Assassin’s Creed Shadows: Creative Director Discusses Game World, Characters, and Engaging Sidequests

Assassin’s Creed Shadows: Creative Director Discusses Game World, Characters, and Engaging Sidequests

Assassin’s Creed Shadows, slated for release in 2025, has generated significant excitement among gamers by offering a dynamic open-world experience set in feudal Japan—a location fans have long desired. What adds to the appeal of this installment are its dual protagonists, Naoe and Yasuke, allowing players to explore the conflict-ridden Azuchi-Momoyama period from unique perspectives.Players will have the flexibility to navigate the storyline using either character, each bringing their own strengths to the gameplay.

The Azuchi-Momoyama era marks the conclusion of the Sengoku period, a time recognized for its extensive warfare and political instability. Naoe, an agile ninja, contrasts sharply with Yasuke, a powerful samurai who favors direct confrontation. While Naoe is a fictional character, Yasuke is inspired by a historical figure who served under the notorious daimyo Oda Nobunaga.

In an exclusive interview with Screen Rant, Jonathan Dumont, the creative director of Assassin’s Creed Shadows, shared insights about the development process, the unique Japanese setting, and the challenges of incorporating dual protagonists.

Dumont on the Significance of Introducing Assassin’s Creed to Japan

A Journey Both Players & Developers Have Been Waiting For

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Screen Rant: Let’s delve into the game’s setting. Japan has been a highly anticipated location for an Assassin’s Creed entry. What level of research supported the creation of such a rich environment, and did you feel any particular pressure in fulfilling fan expectations?

Jonathan Dumont: Absolutely, the demand from fans was evident, and we were equally motivated to deliver. Our development process incorporated comprehensive research early on, involving local historians and specialists familiar with Japanese culture and history. It was essential for us to tell an engaging narrative grounded in the historic Azuchi-Momoyama era, a crucial phase not only in Japanese history but also in global context. While we strive to incorporate the fictional aspects typical of Assassin’s Creed, we aim to do so while respecting historical truths as much as possible.

Authenticity is key; we approach each new setting with an attitude of learning. Yes, there’s pressure to present Japan authentically and engagingly, but it motivates us to craft the best experience possible.

Screen Rant: Drawing from your experience on Odyssey, did that open-world experience simplify the development of Shadows? Besides setting and characters, what major differences emerged between the two projects?

Jonathan Dumont: My experience with open-world games goes beyond Odyssey; I previously worked on AC Syndicate and even had roles in World of Warcraft.Each setting significantly influences gameplay and storytelling. For Japan, the surprising geography and immersive landscapes necessitated a redesign of our game’s scale and dynamics.

The gravity of historical locations like Himeji Castle cannot be understated—it transformed our perspective on the in-game environment and resulted in many intricate details enriching the player experience.

Screen Rant: Were there particular gameplay elements you were eager to explore in previous titles, which you’ve finally been able to implement in Shadows?

Jonathan Dumont: Yes, two major elements emerged. First, we aimed to create a world that truly feels alive, with dynamic seasonal changes and weather patterns enhanced by current console capabilities.We wanted players to discover unique views rather than following strict markers, emphasizing exploration.

Secondly, customization plays a significant role. Players can develop their hideouts to reflect their journey, showcasing pets and collectibles, which builds a deeper connection to the gameplay experience.

Screen Rant: Regarding side quests, what can players anticipate in terms of variety and depth?

Jonathan Dumont: We have a diverse range of side quests in place. Some focus on objective-based objectives, like hunting specific bandits with distinct names and traits, while others delve into relationship-building with various characters.Players may develop friendships with these figures, leading to potential recruitment or romantic options.

Additionally, some quests unlock hidden narrative elements through meditation mechanics, allowing players to uncover the pasts of Naoe and Yasuke.

Screen Rant: Do you think longtime fans of the series will find any unexpected features in this title?

Jonathan Dumont: Fans will appreciate our return to core elements of parkour and stealth mechanics, with an enhanced focus on light and shadow dynamics. The depth added to stealth gameplay and the introduction of tools like the grappling hook will be particularly striking. The intertwining narratives of our two protagonists form a central aspect of the experience that I believe fans will enjoy.

Exploring Assassin’s Creed Shadows’ Dual Protagonists

Choose Your Path, With the Option to Switch!

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Screen Rant: How did you ensure that the dual protagonists are distinct yet complementary in gameplay and narrative?

Jonathan Dumont: Crafting the characters required a thoughtful balance.Each character possesses unique strengths and weaknesses that remain true to their archetypes. Yasuke excels in combat but struggles with parkour, while Naoe’s agility is unmatched, though she faces challenges when outnumbered. Their contrasting abilities make for a richer gameplay experience.

Narratively, they offer varied perspectives on the same turbulent world, allowing players to understand Japan from both the noble and rural viewpoints. Their camaraderie, albeit complex, enriches the story.

Screen Rant: Did these character archetypes undergo significant changes during development?

Jonathan Dumont: Indeed, the initial concept involved a ninja; however, as we enriched the combat design, the idea of a samurai emerged. Eventually, we decided to create two distinct characters instead of diluting the ninja concept. Drawing inspiration from historical insights about Yasuke allowed us to weave a compelling narrative.

Screen Rant: From your experiences in Syndicate with dual protagonists, what important lessons were applied to Shadows?

Jonathan Dumont: We learned the importance of ensuring that characters have distinct voices and archetypes, enabling constructive interactions. Shadows builds upon this by introducing two characters who must navigate their differences while learning to work together amidst the chaos of war, enhancing their evolving relationship.

Jonathan Dumont: Ultimately, players will choose which character to play, but not at the expense of the experience with the other. Each character has unique quests and developments tailored to them while still engaging in shared core gameplay.

Players are encouraged to switch characters based on their playstyle, fostering a personalized gaming experience. Both characters bring unique perspectives to the world, enhancing the overall richness of the narrative.

Screen Rant: Did unexpected challenges arise in managing the dual protagonists?

Indeed, crafting an open-world narrative with two distinctly voiced characters is inherently challenging, especially when ensuring their complementary yet diverse storytelling feels cohesive.

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