
Assassin’s Creed Shadows is almost here, landing on March 20, 2025, after a bumpy ride of delays from its original November 2024 slot. Set in 16th-century Japan’s Sengoku period—a chaotic era of warring states—it’s Ubisoft’s latest stab at the franchise that’s sold over 200 million copies since 2007. This time, you’re dual-wielding protagonists: Naoe, a stealthy shinobi with the classic hidden blade, and Yasuke, a historical African samurai swinging raw power. It’s a fresh twist on the Assassin’s Creed formula, blending RPG sprawl with a promised return to stealth roots, and fans are buzzing—X posts like @assassinscreed’s exploration teases have only fueled the fire. With a prequel manga on the way and a 10-hour DLC already planned, Shadows is shaping up big. But how long will its main campaign keep you in Feudal Japan compared to past entries? Creative Director Jonathan Dumont spilled the details in a VGC interview, pegging it at 30–40 hours—here’s how that slots into the series’ storied history.
The Assassin’s Creed saga has always been about epic journeys—some tight, some sprawling. Early hits like Assassin’s Creed II (2009) clocked in at 19 hours for Ezio’s Italian revenge tale, per HowLongToBeat (HLTB), a lean masterpiece that set the bar with a 91 Metacritic score. Its sequels, Brotherhood (15 hours) and Revelations (12.5 hours), kept things brisk, refining parkour and combat without bloating the scope. Then came Assassin’s Creed III (2012), stretching to 16 hours as Connor roamed colonial America—still concise, but hinting at bigger ambitions. Those pre-2017 titles, built on the Anvil engine, averaged under 20 hours, favoring tight narratives over endless side gigs. X’s @SynthPotato notes Shadows is the first since Origins to ditch that engine for AnvilNext 2.0—could that shift nudge its pacing?
AC Shadows’ Main Story Will Take 30–40 Hours To Beat
Expect Quite A Bit Longer For Completionists

The RPG era flipped the script. Assassin’s Creed Origins (2017) dropped players into Ptolemaic Egypt with Bayek, clocking 30 hours for the main story—doubling Revelations. It kicked off Ubisoft’s open-world overhaul: skill trees, gear grinds, and a map stuffed with secrets. Odyssey (2018) went wilder—Kassandra’s Greek odyssey took 45 hours, ballooning to 84 with side content, per HLTB. Critics (87 Metacritic) loved its scale, but some, per Steam reviews, griped about bloat—“too much filler.” Then Valhalla (2020) swung for the fences: Eivor’s Viking saga hit 61 hours for the main tale, 148 for completionists. It’s the series’ longest, padded by alliance quests and DLC like Dawn of Ragnarök. X’s @Jorraptor flags Shadows’ tighter assassination tweaks—could that trim the fat?
Shadows’ 30–40-hour estimate lands it in a sweet spot. Dumont’s VGC chat positions it between Origins (30 hours) and Odyssey (45 hours), a Goldilocks vibe—not too short, not Valhalla’s marathon. For context, Black Flag (2013), a fan-favorite pirate romp, took 23 hours—Edward Kenway’s ship battles stretched it beyond III but kept it punchy (94 Metacritic). Unity (2014) and Syndicate (2015) hovered at 17 and 19 hours, respectively, leaning on Paris and London’s dense streets over vast wilds. Mirage (2023), a stealth-focused throwback, slashed it to 16 hours—Basim’s Baghdad tale was tight, earning an 81 Metacritic but leaving RPG fans wanting. Shadows triples that, signaling it’s not abandoning the open-world heft of Origins onward, per @assassinscreed’s progression overview.
How AC Shadows’ Campaign Length Compares To Other Games
Does The New Adventure Measure Up?





What’s driving Shadows’ runtime? It’s not just size—Japan’s castles and villages, from Himeji to Kyoto (ScreenRant’s event piece), pack detail over sprawl. Dumont told Genki it’s 30–40 hours for the main campaign, ballooning to 80 for completionists tackling side quests and collectibles—think Origins’ 52-hour full run, not Valhalla’s 148-hour slog. Naoe and Yasuke’s dual playstyles—stealth versus brute force—add replay value without forcing bloat, per ScreenRant’s Dumont interview. You can play 80–90% as either, but their unique intros and quests (think Syndicate’s Evie-Jacob split, but deeper) stretch the narrative. X’s @Okami13_ highlights exploration tweaks—sync points now tease “?” icons, not full maps, pushing you to roam. That’s less hand-holding than Odyssey’s marker flood, trimming busywork.
Compared to the trilogy that redefined the series, Shadows feels deliberate. Origins’ 30 hours balanced Bayek’s revenge with Egypt’s sands—tight for an RPG debut. Odyssey’s 45 hours leaned on Kassandra’s mercenary grind; Steam gripes call it “overstuffed,” though its 3 million sales week one (Eurogamer) say fans ate it up. Valhalla’s 61 hours, per HLTB, sprawled across England’s shires—critics (84 Metacritic) praised ambition, but Reddit’s r/assassinscreed often flags “padding.” Shadows sidesteps that trap—Dumont’s team, post-Odyssey, seems to prune excess, per VGC. Web chatter like GameRant’s previews suggests a denser Japan over Valhalla’s vast emptiness—quality over quantity, maybe?
Smaller entries offer contrast. Rogue (2014) zipped through Shay’s Templar turn in 10 hours—short, sharp, a 76 Metacritic sleeper. Liberation (2012), Aveline’s Vita spin-off, hit 10 hours too—solid but slim. Chronicles—China, India, Russia—averaged 6–7 hours each, 2D sidesteps to the mainline’s heft. Shadows towers over these, aligning with the RPG trio’s scale but not their sprawl. Its 30–40 hours outpace Black Flag’s 23 and Unity’s 17, suggesting a meatier tale than the pre-Origins days without Valhalla’s endurance test. X’s @assassinscreed teases weapon customization and mastery perks—depth that could stretch playtime organically.
Game
Main Story Time
Completionist Time
Assassin’s Creed (2007)
15 Hours
30.5 Hours
Assassin’s Creed 2 (2009)
19 Hours
35.5 Hours
Assassin’s Creed: Brotherhood (2010)
15 Hours
41.5 Hours
Assassin’s Creed: Revelations (2011)
12.5 Hours
34.5 Hours
Assassin’s Creed 3 (2012)
16.5 Hours
55.5 Hours
Assassin’s Creed 4: Black Flag (2013)
23.5 Hours
61 Hours
Assassin’s Creed Rogue (2014)
10.5 Hours
39.5 Hours
Assassin’s Creed Unity (2014)
17 Hours
79.5 Hours
Assassin’s Creed Syndicate (2015)
18.5 Hours
55 Hours
Assassin’s Creed Origins (2017)
30 Hours
85 Hours
Assassin’s Creed Odyssey (2018)
45.5 Hours
144 Hours
Assassin’s Creed Valhalla (2020)
61 Hours
148 Hours
Assassin’s Creed Mirage (2023)
16 Hours
30 Hours
Does it matter? After Valhalla and Odyssey’s “bloat” critiques (ScreenRant’s rankings), Shadows’ leaner 30–40 hours feels like a response—long enough for Naoe and Yasuke’s Sengoku clash, short enough to dodge burnout. Mirage’s 16-hour brevity won back stealth fans (TheGamer’s praise), but RPG diehards—me included—craved more. Shadows splits the difference: 80 hours for completists rivals Odyssey’s 84, not Valhalla’s 148, per HLTB. Post-launch, a 10-hour DLC and New Game Plus (Dumont’s “maybe,” via Genki) could push it further—think Origins’ Hidden Ones boost. Steam’s Valhalla completionists logged 148 hours; Shadows’ cap at 80 suggests restraint.
Is AC Shadows The Longest Assassin’s Creed Game?
There’s Already More To Come



For me, 30–40 hours is ideal—deep enough to soak in Japan’s turmoil, brisk enough to keep momentum. I’ve slogged through Valhalla’s shires, loving Eivor but dreading the grind. Shadows promises tighter focus—Naoe’s rooftops, Yasuke’s katana duels—without Odyssey’s fetch-quest haze. It’s no Revelations sprint, but it’s not Valhalla’s marathon either—third place in main-story length behind Valhalla (61) and Odyssey (45), per the article’s table. Ubisoft’s learning: after Star Wars Outlaws’ rocky 2024 launch (ScreenRant’s delay piece), Shadows’ extra polish—pushed from February—aims to nail it. X’s @Jorraptor flags assassination tweaks; it’s not just long—it’s sharp. On March 20, I’ll dive in—40 hours feels like a perfect hunt through Japan’s shadows.