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Thanks to a renewed focus on the ideas the series was originally built on, Shadows is the most satisfying Assassins Creed has felt in years. You can fluidly move from ground to castle rooftop thanks to the best parkour system since Unity, and a grappling hook only makes the journey to a great vantage point even speedier. Perched on a tightrope high above the enemy, youre only a drop away from scoring the perfect kill provided youre playing as Naoe, that is. Take control of Yasuke, Shadows second protagonist, and its a whole different game. Yasuke is slow. He is clumsy. He cant kill silently. And he climbs like a grandpa. He is the antithesis of an Assassins Creed protagonist. He is one of Ubisofts most baffling design choices and one of its most fascinating. Because when I play as Yasuke, I dont feel like Im playing Assassins Creed anymore. Yasuke changes the rules of Assassin's Creed, promoting grounded combat over parkour stealth. | Image credit: UbisoftI initially found this gulf between Yasukes ability set and the fundamental philosophy of the series to be incredibly frustrating. What is the point of an Assassins Creed protagonist who can barely climb and cant perform a silent takedown? But the more Ive played as him, the more Ive seen merit in Yasukes design. Hes unquestionably flawed, but I think he addresses a couple of very important issues that Assassins Creed has struggled with over the past few years. A brief starring role in Shadows prologue aside, you dont get to play as Yasuke until several hours into the campaign. It means that your entire settling-in period is spent controlling Naoe, a swift shinobi who fulfills the assassin part of Assassins Creed better than any series protagonist has for a decade. Switching to Yasuke after playing as Naoe for so long is jarring. This towering samurai is too big and too noisy to effectively sneak through enemy camps, and is barely capable of climbing anything higher than his own head. He cannot find a handhold in the jutting roofs that line Japans streets, and when you do find something hes able to climb, he does so painfully slowly. On rooftops, he precariously balances on the apex, standing upright for all to see as he cautiously inches forward. These impairments to Yasukes climbing abilities introduce friction. Scaling environments can feel like a chore, with structures like scaffolding and ladders required to make any significant progress. All of this doesnt exactly force Yasuke to stay at ground level, but it certainly encourages it. This in turn denies him vision; without easy access to high vantage points its difficult to map out an areas threats and plan accordingly. And where a grounded Naoe at least has the enemy-highlighting Eagle Vision to fall back on, Yasuke has nothing. Take up his blade and youre agreeing to sacrifice almost everything other than raw strength.Assassin's Creed is built on stealthy kills and vertical exploration, ideas that Yasuke is in direct opposition to.If this sounds not a lot like Assassins Creed, its because it isnt. The series has thus far been built around parkour-led exploration. Even when it has delved into areas of history where buildings were rarely more than one or two storeys high, verticality is still a core part of the flow. Being robbed of the series traditional climbing freedom and forced to follow more prescribed routes makes time spent as Yasuke feel much closer to playing Ghost of Tsushima than Assassins Creed a feeling only emphasised by Yasukes lack of stealth training and reliance on his samurai sword skills. Embodying Yasuke is to play a game thats first and foremost about fierce combat, something Tsushima is fondly remembered for and Assassins Creed often criticised over. To play as Yasuke is to be asked to rethink how to play Assassins Creed. Historically, the series has allowed us to climb anywhere. Previous assassins have been knife-happy Spider-Men, armed with sticky hands that allow them to scale everything from towers to glaciers as if they were ladders. It is effortless and, as a result, it offers no challenge whatsoever. Yasuke changes this. While its true that theres a lot beyond his grasp, careful observation of the environment reveals hidden pathways that have been built especially to allow Yasuke to reach his objectives. For instance, a leaning tree trunk protruding from an overcrop can lead you to a sync point that would otherwise be inaccessible without a grappling hook. A castle may have an open window on the second floor, easily entered if you follow the staircase-like arrangement of the courtyards exterior wall. Such paths are arguably more interesting to decipher than the practically thoughtless scrambles of past games. These pathways only take Yasuke where he needs to be, though. He has much less freedom when it comes to general exploration, and its difficult to gain the high ground to observe enemy patrol patterns. But Yasuke really doesnt abide by the traditional Assassins Creed approach of assessing guard movements and planning ahead. His only real stealth ability is the Brutal Assassination skill, and well, it involves impaling an enemy on his sword, lifting them three feet off the ground, and yelling. Not exactly inconspicuous, is it? Rather than a takedown, its an opening move for combat, kicking things off with an instant kill. And when things do kick off, things get good. They get really good. Shadows boasts the best swordplay Assassins Creed has had in over a decade. Theres purpose to each strike and a rich variety of techniques to pull on from brutal rush attacks to satisfying ripostes. Finishing moves cleave heads from shoulders, an image that creates a clear contrast between Yasukes abilities and Naoes stealthy approach. Yasuke enjoys the best combat mechanics Assassin's Creed has ever had. | Image credit: UbisoftBut theres more than just contrast here; the separation of combat and stealth into two characters means theres less bleeding between the two styles. In Origins, Odyssey, and Valhalla, far too many quests used direct conflict as the default interaction. As such, action became their primary language. In Shadows, the twin protagonist system safeguards against that; Naoes relative fragility means she cant go full slaughter mode, so when combat does break out youre eventually forced to flee, reposition, and reset the stealth loop. When you want a break from that tension, Yasukes strength ensures youll be able to survive the worst Shadows can throw at you. Its the power that he brings to the party that makes him such a tantalising prospect in combat, especially once his flashy skill tree full of abilities unlocks over time.Theres strong intention within Yasukes design, then. But its nonetheless difficult to see where he fits into Assassins Creed this is a series built on stealthy kills and vertical exploration, ideas that Yasuke is in direct opposition to. While its true that the likes of Bayek and Eivor stepped much too far into action territory, they were still able to perform the fundamental actions of an Assassins Creed lead character. They climbed to the apex of temples and wielded hidden blades. While it is thematically appropriate for Yasuke, who is a samurai and not an assassin, to be bad at stealth and climbing, his design simply means you cant play Assassins Creed like Assassins Creed while in control of him. The real problem Yasuke faces, though, is his ally. Naoe is just the better option. She is, mechanically speaking, the best Assassins Creed protagonist in many years. Her stealth toolkit is complemented by Sengoku Period Japan, which allows for the towering verticality of architecture the series has been missing since Syndicate. Combined, these elements allow for an experience that truly fulfills the promise of Assassins Creed: becoming a highly mobile silent killer. Naoe also benefits from the design changes that shape Yasuke while she can climb up to practically anywhere in the world, the stick to every surface mantra of the series has been scrapped in favour of something slightly more realistic. This means you still have to assess climbing routes and find anchor points for your grappling hook, but you can leap further and climb faster these are the fundamental things that turn an open world into an Assassins Creed sandbox. And when you are on the ground and in the thick of it, Naoes combat flow feels just as ruthlessly violent and impactful as Yasukes. She benefits from all of the swordplay enhancements he enjoys, just with the caveat that she cant endure battle for as long as her samurai friend can. All of this raises the question: why would you play as Yasuke when you can play as Naoe? Due to its admirable intent to offer two distinct playstyles with Yasuke and Naoe, Ubisoft has created a double-edged sword. The African samurai plays by very different rules to a classic Assassins Creed protagonist, which creates a contrasting and reasonably compelling experience thats a genuine first for the series. But he is undeniably in direct opposition to the ideas upon which these games were built ideas that remain largely unique in the open-world genre. So while Ill always find time to return to Yasukes shoes to enjoy the vicious thrill of his blade, itll be through the eyes of Naoe that I truly explore Shadows world. Because when I play as Naoe, I feel like Im playing Assassins Creed. Matt Purslow is IGN's Senior Features Editor.