I have played 138 hours of Assassin's Creed Shadows. This is including both the base game and the Claws of Awaji DLC expansion. I wanted to wait until I finished the main story to write this review- and after doing so, my overall and final perception towards this game is... mixed. I've played every mainline Assassin's Creed game, and it remains to be one of my favorite franchises to this day- this game has not changed that. That being said, there are some things Shadows does well, and some things not so well. What it gets right: Stealth Gameplay Shadows has made welcome changes as far as stealth gameplay goes. It is now possible to go prone, and you are able to utilize shadows (haha) to stay stealthy. If you are standing, crouching, or prone in a place dark enough, enemies will be unable to see you unless they get really close. Enemies now also react to noise more realistically, making you that much more careful about how, where, and when you move, AND they now have the ability to outright deny your assassinations (similar to AC 1) if they are alert enough. Adding on to this, shallow water now makes for a viable hiding spot, and when playing as Naoe, you can unlock a skill that gives you the ability to breathe in said shallow water using a bamboo pipe as long as you're lying still. The classic stealth tools you get as Naoe are still here, such as smoke bombs, bells to distract enemies, kunai for ranged stealth kills, and shuriken for dealing quick damage to enemies in the heat of combat. This AC game takes the one of the core blocks of the series and adds value to it with these small, yet meaningful changes. Combat Gameplay Combat in this game was fun for me, especially when playing as Yasuke. It's fluid, responsive and just plain fun. Enemies have blockable/parryable strikes, then unblockable strikes that you have to dodge. The weapons and abilities you get to play an experiment with as both characters still give you that 'power fantasy' feeling. Setting Feudal Japan is a setting people have wanted in AC for forever, and Ubisoft didn't disappoint in crafting a beautiful world to explore. With the addition of seasons and even dynamic weather that can change on the fly, every corner of Japan changes and looks different as seasons go by. It's just a beauty to walk around or ride on a horse and explore, plain and simple. Buildcrafting Being an RPG, Shadows' buildcrafting is pretty good for what it is. You can mix and match gear and engravings to achieve varying bonuses across different stats and actions. It is entirely possible to make Yasuke, who is meant for more head-on and direct combat, a worthy stealth character (albeit one limited in parkour and freerunning ability, unlike Naoe). I personally did not make much use of this since it hardly ever seemed necessary for me, but the option is there for those who want it. Yasuke and Naoe both have their own unique skill trees, which when combined with the aforementioned allow you to craft playstyles unique to you. Freerunning and Parkour Freerunning and parkour are passable in Shadows. It's fluid, looks great, and doesn't seem to try to fight against you for the most part. Naoe is obviously the point of reference when I say this- Yasuke CAN climb and jump, though not to the same extent as Naoe can. What it gets wrong: RPG Elements "Wait a second, Zer0Burn- didn't you just say a bit ago that buildcrafting was a pro in this game?" Correct- that does not mean I agree with the continued insistence of RPG elements being present in these games. I have no issues with things such as skill trees, or getting stronger weapons- but I am of the belief that gear levels and having to be at a certain level to survive in a specific region is poor design, especially in a series such as Assassin's Creed. Bullet-sponge (or in this case, slash, blunt, and arrow-sponge) enemies simply are not fun to fight in these games. Ubisoft was going in the right direction with Mirage, and then they go right back to the Odyssey-esque RPG style that many people have said is not welcome nor wanted. At the very least, give the players who don't want gear levels an option to disable it or something. Ubisoft did it in Ghost Recon Breakpoint, I don't see why they can't here. But at least it's not nearly as grindy as Odyssey was. Story This is rough. The game has what I'd say is one of the best openings and first acts to an AC game- and then it crashes and burns once the open mission structure is AGAIN introduced. If you're trying to have your game tell a compelling and thoughtful story, this is not how to do it. Because of this style of mission structure, the developers and storywriters have no clue of what order players will assassinate targets in- as a result, any meaningful development of Yasuke and Naoe gets shoved out the window. Their progression as characters does not feel natural at all, it feels like it gets speed-ran for the sake of the narrative. Adding to this, there are LOTS of instances in main story cutscenes where Ubisoft has once again elected to use procedural generation and automated animations ala the Anvil engine- this makes characters look emotionless, generic and stiff, and it confuses me because these are mixed in with pre-rendered cutscenes with actual motion capture, where the emotions and actions of the characters appear much more realistic and impactful. I don't know why this is being considered acceptable, especially with as much of a budget as this game had to work with. Stop with this, Ubisoft. You can clearly pull off having much more motion capture cutscenes in your games. You have no excuse. Adding to this, there must have been two separate teams working on the writing for the two characters, because Yasuke and Naoe's stories vary in quality for me. I personally believe Yasuke is a fantastic character- well-written, enjoyable personality, well-acted and performed, and has a incredible personal journey of self-discovery, purpose, retribution and redemption. I cannot say the same for Naoe, as she barely seems to change in the course of the story- she seems consumed by revenge from start to finish, never seems to develop any change in her fiery personality, and overall her development feels incredibly lacking. Repetitive Side Activities Shadows has side activities in the form of kata and horse archery challenges for Yasuke, where he develops and hones his abilities as a warrior, and kuji-kiri for Naoe, where she meditates to focus and bring her mind to peace. And both characters have access to shrine and lost page activities. These are supposed to signify and show Yasuke and Naoe's mental strength and capability to learn new techniques, which they unlock in their skill trees in the form of Knowledge Points- but for me, it just felt like I was checking boxes off as I progressed through regions. These activities were nice the first few times, but they got very repetitive, very annoying, very quickly to the point where I enabled automatic QTEs for the kata and kuji-kiri activities. It's not fun- not for me, anyway. Hideout I don't like town-building games in the first place, so I most definitely didn't enjoy having one built into this game. The Hideout is cool to develop and all- until you need to spend hours scrounging up the resources to upgrade one building. The worst part is that in some cases, upgrading the Hideout is MANDATORY to progress in the game. It doesn't matter if you don't like it- there will inevitably be times where you have to engage with the Hideout. This was annoying to do for Ravensthorpe in Valhalla when I played that game four or five years ago. It is no different here.