
Assassin’s Creed Shadows stands out in its franchise by meticulously focusing on intricate details. Set during Japan’s Sengoku period, this anticipated installment enriches the traditional Assassin’s Creed formula with innovative gameplay systems. While significant features, such as dual protagonists with distinct play styles, capture players’ attention, it is the subtle enhancements throughout the game that redefine the series’ scope.
The development team, led by game director Charles Benoit — who has previously directed Assassin’s Creed Freedom Cry and contributed to Assassin’s Creed Syndicate and Odyssey — brings a wealth of experience to the project. Screen Rant recently engaged with Benoit at a preview event at Ubisoft Quebec, probing into the intricacies of the split protagonist system, the stealth mechanics, and the evolution of the Assassin’s Creed experience.
A Dual Protagonist Experience
Defining Yasuke & Naoe’s Unique Gameplay

Screen Rant: The gameplay sessions for Assassin’s Creed Shadows emphasized the distinct experiences offered by Yasuke and Naoe. How did your team approach developing these contrasting gameplay styles?
Charles Benoit: I’m glad you noticed this distinction, as that was our intent. From the outset, we aimed to separate stealth and combat styles, allowing players to embrace each character’s strengths and weaknesses.
We established key mechanics influencing stealth and combat, modifying damage responses and health to deepen their uniqueness.
Screen Rant: The design hints that certain missions favor one character over the other. Did you aim for this balance, or is it more about character-specific opportunities?
Charles Benoit: Generally, we ensured that both characters could handle any mission, but certain scenarios favored Yasuke during combat-intensive segments. However, we strive to maintain balance, ensuring Naoe can also shine in various situations, with stealth missions typically slanted toward him.
Screen Rant: Has the development team shown a preference for one character over the other in gameplay?
Charles Benoit: Team dynamics do create a shift. The stealth team naturally gravitates towards Naoe, while the combat team is evenly split. Some members prefer Yasuke, others are drawn to Naoe, often based on aesthetics or gameplay style.
Innovating through Inspiration
Learning from Legacy




Screen Rant: With the introduction of these varied combat styles supported by RPG mechanics, what sources influenced their development?
Charles Benoit: Inspiration arrives from multiple directions. We incorporate experiences from previous titles, particularly Assassin’s Creed Odyssey and Syndicate, while also drawing from our engagement with other games. Our ultimate objective is to ensure the setting resonates with a distinctly Japanese atmosphere.
Screen Rant: There are parallels with elements like quest tracking and gameplay systems. Did development paths for Mirage and Shadows influence each other?
Charles Benoit: Coincidentally, both projects were underway concurrently, and collaboration illuminated similarities in our design philosophies, particularly in quest visualizations. We gleaned insights from one another, enhancing both experiences without initially knowing it.
Screen Rant: Stealth plays a pivotal role, retaining everything familiar while introducing significant improvements. How do you innovate without losing the essence of Assassin’s Creed stealth mechanics?
Charles Benoit: Vital elements like assassination, the leap of faith, and eagle vision remain integral. We innovated with dynamic lighting and shadows, modernizing gameplay while preserving core themes, creating a richer stealth experience for fans.
Crafting a Unique World & Redefining Gameplay
Creating Opportunities in Shadows

Screen Rant: How does the game balance intense action and violence with quieter, more reflective moments?
Charles Benoit: The world’s layout naturally accommodates this balance. Features like castle towns and serene pathways offer contrasting experiences. We aimed for engaging activities, such as participating in sumi-e, during less frenetic moments, allowing players to unwind amidst the action.
Screen Rant: Iconic visuals, such as the impressive atakebune offshore, evoke a strong sense of Assassin’s Creed. How often do such elements appear, offering rich opportunities for players?
Charles Benoit: Locations like camps and castle towns maintain heightened tension. Their elevations provide panoramic views of the land, prompting players to explore beyond mere looting and into immersive gameplay experiences.
Screen Rant: The design emphasizes perspective — players engage with exemplary vantage points rather than mere markers on a map. How did you innovate the concept of viewpoints?
Charles Benoit: We redefined what constitutes a viewpoint, incorporating them into more dynamic zones, even those under threat. This approach transformed traditional expectations, making exploration vital to gameplay.
Screen Rant: The grappling hook seems necessary due to the architectural complexity. Was its inclusion driven by necessity or creative direction?
Charles Benoit: It embodies both elements. We embraced the allure of shinobi narratives from ninja films, and the grappling hook emerged as the optimal tool for navigating intricate structures.
A Long-Awaited Journey into Japan
A Long-Awaited Adventure

Screen Rant: With recent titles like Sekiro and Ghost of Tsushima bringing the shinobi fantasy to life, how does Assassin’s Creed differentiate its approach?
Charles Benoit: I believe Assassin’s Creed is uniquely positioned for an immersive shinobi experience. Our established foundations in stealth, parkour, and combat mechanics are integrated seamlessly to create a compelling adventure distinctive to the series.
Screen Rant: What factors led the studio to finally create an Assassin’s Creed game set in Japan?
Charles Benoit: The decision reflects a confluence of fan expectations, studio aspirations, available technology, and developments in previous games, culminating in the right moment to undertake this project.
Screen Rant: With recent delays providing opportunities for refinement, have there been significant changes in the game’s direction?
Charles Benoit: The focus remained on fine-tuning gameplay elements, particularly refining parkour mechanics to enhance fluidity on complex roof structures, rather than overhauling core systems.
Screen Rant was granted access to a preview of Assassin’s Creed Shadows for the purpose of this interview.
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