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Assassin’s Creed Shadows: Lacking in RPG Magic

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Assassin’s Creed’s transition from stealth action to RPG has been a long and winding road. Initially, the allure of loot, skill trees, dialogue choices, and a sprawling quest log masked the underlying shallowness. But with each subsequent instalment, the cracks in Ubisoft’s RPG facade have grown wider, revealing a core philosophy that prioritizes scale over substance, quantity over quality, and ultimately, spectacle over genuine role-playing. Assassin’s Creed Shadows, despite its promise, solidifies my conviction that Ubisoft struggles to deliver a genuinely compelling RPG experience.

Shadows overflow with RPG systems, perhaps more so than any previous Assassin’s Creed title. However, its inherent lack of depth exposes a fundamental flaw: Assassin’s Creed remains an action game masquerading as an RPG. It’s a meticulously crafted performance, complete with costumes, sets, and elaborate choreography, but the heart of the matter—player agency and meaningful consequence—is conspicuously absent.

 

The game ticks all the necessary RPG boxes: a staggering arsenal of weapons and outfits, sprawling skill trees for both protagonists, frequent dialogue choices, the possibility of forming relationships, and an unending torrent of quests. On paper, this should translate to a rich, immersive experience. Yet, upon closer inspection, everything feels remarkably superficial.

Admittedly, the power progression of Naoe and Yasuke does offer a fleeting sense of RPG satisfaction. While the skill trees don’t exactly inspire intricate build crafting, the diverse equipment options allow for specialization, at least in the realm of dispatching enemies. The visceral combat and the rewarding nature of upgrading gear undeniably contribute to the game’s overall appeal. However, these elements alone do not make an RPG.

It’s not trying to compete with Path of Exile or Elden Ring, whose dedication to action-RPG mechanics is supreme. Shadows position itself as a story-driven RPG, brimming with cutscenes, dialogue, and character development. It’s a shame, then, that these very aspects are where the game falls profoundly short. The promise of a compelling narrative shaped by player choices and meaningful consequences is betrayed by a rigidly predetermined script and interactions that lack genuine impact.

The illusion of choice is perhaps Shadows’ most egregious failing as an RPG and its most blatant act of role-playing cosplay. Throughout the game, players are presented with a thin veneer of agency, primarily through dialogue options that ultimately prove meaningless. You are not the architect of this story; you’re barely an active participant. Instead, you are a passive observer, watching events unfold according to a script you have little power to alter.

Frequently, dialogue choices lead to identical outcomes, rendering them utterly inconsequential. Even more frustrating are the moments when you select a dialogue option only to have Naoe or Yasuke repeat the line and then immediately utter the discarded alternative. This blatant disregard for player input serves as a jarring reminder that your choices are cosmetic flourishes with no bearing on the underlying narrative.

Ubisoft’s inclusion of a “canon mode,” which automatically selects the “official” choices, reveals their true priorities. It screams that choices don’t matter, you are just along for the ride, and this isn’t your story. The rationale behind this mode, supposedly to appease players who can’t bear the uncertainty of non-canon choices, is baffling. It underscores Ubisoft’s apparent fear of empowering players and allowing them to shape their own experiences.

This “canon mode” comes across as a solution to a non-existent problem. While other RPGs might establish canon storylines for adaptations, these rarely intrude upon the games themselves, leaving players to define their own narratives. Ubisoft’s approach feels like a heavy-handed attempt to control the narrative and dictate the “correct” way to experience the game.

Embarking on any of Shadows’ quests reveals the same hollowness. They essentially boil down to speaking to someone or killing someone – often both. To call it lousy quest design feels generous; there is essentially no quest design. The vast majority are simplistic fetch quests or rudimentary assassination missions devoid of meaningful choices, engaging challenges, or memorable moments. They feel like padding, designed to artificially inflate the game’s length rather than provide genuine entertainment or narrative depth.

On the rare occasion, a quest introduces something unique, like preparing for and participating in a tea ceremony, the novelty is undermined by the lack of meaningful choices, engaging conversations, or consequences. What could have been a fascinating exploration of Japanese culture and social customs becomes a perfunctory exercise, lacking the depth and nuance required to truly engage the player.

This is particularly disappointing, given the strides made in RPG quest design over the past decade. From the gripping writing and varied subject matter of CD Projekt Red’s quests to Disco Elysium’s unhinged, character-focused mysteries and Baldur’s Gate 3’s absurd level of agency and reactivity, these games have raised the bar for RPG storytelling, player agency, and meaningful consequences. Shadows, in comparison, feels woefully outdated and unambitious.

Undeniably, there are enjoyable aspects to Shadows. The series has never boasted better stealth or combat mechanics, and Japan provides a visually stunning backdrop for digital tourism. However, if you’re seeking a true RPG experience, this isn’t it. These elements cannot compensate for the lack of depth and agency in its RPG systems. Assassin’s Creed Shadows remains a visually impressive, action-packed game, but ultimately, it is an RPG devoid of soul.

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