After a long wait, Assassin’s Creed has finally arrived in Japan. Fans have been waiting for over a decade, during which time other games have gained prominence in this particular market, especially Ghost of Tsushima, which has often been the point of comparison since Assassin’s Creed Shadows was officially announced nearly two years ago. This is because Ghost of Tsushima incorporates many elements from Assassin’s Creed but has developed its own unique style, leading some to argue that it surpasses its inspiration. For those seeking details on this 2024 installment of Assassin’s Creed, you’re in the right place. We have compiled all the information released shortly after the first trailer was unveiled, covering the two main characters, their stories, and the gameplay mechanics. Ubisoft has provided comprehensive details alongside other previews.
YASUKE, MYTH OR REALITY?
Some narratives suggest that he was sold by Portuguese Jesuits and escaped after the Honno-ji incident, and most importantly, he never fought in his life. However, Ubisoft has chosen to depict him as a genuine historical figure, supported by an animated series on Netflix that traces his life. For many, this is a fresh reinterpretation and an opportunity to explore an exotic story that diverges from the norm. Ubisoft relishes the chance to present Japan through the eyes of this man who discovers its customs for himself. The development team at Ubisoft Quebec fully embraces this concept. It is worth noting that Assassin’s Creed Shadows is being developed by the same team behind Odyssey and Syndicate, with many shared elements evident between these previous games and Shadows.
TWO CHARACTERS, 1 HISTORICAL, 1 FICTIONAL
Ubisoft will offer players two distinct characters, each allowing for varied gameplay experiences influenced by the narrative. Each character will feature unique progression paths, skills, weapon options, and statistics. Yasuke is depicted as a formidable warrior equipped with both a sword and the Kanabô, a notorious spiked club used in feudal Japan to easily crush skulls. Given his significant height, which surpasses other NPCs, Yasuke approaches combat in a more raw and intimidating manner, making him an imposing figure on the battlefield.
Regarding stealth capabilities, it is now possible to silently incapacitate enemies during a stealth attack, allowing for a more pacifistic playstyle. Characters have the ability to crawl on the ground while lying down, enabling them to remain discreet and pass through small openings. This applies to characters such as Yasuke, the brawny one, who can also engage in stealth, although Naoe will be more efficient due to her ninja training. Among Naoe’s exclusive elements is her grappling hook, which she can use at any time to latch onto surfaces or traverse areas like a zip line or rope, similar to Assassin’s Creed Syndicate. Thanks to this grapple feature, Naoe can even move stealthily across ceilings and above enemies’ heads.
DYNAMIC SEASONS AND WEATHER
Among the notable features of this Assassin’s Creed Shadows is the introduction of dynamic seasons. Unlike in Assassin’s Creed III, the seasons change in a somewhat random and real-time manner throughout the game. Spring, summer, autumn, and winter are all present, with the current season determined by progression within the campaign to maintain historical accuracy. Each season affects gameplay differently. For example, during spring and summer when plants bloom, there are bushes and tall grasses available for hiding. Later, in autumn and winter, these plants die off, reducing hiding spots. In winter, water freezes over, preventing access to pools and ponds. Ice forms on roof edges and can break if disturbed, potentially revealing the player’s position. This is indeed quite impressive.
EVASION & DRIFT
When discussing combat features in Assassin’s Creed Shadows, it is important to note that the game does not include shields, which were used in recent AC RPGs. This decision reflects historical accuracy during Japan’s war period when shields were absent, making evasion the primary defensive strategy. Dodging and proper positioning will be essential to avoid being overwhelmed. When playing as Yasuke, players can parry enemy attacks with their weapon, while Naoe has the ability to “deflect” enemy strikes but cannot parry. Ubisoft has not clarified the difference between parrying and deflection, though it is possible that parrying allows for counter-attacks whereas deflection is a more evasive tactic. Armor provides protection but can be damaged during combat, particularly the armor of opponents. Each weapon now has its own skill tree, which should appeal to fans of RPG mechanics. Both Yasuke and Naoe have individual skill trees and equipment, though they share the same experience points (XP), collected weapons, and resources.
Organic Open World?
There have also been details about the map, and Ubisoft confirmed that it will be of a similar size to that of Assassin’s Creed Origins. Those who complained about the large size of recent AC games may continue to express dissatisfaction, but personally, I appreciate its scale. Mirage was too small for my preference. The open world needs to be engaging to explore. Indeed, the map is divided into several regions, each based on real historical Japanese provinces, including Iga (the stronghold of ninjas), Arima (where a major battle takes place), and Omi (an agricultural region where rice grows). This will create beautiful panoramas. For those who hoped that towers would no longer be a feature in this new Assassin’s Creed game, it is important to note that synchronization points will still exist but in a different form. When climbing the top of a tower, players won’t see numerous icons on their map or trigger an aerial view of the region; instead, they can examine and highlight areas of interest themselves, which can be further explored upon returning to ground level. The objective is clearly to minimize the number of points of interest on the map and provide a more natural, organic progression that feels less mechanical and less like a traditional video game experience. And as before, these points will still serve as fast travel locations.