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

Author : Alexis
May 23,2025

With a renewed focus on the core concepts that made the series iconic, *Assassin’s Creed Shadows* delivers the most fulfilling experience the franchise has seen in years. The game's parkour system, reminiscent of the fluidity seen in *Unity*, allows you to seamlessly transition from the ground to castle rooftops. The addition of a grappling hook enhances your ability to reach strategic vantage points swiftly. Perched on a high wire above your enemies, you're just a drop away from executing the perfect assassination, but only if you're playing as Naoe. Switch to Yasuke, the game's second protagonist, and you'll find yourself in an entirely different gameplay experience.

Yasuke is slow, clumsy, and unable to perform silent kills. His climbing abilities are akin to those of a cautious grandparent, making him a stark contrast to the typical Assassin’s Creed protagonist. This design choice by Ubisoft is both baffling and intriguing, as playing as Yasuke feels less like *Assassin’s Creed* and more like a unique challenge within the series.

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

Initially, the significant difference between Yasuke's capabilities and the traditional Assassin’s Creed gameplay felt frustrating. What purpose does a protagonist serve in this series if they can barely climb and are incapable of silent takedowns? However, the more I played as Yasuke, the more I appreciated his unique design. He may be flawed, but he addresses critical issues the series has faced in recent years.

You don't unlock Yasuke until several hours into the campaign, after spending time with Naoe, a swift shinobi who embodies the essence of an assassin more than any protagonist has in the last decade. Transitioning from Naoe to Yasuke is jarring. Yasuke's size and noise make sneaking through enemy camps nearly impossible, and his climbing is limited to low structures. His movement on rooftops is precarious and slow, introducing a level of friction that makes scaling environments feel laborious.

While Yasuke isn't forced to stay grounded, the game's design encourages it, which limits his ability to survey and strategize from high vantage points. Unlike Naoe, who can use Eagle Vision to highlight enemies, Yasuke has no such aid. Choosing to play as Yasuke means embracing raw strength over stealth and exploration.

*Assassin’s Creed* has always been about stealthy assassinations and vertical exploration, elements that Yasuke directly opposes. His gameplay feels more akin to *Ghost of Tsushima* than *Assassin’s Creed*, emphasizing combat over stealth. Playing as Yasuke requires a complete rethink of how to approach the game. Traditionally, the series has allowed for unrestricted climbing, but Yasuke's limitations force players to discover hidden pathways designed specifically for him, adding a new layer of challenge and engagement.

These pathways guide Yasuke to his objectives but restrict his overall exploration freedom. His approach to stealth, limited to the "Brutal Assassination" skill, is more about initiating combat than avoiding it. Yet, when combat does break out, *Shadows* offers the best swordplay the series has seen in over a decade, with a variety of techniques and satisfying finishing moves that contrast sharply with Naoe’s stealthy tactics.

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 styles. In previous games like *Origins*, *Odyssey*, and *Valhalla*, combat often overshadowed stealth. With *Shadows*, Naoe's fragility necessitates a return to stealth tactics when combat becomes too intense, while Yasuke’s strength allows for a more direct approach when desired.

Yasuke's design is intentional, but it challenges his fit within *Assassin’s Creed*, a series built on stealth and verticality. While characters like Bayek and Eivor leaned heavily into action, they still retained the fundamental abilities of an Assassin’s Creed protagonist. Yasuke, as a samurai, is thematically appropriate in his limitations, yet it makes playing *Assassin’s Creed* as him feel less like the traditional experience.

The real challenge Yasuke faces is his counterpart, Naoe. Mechanically, Naoe is the best Assassin’s Creed protagonist in years, perfectly suited to the verticality of Sengoku Period Japan. Her toolkit complements the environment, allowing for a true *Assassin’s Creed* experience of being a highly mobile and silent killer. Even with the changes in climbing mechanics that affect both characters, Naoe remains the more appealing choice for those seeking the quintessential *Assassin’s Creed* gameplay.

Ubisoft's ambition to provide two distinct playstyles with Yasuke and Naoe is commendable, yet it presents a double-edged sword. Yasuke offers a fresh and compelling experience within the series, but his design directly opposes the core concepts of *Assassin’s Creed*. While I'll enjoy the thrill of Yasuke’s combat, it's through Naoe that I'll truly explore and experience *Shadows* as an *Assassin’s Creed* game.

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