“One in every of our many objectives was to bridge the hole between old-school AC gamers and RPG-era gamers” – Murderer’s Creed Shadows director on the sport one 12 months later


Murderer’s Creed took a serious leap ahead in 2025 with Shadows, lastly tackling the Feudal Japan setting followers have been begging for for the reason that inception of the franchise. Nevertheless it additionally marked one thing of a turning level in Murderer’s Creed’s design, merging the extra RPG-focused trendy entries with the traditional action- and stealth-oriented ones. 

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After a whole 12 months of post-launch help, Murderer’s Creed Shadows is lastly winding down as Ubisoft appears to be like to what’s subsequent. With that in thoughts, we talked to Affiliate Sport Director Simon Lemoay-Comtois to mirror on Murderer’s Creed Shadows’ successes and shortcomings.


In some ways, it looks like Shadows unites the techniques of the RPG-style video games and the black field missions of previous Murderer’s Creed video games. Wanting again a 12 months later, do you suppose you had been profitable in doing that? Was {that a} purpose you had for Shadows?

Simon Lemay-Comtois:

It was one among many objectives we needed to deal with to try to bridge the hole between old-school AC gamers and the RPG-era gamers, not less than when it comes to gameplay. We’ve had successes and some misses however, general, I really feel that the gameplay of AC Shadows has been strolling that high quality line fairly efficiently – particularly with the post-launch Parkour additions.
There have been a variety of differing opinions on the best way Shadows handles its modern-day story. A 12 months later, how do you are feeling about that side of the sport, and why was it necessary to take a extra subdued method to modern-day than earlier video games?

Lemay-Comtois: Shadows’ modern-day storyline is deliberately a light-weight contact. Our purpose was to plant the primary seeds of a brand new arc somewhat than make it the middle of the expertise. Whereas the primary narrative focuses on Naoe and Yasuke, the modern-day parts introduce threads that continued to develop by means of our post-launch content material.


Shadow’s seasons system is one among its most spectacular parts. I’ve needed to ask, how a lot of an enterprise was it to construct that characteristic, and design your world round completely different seasons? Did having to do a number of seasons make post-launch content material, like Claws of Awaji, extra complicated and troublesome to create?

Lemay-Comtois: Constructing the instruments and the underlying techniques and artwork pipelines to help this concept took a loooong time – however as soon as the basics had been set, it was a breeze to work with! The final 12 months of manufacturing previous to launch in addition to the event of Claws of Awaji, was made in a strong seasonal tech surroundings, so the workforce had been used to it by then, and it wasn’t significantly difficult on the content material aspect – however hats off to our technical wizards who pulled it off!

I needed to ask in regards to the handbook leap added a month in the past. Why was that one thing you needed so as to add to Shadows? And the way onerous was it to implement?

Lemay-Comtois: Fashionable demand! The parkour neighborhood has been very vocal about particular parkour options, and so we had been keen to present them as a lot as we may. Guide leap itself is especially troublesome as a result of it must be slightly shoe-horned in a world that wasn’t fairly constructed for it. There are some little quirks and hiccups we weren’t fairly capable of iron out – however AC Shadows’ handbook leap does present a superb base for future AC video games to start out from.


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Are there any elements of Shadows that followers have cherished that stunned you? Any moments or large options of the sport that you just didn’t count on to be so well-liked?

Lemay-Comtois: The RPG-era has been extra famend for its fight than its stealth gameplay, so although we did got down to redefine the Murderer’s Creed stealth expertise with Naoe, it’s all the time a blast to see how a lot gamers benefit from the many nuances we labored onerous to implement for Naoe. 

Regardless that I designed a lot of the stealth mechanics, I’ve had my thoughts constantly blown each week since launch by gamers doing unbelievable issues with these mechanics, and that has been extraordinarily rewarding for me, personally.

While you had been creating Yasuke and Naoe, did you look to previous AC video games with twin protagonists, like Syndicate, for inspiration? How a lot did these two characters change over growth?

Lemay-Comtois: One apparent factor we tried to alter in comparison with AC Syndicate was to have two very completely different playstyles and specialties: neither of them can rival the opposite of their explicit strengths, and each wants the opposite to cowl for their very own weaknesses. 

This was our purpose from the beginning, and sticking to it all over manufacturing was tougher than individuals think about! However this train, in distinction, is, for my part, one that provides way more distinctive flavors to our two characters.


While you had been beginning to idea Shadows, did you ever contemplate different distinguished time intervals we frequently see in popular culture, just like the Heian interval or Bakumatsu Period? Or did you all the time know Shadows could be within the Sengoku Interval? 

Lemay-Comtois: We all the time take a look at all of the potential choices, however we felt that the top of the Sengoku interval was by far essentially the most traditionally wealthy, crammed with legendary characters whose names nonetheless resonate in pop-culture to this very day. The good unification of Japan is an enchanting story that Murderer’s Creed couldn’t cross up. 


With post-launch help coming to an finish, do you are feeling such as you achieved all the pieces you got down to do with Murderer’s Creed Shadows? Is there something lingering you would like you’d had the time or room so as to add to the sport?

Lemay-Comtois: Oh, there are all the time extra issues I want we may do, extra side-stories I want we may inform, fascinating characters I want we may discover extra. Feudal Japan has been my private dream setting for years, and I’d gladly work on it for the following twenty years if given the possibility – however that’s not how the world works. Optimistically, a few of these cool tales and gameplay mechanic concepts rattling round my mind will make it onto no matter it’s Ubisoft Quebec tackles subsequent.