Itā€™s no secret that Assassinā€™s Creed has been stuck in a bit of a rut for a while. While the seriesā€™ use of wildly different historical time periods helps add a lot of variety, itā€™s struggled to marry its many disparate systems in a cohesive way. Assassinā€™s Creed Valhalla makes this more obvious than ever with a wealth of issues, chief of which are a bloated open world and meandering story. Thatā€™s exactly what makes Assassinā€™s Creed Shadows such a pleasant surpriseā€”it feels like a complete course correction.

While there are still some frustrating issues that continue to plague the series, it feels like Shadows might have stumbled onto a winning formula that could carry the series forwardā€”a true fusion of the newer RPG games and the classic Assassinā€™s Creed formula.

Valhalla

(Image credit: Ubisoft)

The 2017 release of Assassinā€™s Creed Origins changed the seriesā€™ entire trajectory, and that new RPG formula has been iterated on ever since. But Valhalla, arguably, took that formula too far, and became too gratuitous in trying to be an expansive open-world RPG, shunting sneaky, assassin shenanigans off to the side.

Valhallaā€™s real downfall is that itā€™s simply trying to do too much, itā€™s butter spread too thin over a piece of toast. Itā€™s a decades-spanning Viking epic; a free-form open world full of icons, activities and things to collect; an action RPG with the vestiges of a stealth system; and then thereā€™s the sections where youā€™re not even playing Eivor.

Itā€™s easy to feel overwhelmedā€”the dozens of icons and color-coded spheres on your map, the intricate web of hundreds of abilities, and the meandering plot lines that feel like five seasons of a TV show crammed into a game.

Valhalla

(Image credit: Ubisoft)

More often than not these activities and stories donā€™t feel like theyā€™re contributing to the core narrative. They feel separate, and unfortunately because of that, like a waste of time. By trying to maximize all of the RPG elements of Origins and Odyssey, Valhalla ended up feeling unfocused and scattered, and thatā€™s a real shame considering thereā€™s some strong story moments near the endā€”itā€™s just the 100 hours to get there donā€™t feel worth it.

Coming into Shadows, that created a major question: would Assassinā€™s Creed continue down the RPG path or go back to basics? The answerā€™s a bit complicated, and while Shadows doesnā€™t fix all of the problems that have been there in the past few games, it provides a blueprint for how the series can, and should, evolve.

Shadows feels like it directly addresses that unconnected feeling of Valhallaā€”thereā€™s a deliberateness behind Shadows that gives it an edge. Exploration activities like shrines give you knowledge points to unlock more skills. Side quests can lead to new allies joining your forces, hints to uncover assassination targets, resources to expand your base. Shadows focuses on a core set of ideas and mechanics, and makes sure to expand everything out of those handful of concepts. This even applies to the combat itself.

Imai Sokun and Sokyu sitting down talking.

(Image credit: Ubisoft)

In Valhalla, there were dozens of abilities you could unlock, and upgrades to strengthen those abilitiesā€”but you had to find hidden books to do so. But in Shadows those ideas are streamlined. Most abilities specifically apply to particular weapons, meaning you can sink ability points into the murderous tools you enjoy using the most. But the use of knowledge points means you can have a more satisfying progression by simply exploring the world and engaging in its activities as you come across them. You donā€™t need to seek out specific objects to unlock abilities, and smaller skill trees mean you wonā€™t get locked out of some upgrade because youā€™ve only been investing in one side of the network of skills.

Even the way the story plays out feels more thoughtfulā€”a clear expansion of ideas that were introduced in Assassinā€™s Creed Mirage.

Even the way the story plays out feels more thoughtfulā€”a clear expansion of ideas that were introduced in Assassinā€™s Creed Mirage. Instead of the normal quest log you have a network of character icons, laying out a clear map of whoā€™s involved in this story and what their role is.

Quests are then attached to these portraits, letting you select quests by whoā€™s involvedā€”whether thatā€™s an ally you want to help, or a member of the shadowy organization youā€™re hunting down. These assassinations take you to the various regions of Shadowā€™s feudal Japan, creating a sense of the main story progressing while you uncover more of the world. You can tangibly feel the narrative progression accompanying the exploration.

An upper-body shot of Yasuke standing in the hideout.

(Image credit: Ubisoft)

Even the likes of Origins and Odyssey struggled to keep that sense of momentum upā€”those games had all these interesting systems and assassination targets, but they didnā€™t feel intrinsically linked to that main experience. They were simply side objectives, plain and simple.

While itā€™s a clear step in the right direction, thereā€™s still a handful of troublesome elements that Shadows canā€™t seem to drop. An explosive opening hour moves into a surprisingly slow Act 1ā€”with one of the gameā€™s dual protagonists, Yasuke, not even appearing again for nearly six hours. Itā€™s a bizarre choice that halts the momentum set up by the opening, and a lot of those compelling exploration elements, and the variety offered by two characters, donā€™t become apparent until youā€™ve played quite a bit of the game. It feels like a hump you have to get over, in order to get to the good stuff.

While Valhallaā€™s scattershot approach was detrimental, games of this scale still need a lot of variety to justify their immense size, they just need to be cohesive. Shadows has that cohesion, but it can also feel repetitive. The map is, once again, vast, and Ubisoft just hasnā€™t created enough distinct diversions to fill it. Rhythm minigames and optional treasures break up the flow at first, but after youā€™ve done those a dozen times across 60 hours, it doesnā€™t feel fresh anymore.

Assassin's Creed Shadows

(Image credit: Ubisoft)

Instead of doing the exact same thing in a dozen locations, there could be variation layered into each oneā€”whether thatā€™s in the form of more narrative context, or slightly different gameplay mechanics.

The same can be said for Shadowā€™s approach to assassination. Thereā€™s a ton of targets to take down, but the formula, over and over, is infiltrate a castle and take the target down, either with strength as Yasuke or stealth as Naoe. The two playable characters should add variety to these hunts, but it pales in comparison to the black box design of assassination missions in previous games. The foundations of a new formula is there in Shadows, but it could be drastically improved upon with more hand-designed assassination missions that have unique settings, mechanics, or objectives.

Assassin's Creed Shadows

(Image credit: Ubisoft)

Shadows drastically improves the problems of Valhalla by making its world and activities feel more united and relevant to each other, but rather than finding perfection, it feels like this is the starting point of something that needs to be refined moving forward.

Assassinā€™s Creed Shadows doesnā€™t redefine the franchise like some may have wanted, but it does feel like Ubisoft is trying to find a middle ground that can appeal to both camps of players. Valhalla veered too far into RPG territory, and Assassinā€™s Creed Mirage went back to basics to middling results. This time, Ubisoft has tried to keep the issues inherent in both games in mind, and while it still has issues, it finally feels like Assassinā€™s Creed knows what it wants to be again.


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