Highlights

  • Assassin's Creed Shadows features dual protagonists and decluttered map for unprompted exploration, similar to Elden Ring's gameplay.
  • Map markers and traditional synchronization points in Shadows have been replaced with vantage points, promoting a more agency-driven playstyle.
  • Fans are excited for the removal of "question mark" map design clutter and hope fast travel still involves synchronization points.

After the slightly underwhelming release of Assassin’s Creed Mirage, Ubisoft’s next mainline entry in the beloved franchise will be Assassin’s Creed Shadows. 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 releases Odyssey and Valhalla, with a map scaled similarly to Origins’, Shadows will feature dual protagonists, Yasuke and Naoe, whom you can freely switch between. Additionally, the map has been notably decluttered to prioritize unprompted exploration in line with Elden Ring's gameplay.

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Assassins' Creed Shadows Will Tidy Ubisoft's Notorious Map Clutter

Speaking to IGN in an exclusive interview, 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 can 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.

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

Another fan pointed out the developer’s penchant for busy maps, “Does sound like a good change. Ubi is notorious for map clutter.” A second onlooker suggested map 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 player hoped fast 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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