Thanks to a renewed focus on the core concepts that the series was originally built upon, Assassin’s Creed Shadows delivers the most satisfying experience the franchise has seen in years. The game's parkour system, reminiscent of the fluidity seen in Unity, allows you to seamlessly transition from the ground to castle rooftops. The addition of a grappling hook further enhances your ability to reach strategic vantage points swiftly. Perched on a tightrope high above your enemies, you're just a drop away from executing the perfect kill—as long as you're playing as Naoe, the game's agile shinobi protagonist. However, switch to Yasuke, the second protagonist, and you're in for a completely different gameplay experience.
Yasuke is slow, clumsy, and incapable of silent kills. His climbing abilities are so limited that they resemble those of a cautious grandparent. He stands in stark contrast to the typical Assassin’s Creed protagonist, making him one of Ubisoft’s most intriguing yet perplexing design choices. Playing as Yasuke feels like stepping away from the traditional Assassin’s Creed experience.
Initially, the significant difference between Yasuke’s capabilities and the series' core philosophy was frustrating. What's the purpose of an Assassin’s Creed protagonist who struggles to climb and can't perform silent takedowns? However, the more I played as him, the more I appreciated the unique perspective he brings to the game. Yasuke's design, while flawed, addresses some of the issues that have plagued the series in recent years.
You don't get to play as Yasuke until several hours into the campaign, after spending your initial time with Naoe, who embodies the assassin archetype better than any protagonist in the last decade. Transitioning to Yasuke after mastering Naoe's swift movements is jarring. This towering samurai is too large and noisy to sneak through enemy camps effectively and can barely climb anything higher than his own head. His inability to find handholds on rooftops and his slow climbing speed introduce a sense of friction, making vertical exploration a laborious task.
While Yasuke isn't forced to stay at ground level, the game's design encourages it. This limitation hampers his ability to gain a strategic overview of the area, making it challenging to plan ahead. Unlike Naoe, who can rely on Eagle Vision, Yasuke has no such advantage, forcing players to rely solely on his raw strength.
Assassin's Creed has always been about stealthy kills and vertical exploration, elements that Yasuke directly opposes. Playing as him feels more akin to Ghost of Tsushima than Assassin’s Creed, especially given his lack of stealth training and reliance on samurai sword skills. Yasuke's gameplay is centered around fierce combat, a feature that Tsushima is celebrated for and Assassin’s Creed often criticized for.
Playing as Yasuke challenges players to rethink their approach to Assassin’s Creed. Historically, the series has allowed players to climb anywhere effortlessly, but Yasuke's limitations introduce a new level of challenge. Careful observation of the environment reveals hidden pathways designed specifically for him, such as leaning tree trunks or open windows, which add a layer of strategic planning to the game.
However, these pathways only lead Yasuke to where he needs to go, limiting his freedom for general exploration. His lack of high ground access makes it difficult to observe enemy patrol patterns, and his only stealth ability, the "Brutal Assassination," is more of a combat opener than a stealth move. Yet, when combat ensues, Shadows offers the best swordplay the series has seen in over a decade, with purposeful strikes and a variety of techniques that make for thrilling encounters.
The separation of combat and stealth into two distinct characters prevents the blending of styles seen in previous games like Origins, Odyssey, and Valhalla. Naoe's fragility means she can't engage in prolonged combat, forcing players to rely on stealth and repositioning. In contrast, Yasuke's strength allows him to withstand intense battles, making him a compelling choice for those seeking a combat-focused experience.
Yasuke's design is intentional, but it's challenging to reconcile with the traditional Assassin’s Creed experience. While characters like Bayek and Eivor ventured into action territory, they still retained the core abilities of an Assassin’s Creed protagonist. Yasuke, as a samurai, is thematically appropriate in his lack of stealth and climbing skills, but this means you can't play the game in the traditional Assassin’s Creed style when controlling him.
The real challenge for Yasuke is his counterpart, Naoe. Mechanically, she is the best Assassin’s Creed protagonist in years, with a stealth toolkit perfectly suited to the vertical architecture of Sengoku Period Japan. Naoe's ability to climb almost anywhere, combined with the game's more realistic approach to parkour, makes her the ideal choice for players seeking the quintessential Assassin’s Creed experience.
AnswerSee ResultsNaoe also benefits from the design changes that shape Yasuke. While she can climb almost anywhere, the game has moved away from the "stick to every surface" approach, requiring players to assess routes and find anchor points for the grappling hook. This enhances the open-world experience, turning it into a true Assassin’s Creed sandbox. On the ground, Naoe's combat is just as impactful as Yasuke's, though she can't endure as long in battle.
Ubisoft's intent to offer two distinct playstyles with Yasuke and Naoe is admirable, but it creates a double-edged sword. Yasuke's unique approach provides a fresh and compelling experience, yet it directly opposes the core ideas of Assassin’s Creed. While I'll always return to Yasuke for the thrill of his combat, it's through Naoe's eyes that I'll truly explore Shadows' world. Playing as Naoe feels like playing Assassin’s Creed.
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