After a day of interviews with Ubisoft and a win streak I had no business being on, March of Giants still had one game left in it. The team that built it — Siege veterans Xavier Marquis brought out of Amazon and back to Ubisoft Montreal — had already sold me on soldiers you can command, Battleworks you can drop on the map, and 4v4 matches that end when two Bastions fall. None of that prepared me for pickup against a stranger the other writers would not shut up ab
After a day of interviews with Ubisoft and a win streak I had no business being on, March of Giants still had one game left in it. The team that built it — Siege veterans Xavier Marquis brought out of Amazon and back to Ubisoft Montreal — had already sold me on soldiers you can command, Battleworks you can drop on the map, and 4v4 matches that end when two Bastions fall. None of that prepared me for pickup against a stranger the other writers would not shut up about.
After wrapping the interviews, we had about an hour left, so I walked back to my station for another game. Most of the players and developers were off doing their own interviews. I got relegated to bots.
A few minutes in, a dev pointed at me. “Want another game?”
“Of course, dude.”
In a few minutes we had slapped together whoever was left. Another writer and two developers on my side. The same setup across the table. Sitting across from me was one of the other writers. Her name escapes me, so for the sake of a name, Brit.
Brit could not stop mentioning how excited she was to play with Aaron. “Is this Aaron guy pretty good?” I asked. At this point, we were all buddy-buddy. “Oh, he’s some really good League of Legends pro,” she replied. “Like a Diamond?”
“I think he said Master?”
Yep. (Image credit: Disney)
Master is the third-highest rank in League, the top 1 percent of the player base. I never confirmed it. By the end of the match, I needed less proof.
I picked my current favorite giant, Ossuary, whose ultimate raises an army of the dead. Basically, The Return of the King scene with way fewer steps. Everything else felt normal. I fell into the old MOBA trance: baiting people into reach abilities, ticking health until they had to back, even catching myself trying to drop a ward.
I got a kill, died once, picked up a few assists, and was already pacing behind my team. Then I ran into who I can only assume was Aaron and ate an ultimate.
Better decision, don’t go for the revive, don’t walk into that. Being the lowest level on the team doubles it. I needed to change something.
Down, and my teammates were losing mid. I started blaming myself. That old sinking feeling crept in. I hadn’t lost all day. We were on a stupid win streak, and I had been having it. Facing a real challenge, I was getting dominated in-game and in my own head. It wasn’t that I stopped having fun. In competitive games, I always feel like the loss is on me.
Better decision, don’t go for the revive, don’t walk into that. Being the lowest level on the team doubles it. I needed to change something. It got worse first. While I pushed mid, top got blasted. I rotated as fast as I could. They took our Bastion anyway. We were squared up around 14k. Aaron was sitting on a comfortable 20k.
That’s when “Welcome to the Jungle” started playing in my head.
Jungle for the win
I AM THE DANGER! (Image credit: Ubisoft)
You see, MoG has its own mixture of jungling. You can take out enemy shops to earn Acolades that let players supercharge their abilities with more range, projectiles, damage, etc.
These are permanent buffs, so getting them when you can is pretty crucial. However, until then, we hadn’t been high enough level to take them out, let alone stay alive against this guy.
Jungle crawling around, I managed to grab an Acolade alongside some much-needed extra gold. I mean, at this point in the game, I might as well have been Smaug from The Hobbit (Alright, two Lord of the Rings references) with how much gold I was sitting on.
March of Giants has its own mixture of jungling. You can take out enemy shops to earn Acolades that let players supercharge their abilities.
Still, I wasn’t quite near Aaron; I was still a decent amount behind him. That’s when the 26-minute mark hit, and we took our first Bastion, the bottom lane! Yes, this game was so back and forth that it doubled the length of any of my previous sessions.
Not only did we take the Bastion, but we also dropped two of their players, including A-A-Ron. We were back in it, and things were heating up. Now, I kept pace with the enemy, only a few thousand behind the other team; I was well over 4k above my next teammate as I ganked their low-level player for some easy experience.
Who's rage baiting who now, Aaron?! (Image credit: Ubisoft)
However, only minutes later, we were battling for our very lives in mid lane. The entire enemy team brought down the hammer and managed to wipe two of us off the map. The two who went down? The writers.
The developers, backed against the digital wall, pulled off a miracle by fending off all four foes like heroes in a last stand. Dropping two with the added aura farming.
Barely two minutes later, the enemy surged down our bottom lane, but the devs dug in, defenders to the core, while my teammate and I slipped around the flank, pouncing. Three fell at our feet, including their Master Aaron!
The room erupted, a chorus of cheers from journalists and developers alike.
Knowing this was our chance, with enemies stuck behind the ever-haunting respawn timer screen, we pushed toward the middle. Victory, seconds away. I didn’t just cheer. I exploded out of my seat like a firework, as if the Vikings had finally clinched the Super Bowl, shouting “YES!” like it was the final thing I’d ever say. Super embarrassing to think about now.
The room erupted, a chorus of cheers from journalists and developers alike. Still riding the adrenaline wave, I walked to the other side of the room, searching for the legend I’d just managed to best, and asked:
“Who the hell is Aaron?”
March of Giants Pioneer playtest launches on October 7, 2026, and runs until October 18. The game will be available exclusively on Steam.
"Play as a towering Giant, rally hundreds of Soldiers, and deploy Battleworks that turn familiar lanes into shifting front lines. Request access below to join future playtests."View Deal
Join us on Reddit at r/WindowsCentral to share your insights and discuss our latest news, reviews, and more.
Stepping into Ubisoft Montreal felt like wandering into a building of my past dreams. A place so storied, I half-expected the walls to hum with echoes of digital legends. Imposter syndrome clung to me like a cosmetic skin. Many of us have our own hallowed studios, the ones whose games have marked the calendar years of our lives, sometimes for decades.DEAL: Get Surfshark VPN 86% OFF with Windows Central 🦈Ubisoft Montreal is that studio for me. Ever since I was 13
Stepping into Ubisoft Montreal felt like wandering into a building of my past dreams. A place so storied, I half-expected the walls to hum with echoes of digital legends. Imposter syndrome clung to me like a cosmetic skin. Many of us have our own hallowed studios, the ones whose games have marked the calendar years of our lives, sometimes for decades.
Ubisoft Montreal is that studio for me. Ever since I was 13 and played the first Splinter Cell game, the studio has gone on to make all the Tom Clancy Rainbow Six games, all the original Assassin’s Creed games (including Origins and Valhalla), and every mainline entry for Far Cry (other than 6).
And that’s merely scratching the surface. Their presence in the gaming world is nothing short of legendary. So when word reached me about March of Giants, the title itself seemed sculpted to honor the towering reputation this studio has built over nearly three decades.
Not quite the same, but Siege was inspired by MOBAs, believe it or not. (Image credit: Ubisoft)
A few years ago, Rainbow Six Siege director Xavier Marquis decided to take on a new challenge. He’d always been fascinated by the MOBA genre and decided the time was right.
Opening a studio under Amazon, Xavier and many veterans of the Siege franchise began work on March of Giants. Emilien Lomet (former Game Designer of Siege), Alexandre Parizeau (Former Managing Director and current Studio Head for March of Giants), and even Laure Guilbert, who was the Product Director for Siege and is now March of Giants.
Needless to say, competition is at the heart and soul of March of Giants.
One thing led to another, and Amazon, which couldn’t keep up with the pace of game development, let the studio go. However, before the studio closed, Ubisoft swooped in, saved the project, and brought people back home to the studio they could yet again call home.
After getting a chance to play March of Giants, I am more than happy Ubisoft did. But one final remark before diving into the game. I’m going to Quentin Tarantino this a bit and leave you with this for a while: “Who the hell is Aaron?”
So, what is March of Giants?
March of Giants blends MOBA and RTS, with the former leading the way. Think League of Legends, then imagine minions you can control and deploy, plus items you can build on the map. The game’s lore draws loosely from the trenches and turmoil of World War I, but with a fantastical twist.
March of Giants both adds to and takes away from the standard MOBA formula in ways I absolutely love.
Each side commands colossal giants, titans who loom above the battlefield as myths come to life. There are no strict historical allegiances here, no “Germany versus Europe.” Instead, the sides are purely invented, a stage for the gameplay to take its curtain call. March of Giants both adds to and takes away from the standard MOBA formula in ways I absolutely love.
RTS Elements in my MOBA? Taking on other MOBAs
Making use of Giant killing technology while I can. (Image credit: Ubisoft)
When I spoke with Emilien Lomet, Senior Game Designer, I asked how they felt about taking on the Giants in the space, like League of Legends, Smite, and Dota. Did they believe they had enough to take some away and make them fans of March of Giants instead?
“We're very excited about the game. We have a team that loves multiplayer online competitive experiences. A lot of people that were on Siege and the Siege team drew inspiration from some MOBA mechanics when they built Siege as well. Xavi is a big fan of MOBAs and RTSs.”
Siege is one of the more complicated games in the industry in terms of mechanics. With a total of 77 operators, all using different weapons, gadgets, and their own unique abilities, it’s not a wild comparison to make at all!
That's a big explosion, that actually hurts if you stand in it, so be careful! (Image credit: Ubisoft)
Emelien continued, “We love MOBAs, and we want to bring innovation to the space. I'd say there are three main things that we feel are very distinctive. The number one is the soldier system. You have thousands of soldiers on the battlefield. You, as a giant, can get close to soldiers. They'll rally around you.”
Minions are the soldiers on the battlefield. Militia, tanks, and even cavalry. Your standard-issue riflemen make their way down lanes like in any MOBA, as do the tanks, but any soldiers under your influence can be commanded to charge toward and around units.
Players can send them after foes to tangle them up, or head off another player's set of soldiers. When coming toward turrets, the player even gains speed when making their way alongside their own men.
Even more beautiful is the ability to recall or divert your units. Send them around a barrier or wall, and you can redirect them toward another player or unit to take out.
You can even pick up resources like gold and supply crates, which grant players the necessary resources to deploy troops manually, or even better, build Battleworks.
Making my way toward a teammate putting up their own Battleworks, we make our stand. (Image credit: Ubisoft)
Emilien added, “The other one we have is what we call Battleworks. We have a set of army reinforcement commands that you can use, and those are sort of light RTS elements. They allow you to modify the map or the battlefield. One of them is calling soldier reinforcement, one where you can build trenches to protect your soldiers and defend against other waves of soldiers. We have cannons that help you against units and soldiers, etc.”
Battleworks are March of Giants’ answer to the classic RTS building. Streamlined, yet brimming with tactical possibility. Forget the granular micromanagement of farms and villages; here, players carve trenches for their troops, drop Anti-Giant cannons like thunderbolts, and send cavalry charges booming across the map.
We have a set of army reinforcement commands that you can use, and those are sort of light RTS elements. They allow you to modify the map or the battlefield.
Emilien Lomet, Senior Game Designer
Battleworks also lets you manually call in soldiers or tanks to take Bastions. Basically, they’re freaking sweet, and somehow feel right at home in a MOBA.
“Then the third one, I think, is sort of like our universe. We have a sort of military fantasy universe that's inspired by the technology from, like, World War I a little bit, but with a bunch of stuff thrown in, a little bit of steampunk fantasy stuff in there. And I feel like that also gives our game a very distinct feel and aesthetic.”
I couldn’t agree more. Among March of Giants’ many charms, its aesthetic stands out. A visual identity that’s crisp and unmistakable, yet invitingly familiar. It sidesteps the uncanny valley of other live-service games, striking a balance between originality and comfort.
You get to play soon!
Some of the coolest concept art, no AI used here! (Image credit: Ubisoft)
When asked about the possibility of expanding Battleworks, Lead Producer Alexandre Parizeau said these things start and end with player feedback, which players will have the opportunity to give in just a few days.
Alexandre started, “So it's a live game. We have a ton of ideas that we want to build and grow. Starting with our playtest, we have our 16 playable giants. We have the battleworks. We have our Warshell progression system. All those things and everything around it are things that we hope to be able to grow and scale with player feedback.”
“That's also why we're starting this sort of release plan with a Pioneer play test to get feedback and see what people use and like. And so we can observe that as well and sort of shape the game with player feedback and determine what needs to scale over time based on that.”
All those things and everything around it are things that we hope to be able to grow and scale with player feedback.
Alexandre Parizeau, Lead Producer
Starting on October 7, players will have their own chance to try out March of Giants during their Pioneer playtest. We will have — and I say 'we' because I’ll be playing too — until October 18, when the playtest ends.
What else separates March of Giants from other MOBA titles? Everything else is Lasifaire: standard equipment layouts, great abilities, and an Ultimate ability. But there’s one thing missing that I actually prefer: there’s no core!
That’s right, there’s no main core for the players to take out. Instead, the first team to destroy two Bastions is the winner, meaning most matches take just that much less time than other MOBAs. To top it off, rather than the standard 5v5 format, March of Giants is 4v4! This makes for smaller, tighter matches and shorter queue times!
Quick-fire matches and inventive spins on a beloved formula. This game was pure, unfiltered fun. Every round felt like a new chapter in a book I couldn’t put down.
Why was I having so much fun?
Stand a Giant amongst men. (Image credit: Ubisoft)
New MOBAs are rare, and most of the ones that show up feel like reskins. Deadlock, a hybrid shooter, is one of the few recent exceptions that stuck. Everyone else stays with League of Legends, Dota 2, and Smite 2.
Novelty is its own thrill, but March of Giants lingered after the screens went dark. Few playtests have left me with that itch: one more match, one more shot at glory. Every round I wanted to try someone new, and I was afraid I’d find a giant more fun than the one I was trying to master.
A bunch of (content creators) asked us to play our game until midnight. And it turned into a little LAN party in our studio.
Laure Guilbert, Marketing Director
Near the end of our time, I thought back to Laure Guilbert, marketing director for MoG. At the close of every interview, I asked if there was one thing they wanted said about the game. Her answer matched the room.
“So we had some content creators with us the night before you came, and a bunch of them asked us to play our game until midnight. And it turned into a little LAN party in our studio. I got home at 1 a.m., and here I am this morning! And it felt like the second paycheck at the end of the day. It was absolutely incredible. And I think that's been the highlight of the three years I've been working on this project. It's like they just wanted to keep playing.”
You know exactly the kind of person who's gonna be using her for fan art. (Image credit: Ubisoft)
“They wanted one more game. They played against the devs! We have yet to be defeated. And it was an amazing experience. And that's a testament to the hard work of this entire dev team, the vision of this project, the love and care. It's a game that I think is made by tremendous talent and that by far was the most incredible thing I've experienced in the last three years of games.”
“It felt like the old days of, like, you're sitting, you're ordering pizza, and you're doing a LAN party together, and you're just all playing together. Shout out to everybody that believes in our game.”
As someone in their 30s, I can’t tell you how much I miss those nights. Staying up until the crack of dawn with 16-year-old buddies, sweating over Call of Duty and Halo, slamming Monster.
The only thing that used to ruin those nights was cheaters. I have good news on that front, and it deserves its own piece right after this one. With the technology cheaters have today, they should be nonexistent here. Which leaves the other question I walked in with, and the match that answered it. Who the hell is Aaron?
Find out with the story of my more personalized final match, coming tomorrow.
March of Giants Pioneer playtest launches on October 7, 2026, and runs until October 18. The game will be available exclusively on Steam.
"Play as a towering Giant, rally hundreds of Soldiers, and deploy Battleworks that turn familiar lanes into shifting front lines. Request access below to join future playtests."View Deal
Join us on Reddit at r/WindowsCentral to share your insights and discuss our latest news, reviews, and more.
I’ll admit it, I’m the guy who side-eyes sequels and especially prequels. Maybe it’s childhood trauma from sitting through the first three Star Wars movies, but prequels and I have never really gotten along.I don’t know what it is specifically, but the prequels I come across tend to be pointless. Adding nothing to the existing story, or go off in different directions that have no relation to the original stories. That’s where Resonance: A Plague Tale Legacy is di
I’ll admit it, I’m the guy who side-eyes sequels and especially prequels. Maybe it’s childhood trauma from sitting through the first three Star Wars movies, but prequels and I have never really gotten along.
I don’t know what it is specifically, but the prequels I come across tend to be pointless. Adding nothing to the existing story, or go off in different directions that have no relation to the original stories. That’s where Resonance: A Plague Tale Legacy is different.
The deeper I got into the game, the more I realized just how good it really is. The story doesn’t just tag along for the ride; it actually builds on the Plague Tale universe. And Sophia? She plays nothing like Amicia de Rune, which is something I didn’t know I needed so much of.
Resonance: A Plague Tale Legacy is like the best recipe from Asobo Studios, mixing in the action vibes of the Tomb Raider reboots and tossing in a dash of early Assassin’s Creed storytelling. The result is that Resonance easily becomes the best Plague Tale game so far.
From the stillness of silent trekking to open-area sword combat, Resonance: A Plague Tale Legacy is both similar yet an entirely reenergized overhaul of the Plague Tale we’ve grown to love in all the right ways.
This review was conducted using a pre-release code of Resonance: A Plague Tale Legacy provided to Windows Central by Asobo Studios. The company had no input or prior knowledge of its content.
Resonance: A Plague Tale Legacy — Story
The labyrinth awaits (Image credit: Michael Hoglund)
As I said in the beginning, prequels are very hard to get right. One of the many repeated mistakes I see with prequels is the lack of ties into the story of the main entries. Something substantial has to be there, not just a hook where both main characters once ate at the same diner or some other crap. While I obviously am not the one who’s going to spoil a single second of Resonance’s fantastic storytelling, I will say that the tie-ins are more than sufficient to warrant a prequel.
From the jump, you can feel the Plague Tale DNA pulsing through the game. You step into the shoes of young Sophia, darting through crowds with a frame not much bigger than Hugo de Rune. Her childhood wasn’t great, as growing up in a house of God wasn’t exactly a blessing. The Nuns put her through a gauntlet of injections, sparking nightmares of a mysterious island that sends her father, and eventually herself, on a quest for the reasons behind the dreams.
The deeper she dives, the further her connection with the island grows; a reimagined story of the ancient Greeks’ Minotaur island. The contraptions of Daedalus, Minoan civilization, and the myth of the Minotaur all blend beautifully and terrifyingly with that of the Prima Macula, the main “antagonist” of the Plague Tale series.
That same connection with the island grants her a unique ability to see into the past of Theseus, legendary hero of Greek mythology. These sequences offer a glimpse of new details she may have missed, or of a puzzle that went missing centuries ago.
Follow in the footsteps of a legend. (Image credit: Michael Hoglund)
Both stories unfold over the 10+ chapters of the game, and I was absolutely hooked. I’m an absolute sucker for ancient mythology, and when you add a new take on top of it? Sign me up!
The pacing of Resonance never once felt dull, not even for a moment. Tension was high nearly throughout the game, with quieter moments offering a much-needed respite. Honestly, by and far this is one of the best narrative-driven games I’ve ever played.
My only major plothole was the random intervals of enemies you come across in the game. You’ll enter locked areas that no one has entered for centuries, and that your friends have tried to enter for years.
Finally, with the right equipment, you get inside, only to be met by an army of men that followed you to the island. Their constant invasion into spaces that are otherwise sealed felt beyond odd, but at least I got to kill them all!
Resonance: A Plague Tale Legacy — Gameplay
The combat is gorgeous in motion, and in photo mode! (Image credit: Michael Hoglund)
The big kicker with Resonance is the newly added gameplay mechanics that nearly overhaul those of the previous games. Gone are the days of knocking guards out with stones; in are the split-second parry moments of Sophia.
Sophia gets her hands on a bunch of different swords, each with its own twist that bolsters some talent of hers. She can block, and if you time it right, pull off a parry that fills up the enemy’s stun meter. Once that’s maxed out, you can land some seriously heavy hits through the use of Critical Strikes.
Sure, these mechanics don’t sound astonishingly new, but what’s there is incredibly polished. I don’t usually see developers that nail that feel from stealth jump to melee combat with any success, as there always seems to be a specialty that they’re better at. But Asobo Studio has disregarded that notion and succeeded.
They nailed the flow of combat in a way that feels responsive and intuitive throughout the campaign. I never once thought, “Wow, I really wish this worked better, or it wasn’t like this,” which is a rarity for someone like myself who prides their gameplay on Soulslike adventures.
Parry strike, rinse and repeat. Can get tedious, but it's so fluid that it never truly feels old. (Image credit: Michael Hoglund)
That’s not to say Resonance is some game-changing masterpiece, but it’s very refreshing to see a developer who can deal with opposite genres so well. Some small things that could be improved? Absolutely, but they won’t break the game for anyone.
Things like Sophia’s rope hook feel a little pre-programmed. Like, I know this isn’t Naughty Dog we’re talking about, so I don’t expect Nathan Drake levels of swinging, but I also didn’t expect every rope interaction to be static.
Climbing walls is straight up and down, while swinging from rope hook placements above your head, which there are plenty of, is also fairly static. I feel like this mechanic alone could have been spruced up just a bit, and the world expanded as a result of it.
Take, for example, the puzzles. Clearly, a lot of refinement and effort went into making the puzzles of Resonance more so than any before. Partly because the scope of said puzzles has expanded beyond fire and into the use of more directional-based lighting mechanics.
Finding the right angle for this triple light mechanic can be an absolute pain. You can be off by mere feet at times, and the perfect lineup can be a chore. But it's worth the loot! (Image credit: Michael Hoglund)
As you progress, more puzzle mechanics are unlocked, and with that, the equivalent level of difficulty. Resonance does a very good job of providing environmental clues as time goes on without being completely blatant about the solutions (although there’s a clever amount of that as well).
Mirror usage, for example, is pretty frequent, but the ways in which you use mirrors develop over time. Subtle yet noticeable hints lead you in directions of these mechanics without some massive text tutorial spelling it out for you. Even puzzles that aren’t so obvious will see Sophia using her notebook to jot down answers or clues that players can make use of to solve things that aren’t so obvious.
With that said, it wasn’t always perfect. I did think some of the puzzles were either too simple or relied too heavily on using the notebook. For me, it felt like the notebook couldn’t decide whether it wanted to be optional at times or mandatory to use. This makes sense early on (if you play the game, it makes even more sense), but as you progress, it becomes narratively weirder to rely on.
Resonance: A Plague Tale Legacy — Performance, graphics, and the world
Absolutely stunning at times. (Image credit: Michael Hoglund)
Yet again, another stellar showing from Asobo Studios. While the worlds of Plague Tale have always been nothing short of beautiful, what the developer has done between the interwoven worlds of Sophia’s present and her linked past is none other than masterful.
The Plague team has always had a special way of depicting worlds on the brink of collapse, but it’s always a pleasure to watch them distribute beautiful environments as well. Much of the Ancient Greek portions are gorgeous to look at, and more often than you’d think, I found myself taking a moment to pause and look over my 4K OLED screen to get a better look at each individual thing on screen.
All of this beauty surely comes at a cost, right? Well, yes, at least if you’re looking to run it at native 4k Ultra settings. But if you’re willing to run things with a little DLSS Quality or Balanced, you’ll be just fine.
Not a single time did I stop and say, "Wow, that's ugly." (Image credit: Michael Hoglund)
The two builds I used were my laptop with a 4060 mobile chip at 1080p, and my main rig, an RTX 5080, 9800X3D, and 64GB of CL30 DDR5 RAM at 4K. For each, I ran at Ultra settings, with DLSS set to either Quality or Balanced, and I don’t recall ever dropping below 60 frames per second. In fact, I played most of the game well above 100 when mixing in a little frame gen.
Yes, I know, “Boo, frame gen sucks!” and I hear you, but hear me out too. Frame gen works rather well when a game is already pushing past 60, and even better when it’s not a twitch shooter. On third-person action games, the difference in smoothness far outweighs the precious sadness over “fake AI frames.”
Note: I did not get a chance to test the Xbox version, but I've been told it targets 60 fps with a dynamic 4k resolution.
Resonance: A Plague Tale Legacy — Should you buy it?
Does Theseus live up to the legend? (Image credit: Michael Hoglund)
Short answer: yes. Long answer: yes. Fully summarized answer: this game isn’t for your normal everyday Call of Duty or Madden player. Games like these are meant to be played by those who are drooling for gorgeous vistas, well-planned puzzle mechanics, and a story that forces you to feel.
Resonance: A Plague Tale Legacy is beyond a shadow of a doubt the best entry in the series. Every new title showcases just how far Asobo has come in terms of quality and talent on their team.
I can’t believe I’m already saying this cause this game hasn’t even technically released yet, but I absolutely need a sequel to Plague Tale: Requiem with Amicia, Sophia, and crew. That, or whatever this studio decides to make.
Resonance: A Plague Tale Legacy
Resonance: A Plague Tale Legacy delivers a compelling prequel that meaningfully expands the series’ lore by weaving Greek mythology into the Prima Macula’s origins through young Sophia’s perspective. Polished combat, refined environmental puzzles, and dual-timeline storytelling create a more action-oriented yet still tense experience like its predecessors. Stunning environments and strong performance round out what feels like Asobo’s most confident and complete Plague Tale entry to date.
Join us on Reddit at r/WindowsCentral to share your insights and discuss our latest news, reviews, and more.
When I saw the first Mortal Shell 2 trailer, I didn’t think this was a sequel in any way, shape, or form, at least, not until the title screen cropped up. One person on my team said, “Dude, I can’t wait,” which had me super confused. You see, I didn’t really like the original Mortal Shell. Cool concept, but I was very “meh” on it. So why make a sequel? The first game wasn’t exactly setting the world on fire. It felt clunky and awkward and honestly suffered from a
When I saw the first Mortal Shell 2 trailer, I didn’t think this was a sequel in any way, shape, or form, at least, not until the title screen cropped up. One person on my team said, “Dude, I can’t wait,” which had me super confused. You see, I didn’t really like the original Mortal Shell. Cool concept, but I was very “meh” on it.
So why make a sequel? The first game wasn’t exactly setting the world on fire. It felt clunky and awkward and honestly suffered from a case of the mid. I’ve heard plenty of other Soulslike fans say it wasn’t worth their time, and I’m right there with them.
That’s when I saw gameplay and immediately corrected my original impulse. This wasn’t a sequel; rather, it was an entirely revamped adventure, becoming an experience that I imagine the developers, Cold Symmetry, wanted the original game to be. The world was deliciously dark, painted by brutal combat, adhered to by a diverse set of shells, abilities, and areas for players to blindly lose themselves in.
Mortal Shell 2 is every bit of a do-over that Lords of the Fallen took when they jumped from the first 2014 title to 2023. Expanding, refining, and rediscovering the original hook in a way that not only feels right at home as a Soulslike but also as a rarity, feels unique enough that it’s not a simple Dark Souls knock-off like so many try to be.
This review was conducted using a pre-release code of Mortal Shell 2 provided to Windows Central by Cold Symmetry. The company had no input or prior knowledge of its content.
Mortal Shell 2: Gameplay
A little musical downtime fuels the killing. (Image credit: Michael Hoglund)
Normally, I’d kick things off with a nod to the story, since that can be just as important as gameplay. But this is a Soulslike, so let’s get real and talk about what matters most: the gameplay. And honestly? It’s awesome.
Right out of the gate, the camera settings threw me for a loop. The default is this so-called “Cinematic” over-the-shoulder view, just like the first game, and honestly, it’s not great. Trust me, switch to “Action” mode as soon as you can. You can actually see what’s going on around you, instead of catching the action after it’s already happened.
Then you’ve got your standard light and heavy attacks, ranged combat, and abilities, as well as passive and actionable use items. Followed by multi-use healing items that level up over time and your “Beacons,” which are basically bonfire checkpoints, with that added twist that they must be cleansed via a minidungeon completion to grant special items.
But let’s get to the real star of Mortal Shell 2: the Shells!
Proxima is currently my go to, but other Shells are growing on me as I strengthen their bond. (Image credit: Michael Hoglund)
If you’re unfamiliar, Mortal Shell is based on the concept of the main character being what is called “The Harbinger”, who has the innate ability to use formerly alive warriors known as “Shells”. These Shells grant the Harbinger unique passive and active abilities for the player to make use of.
Right now, my favorite Shell is Proxima. She zaps enemies from a distance with lightning, yanking lighter foes straight to her or launching herself at the big guys. The lightning staggers them, so you can pile on the hits or make a quick getaway if things get too crowded in the area.
Her passive gives you a shot at cutting incoming damage in half, whether it’s ranged or melee. You can level up both her passives and actives, stacking even more damage resistance or getting extra chances to fry enemies with lightning.
The Shadow Shell, otherwise known as Tiel. (Image credit: Michael Hoglund)
Then you’ve got Shells like Tiel, who turns you invisible after a perfect dodge, or Gragu, who ditches the usual healing item for a “Resonant Heart” that only charges up as you rack up kills. More kills mean more health, easy for the good!
And that’s just scratching the surface. There are eight Shells in total and sixteen weapons, both melee and ranged, and you can mix and match however you want. Most players will have different experiences even with the same Shell, since you can upgrade different abilities with Shell Points or Glimpse and really make each Shell your own.
The list of active and passive abilities further expands these combination opportunities, with things like poison resistance or spectral fighters that summon alongside the player based on a percentage chance of every swing. There’s a lot packed into a $50 game!
With that said, there are some minor "oops, that's not right" moments that occur. Like, I often found my perfect parries failing because the enemy would completely miss my character entirely, and not because I was backing away, but because the enemy just didn't connect.
For fights with foes you need to counter, this can become somewhat frustrating. Other similar issues can crop up during your time, where enemies will fly off in weird directions.
Then there are some weird animations that leave the player open to attack. Like a standard finisher, or some other entangled animation with one enemy can leave you open to an attack from another. Making use of the standard finisher/damage mechanic is somewhat problematic at times. Not always.
Mortal Shell 2: World Design and Story
Hope you like weird. (Image credit: Michael Hoglund)
One of my biggest gripes with the original was the map design. For the Dark Souls diehards out there, the leap from Mortal Shell 1 to 2 feels a lot like going from Dark Souls 2 to Dark Souls 3. If you know, you know. If not, just trust me: it’s a massive upgrade.
For the unknowing, the original Mortal Shell’s map design felt overly complex, if only for the sake of being so. It lacked defining characteristics or landmarks and needlessly pushed backtracking, which made it very easy to get lost.
This time, the devs clearly listened. The new map gave me that same rush I felt exploring Dark Souls 3 for the first time. There’s a central hub, but most of the world is split into huge, sprawling areas you can get lost in for hours with no random teleport zones breaking up the flow.
Gwynevere, is that you? (Image credit: Michael Hoglund)
More than once, I’d pick a direction and end up wandering through hidden side areas I had no plan to visit. Maybe a well, a tucked-away passage, or some secret spot with a new weapon or Shell. The world opens up in a way that feels planned, not just random happenstance like before.
I know I said in the beginning that Mortal Shell 2 wasn’t a knock-off of Dark Souls, and I stand by that, but there are some definite nods, or moments where the developers are paying homage to the greats of FromSoftware.
Small spoiler alert, but there’s an entire area dedicated to poison-based creatures. Sure, I didn’t have to wade through endless puddles, ponds, and literal lakes of Scarlet Rot, but we all know there’s one studio that invented these horrible areas.
Then, there’s the main nurturing character or NPC that guides you, and that’s none other than a rather largely endowed woman who looks awkwardly close to Gwynevere from Dark Souls 1. Like, if you’re not making a double-take for the first reason I listed, you’ll do it only because it's a definite Dark Souls mention.
A story that makes sense?
No, this isn't Resident Evil, but I definitely got that vibe. (Image credit: Michael Hoglund)
The story is a little more straightforward than your usual Soulslike, but only just. Don’t expect to have everything spelled out for you.
You’re the Harbinger, a being of existence born from one of the uncorrupted Ova or unborn eggs of the Undermother. Your mission is to reclaim the Undermother’s stolen Ova from the creatures, fanatics, and forces that now guard or corrupt them in the world.
After the first game, the Undermother’s corpse crashed down into the world. People started worshipping her remains, and for a while, things were actually peaceful.
That peace didn’t last. Corruption leaked out of her corpse, madness spread, and most of the Ova got tainted or lost. War broke out, temples fell, and the world filled up with mutants, raiders, and cultists.
I want this outfit as a usable one in game. (Image credit: Michael Hoglund)
Most of the Undermother’s unborn kids didn’t make it. You, the Harbinger, are one of the rare survivors, ready to set things right in a world gone sideways.
Most of this story you’ll have to piece together from clues, item descriptions, and cryptic NPC chats. If you’re like me, you’ll probably end up reading someone else’s summary just to make sense of it all, just like I did with Dark Souls and Elden Ring.
I’m someone who can only focus on so many things at once, and for me, I was always more worried about checking every corner for leveling items, shells, weapons, and other trinkets. Even this style of player will be hard-pressed to avoid all story!
After powering up Shells, a total of five memories can be unlocked for each, granting the player a glance into what led to their demise. Whether it be betrayal, self-infliction, or some other circumstance. Each is easily followed along with as the player gains access to more Shell Points and Glimpse.
Mortal Shell 2: Performance and graphics
Our copy of Mortal Shell 2 was reviewed via Steam, using two of my personal computers. A desktop with an RTX 5080, Ryzen 9800X3D, and 64GB of DDR5 RAM at 4K resolution and a gaming laptop with a mobile 4060 at 1080p.
For the most part, I had absolutely amazing performance at either High or Ultra settings, both with and without ray tracing enabled. Very infrequently, I’d notice some frame rate drops, but they were so rare for me that I think I could count them on a single hand.
Given the number of terribly performing games that I’ve reviewed over the last couple of years, it’s so refreshing to get a title that just plays the way it's supposed to while not having to worry about fiddling with one or two overly problematic settings.
I did run into some issues here and there with bugs. Most notably, issues with hit detection or the occasional tutorial message stuck on my screen.
Even more surprising is that Mortal Shell 2 runs on Unreal Engine 5! Something I wasn’t even sure of until I went searching through interviews and game information on the developers' website. Maybe now that Unreal Engine 6 has been announced, developers have finally figured out how to use 5 correctly; yay!
The payoff is that the look and feel of Mortal Shell 2 are awe-inspiring, to the point I legitimately felt irritated there wasn’t a camera mode to take advantage of for screenshots. Instead, many of the shots you’ll see throughout this review are either pulled from in-game cutscenes or cropped from stills I took roaming the area.
Should you buy Mortal Shell 2?
She's looking to buy. (Image credit: Michael Hoglund)
There’s a ton more I could say about this game, but I’d rather not have my editor hunt me down, and honestly, I don’t want to spoil the fun for anyone.
Mortal Shell 2 caught me off guard, not just because it beat my low expectations but because it’s actually a blast to play. Sure, the opening tutorial is the usual slow crawl, but after that, I kept getting that jolt of excitement every time I hit a new area or tackled a fresh Beacon.
I generally don’t feel that way when it comes to Soulslike games from other studios not named Fromsoftware, and it’s not because those titles are bad by any stretch, but they infrequently hold the same level of magic.
Mortal Shell 2 joins the elite group of exceptions to this rule, one that I think I won’t stand alone on. I don’t think I’ll stand alone, and I’m very convinced of putting my stamp of approval on it.
Anyone who enjoys the genre should absolutely look to pick Mortal Shell 2 up. Even with the issues listed, these are far outpaced by the strengths of the game, making an overall sum total that's vast and terrific (many of which I imagine will be largely patched).
I have the strangest feeling that Mortal Shell has a real shot at becoming a grander franchise over time, with a crowd of folks that will be clamoring for yet a third entry. I know I won’t make the same mistake I did before. At this point, I expect more games to come. And yes, I said games.
Mortal Shell 2
Mortal Shell 2 is a full reinvention of the middling original, turning it into a refined and distinctive Soulslike centered on the use of its unique Shell mechanic with abilities that mix freely with a respectable weapon roster.
Join us on Reddit at r/WindowsCentral to share your insights and discuss our latest news, reviews, and more.
I’m usually not one who likes to compare a new game to others, or someone who combines two games and calls it a “child” of the aforementioned counterparts. But I feel like I would be dishonest with the fans of specific games if I didn’t compare in this case.Beast of Reincarnation is part NieR: Automata, a touch of Sekiro, with a semblance of Enslaved: Odyssey to the West, all combined into a beautiful creation that makes me wonder what Game Freak could really do
I’m usually not one who likes to compare a new game to others, or someone who combines two games and calls it a “child” of the aforementioned counterparts. But I feel like I would be dishonest with the fans of specific games if I didn’t compare in this case.
Beast of Reincarnation is part NieR: Automata, a touch of Sekiro, with a semblance of Enslaved: Odyssey to the West, all combined into a beautiful creation that makes me wonder what Game Freak could really do if they weren’t enthralled by the money they make with Nintendo off their Pokémon games.
The first time I saw the developer of Beast of Reincarnation listed, I was floored by what Game Freak could actually do. For years, they’d been on the receiving end of joke after joke for their lackluster open worlds in Pokémon on Nintendo Switch 1 and 2.
Let’s just say this: Game Freak is actually capable of some astonishing stuff. Beast of Reincarnation is proof that developers can sometimes become victims of their own success, bound to endless cycles of repeat games until they’re able to break free and direct something of their own.
This review was conducted using a pre-release code of Beast of Reincarnation provided to Windows Central by Game Freak. The company had no input or prior knowledge of its content.
Beast of Reincarnation: Story
If nothing else, Beast of Reincarnation is absolutely stunning. (Image credit: Windows Central)
The year is 4026, and the world as humanity once knew it is gone. Taken by what they call the Blight, the Earth has been largely replaced by some sort of forest-like organism that dominates the landscape and poisons the populace. Humanity still exists, whether as themselves or the husks of iron golems; the world's future hangs in the balance of one they call “Blighted.”
That person is Emma, an 18-year-old both gifted and cursed by the Blight. Known to the rest of humanity as a “Sealer,” Emma has the ability to use the Blight to her advantage. She grows and manipulates it at will to wreak havoc on those around her.
Koo is the goodest boy. (Image credit: Windows Central)
Alongside Emma is Koo, a dog who also suffers from the Blight. Together, Emma and Koo set out alongside a ragtag set of characters to free the land of the Blight by taking on the big bad, the Beast of Reincarnation. A creature that resurrects itself once every 100 years and must be defeated in order for humanity to survive.
To do so, Emma must go about collecting the powers held within the Nushi, boss-like creatures of massive zones Emma will journey to. Each Nushi collected will grant Emma a new power and further improve her strength and capability to defeat the Beast of Reincarnation.
The overall arc is well done and far beyond anything I've seen Game Freak make to date. While it's not on the same level as NieR: Automata or Pragmata in terms of Eastern-developed stories, it's nice to see them create something more than the ever-loving rival-driven Pokémon games.
Beast of Reincarnation: Gameplay and Combat
Hope you like swords. (Image credit: Windows Central)
Beast of Reincarnation comes labeled as an action RPG, but that term doesn’t really cover what kind of action the game entails. From Assassin’s Creed Shadows and Diablo 4 to Kingdom Hearts and The Witcher 3, the ARPG genre is very undefined in terms of what you can expect.
Which is yet another reason why comparing other games is such a compelling approach in this situation. As the combat reflects that of games like Sekiro and NieR: Automata, but it's nothing like something from Diablo!
Either way, what matters most is the answer to the age-old question, “Is it fun?” Yes! I had a blast playing Beast of Reincarnation.
The combat is a bewildering dance of enemy management. Engage foes when ready, keeping them at a distance, or sneaking up on a group to eliminate one before engaging the whole cohort. Balancing that alongside handling your companion, it might sound overwhelming, but it's not.
Finishing blows are a visual treat. (Image credit: Windows Central)
What I love most about Beast of Reincarnation is how intuitive the controls feel (at least on a controller). Your main weapon attacks, combos, and pet abilities are all within reasonable button combinations that create a sense of power.
I am always the shield or magic guy in Soulslike/ARPG games, so I was pretty terrible with the parries to start. I even gave up playing Sekiro at one point because it wasn’t clicking, and I’m a guy who’s beaten and replayed every other Dark Souls game.
Beast of Reincarnation felt different, or at least, things just finally clicked. After an hour, I felt like I knew what I was doing. A feeling a lot of players have when tackling some of these harder games.
And make no mistake, again, I love these games, but I’m trying to emphasize both the challenge of them as well as the ease of learning. One of the biggest gripes players have with harder games these days is the lack of accessibility or difficulty options, or how hard the games are.
Slice and dice attacks (Image credit: Windows Central)
I’ve never been one to believe that games like Sekiro or Dark Souls should have difficulty options, as that would alter the very core principles those games were built on. Beast of Reincarnation isn’t that, but it's also not a game that will hold your hand through every little niche or problem you come across.
Beast is a perfect reincarnation of the ARPG genre in the sense that it delivers a rewarding, challenging experience yet doesn’t punish the player with lost experience, loot, or something else upon death.
The rewards come in waves with a sense of accomplishment as well as wonder on screen as parries land and enemies fall. New weapons, gear, and other items that grant currency for upgrading both your gear and your home base.
Your main weapon is a samurai sword. Upgradable and interchangeable with other similar swords of varying effects you'll find across the landscape.
This animation is somewhat overused, to say the least. (Image credit: Windows Central)
What I found disappointing in terms of both weapons and combat is that over time it can feel very repetitive. Unlocking combos is a slow process, and weapons aren't all that varied either.
From boss to boss, they look gorgeous, but the combat itself is the general dodge and parry, followed by a finishing move. I find it more frustrating that it seems so much potential was left on the development floor. Even general enemy finishers are mirrored far too often, with every Golem seemingly getting the same backslash attack.
With great horizontal and vertical traversal mechanics, I felt "whelmed" by the combative options to make good use of them. The abilities eventually begin to flesh this out, but they take so long to unlock that by the time you do, you start to wonder if you even have enough time to have fun.
That's not to say it's horrid, not by any means. The combat is serviceable and genuinely fun at times, but the fact that much of the actual development for this game was given to external studios is shown as the entire puzzle doesn't feel as cohesive as it could have.
Walker
Not Texas Ranger (Image credit: Windows Central)
Speaking of which, the main base for player operations is known as the Cleanse Walker. This, straight out of Star Wars, metallic vehicle is a host for you and your party, as well as equipment benches, chicken farms, and even a shower for you and your dog, Koo.
Players can find items out in the world that will grant upgrades to these different little Walker areas, like different seeds to plant so your in-Walker cook can help create new dishes that will bolster your stats as well as keep Emma fed. Hitting a point of starvation will cause Emma to lose out on some of her strength, making a general return to your Walker something that will become habit-forming.
You can also increase bonds with other characters and Koo, which grant extra slots for abilities, or other things like new recipes, upgrade paths, etc.
Those abilities for Koo will be essential, as he adds a plethora of abilities that grant multi-target damage, blinding, and other effects. He can also carry healing items and other small-use gadgets that will help Emma in a pinch. Upgrading his bond with Emma will allow for more slots to become available to use. If he dies (not Emma), the slots reset, so be careful!
I actually quite liked these additions granted by the Walker, but as I said with combat, I just wish they'd have more impact on the overall game itself. Once again, it feels like the mechanic is there but never quite reaches its full potential.
Open world-ish
Areas are similar, but varied enough to feel fresh. (Image credit: Windows Central)
All of this comes neatly packed in a semi-open world. On your pilgrimage, Emma will come across multiple zones of varying size, all of which are open to the player to explore. Checking corners, while not necessary, will lead to treasure chests and Walker upgrade items.
Each new zone comes with a general collection of both corrupted and normal Golems to either fight or buy items from, as well as new enemies packed into different areas that will keep players on their toes, much like the second zone, which literally had me blowing up from self-destructing Golems.
A general Blight-infested look will dawn on each zone, but every one felt very different from the last. The first acting as a training ground of sorts, while leading into narrower, but more vertical areas like an entire city structure with its own underground tunnel system.
What you don’t find on your first go won’t be gone forever, as each zone can be revisited with a simple fast travel back. Meaning anything you might have missed is still up for collection.
The loot isn't game-changing outside of general Walker upgrade materials. What bothered me most was the lack of cool outfits to find! Armor isn't showcased either, as each new outfit
Beast of Reincarnation: Performance and graphics
Performance is a mixed bag. (Image credit: Windows Central)
Here’s where things get a little more complicated. Our main review rig was my Windows PC via Steam, where I run an RTX 5080, 9800X3D, and 64GB of DDR5 RAM. Needless to say, my rig can hang.
On Beast of Reincarnation, I had zero issues running it via my system at 4K with DLSS set to Quality. I was hitting frame rates well above 90, with all the settings maxed out, ray tracing included. When we hop over to Xbox, it’s a different story.
Our own Jez Corden was testing it on his Xbox Series X and reported to me that it was almost unplayable at times. I asked him what kind of frame rate issues he was running into, and in his own words he said, “from 60 FPS down to like 5 FPS,” when running around the open-world zones.
Curiously, I booted up my 4060m laptop, and over there, it ran surprisingly well. At 1080p, I was hitting over 100 FPS with most settings maxed and DLSS 3.5 set to Quality. So, for once, it doesn’t seem to be a bad PC port, but rather a potentially bog-water console port.
Post-launch patches should iron out the issues. (Image credit: Windows Central)
We’ve been told that issues will be ironed out come launch, but as of July 28, 2026, when we last tested the Xbox Series X version, it wasn’t doing so well. I can’t imagine the Series S version is much better!
So buyer beware; maybe check out a couple of day-one patches if you’re unsure about the experience you could potentially have playing on console. Sounds like it could be another Crimson Desert situation. Great PC performance, with a couple of patches needed before the game really shines on console.
You'd think as a result, the world would be jaw-droppingly gorgeous, but it's just okay, I guess? Don't get me wrong, the art direction is wonderful, and I do think the game is rather pretty to look at, but for the performance trade-offs we're currently seeing on console, it doesn't make a lot of sense.
Should you buy Beast of Reincarnation?
Explosion! (Image credit: Windows Central)
If you’re a sucker for the following titles, you should absolutely buy this game: NieR: Automata, Sekiro, Enslaved: Odyssey to the West, Pragmata, Horizon Zero Dawn, Shadow of the Colossus. You get the point.
I think once all the bugs are ironed out, Beast of Reincarnation will become quite a hit with a smaller audience. I don’t believe it’ll reach the heights of something like NieR: Automata, but it's something that I truly feel has the weight to capture said audience with its magic and majesty.
It's also a day-one release on Xbox Game Pass Ultimate and PC Game Pass, so if you're a subscriber to either, definitely add it to your list.
Beast of Reincarnation
If you’re looking for tight combat, well-done exploration, and another beautifully confusing story discovering the definition of humanity, do yourself a favor and pick up Beast of Reincarnation.
Join us on Reddit at r/WindowsCentral to share your insights and discuss our latest news, reviews, and more.
A screenshot from Beast of Reincarnation by Game Freak
Beast of Reincarnation's creators are best known for Pokémon, but this is something completely different, and beautiful.
As it is, Assassin’s Creed Black Flag is one of the greatest Assassin’s Creed games ever made. Buckling gameplay from bow to stern, Black Flag is the title that set a pirate craze in the world. To the point that Ubisoft spent well over a decade developing the cursed game Skull and Bones.Black Flag Resynced factsheet(Image credit: Ubisoft)Genre: Open-world action-adventureReleased: July 9, 2026 Developer: UbisoftAvailable on: PC, Xbox Series X|S, PlayStation 5 Pri
As it is, Assassin’s Creed Black Flag is one of the greatest Assassin’s Creed games ever made. Buckling gameplay from bow to stern, Black Flag is the title that set a pirate craze in the world. To the point that Ubisoft spent well over a decade developing the cursed game Skull and Bones.
Black Flag Resynced factsheet
(Image credit: Ubisoft)
Genre: Open-world action-adventure Released: July 9, 2026 Developer: Ubisoft Available on: PC, Xbox Series X|S, PlayStation 5 Price: $59.99 at Best Buy Xbox Play Anywhere: ❌ Xbox Game Pass: ❌
Even with the dastardly failure of the game, Ubisoft’s vision of a pirate game has crawled its way back in the form of the Black Flag remake, Assassin’s Creed Black Flag Resynced. As a player who gained every single achievement in the original game, you can bet your coin that I had high expectations when it came to this remake.
I’m happy to say that a little over a dozen years after the original game, Resynced is back to claim the piracy title.
Assassin's Creed Black Flag Resynced: The Story
A dashingly handsome man if I do say so myself. (Image credit: Michael Hoglund)
You’re Edward Kenway, the ever-loving and charismatic privateer with a dashing Welsh accent. Driven by dreams of wealth for his wife and glory to boot, Edward sets sail for the West Indies in search of riches beyond measure.
From the start, Edward finds himself in turmoil under a naval encounter that sees his world unraveled and shipwrecked. A shady figure by the name of Duncan Walpole crosses paths with Edward, and an entire world beyond the realm of piracy unfolds before him. One of the shadow and ancient struggles between the Templars and Assassins. The fight between true freedom and control.
Within hours, players will find themselves commanding their very own vessel, the Jackdaw. A versatile ship under the command of a man with legendary pirate friends like Edward "Blackbeard" Thatch, Anne Bonny, Charles Vane, and more. With his trusty crew and mythical friends, Edward looks to create a pirate paradise free from the control of the outside world.
Faced with the decision to play again, I will twice more! (Image credit: Michael Hoglund)
Along this path, Edward discovers the Observatory, Black Flag’s integral piece left behind by the First Civilization that both Assassins and Templars are fighting for. A device that could potentially locate any person across the globe, powers beyond Edward’s imagination begin to clash, with him caught right in the middle.
With everything at stake, Black Flag Resynced, like the game before it, does a wonderful job of depicting a struggle of self-discovery as Edward grapples with his own ambitions as they come at odds with protecting what truly matters in the world.
Unlike the original Black Flag, none of the original modern-day storyline is present. Instead, the entire game is set from beginning to end within the eyes and confines of Edward Kenway. No more will the player find themselves going through the motions of some Abstergo office.
On top of the original story, players can expect extra epilogue missions as well that add more to the world of Edward Kenway.
Assassin's Creed Black Flag Resynced: Sail beyond the original
A blast from the past, but with updated manual aim mechanics similar to Assassin's Creed Rogue. (Image credit: Michael Hoglund)
Everything you loved from the original Black Flag returns in Resynced, alongside a plethora of new activities to explore. From new locations to entirely new end-game missions that expand upon the original story, Resynced is more than just a remake, all while packing itself into a single game.
Modern-day stories have been replaced by Rifts, which are optional quests within the Animus that provide players with a unique “what-if” perspective shift. I won’t spoil anything, but a single one of these missions is far better than all of the modern-day experiences found in the original game, combined.
Alongside the main story, side-quests have also been expanded upon. With entirely new missions that give a better glimpse into some of the game’s most iconic characters, as well as other contracts that begin to number beyond what I’m willing to write about. Needless to say, even players who come fresh from the original will find tons of newly packed story content in Resynced!
There are new dive locations for players to discover as well! (Image credit: Michael Hoglund)
With all the newly minted narrative pieces, Ubisoft also delivered the goods when it came to combat on foot and on the high seas. First, let’s talk about Edward’s expanded repertoire.
Edward’s melee capabilities have been expanded with perfect parries and heavy attacks. Now, when an enemy takes a parryable swing at Edward, a perfectly timed parry will open them up for a devastating finisher.
Players can also add heavy attacks to their swashbuckling swings to engage in melee beatdowns on enemies on their heels. These heavy hits are multi-enemy swings that apply to all melee weapons in the game.
I never get tired of these finishers. (Image credit: Michael Hoglund)
Another fantastic “addition” is the rope dart, a mechanic that was part of the original, but many players felt was unlocked far too late in the game to be of any use. Correcting this mistake, Ubisoft has unlocked it for use within the first few hours of gameplay, as well as expanding on its combat capabilities.
Naval combat, as I said earlier, has also been heavily expanded. Each and every weapon on the Jackdaw now has an added secondary fire mode that drastically changes how the weapon performs. For instance, let's talk about the heated shot for the broadside cannons.
Rather than a single please-don’t-miss-shot, the heated-shot is a close-quarters monster. Enabling a rapid-fire “fire” shot that barrages the enemy with flaming cannonballs. The heated-shot is an up-close face melter when it comes to naval combat, and something I could never go back to the original without.
That’s just one of the added secondary weapons as well, with the upfront chain shots, swivel gun, mortars, and fire barrels all getting some fantastic additions to their arsenals. Open-water combat that was once perfection is now peak perfection.
Assassin's Creed Black Flag Resynced: Looks and runs amazingly
Harpooning is back on the menu! (Image credit: Michael Hoglund)
Very rarely do I get to see a remake that captures the magic of the original while surpassing it in every way. Generally, there’s always something that seems to throw me off, something that the new team felt was needed but doesn’t quite fit the world of the initial creation.
Having played through the entirety of the original Black Flag in 2013, I went into Resynced immediately astonished. The world I had once known has been captured and enhanced in ways my nostalgia-driven mind thinks the original always looked.
Iconic cities like Nassau have been overhauled with incredibly new, detailed textures and meshes, all while triggering memory circuits in my brain I thought had been long lost. My first time on shore activated something in my head that I assumed I had completely forgotten. The buildings all fit perfectly in their places as I had once remembered them.
I can't believe a remake looks this good! (Image credit: Michael Hoglund)
Even trees contain the same pathways I once ran through, while paths leading from ships initiate the same but greatly updated animations of the originals. The entire Resynced experience is absolutely breathtaking in terms of how closely the world has been reimagined while remaining faithful to its predecessor.
With that, you’d think a massive performance hit would come as well, but as someone playing on PC through Ubisoft Connect, it didn’t!
I’m happy to report that I achieved well over 120 frames per second on my build with a little DLSS Quality and Nvidia Frame Generation set to 2x. I know, I know, “frame generation sucks!” I’m here to tell you that as a competitive player, frame generation is perfectly fine in this case, given the native performance I was getting was well beyond 60 fps.
My current build is an RTX 5080, 9800X3D, and 64GB of DDR5 RAM. I was running the game on the Very High preset for most of my gameplay. I bumped it to Ultra settings with ray-tracing and field-of-view maxed, and Resynced still managed to maintain an average of 110+ frames per second.
Assassin's Creed Black Flag Resynced: Should you buy it?
The double Edward experience. (Image credit: Michael Hoglund)
If you loved the original game, then yes, you definitely should. If you've never played it, but love that older-school Assassin's Creed formula, then yes, you should too!
For everyone else, it really comes down to what you're looking for in a game.
While Assassin's Creed Black Flag Resynced is massive, players can adhere to most of the mainline story without too much side-tracking. So if these larger-than-life open-world games aren't your cup of tea, just know that Black Flag Resynced can be played as a sort of linear experience.
For collectathon people like myself, Resynced isn’t quite as bad as the latest Legend of Zelda entries, but you’ll definitely be busy running around each and every island, crossing off the to-do checklist you’re presented with. Especially if you want to grab every cosmetic as I do.
Then there’s an added layer of their new Animus Hub that was originally introduced with Assassin’s Creed Shadows. More points mean more unlocks, which all just feels like an expanded version of their original Ubisoft Uplay Store.
At the end of the day, Assassin’s Creed Black Flag Resynced is everything I’ve ever loved about the series, now dressed to the Blackbeard nines and bursting with new features to keep gamers busy for days. Sure, I’ve been overwhelmed by the treasure trove of things to do, but not once have I played without a grin plastered across my face.
Assassin's Creed Black Flag Resynced
Black Flag Resynced is everything a remake should be, the new gold standard. Whether you played it before or not, you're going to want to check it out.
Join us on Reddit at r/WindowsCentral to share your insights and discuss our latest news, reviews, and more.
Join us on Reddit at r/WindowsCentral to share your insights and discuss our latest news, reviews, and more.
Assassin's Creed Black Flag Resynced screenshot of
The video game industry is no stranger to heartbreaking news, and the latest round of cuts at Microsoft-owned studios is yet another continuation of that. They say people begin to become numb to certain sensations, and it seems we’ve reached a point where my own emotions are beginning to gloss over from this repeated news cycle.On June 25, 2026, gaming reporter Rebs Gaming shared the latest update on X, stating that layoffs had started at Compulsion Games, the te
The video game industry is no stranger to heartbreaking news, and the latest round of cuts at Microsoft-owned studios is yet another continuation of that. They say people begin to become numb to certain sensations, and it seems we’ve reached a point where my own emotions are beginning to gloss over from this repeated news cycle.
On June 25, 2026, gaming reporter Rebs Gaming shared the latest update on X, stating that layoffs had started at Compulsion Games, the team responsible for developing South of Midnight. We knew this was coming, and in effect, many hoped for potential buyouts of these studios so they could continue their work and livelihood under the direction of another publisher.
Compulsions Games were known for their distinctive flavor, with titles such as We Happy Few, South of Midnight, and a personal favorite of mine, Contrast. A film noir-inspired platform puzzle game, Contrast was a perfect encapsulation of the work you could expect from Compulsion Games.
These reductions form a larger shift within Microsoft’s gaming division, as Asha Sharma looks to “right the ship” of the declining Xbox brand. As both budgets and studios within the group have ballooned beyond a reasonable amount, measures are being taken to reduce the issues before an even greater collapse were to occur.
Don’t get me wrong, I’m not defending this whatsoever. Quite a while back, I remember writing another article about the closure of Hi-Fi Rush developer Tango Gameworks, where I mentioned that Microsoft shouldn’t be buying companies it couldn’t afford.
The not so happy outlook for Compulsion Games future. (Image credit: GearBox Games)
One can hope that these layoffs don’t lead to the total closure of Compulsion Games. One can hope their uniqueness is better directed toward games like their earlier entries, such as Contrast, rather than more extensive, less budget-friendly ventures.
Responses to the news have varied. Some fans lament the loss of potential sequels or new ideas from a studio known for taking creative risks. Others argue that such adjustments are essential for long-term viability, especially when resources need reallocating toward projects with broader appeal.
What saddens me is that, regardless of the current need to do so, it seems to me these decisions are still a reflection of the direction Xbox had previously taken. Sure, Phil Spencer is no longer at the helm, but folks like Matt Booty are still present who oversaw previous operations.
To make matters worse, more are still to come, with discussions ongoing amongst a group of studios at Xbox. Ninja Theory, Double Fine, and more are all under the strain of potential closure or layoffs within their walls. We previously heard that Ninja Theory is completely done, with Senua’s reveal being a last-ditch effort to give the studio a fighting chance to be purchased.
Regardless, here’s to hoping the future of these studios is met with a gentle hand, one that will guide them into the light rather than shuttering them forever.
Join us on Reddit at r/WindowsCentral to share your insights and discuss our latest news, reviews, and more.
A disheveled man named Rhubarb in South of Midnight
A disheveled man named Rhubarb in South of Midnight
Amazon Prime Day is here, and like always, we have some of the best deals out there highlighted for you. To add a little flair to it, I am someone who very rarely posts about deals. It’s not my jam, but when I do, you can bet it’s about something I think is a real deal!Introducing the Turtle Beach Velocity One Racing Wheel and Pedal System. One of the best setups I’ve laid my hands on and reviewed in 2024 is now on sale for an absolutely crazy price. Not only tha
Amazon Prime Day is here, and like always, we have some of the best deals out there highlighted for you. To add a little flair to it, I am someone who very rarely posts about deals. It’s not my jam, but when I do, you can bet it’s about something I think is a real deal!
Introducing the Turtle Beach Velocity One Racing Wheel and Pedal System. One of the best setups I’ve laid my hands on and reviewed in 2024 is now on sale for an absolutely crazy price. Not only that, but its sister system is also on sale, the Turtle Beach VelocityOne Race KD3.
A premium racing wheel setup that delivers a fantastic drive-system alongside a slew of bonus features that will leave newcomers and people looking to upgrade extremely satisfied.
This thing is a tiny little beast of a base! (Image credit: Windows Central)
These are insane deals coming from my favorite new racing wheel creator, Turtle Beach. It still feels weird seeing them make something that isn’t a headset, but it's always amazing to see new entrants into the simulation space.
While I didn’t entirely recommend the VelocityOne system at the $650 price point, I can say without a shadow of a doubt that $399 would make this a ten out of ten deal. You'll get a 7.2nm base with a side control unit that delivers over a dozen different buttons and switches. Alongside a triple-pedal setup, perfect for manual/clutch racers.
Then, there's the $237 for the KD3 system, which is even more shocking. Completely undercutting the half-decade-old Logitech G923, which is also on sale, it’s $25 less than its main competitor!
With a slimmer look and a slightly reduced feedback system, the KD3 wheel and base are phenomenal for the price. With two pedals rather than three, those looking to skip the clutch and have a more realistic, but still casual racing experience will absolutely love this setup.
Whether you’re looking for a cheaper, higher-end setup or something cheaper than the old price of the Xbox Series S, look no further than the Turtle Beach Racing Wheel family. And while you’re at it, pick up Forza Horizon 6 too, you’ll thank me later!
What is the main difference between these two devices?
Turtle Beach - VelocityOne Race Wheel & Pedal System comes with a Control Unit and third pedal, alongside a stronger force feedback wheelbase. Meaning, you'll feel more of the car.
Join us on Reddit at r/WindowsCentral to share your insights and discuss our latest news, reviews, and more.
Playground has released the recommended hardware needed to power Forza Horizon 6, and it's not as bad as you'd think.A screenshot of Forza Horizon 6.Forza Horizon 6 looks to be continuing the series' reputation for optimization on PC.
How this game is still allowed to be on Steam as an Early Access title is beyond me.Kerbal Space Program 2 screenshot of a Kerbal overlooking a stone.RIP Kerbal Space Program 2, or at least, for now.
Open AI has announced that it's shutting down Sora, its popular AI video generation app and model that also powers Microsoft's Bing video generation service.A smartphone with the Open AI and Sora logos being dispalyed.Open Sora no more.
Open AI has announced that it's shutting down Sora, its popular AI video generation app and model that also powers Microsoft's Bing video generation service.
A smartphone with the Open AI and Sora logos being dispalyed.
Epic Games is laying off 1,000 employees as it struggles to maintain the "magic" and revenue growth of Fortnite amidst a $500 million budget shortfall.Epic Games LogoEpic Games is losing 1,000 employees as part of a massive round of layoffs.
Epic Games is laying off 1,000 employees as it struggles to maintain the "magic" and revenue growth of Fortnite amidst a $500 million budget shortfall.
Epic Games Logo
Epic Games is losing 1,000 employees as part of a massive round of layoffs.
The developers have been hard at work making changes, and the player base is steadily falling in love with the continent of Pywel.Crimson Desert gameplay screenshotThe world is yours for the taking.
Success for Pearl Abyss is coming despite divisive reviews.Crimson Desert gameplay screenshotCareful, some tiny people might shoot some sleepy arrows at you here.
I've never played a single-player game of this scale. A kingdom begging to be lost in.Crimson Desert gameplay screenshotSometimes I'd forget to listen to the dialogue because I was too busy staring into the Abyss.
Even already rendered video game artistry is being replaced by AI overlords as Nvidia unveils a new neural rendering technique for lighting.DLSS 5.0 screenshotsHello Waifu-Grace.