SebastianCLP Assassin's Creed Shadows Review
Mar 26, 2025
The first Assassin’s Creed I ever played was AC2 — and it was love at first stab. The mechanics, the story, the world… it had that raw potential you could tell would shine even brighter in future titles. Parkour and stealth were the heart of it all, and cities felt like intricate playgrounds built for silent murder and elegant escapes. It had a soul, one begging to be refined — and Brotherhood came close to perfection.
Then… the decline began. Like watching your favorite band go from revolutionary albums to generic radio hits.
Black Flag was one of the few exceptions. It was incredibly fun — but let’s be honest: it was a pirate game with an Assassin’s Creed label slapped on. It felt like Ubisoft was testing new IP concepts without fully committing, like someone trying on new outfits while still wearing the old one underneath.
Unity tried to bring the series back to its roots, and I give it credit — the parkour was the best in the franchise. But the protagonist had the charisma of a wet sock and the story barely held itself together. Still, nostalgia makes me fond of it.
Then came the RPG era.
At first, it was refreshing. Origins and Odyssey offered progression, gear upgrades, crafting, and massive open worlds. I enjoyed the freedom, the exploration, and even the narratives, which were compelling enough to keep me engaged — until the realization hit: Odyssey should never have been an Assassin’s Creed game. It would’ve worked beautifully as a standalone IP. Same goes for Valhalla, where I felt less like an assassin and more like a Viking tank steamrolling everything in sight. Stealth? Never heard of her.
Mirage? I tolerated it. Mostly because it was mercifully short. Like an awkward date that ends after one drink.
And now… Assassin’s Creed Shadows. The long-awaited finally-in-Japan title. Except — if you were expecting a true Assassin’s Creed game, keep waiting. It’s just Valhalla or Odyssey, now with cherry blossoms and katanas. Same enemy systems, same UI, same gameplay loop, same old everything.
At first, it starts strong — there’s a solid pace, and we’re introduced to our enemies in a nice cinematic sequence. But then it all falls apart into the classic Ubisoft formula: to kill a target, you need to complete three irrelevant side missions, including retrieving a stolen vase that adds zero value to the plot and all the value to your boredom.
Stealth works — if by “stealth” you mean hiding in a bush, whistling 900 times, and wiping out an entire outpost without moving a single muscle. Parkour? Worse than before. They thought some flashy flips would make us forget how clunky it feels — it didn’t work.
Now, you can choose between Yasuke and Naoe, which sounds great in theory. Yasuke’s combat style is powerful, and would honestly shine in a standalone game. But as part of Assassin’s Creed? It feels out of place. You’re not an assassin — you’re a walking tank with a blade.
Visually, as always, Ubisoft nails it. The environments are gorgeous — but they feel hollow, like beautiful movie sets with no actors. The soul is gone.
As a longtime fan, it breaks my heart. Not in a dramatic, “I’ll never love again” kind of way — but in that quiet, melancholic “they paved over my childhood home to build a parking lot” kind of way.
After 5 or 6 hours, I turned off my console, the TV, and requested a refund. I really tried. But the repetitive missions, the recycled mechanics, and the clear copy-paste formula drained my excitement bit by bit — until there was nothing left.
This franchise needs a full reset. Not another reskin. Something bold. Something meaningful. A new legacy — the kind Ubisoft once started building, before they slowly, methodically, and almost artistically destroyed it themselves.
Thank you, Ubisoft, for the good times. I was a diehard fan. But now? Now I’m just someone who knows when to walk away — especially when what I’m playing isn’t even a shadow of what it once was.