First time [i]Assasins Creed[/i] player, but pleasantly surprised, although everything is [i]pretty[/i] familiar for any [i]Far Cry[/i] fans. Anyway: gorgeous game (although not as vibrant as, ehm, [i]other[/i] recent AAA entries in the "open-world feudal Japan" category), with an actually-engaging story (unlike, well, those other games). Some novel mechanics, like meditation (a soothing rhythm-based activity with bonus flashback scenes), scouts (although I never really got the hang of that), as well as a bunch of mumbo-jumbo about (de-)synchronization, "Memories" and "the Guide" that I don't quite get either (and had to quit out of several of these missions as the objective was entirely elusive), but, hey... Bonus is that the game is [i]actually[/i] educational: geography, shrine etiquette, tea ceremonies, tons of history, provided you care to read all the codex entries. You get to play two distinct personas: a nimble ninja (never realized that the flowing lines of Japanese architecture are so amenable to parcouring up!) as well as a tanky samurai (but, don't worry, he can climb up to viewpoints too and the conviently-placed hay heaps break his fall just, ehhh, enough, which is good, as he [i]is[/i] a bit more unsteady). It makes for a nice change and allows you to alternately (even rather seamlessly) explore various playstyles, which is a good thing, because although the map is [i]huge[/i], the activities to be found there are not very varied, and once the initial novelty wears off, things get tedious very quickly. Like when you discover that most castles and such are straight off the very same IKEA catalog page... Not quite boring enough to abandon the main story entirely, which fortunately does not require too much progression outside of it, but the mid-game slog is by far the biggest weakness of this title (and, judging by the steep drop-off in players that achieve the end of part 1 vs part 2, that's a game-problem, not a me-problem...). The game is [i]very[/i] open-ended (a.k.a. vague, but, hey, there's a whole Internet these days containing all the guides you need, oh, and a game mode), which is OK up to a point, but the virtual world is not always up to the ambitious goals of its designers. Like, I need to get some silk, and I'm on a pirate ship that [i]cleary[/i] has some of that on deck -- I mean, I'm looking right at it! However, I can't [i]get[/i] it, because the game insists I should be on the [i]other[/i] nearby ship, where the developers have placed the requisite chest to actually give me the loot. And, yeah, I [i]understand[/i] why this is, but still... Also, there is just [i]way too much[/i] stuff to collect: it just leads to FOMO (just one more legendary chest to loot!), but, wait, do I [i]actually[/i] need 20 katana, each with [i]slightly[/i] different stats? No, in fact, I do [i]not[/i], and cutting down on all those diversions, while introducing more stuff that actually [i]matters[/i] would greatly improve the situation. Finally: the forced Ubisoft account nonsense has always made it annoying to [i]start[/i] their games, but this time around actually [i]actively spoils[/i] the experience since it places 'community photos' on the map by default. So, yeah, you're searching for someone. Where could they be? Maybe at the spot where several other players-that-you-don't-know-and-don't-[i]want[/i]-to-know left their graffiti? Nah, surely not... And then you get several kinds of pointless points that you can spend in some kind of superfluous 'store' for some unnecessary reasons, in addition to all the complexity that is already in the game. Please! Just. Stop. It! If I want to be on Facetube or Youbook, I'll just go there!