pin8goodluck

by eafcemail5
4.8 of 5 stars 999+ customer reviews
Price: Free app to download
Sold by: Amazon Retail Services of the Philippines, Ltd.

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Product Details

Release date 2025
Product in pin8goodluck since November 4, 2025
Developed by eafcemail5
ASIN g3EcOVSBDUNG
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  • SeuPai
    1.9 of 5 stars Verified purchase
    It's probably worth getting if you are an AC fan and buy on sale; I did. The best thing about the game is it's visual immersion and great vistas; environmental sound design is good too. Also, the core gameplay formula remains pretty tight, and there is a legitimate way to play a vast majority of the game stealthily. The biggest issue comes down to editing. While it's cool how big the map is, it's honestly probably a bit too big and there are too many boring repetitive tasks (forts are especially annoying because of how long they take; you have to search large complexes for 2-5 special samurai to kill just so you can open a chest that usually won't drop anything worthwhile). They just prioritized having more content rather than good content (wide ocean, shallow waters type of shit) You can feel this vain continue to other things like cut scenes which come off as being cranked out of a factory: very little variation and most of the writing feels bloated. I skip most of them, and I never feel like I've missed something important Similarly, although Yasuke is a cool character on the face of it, they should have made him a supporting character because he's simply unnecessary and he doesn't fit in with the assassin part of assassin's creed. I see the parts where you have to play as him as being content bloat you have to sit through just so you can go back to actually playing AC. Overall though, most of my complaints (and there are more) fall away into the background as you play moment-to-moment. Wait for sale but worth getting if you like the AC formula.
    If you want a game set in Japan, Ghost of Tsushima is significantly better. The story is lacklustre, combat feels stiff compared to other RPG games, and the world, although visually stunning, is bloated with boring and repetitive side activities. Voice acting is very disappointing, especially for a triple-a game and there is almost no motion capture.
    Very fun and there is a lot to do. The quests don't feel too linear since there is a lot of active side quests. However, this doesn't bug me much as overall the game is fun.
    0/10
  • feitanzzy0
    2.7 of 5 stars Verified purchase
    Nice visuals
    This isn't a bad game, but it's probably the worst executed AC game that I've ever played. Bad controller integration, audio drop outs requiring PC restart. Many, many areas where half of the enemies can be found inexplicably asleep face-down on the ground outside in the middle of the day. 'Recommended' gameplay settings with no obvious purpose other than to increase play time by padding out your experience wandering around looking for something stupid for no good reason. Don't bother replaying an entire castle twice because one of the two PCs isn't strong enough to push a single box three feet and find a hand fan. Historical nitpick - the main plot covers a historical period of two weeks but the game stretches it out into years and years for no reason other than to cram in bloat. Very apt, actually. I changed my mind, it is bad.
    We wait so many years for a game dedicated to Japan and one of the most prominent characters isn't Japanese. It's like making a game based in America and the main character is Chinese. I dont know how stupid a company has to be to do something like this. I guess they had to do their due diligence and appeal to the stupid masses and make a game based on a character that has no information about him. If you want a game that actually cares about the culture of Japan, try Ghost of Tsushima. If you didn't already think ubisoft was the worst company, now you do.
    well ... friend gifted me a CD key because he couldn’t sell it. I didn’t plan to buy it myself — not only because Ubisoft’s attitude toward players is downright insulting, but also because I had a strong feeling the game would suffer from major design flaws. After actually playing it, I realized my decision not to buy it was absolutely right. === Pros The only good thing about this game — and I really mean the only thing — is its graphics and environmental design. The visuals are undeniably stunning, and the dynamic world-building and environmental detail are impressive. The terrain rendering and lighting system are top-notch, probably the best thing Ubisoft still knows how to do. The map feels alive, and visually it’s industry-leading, but that’s it. Everything else falls apart. === Cons 1. Awful parkour mechanics, terrible controls, and broken climbing detection I never imagined that after Assassin’s Creed Origins, Odyssey, and Valhalla, Shadows could feel like such a massive step backward — I literally laughed out loud in disbelief. The parkour feels heavy, clunky, and inconsistent. You constantly get stuck on random geometry, low fences inexplicably block your movement, and there’s no smooth auto-vault system for simple obstacles. Jumping between ledges often causes misdirection or failed inputs — your character simply doesn’t go where you intend. And the worst part? Most of this could’ve been automated. There’s no reason to mash jump and crouch repeatedly for actions that should be fluid. Playing as Naoe, the grapple mechanic is absurdly overcomplicated — you can’t just climb up or down intuitively; instead, you must toggle weird stances and manually adjust. Why not let W/S control swing and LMB/RMB handle climb and descend like a normal human system? Why overcomplicate everything? Even simple motions — like turning on a rope — involve unnecessary delays and micro-animations that kill the flow. And when dropping from rooftops, why does she have to do a pointless mid-air flip every time? It’s pretentious, adds zero value, and just makes the parkour feel sluggish and disconnected. Overall, Shadows’ parkour is a complete downgrade: the movement is sticky, inconsistent, full of pathing bugs, and plagued by pointless flourishes. What used to be elegant is now mechanical and broken — a hollow parody of what Assassin’s Creed used to mean. === 2. Idiotic combat design and meaningless complexity This is, without exaggeration, one of the most frustrating combat systems I’ve played since Rise of the Ronin. I can handle difficult combat — that’s not the issue. The issue is that this game’s combat is a chaotic, unbalanced mess. Enemies have random super armor, pointless “break” and “stack” states, and their AI behaves like caffeinated goblins — rolling and sidestepping erratically, with zero rhythm or logic. The collision detection and timing are all over the place. Parrying and dodging depend on frame-perfect inputs, yet enemy hitboxes often desync with their animations. Some attacks clip through your guard, others whiff through thin air. Enemies can instantly recover from guard breaks, and if you’re surrounded, you’re basically punished for engaging. The system forces you to play 1v1 mechanics in a 1v6 situation, with no reliable crowd control or spacing tools. Combat flow is a joke — the pace constantly breaks as enemies interrupt themselves mid-attack or freeze because your animation confused their logic. One moment they kick, the next they awkwardly reset their stance. It’s like watching bad motion-capture improv. Both playable characters feel unbalanced — one’s obviously better, making the other irrelevant. The skill trees and weapon types only amplify this imbalance rather than fix it. And variety? Forget it. Enemy move sets are barebones, repetitive, and predictable. You see the same three patterns recycled endlessly. It’s mind-numbingly dull: guard, break, slash twice, parry, roll, repeat. It’s not skillful; it’s mechanical exhaustion. If you wanted to copy For Honor’s combat rhythm, then actually learn from it. Right now, Shadows has the most inconsistent hit timing and worst tactile feedback I’ve ever seen in an AC title. There’s zero sense of impact — just floaty, delayed motions wrapped in bad sound design. This is what happens when a studio tries to “modernize” a franchise without understanding why its old systems worked. You get a Frankenstein’s monster of clunky mechanics, self-contradictory design, and fake complexity. ====== 3. Story logic and missing details Example: When Naoe is about to assassinate Wakasa. Wakasa is suspicious of Naoe, but still invites her home, turns his back, and starts giving philosophical speeches about destiny and ideals. Then he casually starts cleaning a gun while Naoe just picks it up and shoots him. Let’s unpack this: Why would a man who’s suspicious of her bring her home alone? Where’s his basic survival instinct? The gun is a display weapon. How does Naoe know it’s loaded? She doesn’t even check. She fires indoors — and somehow, no guards hear the shot. The streets are full of soldiers, yet no one reacts. Then she just walks away, completely unnoticed. That’s not “cinematic storytelling” — that’s lazy, careless writing. It destroys immersion and logic entirely. It’s like Ubisoft doesn’t even care about internal consistency anymore. Every major story beat feels stitched together purely for dramatic effect, with zero respect for narrative cohesion. === 4. Mission structure and design philosophy are broken Ubisoft clearly forced itself to shove every trendy mechanic imaginable into this game, and the result is a confused hybrid of conflicting systems. They tried to make missions more “open combat” — but that directly contradicts the stealth foundation of the series. So what’s the point of stealth anymore? You’re constantly pushed into loud, chaotic fights that undermine the assassin fantasy entirely. Remember Assassin’s Creed Unity and its multi-approach assassination planning? Gone. There’s no planning, no buildup, no payoff. You just barge in, stab, and escape — with zero tension or atmosphere. Most missions are formulaic to the extreme: infiltrate, loot, kill, escape, repeat. No creative setups, no evolving scenarios. It’s procedural and soulless. The series’ identity has collapsed — what was once a focused stealth-action experience has become a bloated open-world RPG stuffed with redundant systems. It’s no longer about precision or meaning, but about quantity and noise. Ubisoft has turned the series into a playground of meaningless “features” — a Frankenstein of RPG leveling, loot modifiers, clumsy combat, and broken stealth. They’ve buried what made Assassin’s Creed special beneath layers of corporate nonsense. ====== now i have deep respect for Joan of Arc — a soul of purity and conviction. But if Ubisoft keeps rewriting history this way, I half-expect them to twist even her story next: “Joan of Arc was secretly a Templar agent who oppressed peasants and was burned by an Assassin in disguise.” That’s exactly the kind of tone-deaf, lore-breaking nonsense this studio would do at this point. May Joan’s spirit remain pure and at peace — and may she look down upon what her people have become: a nation of hollow consumers, blind to thought, detached from meaning. === overall , assassins Creed Shadows has one thing going for it — the visuals. Everything else is dead on arrival. Combat is stiff, story is hollow, gameplay is pointless — a triple-layer disaster under a pretty shell. Ubisoft, every single person involved from top to bottom seems lost in a self-indulgent dream. You’re not creators, you’re pretend artists wearing diapers, pacifiers in mouth, imagining yourselves geniuses. If it weren’t for the blind loyalists you’ve trained to worship your work, no one would still care about this disgraceful mess.
  • Bruno R.
    3.4 of 5 stars Verified purchase
    Honestly, while Ghost of Tsushima may have a bit more of the authentic samurai atmosphere and immersion in Sengoku-era Japan, Assassin's Creed: Shadows' story has immersed me -- and impacted me -- to a much greater degree. The prologue alone had me feeling genuine emotions that I wasn't really expecting from an Assassin's Creed game, particularly regarding Naoe's story. Without spoiling anything, there's real narrative weight in her intro and emotional development that caught me off guard. The dual protagonist approach does indeed work remarkably well. Naoe's storyline is incredibly compelling, weaving personal loss with themes of honor, rememberance, and resistance in a way that feels earned. Yasuke's storyline is quite strong, as well. It's authentic to the time period, a little over-the-top in some ways -- but still grounded -- while bringing a fresh and interesting viewpoint to the setting. I don't really want to wade into the culture war nonsense, but if any of those controversies have stopped you from enjoying this game or led you to downrate it -- you're doing yourself a disservice. Judge it on its actual merits: strong writing, two fully-realized protagonists, and period-authentic stories that complement each other beautifully.
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