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Assassin’s Creed Shadows – Parkour System Overview

[h2] Hi everyone and Happy New Year! [/h2]



Assassin's Creed Shadows drops on February 14, 2025, and we're excited to provide more information on parkour. We will be joined by Simon, Shadows' Associate Game Director.


In case you missed them, check out our previous posts focusing on stealth and combat .


All footage is from a work in progress build. Please note that some of the videos in this article may be compressed, which could affect their quality. Make sure to watch in 4K for the best quality. HUD setting may vary from one clip to another to showcase examples of customizable options.


In Assassin's Creed Shadows, players can expect to reconnect with the staple experience of being an Assassin, leaping effortlessly across rooftops, surfing the high ground of the crowded streets of Kyoto, and scaling the towering Tenshu of Osaka Castle... In short, Naoe is a true parkour master, possessing unmatched speed and agility that adapts to the various landscapes of Feudal Japan.


Beyond city exploration, players can also infiltrate Japanese castles - incredibly dangerous fortresses filled with challenges and opportunities for parkour. Dominating with their towering Tenshu and protected by a network of intimidating concentric stone walls, castle grounds host many climbable and well-guarded buildings such as warehouses, barracks, and watchtowers.


In contrast, the game also features hidden parkour paths in nature that offer a different kind of experience. These narrow paths in beautiful landscapes will include tree and rock climbing and, of course, extra grappling hook swinging.


In this article, we will focus on highlighting some of the new moves and mechanics developed to enhance parkour.


During development of AC Shadows, the team implemented a variety of enhancements for parkour, including new animations, prone movement, and a physics-based grappling hook. Numerous refinements were also brought to existing mechanics, such as the updated input mappings and the revamped parkour down system.


Let's dive in!



CONTROL BASICS




[h2] NEW INPUT MAPPING [/h2]

Returning players will notice adjustments made to the control scheme compared to the most recent Assassin Creed entries, as the crouch and the dodge button have traded places. This simple-yet-crucial change marks an important iteration: the addition of the prone stance and the inclusion of dodge mechanics that lead directly into parkour.


"In Shadows, dodge has been merged with parkour down mechanics, which unlocks a whole bunch of new parkour moves," says Simon. "This new mapping also disconnects stance-switch (e.g. standing, crouching, prone) from parkour, ensuring you can use any stances without accidentally going down a rooftop when you don't want to."

Some of these new moves performed with the dodge button include acrobatic dodges over railings, out-of-windows jumps, or new silent drop-downs.



PARKOUR ESSENTIALS




[h2] PARKOUR UP [/h2]

Parkour up has been a staple of the series for a long time, and Shadows is no exception. Holding the parkour up button while moving will make either Naoe or Yasuke reach for the highest / furthest point they can. This can mean running up a wall to grab a handhold, jumping across a large gap between two rooftops, or leaping as far as they can into the void, hoping for the best.


Each character has their own capabilities in parkour, although Naoe can always jump further and reach higher than Yasuke, who is generally slower when navigating rooftops.


More tactical planning comes into play as well, as parkour up is considered high-profile and generates a fair amount of sound when climbing, jumping, and landing. Stealthy shinobis should use it carefully in guarded areas, or else they will be spotted much faster.



Parkour Deep Dive: Parkour Up & Recovery Roll


"In our game, holding down the parkour up button like it's a gas pedal is not the optimal way to do parkour." says Simon. "Discerning which button does what is necessary to maximize a great parkour flow and keep your momentum."



[h2] RECOVERY ROLL [/h2]

To compensate for any high-profile jumps that would put you in danger, you can trigger the Igan Recovery Roll by pressing the dodge / parkour down button when landing from great heights. This allows Naoe to execute a landing maneuver that softens impact and reduces noise from a harder landing - as seen in the clip above.



[h2] PARKOUR DOWN [/h2]

Now that dodge mechanics have been incorporated into the parkour flow, players are able to dodge near a ledge to smoothly transition into parkour down traversal, allowing for Naoe's signature acrobatic descents or Yasuke's heavier drops.


Holding the dodge / parkour down button while moving ensures that your character is dropping to the lowest, safest point below them, and avoids dangerous leaps into the void. Parkour down also allows for low-profile landings, generating minimal sound for a stealthy approach.



Parkour Deep Dive: Parkour Up & Recovery Roll




[h2] DROP VS CLIMB DOWN [/h2]

"There are two main ways to parkour down" explains Simon, "The classic way is to press the dodge / parkour down button near a ledge without directional input: your character will climb down and hold that ledge in climbing position. The second - and flashier way - is to perform a directional dodge over that ledge, which launches a variety of acrobatic transitions. "


As seen in the clip above, using directional dodges to initiate a descent results in impressive acrobatics as well as stealthier landings.



SPRINT MECHANICS



Naoe is our fastest assassin to date on her feet. Sprinting allows her to gain distance from (or catch up with) just about anybody, whereas Yasuke needs a little more runway to get to cruise speed. Sprint opens different possibilities for both characters:



[h2] SPRINT DODGE [/h2]

Unique to Naoe is the ability to perform a sprint dodge (by pressing the dodge button while sprinting). This triggers an extended dive-roll that allows her to clear objects that are slightly smaller than her (agricultural fences, wooden crates, guardrails, windowsills, etc) while avoiding incoming damage. The sprint dodge is particularly useful when escaping ranged enemies' projectiles, as well as executing replay-worthy escapes.

This move can also be performed to manually jump from a higher spot... with more risks of getting heavy damage when landing without a recovery roll.



Parkour Deep Dive: Sprint Dodge to Escape



[h2] AUTOMATED PASSOVER [/h2]

While sprinting, Naoe gains the ability to perform automated passovers - quick acrobatic moves allowing her to literally pass over the same small objects listed above - without the use of any other inputs. Note that automated passovers, while very stylish, do not offer the same damage protection as Naoe's sprint dodge.



[h2] AUTOMATED SHOULDER TACKLE [/h2]

Never to be outdone, a sprinting Yasuke has the ability to automatically shoulder bash his way through any destructible objects, which would normally block Naoe. For low, non-destructible objects, Yasuke will also perform automated passovers without requiring any other inputs, albeit a bit less elegantly than Naoe.



[h2] SPRINT VS STANCES [/h2]

Both characters can change stances while in full sprint: switching to crouch stance will cause the character to perform a knee slide and settle in crouch navigation, while switching to prone stance while in full sprint will cause both characters to dive to the ground in prone position, coming to a full stop.



Note that sprint will kick you out of both crouch and prone, forcing the character into a standing stance - an excellent shortcut to use in a pinch.



THE GRAPPLING HOOK



"Any proper shinobi game needs its grappling hook." says Simon. "We worked hard to ensure that the physics of our grappling hook make it a natural part extension of Naoe's overall parkour flow, allowing her to climb and swing with grace and ease."



Naoe's grappling hook is a worthy addition to the Assassin arsenal, and all players should learn to use it for maximum efficiency.





[h2] VERTICAL ASCENT [/h2]

Naoe can hook onto any horizontal rooftop ledge and ascend along the rope to climb over that ledge. Vertical ascend allows players to climb up, descend, or pivot around the rope according to their directional input.



Parkour Deep Dive: Grappling Hook Ascend



[h2] HOOK SWING [/h2]

Numerous grapple points can be found across Shadows' Japan. These points allow Naoe to hook-swing across large gaps and reach the other side. Some advanced setups even require that she string multiple hook-swings together without touching the ground.

Hook swing allows players to add or reduce momentum (like a playground swing) and adjust their swing direction according to their directional input. This, by extension, gives players control over the velocity of their jumps.



Parkour Deep Dive: Grappling Hook Swing



[h2] MODE SWITCHING [/h2]

While dangling from a grapple point, players can toggle between vertical ascend mode and hook swing modes by tapping the grappling hook button: Naoe will change her position on the rope to reflect the switch.



[h2] WALL RUN GRAPPLING HOOK [/h2]

Naoe can run up an unclimbable wall and launch her grappling hook at the apex of that wall run to attach to a ledge that would otherwise be out of her reach, effectively extending her vertical ascent reach capabilities.



Parkour Deep Dive: Wall Run to Grappling Hook



Your grappling hook skills will shine particularly bright when infiltrating a castle, or when following the secret parkour routes hidden in the countryside of Japan.



ADVANCED PARKOUR MOVES



Shadows introduces a few new parkour subtleties that advanced players will want to know about. Here are a few of them:



[h2] STANCE DODGES [/h2]

Both Yasuke and Naoe can perform directional dodges while moving around in crouch stance, covering more terrain faster and avoiding potential attacks. However, only Naoe has access to prone directional dodges, allowing her to roll forward, side-to-side or slide backwards, extending her evasive abilities. You may have seen a glimpse of that in our post on stealth, where Naoe performed an assassination after rolling out of a bush using prone directional dodge.



Stealth Deep Dive: Prone Assassination



[h2] WALL RUN EJECT [/h2]

Naoe can wall run fairly high up walls, and she can perform a very cool wall eject by tapping the parkour up button at the apex of a wall run. This wall eject can also be performed when climbing, while both her hands and feet are touching the surface.



[h2] PARKOUR DOWN: BACKWARD DODGE [/h2]

When standing near the edge of a structure, with the character's back towards the edge, tapping parkour down only (without directional input) will cause the character to perform a backward dodge which could take her right to or over the edge of the structure. When that happens, Naoe will effortlessly roll down over the edge and land on the ground with a muffled landing, both when crouching or standing up.



Parkour Deep Dive: Backward Drop Assassination



[h2] PARKOUR DOWN: HIGH STRUCTURE SAFETY [/h2]

Performing any of the above parkour down transitions from a very high structure (where fall damage could occur) will result in the character holding on to that ledge and hanging there. Additional input will be needed to drop down or climb back up.


Parkour Deep Dive: Backward Roll and Safety Drop


UNCLIMBABLE SURFACES



Finally, it is important to note that Naoe and Yasuke will not be able to climb on surfaces that do not have physical handholds for them to grab onto.


"This is a pretty big deal for us." says Simon. "This means we had to be more thoughtful about creating interesting parkour highways and afforded us more control about where Naoe can go, and where Yasuke can't, making our two playstyles even more contrasted."


Rest assured that most of what you'll see in Assassin's Creed Shadows is still very much climbable - especially with the grappling hook - but players will have to look for valid entry points from time to time.


We hope you enjoyed this deeper look at some of the improvements made to the parkour system in Assassin's Creed Shadows. We can't wait for you to get your hands on the game on February 14th to explore Japan with our dual protagonists. Until then, we will see you next time for our last overview post in this series, dedicated to exploration.


Read the article online here: https://ubi.li/nIRL6

Assassin’s Creed Shadows – Combat System Fundamentals


[h2] Hi everyone! [/h2]


Assassin’s Creed Shadows drops February 14, 2025, and we’re excited to keep digging into gameplay details with you. Last time, we broke down stealth, and this week, we’re going to round up the fundamental principles of Shadows’ combat system.

The protagonist you’re playing as and the weapon you’re using dramatically alters combat, so read on to learn how samurai Yasuke and shinobi Naoe will clash with the enemy and take down their targets.

We’ll be joined today by Charles, Shadows’ game director for additional insight.

All footage is from a work in progress build. Please note that some of the videos in this article may be compressed, which could affect their quality. Make sure to watch in 4K for the best quality. HUD setting may vary from one clip to another to showcase examples of customizable options.



Offensive Basics

We’ll start with a quick round-up of the basic principles of Shadow’s fight system. Remember that choosing to fight as Naoe or Yasuke – as well as your choice of weapon can alter these building blocks.



[h2] Light attacks [/h2]

Light attacks in Shadows are quick, fluid, and reliable, inflicting small increments of damage. However, some enemy archetypes can power through them and land attacks of their own, so be careful.



[h2] Heavy attacks [/h2]

Packing a bit more strength, heavy attacks inflict higher damage on most enemies – useful to stagger them and create some space around you .



[h2] Posture attacks [/h2]

Holding the input on any attack – that is, pressing and holding the light or heavy attack button – will charge that attack to significantly increase its damage output: this is called a Posture Attack. A Posture Attack can be held indefinitely, allowing you to adjust your distances or change targets. All posture attacks are great at breaking through an enemy’s blocking stance – breaking their guard instantly.

“Light attacks can be postured a bit faster than heavy attacks” says Charles, “but heavy posture attacks pack one hell of a punch, if you get the timing right. Take note, though – enemies will watch out for Posture Attacks and attempt to prevent you from charging them, so make you sure to keep your eyes out.”

Mixing light, heavy and posture attacks is the best way to build up different types of complex combos.


Chaining Posture Attacks



[h2] Vulnerable State [/h2]

Under certain conditions such as perfect dodge, an enemy can be put in a vulnerable state – a short window in which they can be dealt devastating damage. This vulnerable state is the perfect opportunity to counterattack by unleashing a posture attack or an active ability for maximum damage.



Defense Basics


There are a few different ways in which Naoe and Yasuke can defend themselves, some unique to each protagonist. Here’s a quick roundup:



[h2] Dodge [/h2]

Both Naoe and Yasuke can use directional dodges to avoid incoming blows. Naoe’s dodges are characterized by directional rolls, whereas Yasuke’s are directional steps that keep his stature upright throughout. Though both characters are very reactive, Yasuke’s second consecutive directional dodge-step has a slight recovery period, which Naoe doesn’t have.



[h2] Parry / Deflect [/h2]

Both Yasuke and Naoe share similar mechanics under the parry/deflection umbrella, but the results vary slightly for each of them. Yasuke’s parry mechanic happens on a straight line: when a parry is successful, the enemy bounces back, opening themselves to counterattacks. In short, Yasuke does not back down and does not concede terrain.

Naoe’s deflect mechanic requires similar timing but sees her pivot to either side of the enemy, deflecting their attacks away from her. This changes the axis of combat and exposes the enemy’s flanks, but it also means Naoe opens herself up to surrounding enemies, pushing you to always stay alert.


Block vs. Deflecting



[h2] Block [/h2]

Unique to Yasuke, block mechanics allow him to turtle up behind his weapon and withstand attacks including incoming arrows or kunai – except for unstoppable attacks, which are detailed further below.

“These subtle differences in attack and defense are really what makes the control of each character unique – and adaptable to your ideal playstyle.” says Charles.



Skill and Abilities


Skills and abilities can also be acquired and learned throughout your journey to further develop your combat repertoire. Some of these are active abilities that are triggered manually in combat to deal more damage; some are combo variations or extensions; others introduce new mechanics that require precise timing and new tactical approaches. These will be crucial to surprise your enemies, and, as they are tied to your progress, will give you an ongoing sense of growth within your combat mastery.

We’ll have more to say about progression later, but right now we can say that gaining levels or defeating specific foes will reward you with Mastery Points, which you can spend in the different Mastery trees to unlock weapon-based skills and abilities, amongst other things. This progression loop will allow you to put your skills to the test by facing strong opponents and be rewarded with new moves to learn.


Naginata Crescent Strike


“Active abilities are by far the most powerful skills to acquire” says Charles. “They look cool, they hit hard, and they all offer additional opportunities like gap-closing, armor-breaking – even health regeneration.”

Players can also earn passive skills, which work in the background to make you more efficient and powerful in combat. These include adrenaline regeneration increase, basic health increase, time dilation for longer window of opportunities, and more.



Two Protagonists


“In essence, our core fight mechanics are the same for Yasuke and Naoe” says Charles, “but as samurai and shinobi, respectively, they each have their own weapon types and abilities that make them feel very different from one another.”

Despite Naoe’s formidable stealth prowess – as detailed in our previous post – she’s no pushover when it comes to combat. Quick and agile, she can make short work of a single enemy with her barrage of attacks, but as the number of enemies increase, she will be at a significant disadvantage due to her lack of armor and limited combat resources.

At the opposite end of the spectrum, Yasuke stands as a stalwart warrior ready for prolonged, knock-down-drag-out combat scenarios. For instance, the last attack in each of his combos (i.e., combo-enders) will break an enemy’s guard without relying on posture attacks.

While both characters can carry two weapons and switch between them in combat, Yasuke is also the only protagonist with the ability to switch weapons mid-combo, via the link-attack ability, which allows him to rapidly string together attacks and weapon abilities in a continuous flow.

"Yasuke has a few unique samurai tricks up his sleeves" says Charles. "One of them is the Sheathed Posture Attack, where he will charge-up an opening attack while his katana is still in its sheathe. On top of looking quite iconic, most enemies won't see that one coming if timed correctly."


Sheathed Posture Attack



Weapons


Both protagonists have a unique selection of weapons available to them – which offer their own set of abilities. Among other strengths, Naoe’s weapons unlock unique stealth opportunities, while Yasuke’s offer a variety of strategies to be deployed in combat.

Here’s a look at each of their weapon types:



NAOE



[h2] Katana [/h2]

Naoe’s katana is well-balanced and versatile; it offers a good balance of speed, damage output and defense. Well-timed attacks can stagger enemies, opening windows for posture attacks. The Katana unlocks the ability to assassinate enemies through shoji doors.


Katana Combat



[h2] Kusarigama [/h2]

The fearsome Kusarigama is Naoe’s best option for crowd control. Its extendable ball-and-chain can reach enemies at a distance and push back numerous enemies all at once, while its scythe is adept at giving a single enemy a very close shave. The Kusarigama unlocks the ability to Rush Assassinate enemies up to 10 meters away.


Kusarigama Combat



[h2] Tanto & Hidden Blade [/h2]

Hidden Blade combat marks its return when combined with the tanto dagger. Combining whirling slashes and lightning-fast stabs, it is the ideal weapon for that strike-and-retreat, death-by-a-thousand-cuts playstyle. The Tanto and Hidden blade combo unlocks the ability to perform Double Assassinations


Tanto and Hidden Blade



YASUKE



[h2] Long Katana [/h2]

The legendary samurai weapon – scaled up to match Yasuke’s size – is versatile and well-balanced. Equally efficient in attack and defense, it is an excellent choice in a one-on-one duel or in the middle of a large-scale skirmish.


Katana Duel



[h2] Naginata [/h2]

Standing at over two meters in length and sporting a sharp bladed tip, the Naginata is Yasuke’s weapon of choice for crowd control. It is very efficient at keeping enemies at bay as well as dealing damage to multiple enemies surrounding you.



[h2] Kanabo [/h2]

Perhaps Yasuke’s deadliest weapon – and definitely his heaviest – the kanabo can break through enemies’ defenses and pulverize armor with the slightest hit. But its deadliness comes at the price of speed and mobility. For the kanabo players, timing will be everything.



[h2] Yumi Bow [/h2]

The great Japanese Yumi Bow allows Yasuke to attack unsuspecting enemies from a significant distance and strike them down with precision. Its variety of arrows offer an array of interesting strategies, and mastering accuracy will increase its efficiency.


Yasuke Bow



[h2] Teppo rifle [/h2]

The Teppo flint rifle combines destructive power with high lethality. Its raw power offers more range than the bow and great armor penetration – albeit with a slow fire rate and even slower reload time. The Teppo is a good opener when you don’t mind being noticed.

Mastering a weapon takes time and dedication. In Shadows, players gain experience through combat, earning Mastery points that can be spent on their favorite weapon type to unlock new abilities.



Know Your Enemy


“As you progress and discover new locations in Japan, you will encounter stronger and tougher enemies,” says Charles, “each with new abilities and move sets that challenges different aspects of your fight mastery.”

The enemies in Shadows are numerous and varied, but for simplicity’s sake, we’ve categorized some of them under a few broad families:



[h2] Outlaws [/h2]

Outlaws are opportunists that prey on the weak, and for what little combat training they have, some make up for it with unusual tactics. Be wary of their brutes, who can still be incredibly deadly.



[h2] Ashigaru Soldiers [/h2]

Ashigaru are the conscripts and volunteers forming the bulk of any clan’s armies, carry basic weapons and fight using conventional tactics. They tend to be more aggressive towards Naoe and are fearful of Yasuke.



[h2] Ronin [/h2]

Masterless samurai perpetually seeking their next meal, most Ronin are in the employ of Naoe and Yasuke’s enemies; they roam the roads and will attack on sight if they recognize you. Former samurai themselves, Ronin are well-trained, and their disheveled looks are deceiving.



[h2] Samurai [/h2]

Superb warriors, well-trained and fierce in combat, samurai can carry a wide variety of weapons, from their trusty katana to the mighty kanabo; they can also wear an impressive selection of armor sets – including some very high-level End-Game sets – and employ a surprising number of attacks and counterattacks in a fight.

If you can catch them unaware, samurai can be easy pickings for a shinobi, but as soon as they know a threat might be lurking nearby, their vigilance and battlefield awareness make them formidable foes.



[h2] Samurai Daisho [/h2]

An offshoot of the samurai family, Daisho are enemy types that can only be found in military castles. They have unique fighting styles that mix a lot of techniques, and they are a stiff combat challenge all by themselves – let alone when surrounded by other samurai.

Samurai Daisho are the gateway to some of the best loot in the game though, so they are worth the time and effort.



[h2] Guardians [/h2]

An elite group of badass samurai, Guardians are used as reinforcements when the alarm is raised in any given province. With their unmistakable white manes and facemasks, Guardians aim to strike fear in their opponents and offer some of the most difficult combat you’ll find in Shadows.



Study Their Tactics


Recognizing the patterns and tactics of your enemies will ensure you gain the upper hand in any situation. Here’s a brief look at some of the mechanics and challenges you will face in Shadows:



[h2] Flurry Attacks [/h2]

Flurry attacks are marked by a distinctive blue glint on the enemy’s weapon. They are a short succession of attacks that won’t stop even if you successfully block, parry, deflect or dodge them; the next blow in the series will come at you, no matter what.

Advanced players may attempt to parry/deflect each successive blow to trigger the enemy’s vulnerable state, but parrying/deflecting only the last attack won’t be enough: you need to deal with the entire sequence to put your enemy on their back foot.



[h2] Unstoppable Attacks [/h2]

Unstoppable attacks are marked by a distinctive red glint on the enemy’s weapon; they are hard-hitting, highly kinetic attacks that should ideally be dodged. Blocking, parrying, or deflecting an unstoppable attack will defuse much of its energy, but it will break your character’s guard and leave you open to follow-up attacks.

Advanced players may want to fine-tune their dodge timings, because a perfect dodge against an unstoppable attack will trigger the enemy’s vulnerable state.


Enemy Flurry and Unstoppable Attacks

Watch some of these enemy attacks in action.



[h2] Defensive Actions [/h2]

While under attack, enemies have a variety of reactions available to them to attempt a momentum shift. These are called defensive actions, and they can vary from a simple step back that avoids a single blow, all the way to lightning-fast unstoppable counterattacks that will challenge your nerves.

Generally, the more enemies are involved in a fight, the less defensive actions each of them will perform, confident that their numbers will be enough to overwhelm you. But in a one-on-one duel against a highly skilled warrior, defensive actions will be numerous and nearly constant, pushing you to diversify your attacks and utilize every move you learnt along the way.



That’s all we had this week! There will be many opportunities to test your skills in combat in Assassin’s Creed Shadows, from surprising encounters in the world, fight tournaments or dueling against legendary opponents. We can’t wait for you to explore all the depth of that system when you get your hands on the game, on February 14th.


Make sure to catch up on our preview article dedicated to stealth , and stay tuned for our next overview, where we will explore Parkour.


Read the article online here: https://ubi.li/Bwy1A

Assassin's Creed Shadows - Stealth Gameplay Overview

[h2]Hello everyone! [/h2]

Assassin's Creed Shadows drops February 14, 2025, and we're thrilled to start offering you deeper insight into its gameplay. Through a series of posts over the next few weeks, we'll bring you brand new details on combat, parkour, and exploration.

Let's kick this week off with a stealth overview. While we'll primarily focus on Naoe - one of Shadows' two protagonists, who seamlessly blends classic Assassin techniques with the quiet agility of a trained shinobi - some of these details apply to Yasuke, Shadows' Samurai, as well.

We will be joined by Simon, Associate Game Director, to get additional insights.

All footage is from a work in progress build. Please note that some of the videos in this article may be compressed, which could affect their quality. Make sure to watch in 4K for the best quality.


A NEW STEALTH PHILOSOPHY


"Stealth gameplay in Shadows has been ambitiously overhauled in a few key areas," says Simon. "First, the most obvious change for AC players will be the lack of a companion eagle allowing you to scout ahead and map out an entire location. In Shadows, players must rely on their main character's own senses and engage enemies in a more tactical moment-to-moment manner."


[h2] OBSERVE [/h2]

Both Naoe and Yasuke have access to the new Observe mechanic, which delivers a fast and easy way to toggle additional information on screen. Observe allows you to identify targets, tag and monitor enemies, and highlight lootable stashes, collectables, and quest objectives. While on a Synch Point, it also allows for close examination of nearby locations.

"The new Observe mechanic is at the core of the Assassin's Creed Shadows experience," says Simon. "When in doubt, take a pause, observe the world around you, and only then should you decide what your next move should be."

Stealth Deep Dive: Observe


[h2] EAGLE VISION [/h2]

Naoe has access to the classic Assassin's Creed Eagle Vision, which allows her to highlight the position of enemies hidden behind walls and other objects and isolate any relevant sounds they make. Eagle Vision is a more dedicated stealth mechanic, encouraging Naoe to slow down and take a moment to better visualize her enemies and relevant gameplay objects - including hiding spots.

Stealth Deep Dive: Eagle Vision

Both Observe and Eagle Vision work independently, revealing different sets of information - but Naoe can combine both concurrently to reveal, observe, and tag enemies through walls, a very useful habit to have if you don't want to blunder into a room full of Samurai waiting for you.


SHINOBI MOVES



[h2] HIDING IN THE SHADOWS [/h2]

For the first time in the Assassin's Creed series, hiding in the shadows will make you invisible to enemies. During nighttime, any pocket of shadows becomes a dynamic hiding spot in which you can progress without being seen. This applies to both interiors and exteriors.

The ability to use shadows in this way invites you to carefully study your environment for hiding opportunities and routes... or create them yourself by destroying lanterns with a shuriken. "Naoe is a perfectly capable shinobi in broad day light," says Simon, "but the cover of darkness gives her a remarkable edge over her enemies - especially on higher difficulty settings."


[h2] STAYING LOW [/h2]

While Naoe is fast, sprinting while you're attempting to be stealthy in a highly populated environment can be risky. The sound of footsteps will alert guards, who will spot you almost instantaneously. In general, standing up increases your "visibility," so this is where crouching comes into play. Naoe can move quite slowly while in a crouch, with the sound of her footsteps considerably reduced.

Crouching is also particularly effective indoors, minimizing the sound of Nightingale Floors - specifically designed floors that creak whenever someone steps on them - for example, or reducing the chance of bumping into noisy objects.

Stealth Deep Dive: Nightingale Floor


[h2] GOING PRONE [/h2]

Naoe and Yasuke are the first protagonists able to go prone in the series. Going prone reduces your "visibility" to enemies even further, whether on the ground, on rooftops, or underwater.

For Naoe, going prone comes with its own set of movements. By pressing the dodge button when in prone, you can roll to the side, front or back; a useful maneuver to quickly employ when a guard approaches. Keep an eye under buildings too; you might just find an opening you can crawl under.

Stealth Deep Dive: Prone Assassination


[h2] THE SHINOBI AND ASSASSIN ARSENAL [/h2]

Naoe doesn't have to rely on her stealthy moves alone. She has four primary tools at her disposal to help ensure a quick kill or getaway:

  • Smoke bomb: A classic Assassin tool that creates a cloud of smoke, allowing you to escape or assassinate low-rank enemies without being seen.

  • Shinobi Bells: The perfect tool to distract enemies. By throwing a bell, you can lure guards away from their posts or create an opportunity to sneak past them.

  • Kunai: Kunai are extremely sharp throwing knives that deal a lot of damage and can result in one-shot kills when aimed with precision.

  • Shuriken: Shuriken are sharp, star-shaped throwing weapons that momentarily stun enemies, and are even more useful when thrown into the environment to cause distractions.

Stealth Deep Dive: Smoke Bomb

Some enemies will not be easily tricked by your Smoke Bombs... More below.


[h2] NEW WAYS TO HIDE & KILL [/h2]

"Naoe is our smallest Assassin to date" says Simon. "And she uses that to her advantage: she can squeeze through tiny wall cracks, and she can hide inside small storage spaces and boxes in order to get the drop on her enemies."


[h2] DOUBLE ASSASSINATIONS [/h2]

We know that players are always looking for efficiency in their stealth runs, and this is why we are bringing back Double Assassinations in Assassin's Creed Shadows. By equipping the Tanto as one of your main weapons and unlocking the dedicated skill, you can eliminate two enemies standing next to each other at once with your Hidden Blade - whether on the ground or from the air.


[h2] GRABBING ENEMIES [/h2]

While undetected, you can briefly grab and drag enemies in any direction to silently assassinate or take them down non-lethally. This grab mechanic removes some of the automation we've had in the series before. "In Shadows, if you want to assassinate someone from a stalking bush you have to manually grab them, pull them in, and only then can you dispatch them," says Simon.

Stealth Deep Dive: Grab Mechanic

And this is not all! While we cannot cover everything in this article, know that there will be more stealth opportunities to discover once you get your hands on the game! Including falling stalactites distracting guards in Winter, or swift assassinations through Shoji doors.


ENEMY TACTICS


While you have plenty of ways to hide and eliminate your targets, enemies will respond in ways that will make your life more difficult when you make mistakes. Servants, for example, are a new type of non-lethal enemy that will alert guards upon seeing you. While they can't fight, their ability to call for reinforcements and raise alarms make them just as threatening as enemies who can. Servants have their own patrol routes, so it's important to keep tabs on them. When using Eagle Vision, they will stand out by appearing in orange.

When infiltrating heavily guarded positions such as Castles and Fortresses, different districts each exist as their own individual arenas. This means that, should you get caught in one pocket, you can still recover, re-engage and keep your stealth run going without having an entire location bearing down on you.


[h2] SUSPICION AND INVESTIGATION [/h2]

If you get detected and are able to disappear again, enemies will search for you in pairs (one watcher and one seeker) and will remain more suspicious going forward. That means that tactics such as whistling to lure them in will only increase their suspicion and thus their ability to spot you.

This can have an impact on your ability to assassinate from a hiding spot, as these suspicious guards will be more likely to get in the way if you're not cautious enough.


[h2] UNIQUE ENEMY BEHAVIOURS: FOCUS ON THE SAMURAI [/h2]

Certain enemy archetypes will present unique challenges to your arsenal. For example, samurai cannot be assassinated when caught in a smoke bomb, as seen in our clip above; instead, they will quickly evade the smoky area. This contrasts with the Ashigaru soldiers or the servants, who can be assassinated in smoke. Samurai are also more prone to deny assassinations, and they can even slice bushes when searching for you, which removes options to hide.

"Samurai are fearsome enemies and cannot be taken lightly," says Simon. "Once alerted, they are hard to trick or lure, as they assume that any tricks you use are just that - a trick to lure them. This will force you to adapt and think harder about how to get the drop on them."

But every challenge brings new opportunities, and smoke bombs can become an effective tool to disperse samurai if you are looking for a quick escape.


[h2] ASSASSINATION DENIED [/h2]

Through Shadows' progression system, it's important you focus on developing your stealth skills and abilities. Enemies will have levels based on their archetype and region, so if you neglect Assassin Hidden Blade upgrades, you may find that stronger enemies can completely deny your assassination attempts.

When approaching a target, a white assassination prompt indicates an instant kill, yellow means you will deal some damage, and red signals that the enemy will completely deny your attempt. "When it comes to assassinations, progress and context work in hand," says Simon. "Invest in perks that increase your assassination damage and test things around: A strong enemy may survive a frontal assassination but may die from a sneaky air assassination."

Stealth Deep Dive: Denied Assassinations

Note that an option in the menu allows you to do insta-kills on all enemies.


[h2] STEALTH AND YASUKE [/h2]

While Yasuke is very much built for direct, close-quarters combat, he can still be stealthy when equipped with his bow. Using this ranged weapon, you can engage enemies from a distance without ever needing to draw your katana.

Stealth Deep Dive: Yasuke Bow

If players are careful and deliberate, Yasuke can also slip behind foes and deliver a devastating assassination with his melee weapons, blending stealth with a more direct combat approach.

We'll have more on Yasuke's skills in our next combat deep dive.

We hope you've enjoyed this look at some of the stealth features you will be able to play around with in Assassin's Creed Shadows. Stay tuned for our next overview, where we will focus on combat!

Read the article online here

Assassin’s Creed Shadows – An Update on Upcoming Community Activities

Hello everyone!

We want to take another moment to thank you again for your support following our decision to postpone Assassin's Creed Shadows to February 14th, 2025.

Our teams are currently hard at work polishing the game and perfecting key features in this last stretch of development, with the shared goal of making this game the best Assassin's Creed to date.

As we prepare for launch, we know that many of you are eager to learn about, and see more of, Assassin's Creed Shadows. So in the coming weeks, be ready to dive deeper into some of Shadows' core features, guided by our dedicated Dev Team.

Here's a glimpse of what you can look forward to.

[h2]WHAT'S COMING UP[/h2]


Look out for upcoming gameplay overview articles on stealth, combat, parkour and exploration. These will include short gameplay snippets and reveals of fan-favorite features, alongside developer commentary.
The first of these articles, covering Shadows' stealth system, will be released on November 21st.

[h3]Community Questions[/h3]
We greatly appreciate your feedback and encourage you to ask your questions in the new Ask-AC-Shadows channel on our Discord server. Don't miss this opportunity to be part of the conversation and potentially uncover exciting details about the game!

[h3]Dev Q&A[/h3]
Also stay tuned for our upcoming AMA (Ask Me Anything) with Shadows' core development team right here on Reddit, which will give you another chance to ask your questions directly to the people making the game. Details will be shared very soon.

Thank you again for being an essential part of the Assassins Creed community. We can't wait to share more of Assassin's Creed Shadows with you, and we'll see you soon!

- The Assassin's Creed Shadows Development Team