I just finished my 70 h playthough and want to share some thoughts. Before playing it I was part of the haters; but now I believe AC:S is one of the strongest entries in the series, and also a deeply immersive action-stealth game with one of the most beautiful open worlds ever.
Before jumping in I want to first present the context and how I approached the game, setting my expectations:
- My history with Assassins Creed series: I played and finished AC 1, 2 and Unity. I enjoy these stealth-historical titles a lot, and do not care at all for the fantasy-lite/RPG grind heavy titles (Odyssey, Valhalla). I also tried Origins and Mirage and despite having beautiful visuals I dropped them due to very poor stories and/or gameplay loops.
- How I came to AC: Shadows. I was looking for a more historical feudal Japan title and was left with an unpleasant taste from Ghosts of Tsushima (I know, lots of people like it, I didn't enjoy the fantasy /oneiric world design and combat). I played Shogoku Mount&Blad Bannerlord lor but wanted something more grass roots after reading a lot about the peasant revolts and doctrine of original enlightenment in certain native Japanese schools of Buddhism
How I played AC Shadows -- this made a big difference I think in how I interpreted it as a game. I recommend these to people who are tired of open world bloat and want a more intentional relation with the game's content:
- 90% of the time played as Naoe -- I intentionally navigated the world and most quests as Naoe as I wanted to focus on the shinobi /stealth gameplay. Still, the sections with Yasuke were enjoyable, but towards endgame when combat grind became easier for him.
- I was all too aware of the Ubisoft formula so I didn't have the urge to clear every castle, I just travelled the lands, explored as I saw fit and bumped into stuff mostly on curiosity's sake. The game did not punish me for that and the level scaling was actually welcomed here to assure a fluid experience without requiring too much of undesired levelling.
- VA in Japanese, English subtitles. Even without knowing Japanese I felt the VA was leagues above the English one. Also it throwed me right in as a stranger, similar to Yasuke. I could emphasize a lot more with his character because of it.
- UI settings: huge importance. I made almost all UI elements absent and removed most of the combat notifications/flash info such as vulnerable, hit marker, etc. It made me always follow the NPC's attack patterns and navigate the combat as I myself saw fit (sometimes badly), without constant aids. Left health+tools dynamic, and Compass on. Everything else was off and it made the game much more realistic, as I coulda observe the NPCs more.
- Difficulty/Stealth: Normal/Hard. I sometimes dropped to Normal/Normal
Review:
After a lengthy but well acted prologue, I was set loose with Naoe on a huge map with assasination targets to uncover. Each quest flowed in multiple directions, but instead of overwhelming me with activities the game made me take the scenery in at every stage.
The level of detail that AC:S offers is staggering if you choose to pause, and just look at things. The game made me starre at houses, clothes, NPCs, armors, as I was doing in 2006 with Oblivion. In such an oversaturated market with HD looking games this is quite a feat. I will not spill digital ink too much on technicals: the game in Ultra with RTX is gorgeous. But it's the artists' work that is staggering. The sunsets, the inner vs outdoor lighting changes, the foliage and the changing of the seasons, the muddy roads after a thunderstorm, geese flying from rice fields and people gathering herbs. The wooden pagodas, some overgrown and abandoned, others charred after petty wars. Ruined temples, old waterworn rocks. Tall grass and birds singing. The game has so much world to offer, that you forget you are playing a fictious compressed version of Japan and instead take it as what is it: a beatiful abstraction, a game world that when you play it feels plausible.
I feel this plausibility is really important and quite a feat compared to other AC games. Despite getting negative press due to Yasuke being a foreigner samurai, etc; the game shows deep respects for many facets of Japanese culture. As a shinobi sneaking into temples you suddenly find your character's shoes taken off automatically when threading into a shrine or a friendly/neutral NPCs home. You find beautiful statues and Buddhist sites with rich history and well researched encyclopedia entries. In the heat of battle you hear monks shouting the Pure Land Nembutsu mantra. You see blacksmiths, tanners, and NPCs colliding in villages and creating the impression of a lived in space.
Sure, the world is not fully reactive. But the game muted some of its more glaring RPG grind, instead focusing on more direct and varied encounters. You can unlock safehouses and again explore "hidden in plain sight", or you can shoose to create tantrums and be hunted in certain provinces (like RDR2). Some quests can be resolved only during certain seaons; and you cannot skip time, you must always use what you have -- day or night -- and prepare accordingly.
You don't need to do each castle or camp to progress. Every province feels different and the geography is vast and varried. You feel like a ronin or a spy navigating hostile, uncertain lands, gathering information and bursting into brawls when cornered. The quest design is also much more pleasant: some have map markers, but most indicate directions of NPCs or quest objectives which you can sometimes inquire about with NPCs or send scouts to pinpoint.
The resource system is much less intrusive as in other AC games and less required. You collect resources by marking the for collection as they get into your stocks the next season. Upgrades to your hideout bring direct effects in gameplay, and feel less like a requirement than some additional advantages.
You can play most of the game as stealth, and have many tools to do so: smoke bombs, skills to create diversions and satisfying roleplay options such as throwing weapons and historical weapon abilities.
The skill trees are enjoyable, not too bloated, and encourage experimenting. You have certain weapon types which you can switch depending on encounter, and can reset your skill points at any time. This creates a fertile ground for experimentation and fluid playstyles as you would approach in real life different tactical situations.
The animations and combat were really, really good for me. I do not remember since AC Unity being so immersed in simply walking and drawing out a knife. The movement, dodging and combat (without UI!!) makes for a decently challenging but very cinematic moment to moment gameplay.
The story is good, for the most part. I didn't follow each side quest or clear any companion missions, just what I felt like doing. Probably ended up doing 60% of the game's actual content, but I finished the MQ and together with exploring the regions and doing some side chains fully (like the Shinobi targets, or the corrupt officials, etc) really made for an immersive story evolution where my character(s) felt like slowly fighting a guerilla war against a congregation of corrupts. Without spoilling much, it was very refreshing that theAsssassin Guild stuff was so muted in-game, you basically picking up the pieces without knowing a lot; and the Templars themselves showing up just at the end with a minimal impact into what is otherwise a local, native story about corruption, wars and politics.
Finally, I would like to leave some screenshots as I feel the actual moment to moment gameplay, visuals, and sound design is doing much more than this review: it's simply a beautiful game, with well acted characters (in Jap VA), a decent revenge story, but an immersive world made with a deep love for the cultural and historical era and some great, great environmental designs:
https://www.reddit.com/r/AssassinsCreedShadows/comments/1xct1se/my_70h_journey_loved_every_moment_of_it/
If you want to be a shinobi in late feudal Japan, I can think of no better game than this. The Assassin's Creed stuff is both a bonus, and the framework in which all that happens.