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

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

Author : Nathan Apr 14,2025

Thanks to a renewed focus on the core elements that the series was originally built upon, *Assassin’s Creed Shadows* delivers the most satisfying experience the franchise has seen in years. The game boasts the best parkour system since *Unity*, allowing you to seamlessly transition from the ground to castle rooftops. The addition of a grappling hook makes reaching high vantage points quicker and more exhilarating than ever. Perched on a tightrope high above your enemies, you're just a drop away from executing the perfect kill—as long as you're playing as Naoe, that is. Switch to Yasuke, the game's second protagonist, and you'll find yourself playing a completely different game.

Yasuke is slow, clumsy, and incapable of silent kills. His climbing abilities are so limited that he moves like a grandfather struggling up a hill. He's the antithesis of what we've come to expect from an Assassin’s Creed protagonist, making him one of Ubisoft’s most puzzling yet fascinating design choices. When I play as Yasuke, it doesn't feel like I'm playing *Assassin’s Creed* at all.

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 traditional *Assassin’s Creed* philosophy was frustrating. Why include a protagonist who can barely climb and can't perform silent takedowns in a series known for these very actions? However, the more I played as him, the more I appreciated the unique perspective he brings to the game. Yasuke’s design, while undeniably flawed, addresses several issues the series has grappled with in recent years.

You don't get to control Yasuke until several hours into the campaign, after spending ample time with Naoe, a swift shinobi who embodies the assassin archetype better than any protagonist in over a decade. Transitioning to Yasuke after being immersed in Naoe's world is a jarring experience.

This towering samurai is too large and loud to sneak through enemy camps effectively and struggles to climb anything higher than his head. He can't find handholds on the jutting roofs that line Japan’s streets, and when he does find something climbable, he does so at a snail's pace. On rooftops, he awkwardly balances on the apex, standing upright and inching forward, making scaling environments feel like a tedious chore.

While these limitations don't force Yasuke to stay at ground level, they certainly encourage it, depriving him of the high vantage points essential for planning and executing stealthy maneuvers. Unlike Naoe, who can rely on Eagle Vision to highlight enemies, Yasuke has no such advantage. Choosing to play as Yasuke means trading almost everything for raw strength.

*Assassin's Creed* has always been about stealthy kills and vertical exploration, concepts that Yasuke directly challenges. The series traditionally thrives on parkour-led exploration, even in settings with limited verticality. Yasuke’s restricted climbing abilities and prescribed routes make his gameplay feel more akin to *Ghost of Tsushima* than *Assassin’s Creed*, especially given his lack of stealth skills and reliance on samurai swordplay. Playing as Yasuke shifts the focus to fierce combat, an area where *Tsushima* excels and *Assassin’s Creed* often receives criticism.

Playing as Yasuke requires rethinking how to approach *Assassin’s Creed*. Historically, the series has allowed players to climb almost anywhere with ease. Yasuke, however, changes this dynamic. While he can't reach everything, careful observation of the environment reveals hidden paths designed specifically for him. For example, a leaning tree trunk or an open window on a castle's second floor can be used to access otherwise unreachable sync points. These paths are more engaging to uncover than the mindless climbing of past games.

These paths lead Yasuke only to where he needs to be, limiting his general exploration and making it difficult to gain the high ground for observing enemy patrols. Yasuke doesn’t adhere to the traditional *Assassin’s Creed* method of assessing guard movements and planning ahead. His only stealth skill, the "Brutal Assassination," is anything but subtle, involving lifting an enemy on his sword and yelling—a clear opening move for combat rather than a silent takedown. Yet, when combat ensues, it's exhilarating. *Shadows* offers the best swordplay *Assassin’s Creed* has seen in over a decade, with purposeful strikes and a variety of techniques from rush attacks to satisfying ripostes. Finishing moves are brutal and highlight the stark contrast between Yasuke's combat prowess and Naoe's stealthy approach.

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 prevents the bleeding of styles seen in previous games like *Origins*, *Odyssey*, and *Valhalla*, where direct conflict often dominated. In *Shadows*, Naoe’s fragility ensures stealth remains essential, forcing players to flee, reposition, and reset the stealth loop when combat breaks out. Yasuke, on the other hand, offers a break from this tension with his robust combat abilities, making him a thrilling choice for those intense battles, especially as his skill tree unlocks over time.

Despite the intention behind Yasuke’s design, it remains challenging to reconcile him with the core *Assassin’s Creed* experience. While protagonists like Bayek and Eivor ventured too far into action territory, they still maintained the series' fundamental actions—climbing and using hidden blades. Yasuke, fittingly for a samurai, is poor at stealth and climbing, making it impossible to play *Assassin’s Creed* in its traditional sense when controlling him.

The real challenge Yasuke faces is the presence of Naoe, who is mechanically the best *Assassin’s Creed* protagonist in years. Her stealth toolkit, combined with the vertical architecture of Sengoku Period Japan, allows for an experience that truly embodies the essence of *Assassin’s Creed*: becoming a highly mobile silent killer.

Which Assassin's Creed Shadows protagonist will you play as more? -----------------------------------------------------------------
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Naoe benefits from the design changes that define Yasuke. While she can climb nearly anywhere, the series’ "stick to every surface" approach has been replaced with something more realistic. Players must still assess climbing routes and find anchor points for the grappling hook, but Naoe can leap further and climb faster, enhancing the open-world experience that defines *Assassin’s Creed*. On the ground, her combat is just as brutal and impactful as Yasuke’s, though she can't endure battles as long as he can. This raises the question: why play as Yasuke when Naoe offers a more traditional *Assassin’s Creed* experience?

Ubisoft's intent to provide two distinct playstyles with Yasuke and Naoe creates a double-edged sword. Yasuke’s unique approach offers a contrasting and compelling experience that's a first for the series. However, he directly opposes the foundational ideas of *Assassin’s Creed*, which are still unique in the open-world genre. While I'll always enjoy the thrill of Yasuke’s combat, it's through Naoe that I'll truly explore *Shadows’* world. Because when I play as Naoe, I feel like I'm playing *Assassin’s Creed*.

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