Assassin’s Creed Shadows, Ubisoft’s ambitious dive into feudal Japan, has been a rollercoaster of highs and lows since its March 2025 release. With a $300 million budget and years of fan anticipation for a samurai-and-shinobi epic, expectations were astronomical. Yet, the game has sparked heated debates, with fans roasting everything from glitchy AI to awkward romance scenes. Amid the criticism, one feature has emerged as a beacon of brilliance: the level-based assassination system. Social media is abuzz with players calling it the “only thing Ubisoft did great,” a sentiment that’s both a compliment and a jab at the game’s uneven execution. Let’s explore why this system has fans raving, how it reinvents stealth in the franchise, and what it means for Assassin’s Creed’s future.
The Level-Based Assassination System: A Stealth Revolution
At its core, Assassin’s Creed Shadows is about duality—players control Naoe, a nimble shinobi trained in stealth, and Yasuke, a historical Black samurai built for brute force. The level-based assassination system, designed primarily for Naoe, marks a bold departure from the series’ traditional open-world stealth. Instead of the usual “sneak, stab, repeat” formula, Ubisoft introduced structured assassination missions inspired by classic stealth games like Hitman or Splinter Cell. These missions task players with infiltrating heavily guarded compounds—castles, temples, or bandit strongholds—to eliminate high-value targets, all while navigating intricate level designs packed with choices and challenges.
What makes the system stand out is its depth and flexibility. Each assassination mission is a self-contained puzzle, with multiple entry points, tools, and strategies. Want to scale a wall, grapple to a rooftop, and drop through a skylight to garrote your target? You can. Prefer blending into a crowd of monks, poisoning a guard’s sake, and slipping through a secret tunnel? That works too. The levels are dense with interactive elements: lanterns to douse for cover, bells to ring as distractions, or carts to sabotage for chaos. Naoe’s arsenal—kunai, smoke bombs, a grapple hook—feels tailor-made for experimentation, letting players craft their own approach.
Fans have been floored by the system’s polish. On X, one viral clip showed a player luring a samurai patrol into a trap by cutting a rope bridge, then air-assassinating the target as guards scrambled below. “This is peak Assassin’s Creed,” the poster wrote, earning thousands of likes. Reddit threads in the Assassin’s Creed subreddit overflow with guides breaking down missions, like one set in a Kyoto castle where players can disguise themselves as a courtesan, sabotage a chandelier, or snipe from a tower. “I haven’t had this much fun sneaking since Thief,” a top comment read, echoing the system’s old-school stealth vibes.
Why It’s Winning Hearts
The level-based assassination system resonates because it recaptures the essence of Assassin’s Creed’s roots while pushing boundaries. Early entries like Assassin’s Creed II thrived on carefully planned kills—think Ezio stalking a corrupt noble through Venice’s canals. Recent games, like Odyssey and Valhalla, leaned toward RPG sprawl, diluting stealth with grindy combat. Shadows promised a return to form, and the assassination missions deliver in spades, offering tight, focused experiences that reward skill and creativity over button-mashing.
The system’s design encourages replayability. Each mission tracks stats—stealth kills, detections, time taken—prompting players to refine their runs. A scoring system, unlocked after completion, ranks approaches from “Silent Phantom” (no detections) to “Bloodied Storm” (all-out chaos), sparking friendly rivalries on Discord servers where fans share strategies. Streamers have turned missions into showcases, with Twitch clips of “perfect stealth” runs going viral. One streamer, after chaining a grapple swing into a double assassination, declared, “Ubisoft, give whoever designed this a raise.”
The missions also integrate Shadows’ feudal Japan setting seamlessly. Levels are steeped in historical detail—tatami-lined corridors, sliding shoji screens, cherry blossom courtyards—making every infiltration feel like a ninja fantasy come to life. Cultural touches, like guards discussing tea ceremonies or monks chanting sutras, ground the stealth in the era’s texture. Fans on X compare it to Tenchu, a beloved ninja series, with one post reading, “Naoe’s missions are what I dreamed Assassin’s Creed could be in Japan.”
Crafting a Stealth Masterpiece
Building this system was no small task. Ubisoft’s Montreal studio, known for spearheading Assassin’s Creed, drew inspiration from its own Splinter Cell legacy while studying modern stealth hits. A 2024 developer diary revealed that the team spent months prototyping levels, aiming for “sandbox freedom with linear tension.” They used AI-driven guard patterns to create dynamic patrols, ensuring no two playthroughs felt identical. The grapple hook, a fan-favorite, was fine-tuned to balance fluidity with realism—Naoe swings realistically but can’t defy physics like Spider-Man.
The $300 million budget, while covering the entire game, clearly funneled into these missions. Level artists crafted intricate layouts, packing them with verticality (rooftops, rafters) and interactivity (breakable walls, flammable oil jars). Motion capture gave Naoe’s animations—crawling, vaulting, striking—a lifelike grace, while sound design, from the thud of a kunai to the rustle of grass, heightens tension. Consultants ensured historical accuracy, like placing ninja trapdoors in castle floors, a nod to real Sengoku-era defenses. The result is a system that feels both cutting-edge and reverent to the franchise’s DNA.
Challenges arose during development. Shadows faced two delays, pushing its release from November 2024 to March 2025, partly to refine stealth mechanics. Leaked reports on Reddit suggest early builds had overly punishing detection systems, frustrating testers. Ubisoft tweaked the balance, adding forgiving mechanics like a “last chance” dodge if spotted, which fans now praise for keeping missions accessible without dumbing them down.
Standing Out Amid the Storm
The assassination system’s triumph is bittersweet, as it shines against a backdrop of fan frustration. Shadows has taken flak for erratic AI—guards ignoring obvious crimes—and romance scenes mocked as “cringe-worthy soap operas.” A $25 outfit pack sparked outrage for its lackluster designs, while some players find Yasuke’s combat-heavy missions repetitive compared to Naoe’s stealth. The phrase “the only thing Ubisoft did great” reflects this divide, with fans like those on X lamenting that the game’s highs don’t extend across the board. “If the whole game was this good, we’d have a masterpiece,” one tweet read, summing up the mood.
Yet the system’s praise is near-universal. Reviewers, even those critical of Shadows’ narrative, highlight the assassination missions. GameSpot called them “a love letter to stealth purists,” while IGN noted, “Naoe’s levels are where Assassin’s Creed feels alive again.” On Steam, where the game holds a “Mostly Positive” rating, top reviews often cite these missions, with one user writing, “I’d pay $70 just for the shinobi stuff.” The contrast underscores Ubisoft’s uneven execution—a stellar feature trapped in a flawed package.
The Bigger Picture
The system’s success has sparked debate about Assassin’s Creed’s identity. Fans on Reddit argue stealth is the series’ soul, with the assassination missions proving Ubisoft excels when it leans into precision over bloat. Others see it as a blueprint for future games, urging the developer to ditch RPG sprawl for focused design. Comparisons to Hitman 3’s sandbox levels or Dishonored’s creative freedom abound, positioning Shadows as a contender in the stealth genre, even if it stumbles elsewhere.
The system also highlights Ubisoft’s potential amid a rocky period. Recent years have seen flops like Skull and Bones and mixed buzz for Star Wars Outlaws, putting pressure on Shadows to deliver. While the game’s 3 million players in week one signal commercial success, fan gripes—amplified on X with hashtags like #ACShadowsFix—threaten its legacy. The assassination missions offer hope, showing Ubisoft can still innovate when it channels its resources wisely.
Challenges and Opportunities
No feature is flawless. Some players note that assassination missions, while brilliant, are finite—roughly a dozen at launch, with more promised via DLC. Casual players occasionally find the learning curve steep, as early missions demand precise timing. A few X posts grumbled about repetitive objectives (always “kill the target”), though most fans counter that the variety in execution keeps things fresh. Ubisoft’s planned updates, teased in a recent X post, could expand the system, perhaps adding new levels or tools like caltrops.
The bigger issue is integration. Naoe’s missions feel disconnected from Yasuke’s, whose combat-focused gameplay lacks the same finesse. Fans wish the open world tied more directly to assassinations—say, gathering intel in villages to unlock mission paths. Bridging these gaps could elevate Shadows from good to great, but it’ll require Ubisoft to listen to feedback.
Looking Ahead
The level-based assassination system is a lifeline for Shadows and a beacon for Ubisoft’s future. Fans are already clamoring for more, with Reddit threads pitching ideas like co-op stealth missions or a standalone Naoe spin-off. Modders on PC have started tweaking levels, adding custom traps or enemy types, showing the system’s lasting appeal. Streamers continue to fuel hype, hosting “stealth challenge” streams where they compete for flawless runs, keeping the community engaged.
For Ubisoft, the lesson is clear: lean into strengths. The assassination system proves the developer can craft experiences that rival the best in gaming when it prioritizes depth over breadth. As the company eyes future titles like Assassin’s Creed Hexe, it’ll need to replicate this focus while smoothing out rough edges elsewhere. For now, Shadows’ stealth missions stand as a testament to what Assassin’s Creed can be—a heart-pounding dance of shadows that makes players feel like true assassins.
As fans keep sneaking, plotting, and perfecting their kills, one thing’s certain: Ubisoft may have stumbled, but in these missions, it struck gold. Whether this brilliance can carry the franchise forward depends on what comes next, but for now, the level-based assassination system is a masterclass in stealth—and a reason to believe in Assassin’s Creed’s enduring legacy.