the Assassins’ Creed franchise. It seemed odd having a main character who struggles with climbing and cannot execute stealthy kills. However, the more I engaged with his gameplay, the more I recognized the value in how Yasuke was designed. Despite being clearly imperfect, he tackles several critical concerns that Assassin’s Creed has faced recently.

Apart from a minor appearance in the prologue of Shadows, you won't take control of Yasuke until many hours deep into the game's story. This extended time with Naoe, a nimble ninja who embodies the "Assassin" aspect of the Assassins' Creed franchise more effectively than any main character in years, serves as your introductory experience. Transitioning from Naoe to Yasuke feels abrupt due to the prolonged gameplay under Naoe's command.

This towering samurai is too big and too noisy to effectively sneak through enemy camps, and is barely capable of climbing anything higher than his own head. He cannot find a handhold in the jutting roofs that line Japan’s streets, and when you do find something he’s able to climb, he does so painfully slowly. On rooftops, he precariously balances on the apex, standing upright for all to see as he cautiously inches forward. These impairments to Yasuke’s climbing abilities introduce friction. Scaling environments can feel like a chore, with structures like scaffolding and ladders required to make any significant progress.

None of this precisely does so force Yasuke prefers staying close to the ground, which is actively encouraged. However, this limits his view, making it challenging for him to assess potential dangers and strategize effectively from below. While a grounded Naoe can rely on Eagle Vision to highlight enemies, Yasuke lacks such assistance. By choosing to wield his sword, he commits to relying primarily on brute force rather than tactical advantages.

Assassin's Creed revolves around sneaky assassinations and climbing adventures, concepts that clash with Yasuke's approach.

If this doesn't resemble Assassin's Creed too closely, it's because it intentionally diverges from it. Up until now, the franchise has centered around acrobatic exploration. Whether set during periods with predominantly single-story structures or not, vertical movement remains integral to gameplay. Losing the usual climbing liberty and being confined to predetermined paths makes playing as Yasuke feel more akin to experiencing Ghost of Tsushima rather than an installment in the Assassin's Creed series—this impression is further strengthened by Yasuke’s absence of stealth abilities and dependence on his samurai sword techniques. Taking on the role of Yasuke transforms the game into primarily a battle-focused experience, which resonates well with what made Ghost of Tsushima memorable but contrasts sharply with how Assassin's Creed is typically perceived regarding combat.

Playing as Yasuke introduces new ways to approach gameplay in the Assassin’s Creed series. Traditionally, players could ascend almost anything within the game world. Past characters resembled acrobatic versions of Spider-Man, capable of climbing various structures effortlessly using their adhesive abilities—whether scaling towers or ice formations—with minimal effort and challenge involved. However, Yasuke alters this dynamic. Although many areas remain out of reach, thorough exploration unveils concealed routes designed specifically for him to achieve his goals. For example, a slanted tree trunk extending across a cliff might provide access to a synchronization point typically unreachable without a grapple hook. Similarly, castles often feature accessible upper-floor windows via stair-step patterns along exterior walls leading up from courtyards. These alternative pathways tend to offer greater intrigue when discovered compared to the straightforward climbs featured in previous titles.

These routes only lead Yasuke to whereabouts he needs To be honest, he enjoys significantly fewer opportunities for casual exploration and struggles to secure elevated positions needed to monitor enemy patrols effectively. However, Yasuke does not adhere strictly to the conventional Assassin’s Creed method of carefully observing guards and meticulously planning each step. The sole element of stealth at his disposal is the "Brutal Assassination" technique, which essentially means thrusting his blade through an opponent, hoisting them into the air, and bellowing loudly—hardly subtle! Instead of being used as a finishing blow during sneaking attacks, this maneuver serves more like a battle starter, instantly eliminating foes right from the onset. Once the fighting begins, however, the action truly heats up. really Shadows excels with the finest swordfighting in the "Assassin’s Creed" series in more than ten years. Every blow feels intentional, offering a wide array of tactics—from fierce onslaughts to rewarding counters. Lethal finishing maneuvers sever necks entirely, vividly highlighting the stark difference between Yasuke's prowess and Naoe's sneaky style.

However, this isn't simply about contrast; dividing combat and stealth among two distinct characters minimizes overlap between these playstyles. Previously, in games like Origins, Odyssey, and Valhalla, numerous missions defaulted to straightforward confrontation, making aggressive tactics the predominant approach. With Shadows, however, the dual protagonist setup prevents this issue: since Naoe is relatively fragile, she cannot engage in constant battle, compelling players to retreat, regroup, and restart the stealth cycle during fights. Should you seek relief from this high-stakes scenario, Yasuke's robust capabilities ensure survival even under intense enemy pressure. His formidable skills make him an enticing choice for combat scenarios, particularly as his impressive array of unlockable abilities gradually becomes available through his skill tree.

The intent behind Yasuke's design is clear, but it remains challenging to envision how he would fit into the Assassin’s Creed franchise—this series thrives on sneaky assassinations and vertical navigation, concepts that Yasuke fundamentally opposes. Although characters such as Bayek and Eivor ventured deeply into combat-focused roles, they could still execute core activities expected from protagonists in Assassin’s Creed games, including scaling temple rooftops and using hidden blades. Given that Yasuke, being a samurai rather than an assassin, might naturally struggle with stealth and climbing, his inclusion suggests that playing Assassin’s Creed traditionally may not work when controlling him; his characteristics imply a departure from conventional gameplay mechanics central to the series.

Yasuke's main challenge lies with his companion. Naoe stands out as the superior choice. In mechanical terms, she represents one of the finest protagonists in the Assassin’s Creed franchise in recent memory. The inclusion of her stealth abilities alongside the backdrop of feudal Japan during the Sengoku period provides a landscape rich with tall structures—a feature the game series hasn’t fully utilized since "Syndicate." These components together create gameplay that genuinely delivers on what Assassins’ Creed promises—transforming players into agile and unseen assassins.

Naoe also gains advantages from the redesign elements that affect Yasuke—while she retains the ability to scale almost anything within the game world, the "cling to every surface" principle prevalent throughout the series has been replaced with a version that is somewhat more grounded. Now, players must carefully choose their climbing paths and locate suitable spots for using their grapple hooks; however, they can jump farther distances and ascend quicker—a combination which transforms an expansive environment into what closely resembles an Assassin’s Creed-style playground. On terra firma during intense skirmishes, Naoe's fighting style remains equally brutal and forceful compared to Yasuke's. Like him, she excels at swordsmanship improvements yet falls short in sustaining prolonged battles due to lesser endurance than her samurai counterpart. These factors lead one to wonder: under such circumstances, why opt to control Yasuke over Naoe?

Because of its commendable aim to provide two separate gameplay styles with Yasuke and Naoe, Ubisoft has crafted a complex situation. The African samurai operates under vastly different principles compared to traditional Assassins' Creed characters, resulting in an engaging contrast that marks a significant departure from previous titles in the franchise. However, this approach conflicts directly with the core concepts underlying these games—concepts that have remained distinctive within the realm of open-world gaming. Consequently, although I will always make room to slip back into Yasuke’s boots and revel in the exhilaration of wielding his weapon, it is via Naoe’s perspective that I fully delve into the game’s universe. For whenever I take control of Naoe, it feels like I am genuinely experiencing what makes Assassin’s Creed so special.

Matt Purslow serves as the Senior Features Editor for DIWIDA.

If you liked this tale, make sure to follow DIWIDA on MSN.

 
Top