After the slightlyunderwhelming releaseofAssassin’s Creed Mirage,Ubisoft’snext mainline entry in the beloved franchise will beAssassin’s CreedShadows. The feudal Japan-based open-world escapade recently dazzled fans with its cinematic reveal trailer, and several details were released in tandem outlining the protagonists’ origins and significant changes to the formula.

Said to be a stealth-focused entry retaining several open-world elements from previous releasesOdysseyandValhalla, with a map scaled similarly toOrigins’, Shadows will feature dual protagonists, Yasuke and Naoe, whom you may freely switch between. Additionally, the map has been notably decluttered to prioritize unprompted exploration in line withElden Ring’sgameplay.

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Speaking to IGN in an exclusiveinterview, creative director Jonathan Dumont, world director and historian at Ubisoft Québec Stéphanie-Anne Ruatta, and game director Charles Benoit spoke at length about several components adding to Shadows’ originality.

Regarding “The Hunt”, IGN noted, “You’ll be free to track your prey in any order, and quests will “guide” you with hints rather than directly point out your objectives.” Dumont added, “It’s less of ‘follow a quest up to a point’, but it’s much more, ‘I want to do this’ and then you’ll find the way how to do it.”

Still from Assassin’s Creed Shadows of Naoe crouching on a rooftop over a Japanese town holding a kunai.

IGN then highlighted objectives, “…the campaign is still very much objective-based, but players will have a little more agency in how they go about things now.” Changes to the traditional Assassin’s Creed synchronization points and objection markers were also brought up confirming, “In Shadows, they’re now simply vantage points to be climbed, from which you’re able to look around and spot highlighted locations worth seeking out.”

This comment seemingly confirms Shadows’ map will be much less cluttered than previous open-world expanses, possibly removing the “question marks” or areas of interest that would appear upon synchronization.

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Director of Content Strategy at VGT, @SynthPotato,commentedthis change was a “HUGE step up for exploration”, by removing excess map markers that previously produced “mindless exploration for years”.

Another fanpointed outthe developer’s penchant for busy maps, “Does sound like a good change. Ubi is notorious for map clutter.” A second onlookersuggestedmap filters, “They could’ve simply add map filters long time ago like most modern games have, but they might find out that those exist by the end of the next decade.” Finally, a third playerhopedfast travel would operate the same, “Hopefully we can still use synchronization points as fast travel, but having no bogged down map is a huge W.”

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