Assassin's Creed: Shadows - thoughts
I beat the main story of Assassin’s Creed: Shadows. It took me about 70 hours.
It’s mostly a very good game. I don’t like it as much as Assassin’s Creed: Valhalla for reasons I will get into in too much depth, but it’s probably the most mechanically sound and mechanically “an Assassin’s Creed game” we’ve gotten in over a decade. Combat is fast-paced but strategic, and stealth and climbing are thoughtful and rewarding. But the story leaves something to be desired, which is a shame because Naoe and Yasuke are some of the most interesting and likeable protagonists we’ve gotten in the series, and I wish they’d had more substantial things to do.
The game has two protagonists. Naoe is a young shinobi woman who lost her home to Nobunaga’s unification campaign and lost her father to a mysterious organization that seems to have ties to Nobunaga, in a story that purposely hews pretty closely to Ezio’s story in Assassin’s Creed II. Yasuke is a formerly enslaved African samurai loosely based on the real-life historical figure of the same name who was a close advisor and probably warrior to Nobunaga. Maybe the most interesting thing the game’s story does is delay the introduction of playable Yasuke for a surprisingly long time; he has a few snippets of gameplay near the beginning, but it’s really Naoe’s show for the first fifteen hours or so.
This delay of Yasuke’s addition makes a lot of sense from a gameplay perspective. Unlike the dual protagonists of Syndicate, Naoe and Yasuke actually play very differently from each other. Naoe has stealth and climbing and can really only reliably focus on one enemy or very small groups in combat, while Yasuke is a powerhouse who can take down entire forts of enemies single-handedly but can barely climb and is very poor at stealth. As I’ll get into more later, despite Yasuke’s ridiculous strength, Naoe still feels more fun and free to play as much of the time, but the game first has to make that case. If we had access to both characters from the start, players less comfortable with the stealth and parkour that make up the backbone of the Assassin’s Creed experience might forgo learning that style of gameplay for the more broadly familiar hack-and-slash approach. This way, playing as Yasuke often feels like ceding power, rather than embodying it.
As a shinobi who wants revenge on Nobunaga and a samurai who owes his freedom to Nobunaga, Naoe and Yasuke start the game at odds with each other and take a few game hours to reach a level of trust, which is solid and rewarding storytelling. Unfortunately, as a result of the game design, once they do trust each other, nothing can happen that challenges or disrupts their easy rapport. Since the player can choose to use either of them at any time, both characters are present for nearly every story cutscene, cracking jokes and building each other’s confidence. And while that’s always very fun in the moment, long-term it makes the story pretty conflict-free. The characters find a shared goal and work to complete that goal together without at any point doubting that goal or their partner’s commitment to it, and it barely comes up that, like, it’s not great that Yasuke slaughtered half of Naoe’s town twenty gameplay hours ago.
This lack of conflict is exacerbated by the game’s maddening non-linearity and choice systems. I’ve complained at length about the choice system when discussing previous Assassin’s Creed games, but it’s bad here, too, and the addition of a “canon mode” where the choices are made for you, while nice in theory, doesn’t address the central storytelling issues that arise from choice systems. Because the player can make any choice at any time, the characters have to maintain a baseline personality and moral system through the entire game, with dialogue that makes sense for those characters justifying either choice, which means that the choices have to contrast but not in a way where a considerably different character might have made them. The least frustrating choices are those where the player can choose whether Yasuke or Naoe is the one to respond to a question or act in a moment, because they’re different enough as people that the decision can actually feel like a decision. But even then, the choice doesn’t impact the development of those characters at all, and their relationship can’t be affected by, for example, Naoe killing a target that Yasuke would have spared, so that isn’t impacted either.
Shadows actually has a less impactful choice system than either Odyssey or Valhalla because it’s so very nonlinear. Once both characters have been unlocked, the player can for the most part tackle the main story missions in any order. They won’t actually tackle those missions in just any order, since the posted difficulty levels and geographical locations of those missions funnel them through a broad prescribed order, but because the option exists, the writing can’t allow for characters who behave much differently between a level 13 mission and a level 45 mission. I’d already taken issue with the nonlinearity in Valhalla, which presented story missions in groups of 3-5 and only allowed Eivor’s character to develop after each group of missions was complete. In Shadows, however, it’s one big group of missions, so Naoe and Yasuke must maintain static characterizations throughout. Add that the majority of quests must be written in a way where the player can use either Naoe or Yasuke and even swap between them for any given objective, and we get a story where neither protagonist can change and most major and minor beats can’t matter. Hell, even the Creed has been shifted from “nothing is true, everything is permitted” to “we work in the shadows to serve the light,” so that neither character has to interrogate their own societal assumptions, which is usually the central point of any Assassin’s Creed game, but I guess would work against the story structure imposed by the game design.
The design of the world subtly works against the game’s nonlinearity, too. Most locations that aren’t forts are designed to be approached from a specific angle. This makes sense with the Japanese setting both geographically and thematically, as the mountainous terrain means that most locations are up a steep mountain path and surrounded by forest, and the careful curation of the approach to a location reflects the design philosophies of Japanese gardens, in which every element is placed deliberately to be most beautiful when seen from the set garden paths. But finding the start of a pathway to a marked location can be difficult. In most open-world games, I tend to take an “as the crow flies” navigational approach, where I figure out a heading and move in that direction until I reach my goal, but Shadows disincentivizes that approach to an extent where I often find myself sliding down too-steep slopes through blurs of foliage for minutes at a time until I managed to find enough of a foothold to reach a meditation point at a weird angle, entirely missing the environmental storytelling along the path leading up to it until I see it in reverse on the way down. It’s an open world full of linear pathways with a beautifully presented story that’s really just a collection of dots to finish in any order with no ultimate philosophy or message, and it’s hard to hail Shadows as phenomenal or fantastic or a 9.5/10 when such a deep contradiction lies at its heart.
Despite just having spent the last few paragraphs tearing into it, though, Shadows is actually a very good game. It’s probably the most polished an Assassin’s Creed game has felt on release in well over a decade, with an absolutely gorgeous world and gameplay that’s fun, balanced, and easy to sink into. Although I am frustrated with how static Naoe and Yasuke are for the back 50 hours of the game, both characters are still very likeable and have some great moments and stellar performances. I’m often impressed by little things like the game’s facial animations, changing of the seasons, and intentional use of light and shadow to enhance stealth. This is probably the first game where I’ve consistently stopped to help civilians being threatened by guards because the world feels so alive that I’m more inclined to want to help, and combat feels so fun that killing a few more dudes is never a burden.
While the story doesn’t do a great job of convincing me that the assassin’s creed is meaningful, the storytelling conveyed through gameplay does. As a shinobi and ultimately assassin, Naoe has a traditionally Assassin’s Creed toolkit. She has eagle vision which lets her see enemy positions through walls; can parkour effortlessly and even use a grapple hook to quickly reach rooftops; she has considerable stealth options and can perform assassinations, double assassinations, air assassinations, ledge assassinations and even assassinate from a distance; she has throwing knives, smoke bombs, and distraction items; she can do a leap of faith into a haystack and then kill people from it. Yasuke, however, isn’t an assassin, and all the normal rules of the series don’t apply to him. He can’t stay hidden very well; he’s slow at climbing with a shorter jump, and climbing aids like tightropes and fences will just break under his weight; his only stealth kill option is the single, ground, brutal assassination, which is so loud that it draws the attention of anyone nearby; his ranged weapon options are equippable only at the cost of one of his two weapon slots; his leap of faith is loud and ungraceful, and the haystack doesn’t cushion his fall; and he doesn’t even have eagle vision, so it’s much more difficult to plan moves based on enemy patterns and locations; hell, he’s even a real historical figure, which means that he was so bad at stealth that he ended up remembered for centuries after his death.
Yasuke is powerful. It’s not difficult to tear through an entire castle with him, as his health is high and he heals from each kill he gets. But Naoe’s stealth, climbing, spatial awareness, and tools allow her to bypass all the enemies and move straight to the parts of the castle with the quest objectives, without the added tedium of fighting twenty, thirty, forty guards. Yasuke is a powerhouse but still feels disempowering to play as because he can’t access so many of the tools and actions I’ve come to associate with power in Assassin’s Creed, while Naoe is much less combat-oriented but delivers much more of a power fantasy kind of experience. Because I can switch between characters at any time, actively choosing to use an assassin’s approach feels like an acknowledgement that the approach - and by extension the associated ideological goals of rooting for the little guy and fighting against oppression - is worth it.
As to be expected from a game about a shinobi and a samurai, one of the major themes of Shadows is the way that the rules of engagement societally considered “honorable” limit who has access to legitimate power. The strength of shinobi, just as in the American Revolution, is that they used guerilla tactics against soldiers that were highly trained in warfare only against combatants that were trained the same way that they were. Samurai didn’t sneak around; they charged forward and relied on the strength of their weapons, armor, and training, which is an approach only accessible to those who can afford weapons, armor, and training. To fight back like a peasant was to fight back using tactics that Japanese society considered illegitimate, because they were tactics that didn’t rely on personal wealth or support from benefactors.
Yasuke has the training and had a benefactor, so he’s clumsy when trying to fight like a peasant, even now that he fights on their behalf. Naoe has only ever been a peasant in a shinobi village, which ironically gives her the upper hand as long as she doesn’t put any stock in the cultural notions around what counts as honorable. While no one in the game states the phrase after which the franchise is named - “nothing is true, everything is permitted” - every gameplay loop is balanced around that central premise anyway, which is very cool. Even if it would have been cooler if they’d said the thing.
I’ve barely touched on the culture war shit surrounding the game, and I don’t really want to, but I do want to say that I think the developers had expected the backlash to go the opposite way. The Assassin’s Creed devs have had a hell of a time trying to get a female protagonist in their games, and Ubisoft has consistently made them provide a male option. Here’s the most recent iteration of that: Naoe is the protagonist of Assassin’s Creed: Shadows. She’s essentially the only playable character for the first fifteen or so hours, and the story is hers more than it is Yasuke’s. Yasuke is fun and has his own great moments throughout, but he really is a major side character rather than the protagonist. I could easily see an iteration of this story where Yasuke was like Aya in Origins: a supporting character the story switched to for a number key moments. But Ubisoft requires that their games have male protagonists because their CEO said that men only want to see stories about big strong masculine men, so Yasuke got top billing in Naoe’s story. And as a result, we all got to learn that the loudest gamers are somehow more racist than they are sexist. yaay.
Every time we get some huge blowback like this one, the video games landscape responds by making their stories worse. I’d argue that Shadows’s story is only as frustrating as it is because of decisions made in response to Gamergate. And this response to Shadows, compounded with this astroturfed cultural realignment in the wake of the Heritage Foundation’s new position in the White House, is probably going to make corporate-funded stories worse still. I’ve got a lot of issues with Shadows, but I’m a little worried that in five years’ time I’ll be looking back at it fondly as the last beautiful gasp of a thoroughly ruined industry.







