Podcast Summary: "Assassin's Creed Shadows Delivers on an 18-Year-Old Promise"
The Besties podcast episode released on March 28, 2025, features hosts Justin McElroy, Russ Rushnick, and Christopher Thomas Plant delving deep into the latest installment of the Assassin's Creed franchise, Assassin's Creed Shadows. This episode offers a comprehensive analysis of the game, comparisons with other titles, insights from the recent Game Developers Conference (GDC), and interactions with listener mail.
1. Introduction to Assassin's Creed Shadows
The episode kicks off with the hosts setting the stage for their discussion on Assassin's Creed Shadows. They highlight the long-standing enthusiasm surrounding the Assassin's Creed series, noting that Griffin McElroy—a self-proclaimed fan—hasn't enjoyed a single installment since 2014.
[00:40] Russ Rushnick: "Wowza."
2. In-depth Discussion on Assassin's Creed Shadows
a. Character Analysis: Yasuke vs. Naoe
Assassin's Creed Shadows introduces two main characters: Yasuke, a heavily armored samurai with immense physical prowess, and Naoe, a nimble female ninja skilled in stealth and agility. The hosts explore the dynamics between these characters, emphasizing their contrasting playstyles and backgrounds.
[09:19] Russ Rushnick: "They're friends."
[09:24] Justin McElroy: "It's a split narrative here. We start with a different character, a large samurai gentleman, and then pivot to our main character, who isn't a big samurai guy."
b. Gameplay Mechanics: Mobility and Open World
The discussion moves to the game's mobility features, particularly the improved climbing mechanics and the introduction of a grappling hook. While acknowledging these enhancements, the hosts critique the open-world design's restrictive elements, such as impassable areas that disrupt the gaming flow.
[02:14] Justin McElroy: "It's Assassin's Creed Shadows."
[12:49] Justin McElroy: "It looks awesome."
c. Game Systems: Leveling, Upgrades, and Complexity
A significant portion of the conversation centers on the game's complex leveling and upgrade systems. The hosts express frustration with managing multiple systems simultaneously, which they feel detracts from the overall narrative and exploration experience.
[16:15] Christopher Thomas Plant: "The upgrade system is not great."
[27:24] Russ Rushnick: "I think these games are designed to be played in the way that like I just buy Madden every year."
d. Violence and Visuals
The portrayal of violence in Assassin's Creed Shadows is a focal point, with the hosts noting its graphic and visually striking nature. However, they also point out the repetitive nature of the violence and suggest the need for more varied animations to enhance engagement.
[19:54] Russ Rushnick: "I think they're going for a lone wolf and cub type."
[20:15] Christopher Thomas Plant: "There are scenarios where you go into a room and they have [...] three maids look up."
e. Comparison with Other Titles
Assassin's Creed Shadows is juxtaposed with other notable games such as Ghost of Tsushima, Sekiro, Rise of the Ronin, and Noita. The hosts discuss similarities and differences in gameplay mechanics, design philosophies, and narrative structures.
[30:25] Russ Rushnick: "Rise of the Ronin was similar."
[45:11] Justin McElroy: "Binding of Isaac gets infinitely more approachable and enjoyable when you have the item description mod."
f. Overall Assessment
Despite recognizing the game's ambitious scope and strong storytelling, the hosts conclude that Assassin's Creed Shadows falters due to its overcomplicated systems and lack of intuitive design. These issues, they argue, hinder the player's ability to fully immerse in and enjoy the game's rich narrative and expansive world.
[38:19] Justin McElroy: "You spend, if that time is valuable, you don't want to spend it fucking around with systems, you want to spend it playing."
[39:52] Russ Rushnick: "Yeah, cut this, cut this, cut this."
3. Game Developers Conference (GDC) Recap
Shifting focus, the hosts share their experiences from the recent Game Developers Conference (GDC). They observe a palpable sense of anxiety and uncertainty within the gaming industry, attributing it to evolving technologies like AI and shifting market dynamics. The conversation highlights the changes in attendance, reduced participation from smaller studios, and the diminishing presence of scrappy indie developers compared to previous years.
[43:44] Christopher Thomas Plant: "There is a general sense of fear and malaise that I would say bounced off the walls."
4. Reader Mail and Recommendations
Engaging with their audience, the hosts address listener mail, offering recommendations and sharing personal favorites:
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Book Recommendations:
- Monk the Robot by Becky Chambers—highlighted for its relaxing and refreshing narratives.
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Soundtrack Suggestions:
- Bastion—commended for its orchestration and folk sound.
- Unpacking—praised as a great productivity soundtrack.
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Game Recommendations:
- Noita—described as a blend of Spelunky and Binding of Isaac, with praise for its intricate systems but criticism for its steep learning curve.
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Honorable Mentions:
- Consume Me—winner at the Independent Games Festival, celebrated for its engaging gameplay.
[53:09] Justin McElroy: "The Bastion soundtrack. Oh yeah, I do listen to a lot."
[54:33] Christopher Thomas Plant: "I am playing blueprints still under embargo, but I am talking about the demo."
5. Conclusion and Future Topics
Wrapping up the episode, the hosts hint at upcoming discussions, including the anticipated announcement of the Switch 2 and potential coverage of other significant game releases. They also address minor technical issues from previous episodes and encourage listeners to engage with their Patreon and merchandise offerings.
[65:07] Justin McElroy: "It's like we're not as anxious to get off when there's not four people screaming at each other. That's it. It's just more pleasant to conduct just a better show with three people."
[66:16] Russ Rushnick: "Don't worry, we'll take care of y'all."
Notable Quotes with Timestamps
- Russ Rushnick: "[00:40] Wowza."
- Justin McElroy: "[09:24] It's a split narrative here. We start with a different character, a large samurai gentleman, and then pivot to our main character, who isn't a big samurai guy."
- Christopher Thomas Plant: "[16:15] The upgrade system is not great."
- Russ Rushnick: "[27:24] I think these games are designed to be played in the way that like I just buy Madden every year."
- Justin McElroy: "[38:19] You spend, if that time is valuable, you don't want to spend it fucking around with systems, you want to spend it playing."
- Russ Rushnick: "[39:52] Yeah, cut this, cut this, cut this."
- Russ Rushnick: "[43:44] There is a general sense of fear and malaise that I would say bounced off the walls."
- Justin McElroy: "[53:09] The Bastion soundtrack. Oh yeah, I do listen to a lot."
- Justin McElroy: "[65:07] It's like we're not as anxious to get off when there's not four people screaming at each other. That's it. It's just more pleasant to conduct just a better show with three people."
Final Thoughts
Assassin's Creed Shadows emerges as a bold yet flawed addition to the Assassin's Creed series. While it successfully delivers a compelling narrative and visually stunning environments, the intricate and convoluted game systems impede the overall enjoyment. The hosts advocate for more streamlined mechanics to enhance player immersion and accessibility. Additionally, the episode underscores the evolving landscape of the gaming industry, highlighting challenges faced by developers and the shifting dynamics observed at major conferences like GDC.
For listeners seeking an in-depth conversation on Assassin's Creed Shadows and insights into the current state of game development, this episode of The Besties offers valuable perspectives enriched with personal experiences and thoughtful critiques.
