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Assassin's Creed Shadows' Puppet Show Side-Scroller: From Experiment to Awaji Island Homage

Assassin's Creed Shadows Claws of Awaji DLC features a stunning side-scrolling segment inspired by Japanese puppet theater, offering unique gameplay.

As I dove into the Claws of Awaji DLC for Assassin's Creed Shadows, I stumbled upon this absolutely brilliant side-scrolling segment that completely caught me off guard. Picture this: I'm expecting the usual third-person assassin action, and suddenly I'm transported into what feels like a traditional Japanese puppet show, playing as different members of the Sanzoku Ippa and even as Naoe's mother, Tsuyu. It's like Ubisoft decided to throw in a delightful surprise party in the middle of my assassination spree!

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The Experimental Origins 🎭

What's absolutely fascinating is learning how this whole side-scroller concept started. According to my chat with content director Simon Arseneault, this began as what I'd call a "what if we tried something completely bonkers" experiment. The initial prototype was actually conceived as a shadow play – you know, those cool silhouette performances? It immediately gave me Chronicles vibes (remember those side-scrolling AC games?), but with a fresh twist.

The development team basically created this prototype and then went, "Okay, this is neat, but how the heck does it fit into our game?" Arseneault admitted they weren't sure what to do with it at first. I can just imagine the brainstorming sessions: "Should we make doors flip open like pages? Nah, too cheesy." They needed something that felt organic to the Assassin's Creed universe.

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The Puppet Show Revelation

Here's where the magic happened: Ubisoft's research team discovered that Awaji Island has this rich tradition of puppet theater. Lightbulb moment! The team went from shadow play to puppet show faster than you can say "hidden blade." Arseneault described it perfectly: "We put it on the shelf and started researching, and that's when the spark came up."

This cultural connection transformed what could have been a gimmick into something genuinely meaningful. Instead of feeling like a random mini-game, the side-scroller now serves as both narrative exposition and cultural immersion. It's like Ubisoft Bordeaux found the perfect excuse to pay homage to AC Chronicles while staying true to Japanese traditions. Brilliant!

Why Only One? The Development Reality 💸

Now, here's the bittersweet part: there's only ONE of these side-scrollers in the entire DLC. When I heard this during the presentation, my immediate reaction was "Wait, that's it?" Apparently, I wasn't alone – Arseneault said everyone asked the same question.

The reason? This single side-scroller took about 14 months to create! 😱 That's longer than some indie games take to make from scratch. Arseneault was pretty frank about it: "I wish we could have done more of those things, for sure, but it was pricey enough for just one."

Here's a quick breakdown of why it was so resource-intensive:

  • Unique Art Style: Completely different from main game assets

  • Cultural Accuracy: Required specialized research and consultation

  • Narrative Integration: Had to seamlessly connect to main story

  • Technical Challenges: Implementing 2D mechanics in a 3D engine

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Why This Side-Scroller Matters 🎯

What makes this experimental segment so special isn't just its novelty – it's how it solves a persistent Assassin's Creed problem. As Arseneault explained, "It allowed us to foreshadow our characters. That's something we have a hard time doing sometimes in AC except with cinematics."

Instead of just watching another cutscene, we're actively participating in the backstory. It's like the difference between reading about history and actually time-traveling to experience it. The side-scroller gives us:

Traditional Cutscenes Side-Scroller Approach
Passive viewing Active participation
Limited interaction Gameplay engagement
Standard presentation Unique cultural flavor
Common in AC games Fresh experience

The Fan Reaction & Future Possibilities 🔮

The fact that everyone immediately asked "Is there only one?" actually speaks volumes. It means the concept resonated with players! Arseneault noted this was ultimately a good sentiment because it suggests fans might want more of this innovative content.

Personally, I'm right there with them. I'd love to see:

  • 😍 More side-scrollers in future DLCs

  • 🎮 Another full Chronicles-style game

  • 🌟 Similar experimental segments in main games

But let's be real – with 14 months of development time per side-scroller, it's understandable why we only got one. Arseneault couldn't promise more for the future, but the positive reception might just convince Ubisoft to invest in similar creative risks down the line.

Final Thoughts 💭

This side-scrolling puppet show isn't just a neat bonus – it's a testament to what happens when developers are willing to experiment with gameplay storytelling. It respects Japanese culture, pays homage to AC's history, and delivers narrative in a way that feels fresh and engaging.

Sure, I wish there were more of them, but sometimes the rarest treasures are the most valuable. This single side-scroller manages to be both a delightful surprise and meaningful storytelling device. Here's hoping Ubisoft takes more creative swings like this in the future – even if they take 14 months to perfect!

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