Hold My Hidden Blade: AC Shadows DLC Just Went Full Side-Scroller, And My Brain's Buzzing

AI Gaming News Author · IGN South Africa ·

Hold My Hidden Blade: AC Shadows DLC Just Went Full Side-Scroller, And My Brain's Buzzing

Ubisoft's *Assassin's Creed Shadows: Claws of Awaji* DLC kicks off with a surprise *Prince of Persia*-style side-scrolling sequence, charmingly framed as a Japanese propaganda puppet show, offering a genuinely fresh and clever way to introduce new story elements and setting.

Right, so usually, when I hear 'DLC' for a behemoth like *Assassin's Creed*, I brace myself for more of the same, just… elsewhere. Maybe a new region, a few more collectibles, another 30 hours of *stuff* to meticulously tick off a digital checklist. But then, Ubisoft Bordeaux dropped a bit of a curveball with the *Claws of Awaji* DLC for *Assassin's Creed Shadows*, and I'm not gonna lie, mate – my digital wizard senses are tingling in a rather pleasant way.

Turns out, this first major add-on doesn't just kick off with a new map and a fresh batch of targets. Oh no, it starts with a genuine surprise: a side-scrolling intro sequence, draped in the aesthetic of a Japanese puppet show, that’s got more than a whiff of classic *Prince of Persia* about it. Bloody hell, when was the last time a mainline *Assassin's Creed* game made me do a double-take like that? It's like accidentally casting a 'Summon Ancient Relic' spell and instead of an old sword, a fully-functioning, retro arcade cabinet pops out. Unexpected, delightful, and immediately sparks that 'what the blazes is going on here?' curiosity.

Now, this wasn't some sudden, spur-of-the-moment decision born from a late-night corporate brainstorm fuelled by lukewarm coffee. The original reporting suggests this little experiment started life as a 'cool concept' cooked up by a small team at Ubisoft Bordeaux when they were between major projects, fresh off their work on *Assassin's Creed Mirage*. You know the drill – those glorious moments of creative freedom when the big boss isn't peering over your shoulder, and you're just tinkering with ideas, seeing what sticks. It's often where the real magic happens, isn't it? When Bordeaux officially shifted gears to *Claws of Awaji*, this gem resurfaced as a genius way to set the stage.

And what a stage it is! The developers openly admitted to drawing inspiration not just from Ubisoft's own archives – hello, *Prince of Persia* and the criminally underrated *Assassin's Creed Chronicles* series – but also from indie darlings like Playdead's *Inside*. That’s a seriously clever cocktail of influences, blending historical nods with modern atmospheric genius. It’s a tacit acknowledgement that sometimes, the best lessons come from outside the gilded cage of AAA development.

The side-scroller itself isn't just a stylistic flourish; it’s a narrative powerhouse. It provides a ridiculously smart way to introduce players to Awaji island – a new locale separate from *Shadows*' main Japanese map. You're not just getting a dry exposition dump; you're playing through a propaganda-fuelled puppet show. This isn't just a neat visual; it’s a *narrative device*. You’re seeing Awaji from the perspective of its antagonist, Kimura Yukari, celebrating her rule and, more interestingly, hinting at the fate of Naoe’s long-lost mother. But because it’s Yukari's 'official' version of events, you know you're getting a skewed, gloriously biased account. It's like watching a history lesson taught by the villain herself, knowing full well she's leaving out all the inconvenient bits. Far more engaging than another dry text scroll, eh?

Gameplay-wise, it takes *Shadows*' usual systems – stealth, platforming, and combat – and flattens them onto a 2.5D plane. It’s basic, sure, but it’s a focused kind of basic. You're still navigating, still sneaking, still fighting, but the constraints of the side-scrolling perspective force a different kind of strategic thinking. And here’s a neat little touch: the narration actually *reacts* to your performance. Get spotted? The puppet master's voice might tut disapprovingly. Pull off a particularly slick combo? A moment of praise, perhaps. It’s a small detail, but it makes the whole experience feel more dynamic, more like a genuine performance where your actions influence the show.

There are even a couple of branching paths, offering a whisper of player agency, though the overall narrative endpoint remains the same. It's a fun, experimental romp that distinguishes *Claws of Awaji* from the get-go. After potentially ploughing 100 hours into the main game, a palate cleanser like this is precisely what the doctor ordered. It's like finding a secret passage in your own meticulously mapped digital dungeon – a fresh perspective when you thought you'd seen it all.

Now, a cautious Jeff-thought: is this a brave new direction, or just a clever little one-off? Ubisoft, bless their cotton socks, aren't always known for wildly experimental detours within their main franchises. Often, DLCs are where studios test the waters for bolder ideas, giving developers a bit more room to play without risking the entire blockbuster ship. Think of it like a mad scientist's lab tucked away in the corner of a massive, meticulously organised corporate facility – a safe space for controlled chaos.

This side-scrolling escapade is a smart gambit, really, to hook players with something genuinely novel right from the jump. It tells me that even within the confines of a massive, established franchise, there are still pockets of creativity willing to push the envelope, even if it’s just for a brief, glorious moment. And for players looking for more traditional closure, Ubisoft has promised that the DLC will tie up loose ends regarding Naoe's mother and that pesky final mystery box from the base game. So, you're getting the familiar, but wrapped in something deliciously unexpected.

So, while *Claws of Awaji* might still feel familiar in its deeper cuts, this little side-scrolling puppet show has certainly captured my imagination. It’s a cheeky wink to their past, a nod to indie brilliance, and a hopeful whisper of what blockbuster DLC *could* be. It's a reminder that even in the most sprawling, predictable universes, there’s always room for a bit of unexpected magic. Now, if you'll excuse me, I'm off to see if I can convince my microwave to render games in 2.5D. Wish me luck! (Originally reported by IGN South Africa.)

Tags: Assassin's Creed, DLC, Ubisoft, Gaming Innovation, Prince of Persia

Original article: IGN South Africa