Summary
- A new “canon mode” will allow players to always choose the correct canon options in dialogue for Assassin’s Creed Shadows.
- Unlike previous titles, Valhalla and Oddysey, you won’t need a guide to discover what the canon ending is.
- Having a canon mode oddly indicates the differences between Assassin’s Creed as an RPG, from others in the genre.
As a seasoned gamer with over two decades of gaming under my belt, I have witnessed the evolution of games, particularly RPGs. The announcement of the “Canon Mode” for Assassin’s Creed Shadows is an intriguing development that stirs up a mix of emotions within me.
Fans of popular video games often engage in lengthy discussions over which stories or events within their beloved franchises, such as Mass Effect and Fallout, are considered canonical (official). These debates revolve around the decisions made in earlier installments that may have influenced the series’ overall narrative.
Occasionally, developers might explicitly indicate to players which ending or choice is deemed ‘correct’, but not all outcomes in the game are clearly right or wrong. Instead, the end result can often be a mix of positive and negative consequences.
As the Assassin’s Creed series shifts focus to role-playing game (RPG) design, it has undeniably reaped rewards from RPG elements like branching storylines and multiple conclusions. In games such as Odyssey and Valhalla, players are granted the opportunity to influence the final outcome based on their decisions made throughout the adventure, leading to distinct endings for each player’s journey.
In a recent Reddit Ask Me Anything session, the creators of Assassin’s Creed Shadows (releasing on February 14th, 2025) disclosed that they have incorporated a new gameplay mode called “Canon Mode.” This mode will automatically select the canonical choices for players, streamlining their gaming experience.
The idea of a canon option is an interesting solution to an issue I’m sure many gamers have faced. Sometimes, it’s a bit hard to find the correct dialogue choices to achieve a good ending, leading many gamers to turn to online guides for achieving the best ending possible.
Particularly when numerous top-tier games in the AAA category offer complex storylines with convoluted paths leading to different endings, this tool might be beneficial for individuals seeking a stress-free, unwinding experience.
In a recent Reddit AMA, developer Jonathan shared that the addition of the canon mode in the latest Assassin’s Creed game was designed to reduce the burden of decision-making on players.
Due to differences among fans regarding branching storylines, we’ve added a feature known as CANON MODE. This feature lets you enjoy the game without making any choices yourself, providing a straightforward, pre-decided playthrough experience instead.
Canon mode functions as an additional feature, not a necessity. It’s designed for individuals who prefer this option for their specific needs. For those who wish to maintain control over all decisions, it can be left disabled.
In the world of Shadows, while the main plot may not heavily rely on these decisions, they do play a significant part in shaping your relationships with potential allies and influencing romantic subplots that run independently of the primary narrative.
That said, the addition of canon mode creates a weird contradiction. What’s the point of a game being an RPG if the developer outright says what decisions should naturally be made?
The Duality Of Canon Events In RPG Narratives
Previously, it’s been noted that series like Mass Effect and Fallout have faced challenges when their developers must establish what is considered canonical as they move forward in creating new titles.
In other words, instead of leaving certain player choices in Fallout 1 as open-ended, games like Fallout: New Vegas and Fallout 2 made those decisions part of the official storyline for the sake of establishing a solid foundation for the plot and lore that unfolded in subsequent sequels.
However, with role-playing games such as Shadows, we’ve seemingly reached a juncture in narrative storytelling where a particular choice is either right or wrong, canonical or non-canonical. I would contend that by doing so, the game has somewhat undermined the essence of what it means to play an RPG.
Once more, a prime illustration is the game Fallout. Different players might consider one ending superior over another, not because the developers have marked one as ‘good’ and another as ‘bad’, but rather due to the unique perspective they bring to the story or world.
Frankly, Assassin’s Creed’s role-playing game (RPG) narrative style isn’t aiming to be the next Fallout or Mass Effect in terms of depth or complexity. Instead, it focuses on using RPG mechanics primarily for combat and progression rather than story development.
I appreciate that there’s a canon mode available to players who prefer to play along with the predetermined storyline. This feature, in turn, sets Assassin’s Creed apart from other RPG games in the genre by providing a unique narrative experience.
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2024-12-12 02:08