Thanks to a renewed focus on the core concepts that defined the series, *Assassin’s Creed: Shadows* delivers the most satisfying experience the franchise has offered in years. The game brings back the exhilarating parkour system reminiscent of *Unity*, enhanced by a grappling hook that propels you swiftly to strategic vantage points. Perched on a high wire above your foes, you're a mere drop away from executing the perfect assassination—as long as you're playing as Naoe. However, switch to Yasuke, the game's second protagonist, and you're in for a completely different gameplay experience.
Yasuke is slow, clumsy, and can't perform silent takedowns. His climbing is painfully slow, akin to a grandpa's pace, making him a stark contrast to the typical agile assassin. This unconventional design choice by Ubisoft is both baffling and intriguing. Playing as Yasuke feels less like *Assassin’s Creed* and more like stepping into a different game altogether.
Initially, the vast difference between Yasuke’s capabilities and the core philosophy of *Assassin’s Creed* was frustrating. What's the purpose of a protagonist who struggles with basic assassin skills? However, as I delved deeper into his gameplay, I began to appreciate the unique perspective Yasuke brings. His design tackles several longstanding issues within the series.
After spending the early hours of the campaign mastering Naoe's swift and lethal shinobi techniques, switching to Yasuke is a jarring experience. This towering samurai is ill-suited for stealth, struggling to navigate enemy camps and barely able to scale anything above his head. His awkward rooftop balancing and slow climbing introduce deliberate friction, making vertical exploration a cumbersome task and pushing players to stay grounded.
This limitation encourages a more grounded approach, which in turn restricts Yasuke's ability to survey threats from above. Unlike Naoe, who can rely on Eagle Vision, Yasuke has no such tool, forcing players to rely solely on his raw strength.
*Assassin’s Creed* has traditionally been about stealthy assassinations and vertical exploration—elements that Yasuke directly opposes. Playing as him feels more akin to *Ghost of Tsushima* than *Assassin’s Creed*, emphasizing combat over stealth. Yasuke's gameplay demands a reevaluation of how we approach *Assassin’s Creed*, challenging the series' effortless climbing mechanics by requiring careful environmental observation to find specific pathways.
While these paths guide Yasuke to his objectives, they limit his freedom in general exploration and make it challenging to gain high ground for strategic planning. His only stealth-related skill, the "Brutal Assassination," is more an opening move for combat than a silent takedown. Yet, when combat ensues, *Shadows* offers the best swordplay the franchise has seen in over a decade, with purposeful strikes and diverse techniques that culminate in spectacular finishing moves.
The separation of combat and stealth into distinct characters prevents the blending of styles seen in *Origins*, *Odyssey*, and *Valhalla*. Naoe's fragility forces a return to stealth tactics, while Yasuke's strength allows players to engage in intense battles. This dual-protagonist approach maintains the series' core elements while offering a fresh combat experience.
Despite the intention behind Yasuke's design, it's challenging to reconcile him with the traditional *Assassin’s Creed* experience. While past protagonists like Bayek and Eivor ventured into action territory, they still embodied the essential assassin traits. Yasuke, as a samurai, fits thematically but diverges from the series' core mechanics.
The real challenge for Yasuke is his counterpart, Naoe. She is arguably the best *Assassin’s Creed* protagonist in years, with a robust stealth toolkit perfectly complemented by the vertical architecture of Sengoku Period Japan. Naoe's gameplay fulfills the promise of *Assassin’s Creed*: being a highly mobile silent killer.
AnswerSee ResultsNaoe also benefits from the design changes that shape Yasuke. The series' "stick to every surface" climbing has been replaced with a more realistic approach, requiring players to plan their routes carefully. This enhances the open-world experience, making it a true *Assassin’s Creed* sandbox. On the ground, Naoe's combat is as fierce and impactful as Yasuke's, though she can't endure prolonged fights.
Ubisoft's attempt to offer two distinct playstyles with Yasuke and Naoe creates a double-edged sword. Yasuke's gameplay is a refreshing departure from the norm, yet it challenges the foundational elements of *Assassin’s Creed*. While I'll always return to Yasuke for the thrill of combat, it's through Naoe that I truly immerse myself in *Shadows'* world. With her, I feel the essence of *Assassin’s Creed*.
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