Assassin's Creed Shadows Revolutionizes: 5 Reasons to Play as a Shinobi Now ⚔️🔥
I realized it quite late in Assassin's Creed Shadows Being this version of a shinobi is tricky — but it was precisely the precision the game required that made it all the more rewarding. 🎮✨
With Shadows, the franchise of Assassin's Creed has reached its most impressive stealth and assassination mechanics yet. At its best, Shadows evokes games like the series Dishonored from Arkane, combining emergent action with an artistic blend of skills and scenarios. While it doesn't reach the level of sophistication of those titles, I did have moments that took my breath away at what it could accomplish. These moments placed me more in an immersive murder simulation gaming space than the recent, noisy titles of Assassin's Creed. 🔪
Here's an example. In Ubisoft's open-world third-person action game, I faced off against a group of around 10 men in a dark cave, all of whom turned out to be targets I'd been chasing for ages. They were all part of the same group, which I'd been carefully picking off one by one—one leading me to the next. Now, after tracking one of them down, it turns out he and his remaining colleagues had decided to hold a meeting. Together. With their guards. I hadn't planned for this, but now I had to decide whether to leave or use this opportunity to finish the job in one killing blow. ⚔️
It's important to mention that my character, the shinobi Naoe, wasn't without her own tricks to balance the overwhelming circumstances. First, she wasn't alone. Shadows, you organically recruit allies throughout your massive quest for revenge. You can summon them in an instant to aid you in any scenario, from a bare-knuckle monk to a giggly, creepy teenage poison specialist. After I "upgraded" my poison specialist, her poison bomb immediately rendered three enemies unconscious. Her upgrades also caused anyone who came to investigate to fall under the same spell. I started by summoning this specialist to take out several of the targets and guards. 👥💨
Secondly, Naoe has abilities that border on magical, such as slowing down time while moving at normal speed — again, reminiscent of Dishonored or to Arkane's other big hit, DeathloopUsing this skill immediately after summoning my poison specialist allowed me to throw several deadly kunai at the guards' heads and get close to the true targets to perform a graceful double execution in short order. ⏳💥
All this happened in less than 20 seconds. And voila! All the targets and their guards were neutralized. 🎉
I've never felt more like a killer in Assassin's Creed. 🗡️ I was surprised, given that I've been playing this franchise since the first game. But this moment made me realize that I'd never had to be so resourceful in these games before, nor had access to such a wide variety of skills, tools, and complementary abilities. 🚀
Even the recent trilogy of “reboots” — Origins, Odyssey, and Valhalla —didn't feature such variety and complementary actions. While the beloved protagonists of those games develop almost godlike abilities, most focused on combat rather than stealth. 🛡️ The latest expansion for Valhalla, for example, literally put you in the shoes of a god, Odin, fighting through the Norse realms to save his son, Baldur. ⚡
Now, with Shadows, Ubisoft has managed to balance both action and stealth, allowing you to play as both the shinobi Naoe and the deadly samurai Yasuke. It's Naoe's stealth, in particular, that impressed me. Shadows creates multiple scenarios that require planning for your shinobi. While Naoe moves like dark silk in the night wind and can instantly eliminate multiple targets, she can also die quickly. However, she faces large scenarios with upwards of 20 to 30 enemies patrolling an area.
The game offers huge rewards in, for example, giant, heavily guarded castles. Entering through the main gate is almost never an option. But Naoe can climb overhanging trees, find cracks in walls, and swim through aqueducts. Once inside, she can use “eagle vision” to see through walls and mark enemies. Shadows Removes the flying companion from the previous three games, who acted as a military drone to provide aerial reconnaissance. 🦅
Now, everything falls within the limited confines of Naoe’s vision—but that’s not necessarily limiting. If used correctly, Naoe can never be caught unaware and can plan the order of the kills in such a way that no one ever realizes they’ve infiltrated the place. For example, if a guard is patrolling, it might be easier to take them out rather than their colleagues who are stationed there, since they can see you moving. 🚶♀️👀
The size of these locations turns this into a deadly puzzle 🧩. If I take out Guard A, I have access to Guards B and C. However, Guard D is watching Guard A, etc. Before I know it, you have to create a sort of Rube Goldberg machine for the assassinations 🔫, taking out one, then another, timing and using different abilities, recruits, and so on ⏳.
It takes a while to traverse these massive castles 🏰, but the rewards are some of the best weapons and armor in the game 🛡️⚔️. And if you get caught, you'll be hunted for a while 🏃♂️💨, making the journey truly dangerous.
In previous installments, stealth was largely optional and functional, but unmemorable. Furthermore, there was no real penalty for being discovered, as the godlike protagonists couldn't be easily silenced. 😎
Similarly, the other playable character, the samurai Yasuke, requires careful consideration, despite being a moving mountain. He doesn't have eagle vision. He's built for noisy lethality; even his instant kills decapitate and disembowel. This creates its own thoughtful playstyle, as you need to move and navigate carefully through these large environments, ideally without attracting attention. ⚔️👀
Yasuke's advantage is that he can use a massive bow to instantly eliminate enemies from a distance—unlike Naoe, who has to be up close. This speaks to the give-and-take theme that's central to the game's mechanics. But Yasuke can finish alerts more easily and quickly, making his assassination style less clean but easier to recover from if things go wrong. 🎯
I didn't expect that Shadows put so much work and thought into their kills, which is clearly funny considering the franchise's name. Having played this series since its inception, I was struck by the emphasis on clean, thoughtful kills—not just within scripted contexts, but also in the open world itself. 🕵️♂️💡
After years of tendencies towards bombastic action, Shadows points to a future where Assassin's Creed continues to live up to its name — and hopefully creates scenarios that make players feel like the titled protagonists, rather than godlike warriors. 🌟🎮