Assassin's Creed Shadows explores the Sengoku period of Japan, blending historical accuracy with fictional narratives. Associate Narrative Director Brooke Davies discusses the inspiration drawn from real historical figures and the process of crafting compelling characters within a rich and complex setting.
Assassin's Creed Shadows presents a wealth of narrative opportunities as the franchise's inaugural journey to Japan . Set amidst the tumultuous Sengoku period, an era marked by political upheaval and intense military clashes, the game offers a rich tapestry of dynamic characters and gripping confrontations. However, the game faces stiff competition, vying for attention alongside a multitude of captivating shinobi and samurai narratives that have graced history and fiction.
Leading this narrative endeavor is Brooke Davies, the game's associate narrative director and a veteran of the Assassin's Creed Odyssey team. Screen Rant had the privilege of speaking with Brooke Davies at an Assassin's Creed Shadows preview event to delve into the game's intricate blend of historical accuracy, emotional storytelling, and player agency within this complex world.One key aspect of the narrative process was finding a balance between historical authenticity and fictional embellishment. Davies noted that the abundance of material related to the Sengoku period proved both inspirational and challenging. She was particularly drawn to the writings of Ōta Gyūichi, a former samurai who documented the era's history, specifically his chronicle of Lord Nobunaga. Gyūichi's firsthand account, imbued with the perspective of a warrior who had witnessed both the triumphs and tragedies of the time, served as a guiding thread for Davies, grounding the narrative in a sense of lived experience.Davies emphasized that the selection of historical figures was a multifaceted process. While some individuals readily stood out as prominent figures of the period, others were chosen based on their relevance to the narrative's trajectory. The team actively sought opportunities within documented history to weave compelling stories, recognizing that often, real life surpasses even the most imaginative fiction. Davies also highlighted the importance of grounding both historical and fictional characters within the game's world. Even when crafting original characters like Naoe, a shinobi from the legendary birthplace of Iga, the team ensured they felt organically connected to the setting and its inhabitants. Naoe's lineage, imagined as the daughter of a renowned shinobi, further reinforced her place within the established tapestry of the Sengoku period
ASSASSIN's CREED SHADOWS JAPAN SENGOKU PERIOD NARRATIVE DESIGN HISTORICAL FICTION
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