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Yasuke in Shadows: A Fresh Take on Assassin's Creed

Author:Kristen Update:Apr 13,2025

With a renewed focus on the foundational elements that made the series iconic, *Assassin's Creed Shadows* delivers the most satisfying experience the franchise has seen in years. The game reintroduces a top-tier parkour system, reminiscent of *Unity*, allowing players to seamlessly transition from ground to castle rooftops. Enhanced by a grappling hook, reaching high vantage points has never been quicker or more thrilling. When perched on a tightrope, high above your enemies, you're just a drop away from executing the perfect kill – that is, if you're playing as Naoe. However, switching to Yasuke, the game's second protagonist, shifts the gameplay dynamic entirely.

Yasuke, the towering samurai, presents a stark contrast to the traditional *Assassin's Creed* protagonist. He's slow, clumsy, and unable to perform silent takedowns or climb with ease. His design feels like a puzzling yet intriguing choice by Ubisoft. Playing as Yasuke feels less like *Assassin's Creed* and more like a different game altogether.

Yasuke changes the rules of Assassin's Creed, promoting grounded combat over parkour stealth. | Image credit: Ubisoft

Initially, the vast difference between Yasuke's capabilities and the core tenets of the series was frustrating. What's the purpose of an *Assassin's Creed* protagonist who struggles with climbing and can't execute silent kills? Yet, the more I played as Yasuke, the more I appreciated his unique design. He embodies flaws that address critical issues the series has faced in recent years.

You don't get to control Yasuke until well into the campaign, after spending hours mastering Naoe, the agile shinobi who epitomizes the "assassin" aspect of *Assassin's Creed*. Transitioning to Yasuke is jarring; he's too large and loud to sneak effectively and can barely scale anything taller than himself. Climbing with Yasuke is cumbersome, requiring structures like scaffolding or ladders, which introduces significant friction to the gameplay. This design encourages players to stay grounded, limiting Yasuke's access to high vantage points and, subsequently, his ability to map out threats and strategize.

Unlike Naoe, who can use Eagle Vision to highlight enemies, Yasuke has no such advantage. Choosing to play as Yasuke means embracing a gameplay style focused on raw strength and combat rather than stealth and vertical exploration. This approach diverges sharply from the traditional *Assassin's Creed* experience, aligning more closely with games like *Ghost of Tsushima*, especially given Yasuke's reliance on samurai sword skills over stealth.

Playing as Yasuke challenges players to rethink their approach to *Assassin's Creed*. Historically, the series has allowed protagonists to climb effortlessly, akin to Spider-Man. Yasuke's limited climbing abilities force players to find alternative, carefully crafted paths to reach their objectives. These paths, such as a leaning tree trunk or an open window on a castle's second floor, add a layer of challenge and engagement to exploration that was missing in previous games.

However, Yasuke's design restricts general exploration and makes gaining high ground to observe enemy movements difficult. His only stealth ability, the "Brutal Assassination," is more of a combat starter than a true stealth move. Yet, when combat ensues, Yasuke shines. *Shadows* features the best swordplay the series has seen in over a decade, with purposeful strikes and a variety of techniques that make battles intense and satisfying.

Yasuke enjoys the best combat mechanics Assassin's Creed has ever had. | Image credit: Ubisoft

The separation of combat and stealth into two distinct characters helps maintain the balance between these gameplay styles. In previous games like *Origins*, *Odyssey*, and *Valhalla*, direct conflict often overshadowed stealth. In *Shadows*, Naoe's fragility ensures that combat is a last resort, prompting players to reset the stealth loop, while Yasuke's strength allows for a more combat-focused experience when desired.

Yasuke's design is intentional but poses a challenge in fitting him into the *Assassin's Creed* framework, which is built on stealth and vertical exploration – aspects Yasuke directly opposes. While characters like Bayek and Eivor ventured into action territory, they still retained fundamental *Assassin's Creed* abilities like climbing and using hidden blades. Yasuke's thematic appropriateness as a samurai who isn't trained in stealth and climbing comes at the cost of playing the game in a way that feels true to *Assassin's Creed*.

The real issue is Yasuke's counterpart, Naoe. Mechanically, Naoe is the best *Assassin's Creed* protagonist in years, with a comprehensive stealth toolkit perfectly suited to the vertical architecture of Sengoku Period Japan. Naoe embodies the essence of *Assassin's Creed* – becoming a highly mobile, silent killer. Even her combat benefits from the same enhancements as Yasuke's, though she can't sustain battles as long. This raises the question: why play as Yasuke when Naoe offers a more authentic *Assassin's Creed* experience?

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Naoe also benefits from the design changes that affect Yasuke. The series has moved away from the "stick to every surface" approach to something more realistic, requiring players to assess climbing routes and use anchor points for the grappling hook. This adjustment enhances the game's sandbox feel, making Naoe's experience more dynamic and engaging. Her combat, while equally violent and impactful, reflects the same swordplay enhancements as Yasuke's, albeit with less endurance.

Ubisoft's attempt to offer two distinct playstyles with Yasuke and Naoe is commendable but creates a double-edged sword. Yasuke's gameplay is a refreshing departure from the norm, yet it challenges the very essence of what *Assassin's Creed* has traditionally been about. While I'll return to Yasuke for the thrill of his combat, it's through Naoe's eyes that I'll truly immerse myself in *Shadows'* world, as playing her feels like playing *Assassin's Creed* at its core.