Assassin's Creed Shadows review: An ambitious and captivating world that's stuck in the past

It’s unlikely that the fate of a company as large as Ubisoft will hinge on the success of one tentpole single-player game. But the company cannot afford another major error anytime soon after the likes of Star Wars: Outlaws and XDefiant failed to set the world alight. Ubisoft desperately needs a big hit (and for the Rainbow Six Siege X overhaul to go well). The good news for the company is that Assassin’s Creed Shadows is poised to deliver on that.

On the surface, it’s exactly what you’d expect: a massive Assassin’s Creed game that takes dozens of hours to beat. There’s so much to do beyond the core story, given all the missions and sidequests that the game constantly points you towards. I was rarely bored during my time with the game — not even during the lengthy flashbacks — which says a lot about the care and consideration Ubisoft’s developers have put into this giant world and the story that ties it together.

Ubisoft could not risk having the game run poorly from the jump and then spend months fixing it à la Cyberpunk 2077. Thankfully, for the most part, Assassin’s Creed Shadows runs well across my consoles (base PS5 and Xbox Series X) and PC.

It looks sumptuous on my high-end gaming rig, which has an NVIDIA GeForce RTX 4090, 14th-gen i9 Intel CPU and 32GB of RAM. I had zero issues while running everything at very high settings. The action hovered in the 55-59 fps range with no considerable framerate drops — save for the slightly jarring switch to cutscenes, which play out at 30 fps. It’s worth noting that Assassin’s Creed Shadows is verified for Steam Deck, but I wasn’t able to test it out there.

There were no noticeable slowdowns even in the heat of chaotic combat on the three platforms I played on. However, I did spot some small visual aberrations on PS5. Early on, while strolling through puddles in performance mode, water pooling on a dirt track shimmered in an unnatural way. It distracted me from the conversation I was having with an ally.

A table showing the console specifications for Assassin's Creed Shadows across PS5, PS5 Pro, Xbox Series S and Xbox Series X
Ubisoft

Once I was in winter, textures on the grass that poked through the snow faded out and in while I tore through the countryside on horseback. For the record, that happened in balanced mode, which attempts to split the difference between the quality and performance modes in terms of visual fidelity versus framerate. These are minor complaints, in fairness, but they momentarily broke the immersion for me.

The main other weird quirk is that my horse often got stuck when I whistled for it. If, say, I was on a narrow bridge when I called the steed, it might spawn into the river below. A slight annoyance that’s more to do with how the horse is programmed to catch up to you by your side, but one that’s forgivable considering some of the many narrow paths you’ll venture along.

The big hook this time around is that you can swap between two characters almost whenever you like. Naoe, a shinobi, is a more traditional Assassin’s Creed protagonist, while the warrior Yasuke is a hulking samurai who can bust through doors and carry bodies to hiding spots more easily than his counterpart. There are missions and character interactions that require you to specifically play as one character, but for the most part, you can play as either in the open world.

I stuck to Naoe as much as I could. She’s far more nimble and capable at clambering around strongholds — her grappling hook is such a handy tool — and carrying out stealthy assassinations. After all, she’s the only one of the two who has the fabled hidden blade. Her movement is extremely fluid, an aspect of the game that’s said to have benefited from the extra time developers had amid its delays.

Unlike Yasuke, Naoe can use the classic eagle vision ability to reveal enemies, hiding spots and goodies through walls. She’s plenty capable in hand-to-hand combat as well, more so as you unlock abilities like the very useful double assassination. Her kusarigama, which consists of a sickle-like implement and heavy weight linked by a chain, is a great part of her arsenal.

That’s not to say Yasuke isn’t a fun character as well. Silently thinning out enemy numbers with his bow or loudly with a teppō firearm before charging in to eliminate the remainder with a long katana, crushing club and special moves like booting a grunt into a wall never got old.

Both protagonists are well-written and performed, at least while playing with English audio. However, the lip syncing didn’t always neatly match up with what the characters were saying, a distraction in cutscenes. While I didn’t get around to playing the game in immersive mode, with characters speaking in their native tongues of Japanese and Portuguese, I’d be interested to see if the lip sync issue is as prominent there.

Nevertheless, the story was strong enough to hold my attention during the cutscenes and the rest of the game. It’s a tale that starts with very personal stakes for both heroes but expands to involve safeguarding the future of Japan. The writers have crafted a narrative with plenty of intrigue and intricacy, and I enjoyed how they weaved the broader Assassin’s Creed lore into Shadows.

I would say the story and structure are rich and intricate enough to justify the 40-60 hours it’ll take many people to finish this game. (The new scouting system — which you’ll use to narrow down the location of an objective after learning that, for instance, a target is in a specific area — works well.) Still, I preferred the tighter 20-hour approach Ubisoft took with Assassin’s Creed Mirage.

A screenshot from Assassin's Creed Shadows showing a character sitting below a torii gate in the style of an ink wash painting.
Ubisoft

I enjoyed playing in canon mode, which removed dialogue choices and let narrative beats play out as the designers intended. It’s too much of a spoiler to reveal how Naoe and Yasuke come to be allies, but the interactions between them and other characters, particularly the flirty relationship Naoe has with one firearm-wielding figure, are for the most part captivating enough.

The performers (and, my goodness, are there a lot of speaking parts here) by and large do a great job with the material. But it’s a bit jarring to hear a character speak in a plain North American accent when most of the cast bring Japanese and Portuguese inflections to their delivery.

As solid as the tale being told is overall, the structure is a little odd in places. The main story includes flashback sequences, including one with a combat tutorial that takes place right after the action-packed prologue, that disrupt the flow even if they add some color to the protagonists’ backstories.

I’m not a big fan of the way Ubisoft has structured the progression systems. Naoe and Yasuke each have six skill trees, all of which are broken down into levels. To unlock the next level, the player has to accumulate enough experience points by completing various side activities, including horse archery and finding hidden items dotted around temples. In a vacuum, these can be fun, but it gets a little frustrating when you have a lot of spare mastery points to spend on skills and you have to run around to honor some shrines or find meditation spots before you’re able to acquire some of Naoe’s and Yasuke’s cooler moves.

There are some other antiquated systems in the game. Defeating a rōnin — a samurai who has been hired to take out the heroes — in a fun fight earned me decent loot, including some legendary light armor. But I couldn’t equip it, because my character hadn’t quite reached a high enough level to simply put on some new rags. This doesn’t make any logical sense.

Scaling enemy difficulty from region to region, a trope that Ubisoft eschewed in Mirage, feels very tired here too. It’s an artificial way of ramping up the difficulty and progression when other approaches like more creative level design, new enemy types and the player manually making the game harder in their settings can do the trick. Given the historical nature of the series, it does follow to a degree that some of Ubisoft’s gameplay ideas are stuck in the past.

In general, I don’t really care to spend my time scouring for gear upgrades just so I can stand a chance in a new area. That said, perks on certain equipment can come in handy. Skulking around castles to take out a few key enemies to unlock a chest with some valuable equipment felt rewarding — even just as a little something extra to do while I tried to make my way to a viewpoint on enemy turf. Castles are valuable strongholds and offer a defensive advantage against attackers, so it’s only logical that the bad guys would be stationed around viewpoints, which reveal new points of interest visible to our heroes after they scale up to a specific perch.

A character perches atop a spire in Assassin's Creed Shadows with an expansive, lush vista of greenery and Japanese architecture in the background.
Ubisoft

Even without that gameplay aspect, scaling up to a viewpoint is always worth it, as has long been the case in the Assassin’s Creed series. The minimum reward is a sweeping shot of the surrounding area, and since Shadows is such a stunner, I made it a point to claim every viewpoint along my path.

The aforementioned puddle and grass anomalies aside, it’s a joy to roam around this gorgeous game, with its abundant foliage, carefully assembled settlements and dynamic weather system combining to form a rich, lived-in world that I won’t soon forget. The lighting systems allowing for Naoe and Yaskue to snuff out candles and lanterns to help them hide in the shadows at night were a smart addition here too.

There are plenty of other fun aspects to Assassin’s Creed Shadows. In one moment that reminded me of a beat in The Last of Us Part II, I was just starting a peaceful side activity when an assassin tried to take me out. That was an enjoyably unexpected twist. Meanwhile, an optional fight against a high-level enemy at the foot of a blazing tower in the middle of the night felt deeply cinematic.

There are often moments of serenity, such as those meditations and drinking in the scenery from the viewpoints, as well as Naoe’s preparations for a tea ceremony that plays an important part in the plot. Simply wandering through a forest and encountering harmless animals as the wind stirs up golden brown leaves in the fall can be calming too. 

That contrasts with the game’s abundant, brutal violence. Beyond the many quick murders you’ll commit with a flash of Naoe’s hidden blade, several of Yasuke’s kill animations end with him lopping off heads and limbs. The game’s truly peaceful moments deftly balance that out.

There’s a lot riding on Assassin’s Creed Shadows. Ubisoft will absolutely be hoping that it’s a success out of the gates and that not too many players wait for the price to drop. There’s plenty of competition to be concerned about too, particularly as Sucker Punch Productions’ sequel to Ghost of Tsushima, Ghost of Yōtei, is slated to arrive at some point this year.

It does feel like there’s enough here to draw in both Assassin’s Creed diehards and newcomers who may be entranced by the 16th-century Japan setting but don’t know their Animus from their elbow. Assassin’s Creed Shadows has impressive technical work, great performances and an expansive, well-drawn story but it’s unfortunately weighed down by some frustrating decisions and antiquated gameplay systems. Still, I’m eager to keep exploring.

Assassin’s Creed Shadows will hit PS5, Xbox Series X/S, Windows PC, Mac, Amazon Luna and Ubisoft+ on March 20. It will be available for iPad in the future.

This article originally appeared on Engadget at https://www.engadget.com/gaming/assassins-creed-shadows-review-an-ambitious-and-captivating-world-thats-stuck-in-the-past-170008367.html?src=rss

‘Careless People’ hits the top of the New York Times bestseller list

It looks like Meta’s campaign to bury a dishy, tell-all memoir from a former employee isn’t exactly working. In fact, it seems that the company’s legal maneuvers to block the book have had the exact opposite intended effect.

Careless People has debuted at number one on the New York Times bestseller list. It’s also spent much of the week in the number three position on Amazon’s bestseller list. That’s despite the fact that Sarah Wynn-Williams, a former policy director at Facebook, has been barred from promoting or publicly discussing the book following legal action by Meta.

The memoir details much of the inner workings of Facebook during the nearly seven years Wynn-Williams worked there. It reveals new details about the company’s relentless ambition to bring the social network to China, as well as numerous shocking stories about how Mark Zuckerberg, Sheryl Sandberg and other executives behaved behind closed doors. (In addition to her revelations in Careless People, Wynn-Williams has also filed a whistleblower complaint with the Securities and Exchange Committee. That complaint has not been made public, but according to NBC News, she alleges that Facebook “misled” investors.)

Meta has come out forcefully against Wynn-Williams and the book, describing it in a statement as “a mix of out-of-date and previously reported claims about the company and false accusations about our executives.” The company says Wynn-Williams was fired in 2017 “for poor performance and toxic behavior.”

Meta initiated arbitration proceedings against Wynn-Williams last week, resulting in a decision that for now prevents her from publicly discussing or promoting the work. But, as the bestseller lists show, the move has done little to kill interest in the work.

This article originally appeared on Engadget at https://www.engadget.com/social-media/careless-people-hits-the-top-of-the-new-york-times-bestseller-list-235008451.html?src=rss

Google unveils the new Pixel 9a for $499

Google has followed up an ocean’s worth of leaks with the official announcement of its Pixel 9a smartphone, which will retail for $499. Possibly the biggest change to the new A-series model is in its appearance, with the removal of the camera bar on the back of the phone. In the 9a, the camera housing is “slightly domed,” sitting nearly flush with the rest of the frame, giving this midrange model a sleeker appearance. There are also new colors for this series — a pale purple dubbed Iris and a vibrant pink named Peony — joining the usual Porcelain and Obsidian options. (The peony option is similar to that on the pricier Pixel 9.)

Our senior reviewer Sam Rutherford has already been able to check out the new device in person, and you can read why he thinks the Pixel 9a might be “the new midrange smartphone king.” But here’s the details before you head over to his impressions.

In addition to what’s already been covered here, the Pixel 9a is also getting a chip upgrade, moving up to Google’s Tensor G4 processor from the G3 that was in Google’s excellent Pixel 8a. Performance in the 8a was already quite good, so expect even smoother control with the G4. As with the 8a, the 9a is equipped with 8GB of RAM and comes with either 128GB or 256GB of storage. The new A-series also promises up to “30+ hour battery life.”

Cameras were a big reason why we liked the Pixel 8a, naming it our top pick for a midrange smartphone. The housing is different in the 9a, but it’s also got slightly different specs inside. The rear dual cameras in the 9a offer 48MP wide and 13MP ultrawide lenses, while the front is equipped with a 13MP selfie camera; the 8a had 64MP wide in the rear camera. It’ll support AI-powered features such as Magic Editor, Magic Eraser, Best Take and Photo Unblur. Google is bringing the Macro Focus option to the A-series for the first time for photos with lots of close-up details. There’s also Night Sight to help improve your nocturnal photography. 

It is worth noting that since the announcement, Ars Technica has reported that because the Pixel 9a ships with 8GB of RAM, it’s “forced to” rely on an “extra extra small” model of Gemini AI. The article also notes that this means “some of Google’s coolest AI features don’t work on the 9a.”

The 9a will be available in the US and Canada in North America, as well as numerous other countries in Europe and the Asia Pacific region. Google says the device will be available in April, with no further detail on specific timing.

Update, March 19 2025, 12:16PM ET: This story has been updated to correct the last sentence, which said pre-orders would open in April. There will be no pre-orders.

Update, March 19 2025, 3:27PM ET: This story has been updated to add a paragraph informing readers of our hands-on of the Pixel 9a, as well as another paragraph about an Ars Technica report on limited AI features.

This article originally appeared on Engadget at https://www.engadget.com/mobile/smartphones/google-unveils-the-new-pixel-9a-for-499-140028552.html?src=rss

Watch the Atlas robot bust a move in Boston Dynamics' latest video

Boston Dynamics has treated us to a lot of impressive videos over the years and the company is back today with the latest example of its robotics mastery. In the clip above, its Atlas robot demonstrates several types of full-body movement, starting with a walk and advancing to a cartwheel and even a spot of break dancing. The different actions were developed using reinforcement learning that used motion capture and animation as source materials. At this rate, our future robot overlords will be able to out-dance and out-tumble us humans as well as out-think us one day.

The video is part of Boston Dynamics’ research with the Robotics and AI Institute, but it has multiple partners aiding its work. For instance, NVIDIA CEO Jensen Huang touched on the company’s GR00T model for robotics during the GTC 2025 keynote earlier this week. Yesterday, Boston Dynamics announced that it is deepening its collaboration with the company focused on AI in robotics. It is using NVIDIA’s Jetson Thor computing platform to run “complex, multimodal AI models that work seamlessly with Boston Dynamics’ whole-body and manipulation controllers.”

This article originally appeared on Engadget at https://www.engadget.com/science/watch-the-atlas-robot-bust-a-move-in-boston-dynamics-latest-video-211329951.html?src=rss

Hasbro laid off the team behind its virtual tabletop app only weeks after it was released

Hasbro’s Wizards of the Coast has laid off 30 people who built Sigil, its recently released virtual tabletop experience, Polygon reports. The app allows Dungeons & Dragons players to build virtual, 3D game boards, complete with miniatures and dice, so they can play the classic tabletop roleplaying game remotely.

News of the layoffs were first shared on March 18 in a LinkedIn post from Andy Collins, the design lead on Sigil. “Today, approximately 30 talented developers (90 percent of the team) were laid off from the Sigil (virtual tabletop) team at Wizards of the Coast, including yours truly,” Collins wrote. “I wish my former colleagues success in their future endeavors. I’ll also be pulling for the crew left behind who’ll do their best to keep improving and iterating the experience we shipped last month.”

The layoffs leave Sigil with a skeleton crew of three people to support the app, Rascal reports. Sigil launched in early access on February 28, 2025 as a perk for subscribers to D&D Beyond, and early reviews found it to be both limited and a little broken.

The problems may have started even earlier, though, according to at least one Wizards of the Coast employee Rascal spoke to. Management at Hasbro, the parent company of Wizards of the Coast, were reportedly uninterested and “constantly moving goalposts.” There may have also been a fundamental misunderstanding over what Sigil was: Hasbro didn’t know the difference between a video game and the VTT (virtual tabletop) app it ultimately got.

Sigil remains live and will continue to be a perk of paying for a D&D Beyond subscription, Wizards of the Coast’s tool for playing Dungeons & Dragons virtually.

This article originally appeared on Engadget at https://www.engadget.com/gaming/hasbro-laid-off-the-team-behind-its-virtual-tabletop-app-only-weeks-after-it-was-released-214024876.html?src=rss

Spry Fox's next Netflix Games title is Spirit Crossing

Spry Fox announced its next game, which is “a cooperative village life sim designed to foster friendship, kindness, and community” titled Spirit Crossing. It has an art style that makes me think of a pastel-hued Spirited Away, especially given the presence of moody spectres hanging out in the quaint town setting. The teaser trailer also shows players engaged in classic cozy game activities such as giving gifts, fishing, coasting on hang gliders and riding very floofy critters. In other words: I’ll be playing a lot of Spirit Crossing when it launches. There’s no definite timeline yet, but Netflix said at GDC that the game is part of its 2025 mobile release slate.

Spry Fox dabbled in several different genres, including several mobile puzzle games with a signature style such as Alphabear and Triple Town, before settling into a groove creating cozy games. Spirit Crossing will be the studio’s second project since joining the Netflix Games roster; Cozy Grove: Camp Spirit came out last summer. Players who want in on the ground floor of the devs’ latest game can sign up now for closed alpha testing.

This article originally appeared on Engadget at https://www.engadget.com/gaming/spry-foxs-next-netflix-games-title-is-spirit-crossing-200643116.html?src=rss

Verizon now supports texting via satellite on the Pixel 9 and Galaxy S25

Verizon has announced that it will now support sending text messages via satellite on phones from the Pixel 9 and Galaxy S25 lineup. Both Google and Samsung’s current phones support satellite connectivity, but neither has really leveraged the skill outside of the Satellite SOS feature that was added to Android 15.

Sending texts via satellite will be available when Pixel 9 and Galaxy S25 phones are “outside the reach of terrestrial cellular networks,” Verizon says, and should come with same limitations as other satellite tools, like the need to position yourself so that there’s no large structures or tree cover getting between your phone and the sky. It’s also worth noting: the necessary changes “enabling this service start today and will continue over the next two weeks,” so you might want to wait a bit longer before you start your next off-grid adventure.

Apple introduced Messages via Satellite alongside iOS 18, which doesn’t rely on carriers for support, but should offer a good illustration of how Verizon’s satellite messaging will work when it’s fully available on the Pixel 9 and Galaxy S25. 

The carrier is partnered with satellite provider AST SpaceMobile for its expanding list of satellite-connected services, and the companies have experimented with even more demanding communication options, like video calls. Competitors like T-Mobile already offer satellite messaging through a partnership with SpaceX’s Starlink.

This article originally appeared on Engadget at https://www.engadget.com/mobile/smartphones/verizon-now-supports-texting-via-satellite-on-the-pixel-9-and-galaxy-s25-193348606.html?src=rss

Google Pixel 9a Unveiled: 48MP Camera, Tensor G4, And 120Hz Display

After several leaks revealing key details, Google has officially announced the Pixel 9a, the latest addition to its smartphone lineup. Positioned as a more affordable option, the Pixel 9a is set to compete with Apple’s iPhone 16E, offering solid specifications at a competitive price.

The device is powered by Google’s Tensor G4 processor, which is paired with a Titan M2 security coprocessor. This combination is designed to enhance performance, security, and AI-driven features. The Pixel 9a includes 8GB of RAM and offers two storage configurations: 128GB and 256GB.

Premium Design with Durable Build

The Pixel 9a closely resembles its higher-end counterparts in design. It features a minimalist aesthetic with a polycarbonate back and an aluminum frame, ensuring durability while maintaining a lightweight feel. The front of the phone is protected by Corning Gorilla Glass 3, which enhances scratch resistance.

The device sports a 6.3-inch pOLED display with a resolution of 2424×1080 pixels. A key highlight of the screen is its 120Hz refresh rate, which allows for smoother scrolling and improved responsiveness when navigating through apps and games.

Improved Camera System

One of the most notable changes in the Pixel 9a is its camera setup. The main sensor has been upgraded to a 48MP lens with an f/1.7 aperture, Quad PD Dual Pixel autofocus, and optical image stabilization (OIS). This setup allows for detailed photography and supports 4K video recording at 60 frames per second.

The phone also includes a 13MP ultrawide sensor, maintaining the same specifications as its predecessor. The front camera, also 13MP, is designed to capture high-quality selfies and support Google’s AI-powered image processing features.

Long-Lasting Battery and Fast Charging

Battery performance has been improved in the Pixel 9a, featuring a 5100mAh battery. Google claims this capacity allows for all-day usage without frequent recharging. The device supports 23W wired charging, which the company describes as “fast.” Additionally, it offers wireless charging via the Qi standard, providing users with more convenience. The Pixel 9a is also IP68-rated, meaning it is resistant to dust and water, adding to its durability.

Specs

SpecificationDetails
Display6.3-inch pOLED, HDR, 120Hz refresh rate, 1800 nits (HBM), 2700 nits (peak)
PlatformGoogle Tensor G4
RAM8 GB
Internal Storage128 GB or 256 GB (no microSD slot)
Main Camera48 MP, f/1.7
Ultrawide Camera13 MP
Front Camera13 MP
CertificationIP68 (dust and water-resistant)
Connectivity5G, Wi-Fi 802.11, NFC, Bluetooth 5.3
Battery5,100 mAh with 23W fast charging
Dimensions154.7 x 73.3 x 8.9 mm
Operating SystemAndroid 15

Pricing and Availability

The Pixel 9a will be available starting in April for $499, making it an attractive option for users looking for a balance between performance, camera quality, and affordability.

Google Pixel 9a Unveiled: 48MP Camera, Tensor G4, And 120Hz Display

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Assassin's Creed Shadows review: An ambitious and captivating world that's stuck in the past

It’s unlikely that the fate of a company as large as Ubisoft will hinge on the success of one tentpole single-player game. But the company cannot afford another major error anytime soon after the likes of Star Wars: Outlaws and XDefiant failed to set the world alight. Ubisoft desperately needs a big hit (and for the Rainbow Six Siege X overhaul to go well). The good news for the company is that Assassin’s Creed Shadows is poised to deliver on that.

On the surface, it’s exactly what you’d expect: a massive Assassin’s Creed game that takes dozens of hours to beat. There’s so much to do beyond the core story, given all the missions and sidequests that the game constantly points you towards. I was rarely bored during my time with the game — not even during the lengthy flashbacks — which says a lot about the care and consideration Ubisoft’s developers have put into this giant world and the story that ties it together.

Ubisoft could not risk having the game run poorly from the jump and then spend months fixing it à la Cyberpunk 2077. Thankfully, for the most part, Assassin’s Creed Shadows runs well across my consoles (base PS5 and Xbox Series X) and PC.

It looks sumptuous on my high-end gaming rig, which has an NVIDIA GeForce RTX 4090, 14th-gen i9 Intel CPU and 32GB of RAM. I had zero issues while running everything at very high settings. The action hovered in the 55-59 fps range with no considerable framerate drops — save for the slightly jarring switch to cutscenes, which play out at 30 fps. It’s worth noting that Assassin’s Creed Shadows is verified for Steam Deck, but I wasn’t able to test it out there.

There were no noticeable slowdowns even in the heat of chaotic combat on the three platforms I played on. However, I did spot some small visual aberrations on PS5. Early on, while strolling through puddles in performance mode, water pooling on a dirt track shimmered in an unnatural way. It distracted me from the conversation I was having with an ally.

A table showing the console specifications for Assassin's Creed Shadows across PS5, PS5 Pro, Xbox Series S and Xbox Series X
Ubisoft

Once I was in winter, textures on the grass that poked through the snow faded out and in while I tore through the countryside on horseback. For the record, that happened in balanced mode, which attempts to split the difference between the quality and performance modes in terms of visual fidelity versus framerate. These are minor complaints, in fairness, but they momentarily broke the immersion for me.

The main other weird quirk is that my horse often got stuck when I whistled for it. If, say, I was on a narrow bridge when I called the steed, it might spawn into the river below. A slight annoyance that’s more to do with how the horse is programmed to catch up to you by your side, but one that’s forgivable considering some of the many narrow paths you’ll venture along.

The big hook this time around is that you can swap between two characters almost whenever you like. Naoe, a shinobi, is a more traditional Assassin’s Creed protagonist, while the warrior Yasuke is a hulking samurai who can bust through doors and carry bodies to hiding spots more easily than his counterpart. There are missions and character interactions that require you to specifically play as one character, but for the most part, you can play as either in the open world.

I stuck to Naoe as much as I could. She’s far more nimble and capable at clambering around strongholds — her grappling hook is such a handy tool — and carrying out stealthy assassinations. After all, she’s the only one of the two who has the fabled hidden blade. Her movement is extremely fluid, an aspect of the game that’s said to have benefited from the extra time developers had amid its delays.

Unlike Yasuke, Naoe can use the classic eagle vision ability to reveal enemies, hiding spots and goodies through walls. She’s plenty capable in hand-to-hand combat as well, more so as you unlock abilities like the very useful double assassination. Her kusarigama, which consists of a sickle-like implement and heavy weight linked by a chain, is a great part of her arsenal.

That’s not to say Yasuke isn’t a fun character as well. Silently thinning out enemy numbers with his bow or loudly with a teppō firearm before charging in to eliminate the remainder with a long katana, crushing club and special moves like booting a grunt into a wall never got old.

Both protagonists are well-written and performed, at least while playing with English audio. However, the lip syncing didn’t always neatly match up with what the characters were saying, a distraction in cutscenes. While I didn’t get around to playing the game in immersive mode, with characters speaking in their native tongues of Japanese and Portuguese, I’d be interested to see if the lip sync issue is as prominent there.

Nevertheless, the story was strong enough to hold my attention during the cutscenes and the rest of the game. It’s a tale that starts with very personal stakes for both heroes but expands to involve safeguarding the future of Japan. The writers have crafted a narrative with plenty of intrigue and intricacy, and I enjoyed how they weaved the broader Assassin’s Creed lore into Shadows.

I would say the story and structure are rich and intricate enough to justify the 40-60 hours it’ll take many people to finish this game. (The new scouting system — which you’ll use to narrow down the location of an objective after learning that, for instance, a target is in a specific area — works well.) Still, I preferred the tighter 20-hour approach Ubisoft took with Assassin’s Creed Mirage.

A screenshot from Assassin's Creed Shadows showing a character sitting below a torii gate in the style of an ink wash painting.
Ubisoft

I enjoyed playing in canon mode, which removed dialogue choices and let narrative beats play out as the designers intended. It’s too much of a spoiler to reveal how Naoe and Yasuke come to be allies, but the interactions between them and other characters, particularly the flirty relationship Naoe has with one firearm-wielding figure, are for the most part captivating enough.

The performers (and, my goodness, are there a lot of speaking parts here) by and large do a great job with the material. But it’s a bit jarring to hear a character speak in a plain North American accent when most of the cast bring Japanese and Portuguese inflections to their delivery.

As solid as the tale being told is overall, the structure is a little odd in places. The main story includes flashback sequences, including one with a combat tutorial that takes place right after the action-packed prologue, that disrupt the flow even if they add some color to the protagonists’ backstories.

I’m not a big fan of the way Ubisoft has structured the progression systems. Naoe and Yasuke each have six skill trees, all of which are broken down into levels. To unlock the next level, the player has to accumulate enough experience points by completing various side activities, including horse archery and finding hidden items dotted around temples. In a vacuum, these can be fun, but it gets a little frustrating when you have a lot of spare mastery points to spend on skills and you have to run around to honor some shrines or find meditation spots before you’re able to acquire some of Naoe’s and Yasuke’s cooler moves.

There are some other antiquated systems in the game. Defeating a rōnin — a samurai who has been hired to take out the heroes — in a fun fight earned me decent loot, including some legendary light armor. But I couldn’t equip it, because my character hadn’t quite reached a high enough level to simply put on some new rags. This doesn’t make any logical sense.

Scaling enemy difficulty from region to region, a trope that Ubisoft eschewed in Mirage, feels very tired here too. It’s an artificial way of ramping up the difficulty and progression when other approaches like more creative level design, new enemy types and the player manually making the game harder in their settings can do the trick. Given the historical nature of the series, it does follow to a degree that some of Ubisoft’s gameplay ideas are stuck in the past.

In general, I don’t really care to spend my time scouring for gear upgrades just so I can stand a chance in a new area. That said, perks on certain equipment can come in handy. Skulking around castles to take out a few key enemies to unlock a chest with some valuable equipment felt rewarding — even just as a little something extra to do while I tried to make my way to a viewpoint on enemy turf. Castles are valuable strongholds and offer a defensive advantage against attackers, so it’s only logical that the bad guys would be stationed around viewpoints, which reveal new points of interest visible to our heroes after they scale up to a specific perch.

A character perches atop a spire in Assassin's Creed Shadows with an expansive, lush vista of greenery and Japanese architecture in the background.
Ubisoft

Even without that gameplay aspect, scaling up to a viewpoint is always worth it, as has long been the case in the Assassin’s Creed series. The minimum reward is a sweeping shot of the surrounding area, and since Shadows is such a stunner, I made it a point to claim every viewpoint along my path.

The aforementioned puddle and grass anomalies aside, it’s a joy to roam around this gorgeous game, with its abundant foliage, carefully assembled settlements and dynamic weather system combining to form a rich, lived-in world that I won’t soon forget. The lighting systems allowing for Naoe and Yaskue to snuff out candles and lanterns to help them hide in the shadows at night were a smart addition here too.

There are plenty of other fun aspects to Assassin’s Creed Shadows. In one moment that reminded me of a beat in The Last of Us Part II, I was just starting a peaceful side activity when an assassin tried to take me out. That was an enjoyably unexpected twist. Meanwhile, an optional fight against a high-level enemy at the foot of a blazing tower in the middle of the night felt deeply cinematic.

There are often moments of serenity, such as those meditations and drinking in the scenery from the viewpoints, as well as Naoe’s preparations for a tea ceremony that plays an important part in the plot. Simply wandering through a forest and encountering harmless animals as the wind stirs up golden brown leaves in the fall can be calming too. 

That contrasts with the game’s abundant, brutal violence. Beyond the many quick murders you’ll commit with a flash of Naoe’s hidden blade, several of Yasuke’s kill animations end with him lopping off heads and limbs. The game’s truly peaceful moments deftly balance that out.

There’s a lot riding on Assassin’s Creed Shadows. Ubisoft will absolutely be hoping that it’s a success out of the gates and that not too many players wait for the price to drop. There’s plenty of competition to be concerned about too, particularly as Sucker Punch Productions’ sequel to Ghost of Tsushima, Ghost of Yōtei, is slated to arrive at some point this year.

It does feel like there’s enough here to draw in both Assassin’s Creed diehards and newcomers who may be entranced by the 16th-century Japan setting but don’t know their Animus from their elbow. Assassin’s Creed Shadows has impressive technical work, great performances and an expansive, well-drawn story but it’s unfortunately weighed down by some frustrating decisions and antiquated gameplay systems. Still, I’m eager to keep exploring.

Assassin’s Creed Shadows will hit PS5, Xbox Series X/S, Windows PC, Mac, Amazon Luna and Ubisoft+ on March 20. It will be available for iPad in the future.

This article originally appeared on Engadget at https://www.engadget.com/gaming/assassins-creed-shadows-review-an-ambitious-and-captivating-world-thats-stuck-in-the-past-170008367.html?src=rss

Microsoft Accidentally Removes Copilot AI In Latest Windows 11 Update

Microsoft unintentionally removed its AI assistant, Copilot, from Windows 11 with its latest update, released on March 11, 2025. The update, which aimed to improve security and fix system bugs, also led to the unexpected disappearance of Copilot from the operating system. Many users noticed that the AI assistant had been unpinned from the taskbar, raising concerns about whether it had been removed intentionally.

The accidental removal of Copilot has sparked mixed reactions among Windows 11 users. While Microsoft has been heavily investing in artificial intelligence and integrating it into its software ecosystem, not all users are enthusiastic about AI-powered features. Some welcomed the update, happy to see Copilot gone, while others found its absence disruptive to their workflow.

Microsoft Responds and Provides a Temporary Fix

Microsoft quickly acknowledged the issue and confirmed that it was an unintended bug. The company assured users that it is actively working on a fix to restore Copilot in upcoming updates. In the meantime, affected users can manually reinstall Copilot by downloading it from the Microsoft Store.

Copilot’s Ongoing Evolution

This incident highlights Copilot’s shifting role within Windows. Initially, Copilot was fully integrated into the operating system, but later, Microsoft transformed it into a web-based shortcut. More recently, the company has been working to reintegrate it as a native feature. Some newer Windows PCs even include a dedicated Copilot key on their keyboards.

Despite these efforts, Copilot’s functionality appears to be less integrated than before. Recent versions no longer make direct system changes, but instead provide instructions for users to adjust settings manually. This shift raises questions about Microsoft’s long-term strategy for AI on Windows.

Who is affected by the Bug?

The bug affects multiple versions of Windows, including:

  • Windows 11: Versions 24H2, 23H2, and 22H2 (update KB5053598)
  • Windows 10: Versions 22H2 and 21H2 (update KB5053606)

Microsoft Accidentally Removes Copilot AI In Latest Windows 11 Update

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