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Assassins Creed Shadows, Is Our Blade Still Sharp?

  • Writer: Igor Krivokapic
    Igor Krivokapic
  • 2 days ago
  • 10 min read

 


Medieval warriors back to back on a rooftop, red and black background. Text reads "Assassin's Creed Shadows." Blue and purple shapes.

 

Assassin's Creed Shadows starts with a desert warrior, a Spartan, a Viking, and a ninja who walk into a bar. They order drinks and reminisce about the good old days—conquering cities, charging into battlefields, and raiding monasteries. The atmosphere is merry until a candle flickers, a light breeze passes… and one of the guests suddenly slumps onto the table. Silence falls. Glances are exchanged as the guards enter and scrutinize the patrons.

 

The desert warrior raises an eyebrow—"I usually leave a bigger mess."

The Spartan crosses his arms—"When I handle something, there's no mystery."

The Viking grins and says, "If it were me, the whole bar would already be burning." The ninja? He's already gone.

 

And therein lies the essence—after years of jumping through historical eras and various cultures, Assassin's Creed has finally arrived at a setting that naturally fits its foundations. Stealth, assassinations, parkour, and martial arts aren't just gameplay elements here—they're integral to Japanese history and culture. Feudal Japan isn't just another backdrop for the series; it might be its most natural environment yet.

 

If you want something completely different, check out our Atomfall review!

 

The Story of Assassins Creed Shadows



A young samurai looks concerned, facing another with a sword drawn. Fire illuminates the night sky in the background, creating a tense mood.

 

Context matters. Previous Assassin's Creed games weren't devoid of political intrigue, rival factions, or warriors torn between honor and survival. Still, feudal Japan is arguably the most famous and fitting example of this chaos. And it was never more pronounced than in the 16th century when Assassins Creed Shadows took place. Alliances were fragile, betrayals frequent, and heads disappeared faster than someone could say, "For the shogun!"

 

The most significant novelty in Shadows is that players take control of two protagonists during this turbulent time—the samurai Yasuke and the shinobi Naoe, offering two vastly different perspectives… at least at first.

 

Yasuke enters the story as a fish out of water—a formerly enslaved person noticed by the powerful warlord Nobunaga Oda, a historical figure known for his ruthless ambition to unify Japan. Nobunaga recruits and elevates him to the rank of samurai, granting him a life few like him could imagine. On the other hand, Naoe begins as a young shinobi from Iga, a region famed for its ninja heritage. But Iga is under the shadow of Nobunaga's expansion, and his vision of a unified Japan comes at a high cost—in both gold and human lives.

 

The game's opening effectively places you in the roles of both characters but from opposing perspectives—fighting on different sides of the conflict over whether Iga should be conquered or freed. However, regardless of your role, the outcome is predetermined, and the battle is decidedly one-sided.

Naoe and Yasuke bring two completely opposing narrative perspectives—at least at first.

 

It Starts Pretty Strong


Like many Assassin's Creed games, the introduction is strong and memorable. Still, Naoe's personal, tragic story stands out—hitting hard emotionally while introducing a terrifying group of masked assailants you'll be decapitating throughout the game.

 

Moreover, Naoe is clearly intended as the main protagonist. Her story isn't just a personal revenge mission; it's the central axis around which the entire narrative revolves. Yasuke, as fascinating as he is, essentially joins her cause, her initiative, and her crusade to save Japan from the corruption eating it from within. The gameplay makes this clear—the first ten hours are almost exclusively played as Naoe, with no option to switch to Yasuke.

 

That doesn't mean Yasuke is neglected, though. The game gives him more room over time, and his development and personal story are just as crucial as Naoe's. Both characters encounter figures from their pasts, with flashbacks skillfully woven to show their journeys until we meet them. Naoe recalls her shinobi training and her father, watching the world with naïve eyes, unaware of the coming chaos. Yasuke, meanwhile, relives his rise from enslaved person to samurai—from being gawked at as a foreigner to becoming a respected warrior embracing Japanese customs.

 

This segment is well-executed, as the characters are clearly defined from the start, with strong stances and motivations shaping their decisions. It also serves as a smart narrative device that deepens the story while explaining the characters' abilities. Some elements, like how the two protagonists meet, could have been handled more elegantly, but the game succeeds in building their dynamic through dialogue and shared goals. Though their initial connection feels slightly forced, their relationship becomes more convincing as the story progresses, lending satisfying weight to key moments in their shared journey.


The Worldbuilding and Missions of Assassin's Creed Shadows


Samurai overlooks a lush, green landscape with a distant city and vast ocean under a cloudy sky, evoking a sense of calm and contemplation.


As is typical with Ubisoft, there are a lot of missions—both primary and side quests—and not all are narrative gold. Many follow the usual Ubisoft formula—do something to earn something—but a surprising number tie directly into the protagonists' personal stories or the overarching plot. Even when things aren't at their most exciting, Japan as a setting carries the experience, with famous figures and locations popping up everywhere, while the atmosphere, culture, and architecture add a unique flair even to simpler tasks.

 

Many will wonder: Where are the Assassins and Templars? Is there a modern-day story? Regarding the latter, it's practically nonexistent. I say almost because there's one element I won't spoil, but rest assured—you'll spend virtually all your time in Japan without tedious exits from the Animus or snail-paced modern segments.

 

As for Assassins and Templars, while their historical conflict is the core of the series, Assassins Creed Shadows follows the template of the last three games, primarily Valhalla. In other words, 90% of the story focuses on Japanese political intrigue and the protagonists' personal journeys, with the more extensive series lore only kicking in during the final third. Of course, seeds are planted early, but they only sprout at the very end.

 

It's worth noting that Assassins Creed Shadows brings back a decision system where dialogue choices can influence specific outcomes—though these are rare. Most choices boil down to sparing or killing a significant enemy, but regardless of the decision, the result is nearly the same—that character effectively disappears from the story. You'll also meet characters who can join you on missions, with dialogue leading to three possible scenarios: they side with you, reject you, or… become more than an ally. In other words, if you play your cards right, you might not just vanish into the shadows—but into someone's embrace.


A Ninja's Homecoming

 

When I played the preview months ago, Assassin's Creed Shadows immediately struck me as a "best of" Assassin's Creed compilation. Its narrative structure resembles Valhalla, its gear system draws from Odyssey, the dual-protagonist concept harks back to Syndicate, and it's all wrapped in the long-awaited Japanese setting.

 

That impression holds after playing the final version, but I can't say the game is just that. Whether due to delays, Ubisoft's need for Assassin's Creed Shadows to succeed, or something else, one thing is certain—while it carries Assassin's Creed's recognizable DNA, Shadows also introduces fresh ideas that give it its own identity.

 

Let's start with the new additions. First, the game now features a light-and-shadow system akin to Splinter Cell. While not as deep, it works well—extinguish light sources, and enemies won't spot you in darkness, even if they're nearby. The system has minor quirks (sometimes enemies spot you inexplicably), but overall, it's a fantastic addition that must become standard in future Assassin's Creed games.

 

Do Seasons Affect Gameplay?

 

The second significant addition is seasons—spring, summer, autumn, and winter—which change after completing a set number of missions or fast-traveling. This makes Assassins Creed Shadows' world far more dynamic, alive, and atmospheric. Visually, seasonal changes deliver precisely what you'd expect: cherry blossoms and misty mornings in spring, lush greenery in summer, strong winds and warm hues in autumn, and snow-covered landscapes in winter—with blizzards so thick you can't see a foot ahead.

 

But the changes aren't just cosmetic. Each season significantly impacts gameplay, with some activities only possible in certain seasons. For example, lakes and rivers freeze in winter, letting you walk across them, while summer's dense vegetation aids stealth. Rain muffles footsteps, fog hampers enemy vision, and winter causes icicles to form on rooftops—which can fall and alert enemies if disturbed. Enemy behavior also shifts with seasons—during rain, they'll shelter under roofs or alter patrol routes. There's more, but this shows how seasons are more than a visual gimmick—they're a meaningful part of the game's world.

 

Given the dual protagonists, my biggest concern was whether they'd feel distinct enough to justify the choice. Thankfully, Ubisoft took bold steps here—Naoe and Yasuke are fundamentally different characters gameplay-wise. While Ghost of Tsushima's Jin Sakai embodied both samurai and ninja, Assassin's Creed Shadows sharply separates these combat philosophies across two characters.


The Gameplay of Assassin's Creed Shadows


samurai unsheathing his sword

 

Naoe might be the fastest protagonist in Assassin's Creed history. She sprints like the wind, scales rooftops effortlessly, and can climb the tallest castle in seconds with her grappling hook. She has Eagle Vision, can crouch in tall grass, crawl through low spaces, perform parkour acrobatics—and is an absolute joy to control.

 

Her arsenal favors stealth and shadow attacks, but she has three entertaining weapons if things go wrong. However, Naoe is fragile—some enemies can kill her in one hit, and even when upgraded, multiple foes can overwhelm her quickly. I died more playing as her early on than in any previous Assassin's Creed game.

 

Yasuke, on the other hand, is a walking tank. His arsenal maximizes damage—he wields powerful ranged weapons like rifles and bows, and his heavy attacks shred enemy armor effortlessly. Charging forward, he smashes through doors, bowls over enemies, and grinds through everything in his path. But strength comes at a cost—Yasuke is slow, can't reach ledges just above his head, and his idea of stealth is… well, let's say it's anything but subtle.

 

I hesitate to call Assassin's Creed realistic, but Yasuke's limitations make sense—a two-meter-tall, 100kg armored warrior shouldn't move like a shinobi. The first ten hours force you to play as Naoe, teaching you that shadows are your best friend. The catharsis comes when you finally control Yasuke in a spectacular scene, effortlessly cutting down enemies who once gave you trouble. After that, while the game occasionally forces you to play as one character, the choice is mostly yours.

 

How Is The Leveling?

 

Ubisoft's vision is clear—offer the best of both worlds, blending stealth and pure action. But I think this approach slightly misses the mark. Not only does Naoe later become competent in open combat, but she's simply the superior character in every way. Beyond fitting Assassin's Creed's style better, the light/shadow system and seasonal changes are designed for her. Yasuke can't even activate most fast-travel towers or reach loots that aren't stair-accessible.

 

The leveling system remains, so enemies several levels above can still kill you quickly. Yet Yasuke makes combat noticeably easier—you can provoke an entire base and effortlessly take down 20 enemies at or slightly above your level. It's fun, but as unstoppable as Yasuke is in open combat, Naoe embodies what makes Assassin's Creed special. Those moments when the rain pours relentlessly, the wind carries leaves, and you stand on a rooftop, cloak billowing, watching enemies patrol unaware—soon to be swallowed by darkness—are when Assassins Creed Shadows genuinely shine.

 

As a result, I spent about 80% of my time as Naoe, only switching to Yasuke for specific fights or when I didn't feel like clearing bases methodically. I doubt this was Ubisoft's intent, but it's disappointing that despite both characters being equally fleshed out in skills and narrative, most players won't use them equally.

 

Land of the Rising Sun and Endless Icons

 

I can't precisely compare Assassins Creed Shadows' map size to prior games, but one thing's sure—it's enormous. Spanning nine major regions, fully exploring it takes considerable time. Interestingly, towers no longer reveal the map—they're just fast-travel points. To uncover locations, you must physically step into them. After 60 hours, I still hadn't set foot in three regions.

Of course, in typical Ubisoft fashion, the map is packed—bases, villages, castles, temples, camps, and more, always filled with enemies, gear, resources, or all three. There are over 60 targets scattered across the world to uncover and assassinate, plus side activities like Naoe's meditation, Yasuke's kata training, ink paintings, smuggling, and more. Assassins Creed Shadows also expands Valhalla's settlement system—you now build and customize your own estate, gaining gameplay bonuses.

 

Ubisoft made a half-effort to make exploration more organic. Instead of direct markers, missions now give three clues about a target's location, leaving you to find it yourself or hire scouts. We've seen this in Odyssey, but it doesn't fundamentally change how you play. Post-story, it reverts to Ubisoft's usual icon-chasing and gear grind, which can feel repetitive.

 

Speaking of gear, Assassins Creed Shadows offers far more variety and visual flair than Valhalla, resembling Odyssey's system. With two protagonists, each has their own armor sets, weapons, and items. Every piece has stats and perks, allowing for diverse builds. Given the arsenal variety, the possibilities are vast.

 

Assassins Creed Shadows a Visual Haiku, Hardware Harakiri?



Hooded figure hides behind mossy stone lantern in a tranquil bamboo forest. A red bridge and soldiers are seen in the misty background.

 

I've said Japan as a setting often carries Assassins Creed Shadows' narrative, even when the writing falters. And yes, Japan in Assassins Creed Shadows is exceptionally realized. While I'm no expert on Japanese culture, the game captures the setting's essence beautifully—akin to how Origins nailed Egypt's desert charm.

Visually, Assassins Creed Shadows is stunning. It's not quite Ghost of Tsushima's fairy-tale aesthetic, but it looks fantastic. Beyond seasons, vegetation is denser than ever—sometimes blocking your path. The latest Anvil engine brings tricks seen in Star Wars Outlaws—foliage sways realistically, particles scatter dynamically, and weather effects are incredibly atmospheric.

 

This comes at a cost. While Assassin's Creed Shadows is relatively stable for an Assassin's Creed game, optimization is far from perfect—especially on NVIDIA cards. On my RTX 4090 and Ryzen 9 7900X, at 2K ultra settings with very high ray tracing, the game ran at a stable 90 FPS natively, with DLSS Quality boosting it to 115 FPS. However, ray tracing isn't hugely noticeable, so turning it off grants extra FPS with minimal visual loss.

 

Testing on a Ryzen 5600X and RTX 3060 Ti at 1080p with upscaling, the game held 60+ FPS, but lowering settings didn't always yield expected gains, hinting at optimization issues. Bugs are rare, primarily minor animation glitches or visual artifacts—nothing game-breaking.

For the ultimate immersive experience while exploring feudal Japan in Assassin's Creed Shadows, we were using our XP-Panther Forest gaming headset. Their crisp audio and dynamic range make every whisper, sword clash, and seasonal breeze come to life.

 

In Conclusion



Man in a purple robe with hands in prayer, standing in a sunlit temple setting. Blurred figures and columns are in the background. Serenity felt.


I've barely scratched the surface after twelve pages (don't ask me about my font size), but you now have enough to judge if Assassins Creed Shadows is for you. I enjoyed it, but I can't guarantee everyone will. It's not a revolution but a step in the right direction. Ubisoft hasn't reinvented the wheel but refined the formula, delivering perhaps the most polished and complete Assassin's Creed yet.

If you liked the last three games, Assassins Creed Shadows is even better—no thinking required. If you skipped them, this might be the one to bring you back. It's a title I genuinely looked forward to and couldn't wait to return to—something I rarely say, especially about a Ubisoft game.


Rating: 8.7/10

Assassin's Creed Shadows excels with its dual protagonists, dynamic seasons, and immersive Japanese setting, though uneven character balance and occasional optimization issues keep it from

perfection.

Recommended Age: 16+

Due to intense violence, stealth assassinations, and complex political themes, the game is best suited for older teens and adults. Assassins Creed Shadows has an ESRB rating of M and is not suggested to audiences 16 or under.Assassins Creed Shadows, Is Our Blade Still Sharp?

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