The very firstAssassin’s Creedin 2007 had three core gameplay pillars: stealth, action, and parkour, all of which were bundled together and packaged in a history-inspired open-world. These three pillars remained the backbone oftheAssassin’s Creedfranchisefor almost an entire decade. No matter where the series went next or what new mechanics were added, stealth, action, and parkour always remained a core focus. But priorities have changed inAssassin’s Creed Shadows.

Assassin’s Creed Originsushered in a new age for the franchise back in 2017, delivering a dramatic formula change. Though stealth and parkour were still present inAssassin’s Creed Origins, they took a backseat to the game’s action and newfound RPG elements. These RPG features have become a new core pillar for the franchise, and as that pillar has grown taller, it’s left the others far below it.Assassin’s Creed Shadowsis the fourth and latest entry in the series' RPG arc, and while stealth gets far more attention than usual, it follows suit once again when it comes to parkour.

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Assassin’s Creed Shadows' Parkour Gets The Job Done

Assassin’s Creed Shadows Adds Some Fun Features to Parkour

Generally speaking,Assassin’s Creed Shadows' parkour mechanics fit the game’sFeudal Japan settingwell. As Naoe, players are able to climb walls, hop from rooftop to rooftop, and both ascend and descend tall castle structures with ease. Naoe’s parkour animations feel fast and fluid, and they’re given plenty of unique flairs that signify her training as a shinobi, such as elaborate and graceful midair flips and leaps.

For the first time in the franchise since2015’sAssassin’s Creed Syndicate, Naoe also has access to a grappling hook. This grappling hook can be used to quickly ascend buildings as well as to swing from certain structures and foliage to cross gaps in the environment. The grappling hook usually feels great to use, offering both practicality and style.

Assassin’s Creed Shadows Expansion Details Leaked on Steam

When it’s all combined,Assassin’s Creed Shadows' parkourfeels generally pretty good to use. Though there can be some awkward moments of object collision issues,Shadows' movement gets the job done, and frequently gets it done well.

Parkouring as Yasuke feels much clunkier and is much more restrictive than Naoe’s moveset, but that’s an intentional decision on the developer’s part to ensure the two protagonists feel distinct.

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Parkour Is Far From The Focus in Assassin’s Creed Shadows

But whileAssassin’s Creed Shadowsmakes some worthwhile additions to parkour, it’s still evident that it isn’t the series' primary focus anymore. Though the animations are fluid and stylish,Shadows' parkour feels more streamlined than ever, with players needing to just hold down one of two buttons to either ascend or descend the structure they’re on.

This streamlining helps to makeAssassin’s Creed Shadows' parkour feel accessible, but it continues to distance itself further and further away from the franchise’s first few entries. Long gone are the days of being able to reliably pull off a wall-eject, with players now having very little control over how they actually scale buildings or traverse the environment around them. Environmental interactions likeAssassin’s Creed Mirage’s polesare also very rare to find inShadows, furthering the feeling that its parkour feels lacking despite its new additions.

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Assassin’s Creed Shadows Expansion Details Leaked on Steam

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January 23 is Going to Be a Big Day for Assassin’s Creed Shadows

January 23 is Going to Be a Big Day for Assassin’s Creed Shadows

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