March 18, 2025
How Japan’s Sengoku Era Transforms the Franchise

How Japan’s Sengoku Era Transforms the Franchise

Assassin’s Creed Shadows is one of the most exciting iterations of the series to date. It brings the storied franchise to Japan, telling a fresh and compelling story while expanding on mechanics and concepts. It marks a significant departure from what we’ve seen in the Assassin’s Creed series so far, but one that feels just as thrilling as it is new. Assassin’s Creed Shadows will see players taking control of two vastly different protagonists, which not only expands gameplay possibilities but also provides a new entry point for players who have yet to experience the series.

With this marking a major shift for the franchise, CGMagazine spoke with Creative Director Jonathan Dumont about Assassin’s Creed Shadows, discussing what players can expect when they finally dive in. From significant changes to the core formula to the new setting and concepts, Assassin’s Creed Shadows is shaping up to be a bold new direction for the series. As Dumont details, a lot of work has gone into making this next step one worth exploring.

Jonathan Dumont On Assassin’s Creed Shadows: How Japan’s Sengoku Era Transforms The Franchise

How did the concept for Assassin’s Creed Shadows come to be? 

Jonathan Dumont: The team was eager to create an Assassin’s Creed game set in feudal Japan. Once we decided on the late Sengoku period, it became clear that the player would embody a shinobi, as this closely aligned with the assassin archetype from our franchise. During the early stages of development, as we began designing our shinobi character, Fujibayashi Naoe, we noticed that elements of another compelling player fantasy—the samurai—kept emerging. 

Rather than merging these two fantasies into a single hybrid character, we realized the game would be more interesting if we developed two distinct characters, each with their own unique personalities, strengths, weaknesses, origins, and stories. This decision led to a unique gameplay and narrative structure for our game. 

Did it change much from the conception to where we are now? 

Jonathan Dumont: After the conception phase, where we extensively explored the story, characters, and general design, the game followed a straightforward iterative process. While the overall initial vision has remained pretty much intact, it’s important to note that many iterations occur during game production as new gameplay and storytelling opportunities emerge.

For example, we made numerous adjustments, particularly with the exploration systems and NPC behaviours. These refinements were crucial in enhancing the player experience and ensuring the game felt cohesive and engaging. As with any game, the journey from conception to completion involved continuous tuning and polishing to bring our vision to life. 

Jonathan Dumont On Assassin’s Creed Shadows: How Japan’s Sengoku Era Transforms The Franchise

How did your team deal with the potential issues of depicting various cultures in Assassin’s Creed Shadows

Jonathan Dumont: Our team approached this project with a profound respect for Japanese culture. We conducted extensive research and engaged with historians, cultural specialists, and consultants throughout the production process. This collaborative effort ensured that the world, assets, audio, and scripts underwent multiple reviews to achieve respectful and credible representation.  

We came to the project with a genuine desire to learn and good intentions, constantly seeking feedback to avoid our own biases. This willingness to listen and adapt was crucial in our efforts to honour Japanese culture. We hope that players will feel the care and respect we put into this aspect of the game, as it was a fundamental part of our development process. 

Assassin’s Creed Shadows features dual protagonists, why choose that route? 

Jonathan Dumont: We believed that featuring dual protagonists would be an intriguing way to offer two distinct player fantasies: the shinobi and the samurai. This approach not only allowed us to present different perspectives on the world but also enabled us to explore multiple angles of events. By experiencing the story through the eyes of both Naoe and Yasuke, players can appreciate the nuances and depth that come from their unique viewpoints. Additionally, this choice provided us with the opportunity to create very different gameplay styles, enriching the overall player experience. 

Jonathan Dumont On Assassin’s Creed Shadows: How Japan’s Sengoku Era Transforms The Franchise

There have been a few games tackling Japan that have managed to get some critical acclaim, how did you at Ubisoft ensure Assassin’s Creed Shadows felt fresh and new? 

Jonathan Dumont: It’s an amazingly rich and iconic setting. Since there is already an incredibly successful and influential game development culture in Japan, the distinction was to embrace the culture and history and make an Assassin’s Creed game set in Japan and not try to make a Japanese game. In this sense, the game feels new as it is the first AC game to take place in this amazing setting. AC Shadows also brings a new generation open world look and feel, more dynamic and vibrant, and, of course, the dual protagonist systems and story that will make it feel truly unique. 

Now with the delays, I have to ask, why did they ultimately happen, how difficult were those decisions, and how much changed as a result of them? 

Jonathan Dumont: I’ll be honest, we worked incredibly hard for several years to develop this game. When we were given a few additional months at the end to polish, debug, and balance, it was a great opportunity. These extra months allowed us to refine various aspects of the game, such as navigation, combat, and NPC behaviours. We also fixed some lighting bugs, balanced the difficulty levels, and added a few story points.  

Additionally, we were able to incorporate feedback from playtests conducted in various countries, including Japan, and ensure the game performs well on all supported platforms. While the decision to delay was difficult, it ultimately resulted in a more polished and enjoyable experience for players. 

Jonathan Dumont On Assassin’s Creed Shadows: How Japan’s Sengoku Era Transforms The Franchise

How has the Assassin’s Creed formula changed for Shadows, and how did you as a team ensure it retained enough to make fans of the franchise feel at home when jumping in?

Jonathan Dumont: I believe AC Shadows is a fantastic blend of the early Assassin’s Creed games, which emphasized story, stealth, and parkour, and the more recent titles that focused on RPG elements, combat, and large open worlds. Our philosophy was to improve and add depth to most components, innovating on the AC formula to make it feel both new and exciting, yet familiar. It wasn’t always easy, but I think the team did an amazing job. 

With a time period rich in lore and characters, how did you as a team lock down key elements you wanted to see in Shadows? 

Jonathan Dumont: There is so much to say! The Azuchi-Momoyama era, or the late Sengoku period, had many components that made it an incredible setting for an Assassin’s Creed game. First, it introduces a complex political and military context centred around the country’s three great unifiers: Oda Nobunaga, Toyotomi Hideyoshi, and Tokugawa Ieyasu. Their patronage led to the start of an artistic revolution and a reorganization of Japanese urbanism, centred around large castle towns and various civic regulations.  

Additionally, this period featured an increasingly complicated commercial and religious landscape, with the fairly recent arrival of Portuguese merchants and Jesuit priests in the country. This influx of foreign influence created a dynamic environment ripe for storytelling. The province of Iga, known as the birthplace of shinobis, provided a perfect backdrop for exploring the conflict between shinobis and the Oda clan from multiple angles. 

We also wanted to capture the essence of the era’s cultural and historical richness. The late Sengoku period was marked by significant social changes, including the rise of the merchant class and the spread of new ideas and technologies. This allowed us to weave a narrative that not only focused on the political and military aspects but also delved into the everyday lives of people during this transformative time. Moreover, the era’s artistic achievements, such as the development of tea ceremonies, Noh theatre, and intricate craftsmanship, offered a wealth of material to enhance the game’s atmosphere and authenticity. 

By incorporating these elements, we aimed to create a world that felt both immersive and credible.  In summary, the late Sengoku period provided a rich tapestry of political intrigue, cultural evolution, and social transformation. By focusing on these key elements, we were able to create a compelling and authentic Assassin’s Creed experience that we hope players will find both engaging and enlightening. 

Jonathan Dumont On Assassin’s Creed Shadows: How Japan’s Sengoku Era Transforms The Franchise

Valhalla was a truly massive game, and Mirage felt pared down, how would you say Assassin’s Creed Shadows sits on the size scale compared to past installments? 

Jonathan Dumont: I would say it is closer to AC Origins. 

With Assassin’s Creed Shadows only a few months away, what are a few elements you are most excited for people to see when they dive into Shadows? 

Jonathan Dumont: I think players will be surprised by many aspects of the game and it’s hard as a creative director to just pick a few.  I would say that the dynamic seasons and weather do give a much different vibe to the game that we have not seen in the franchise.  Also, details like the destruction and our prop-slicing technology really enhance and empower the combat. On the narrative side, I do think that many players will be seduced by the story of Naoe, Yasuke, and their allies centred around the fully customizable hideout.

Assassin’s Creed Shadows will be released on March 20, 2025, for PlayStation 5, Xbox Series X and Series S, Microsoft Windows and Mac OS. Pre-orders for Assassin’s Creed Shadows are available now.

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