Nintendo is going all in on the Donkey Kong redesign spotted by fans in the Mario Kart 9 gameplay debuted during the Nintendo Switch 2 reveal event.
Donkey Kong has had the same design for years now, even decades, and has appeared as such in the likes of Mario Kart 8, Mario Tennis, Donkey Kong Country Returns, and more, but Nintendo is now pivoting to a look many think is similar to the incredibly successful The Super Mario Bros. Movie.
The handful of products show Donkey Kong with perhaps a friendlier look headlined by his once furrowed brow being rounded out. “They’re giving him the Kirby treatment, but backwards,” SmallBlueSlime said in the comments. “Instead of making him angry, they’re making him chill.”
“They really are dead set on redesigning DK,” said another user. “I’m gonna miss that eyebrow looking down. Always made DK seem both kind and strong,” added someone else. “It’s alright in my opinion,” added a fan in favor of the new look. “They probably did it to make him look more goofy and less angry.”
The Call of Duty: Black Ops 6 Season 2 update is available to download ahead of today’s launch, with patch notes live now.
The 1.068.000 update, which weighs in at 19.907 GB on PlayStation 5, can be downloaded now ahead of the launch of Season 2 later today, January 28.
Season 2 brings weapon tuning, spawn logic improvements, a bullet penetration update, much-needed challenge tracker details, improvements to camo challenges, equipment, perk, field upgrade, and wildcard updates, new ranked cross-play options on consoles, ranked play SR gain/loss adjustments, HUD preset updates, and Zombies bug fixes and improvements.
There’s also the promise of improved anti-cheat amid growing frustration and cheating across Black Ops 6 and Warzone, particularly in ranked. Updates include enhanced detection models for behaviors like aim botting, stricter account trust and hardware identification to target repeat offenders, and new tools to combat dishonest behavior such as playing with cheaters or attempting to spam report innocent players.
“We are also focusing on more precise tools, including major upgrades to the kernel-level anti-cheat driver and server-side systems starting this season and continuing into Season 03,” Activision said in a blog post. “These measures, combined with ongoing improvements and legal actions against cheat sellers, aim to deliver a more secure and enjoyable experience for everyone.”
Meanwhile, with Season 2 comes a new battle pass packed with new weapons and cosmetics. There are over 110 pieces of unlockable content excluding the more expensive BlackCell, including three new base weapons, an underbarrel crossbow attachment, and new operator skins and weapon blueprints, and a whole lot more.
There are three new Multiplayer maps: Bounty (6v6), Dealership (6v6), and Lifeline (6v6, 2v2). New Multiplayer modes at the launch of Season 2 include Overdrive and, in week two, the fan-favorite Gun Game.
Expect four new weapons during Season 2: PPSh-41 – SMG (Battle Pass); Cypher 091 – Assault Rifle (Battle Pass); Feng 82 – LMG (Battle Pass); and the TR2 – Marksman Rifle (Event Reward).
Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Helldivers 2 creative director Johan Pilestedt has announced he has gone on sabbatical leave and, when he returns, will start work on developer Arrowhead’s next game.
In a tweet, Pilestedt said he’s spent 11 years working “around the clock” on the Helldivers intellectual property, starting with the first Helldivers game in 2013 and Helldivers 2 since early 2016.
“Eleven years of working around the clock on the same IP has made me set aside family, friends, and my lovely wife… and myself,” Pilestedt said. “I am going to take some time now to redeem what was lost from all of those that supported me for over a decade.
“I am sure my friends at Arrowhead will do their utmost in the meantime to deliver amazing stuff to Helldivers 2. When I’m back I will start working on the next Arrowhead game.”
Pilestedt was thrust into the headlines following Helldivers 2’s explosive launch in February 2024. Despite a raft of issues the cooperative shooter became PlayStation Studios’ fastest-selling game of all time, shifting 12 million copies in just 12 weeks. Helldivers 2 is so successful that Sony is turning it into a movie.
Pilestedt himself became the face of Helldivers 2, often wading into discussion about the game’s qualities and failings across social media, Reddit threads, and Discord. In May last year, Pilestedt revealed that Helldivers 2’s enormous success had caused a problem for the studio: more community toxicity than it had ever had to deal with before.
Prior to the release of Helldivers 2, Arrowhead had enjoyed big hits with the first Helldivers game and Magicka, but the success of Helldivers 2 raised the game and the studio’s profile. “The big difference now, which is horrifying, is the amount of threats and rude behavior that people in the studio are getting from some really shitty individuals within the community,” Pilestedt told G.biz. “That’s something new we have to deal with.”
When Helldivers 2 launched it faced significant server issues that made the game unplayable for many, sparking an initial backlash. Since then, Arrowhead has faced complaints about everything from weapon balance to low impact Premium Warbonds. But by far the biggest backlash was sparked by Sony’s controversial decision to force PC gamers to link to a PlayStation Network account to play. Sony eventually reversed its decision, but not before a review-bombing campaign savaged Helldivers 2 on Steam. Arrowhead community managers have said the PSN backlash caused staff to lose a week simply having to deal with the fallout.
Amid Helldivers 2’s success, Pilestedt changed his position from Arrowhead CEO to chief creative officer so he could focus more on the studio’s games as well as its community. Replacing Pilestedt as Arrowhead CEO was Shams Jorjani, former executive at fellow Swedish games company Paradox and publisher of Magicka.
Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
After a strong Xbox Developer Direct to kick 2025 off, things are looking good for Microsoft and its strong stable of first-party studios. But, which Xbox game series get you most excited? Which gave you more enjoyment than any other in the glory days of the 360? Or if you’ve never owned an Xbox console, which are you most looking forward to coming to other platforms like PlayStation, as Microsoft seemingly continues its plans to share its library with the world.
There are many legendary game series to choose from (especially since Microsoft’s acquisitions of both Bethesda and Activision Blizzard. That means this tier list can include any series associated with Xbox, Bethesda, and Activision Blizzard, as long as there has been more than one entry into it so far – sorry to MachineGames and Indiana Jones! Give us a sequel, please, and then you can make the cut. Just a reminder that this isn’t an all Xbox Game Series list, so we haven’t involved every single Xbox game series here, but have tried to cover the bases of current relevance and historical impact. Take a look at my personal tier list, based completely on what I’ve enjoyed playing the most over the years, here:
Doom is an easy S-tier pick for me, with the past couple of entries being amongst my favourite first-person shooters, and I’m very excited to see that Doom: The Dark Ages looks like id Software is maintaining form. I’ve also placed Forza Horizon in the S tier as they’re, perhaps outside of Burnout 3 and Burnout Revenge, the best racing games I’ve ever played. I’m sure Halo in the A tier may raise a few eyebrows, but while 2 and 3 are two of the finest campaign shooters ever made, I can’t ignore more recent inconsistencies and put it in that top bracket. I’m also more of a Fallout person than an Elder Scrolls one. I’d rather own a set of power armour than a dragon, OK?
Don’t agree with me? Think Gears of War is Xbox’s best? A big defender of Fuzion Frenzy? Well, why not have a go at ranking all of the Nintendo consoles yourself in a tier list below where you can compare your own S, A, B, C, and D tiers with the whole of the IGN community.
Is there an Xbox series we’ve missed that you’d like to give a shout-out to? Let us know in the comments, as well as why you’ve ranked the games in the order you’ve chosen.
Simon Cardy is a Senior Editorial Producer who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.
Poland-based game studio People Can Fly has been announced as the co-developer of the upcoming Gears of War: E-Day alongside The Coalition.
In a press release People Can Fly says it is “honored to return to the world of Gears of War[.]” The studio previously served as the lead developer of Gears of War: Judgment after co-developing Gears of War 1-3. “Returning to collaborate on the next chapter of this ligendary saga is both a privilege and an exciting opportunity to build upon the intense, visceral action and rich storytelling that fans have come to love.”
Gears of War: E-Day was announced at last year’s Xbox Showcase and is set to be a prequel to the original trilogy starring younger versions of characters like Marcus Fenix and Dom Santiago. And yes, the original actors will be returning to reprise their roles.
The game will cover the origins of the Locust invasion on Emergence Day. In a sit down with IGN, Brand Director Nicole Fawcette and Creative Director Matt Searcy said that the goal is to focus on the horror elements from the original trilogy. “What if the ground opened up and monsters came out? Yeah, it’s set on a fictional, other planet, but there are very human reactions and stories we get to tell,” Searcy tells IGN. “To do that, we need to be able to tell a story that feels like a horror story.”
People Can Fly was founded in 2002 and became known for games like Bullestorm and Painkiller. Epic Games acquired the studio in 2007, briefly renaming the studio Epic Games Poland, before the company spun off independently under its old name and logo.
Gears of War: E-Day will be the studio’s next major game after the launch of Outriders in 2021. Be sure to check out our op-ed on why Gears of War needs to rediscover its blockbuster levels of entertainment again with E-Day.
Warner Bros. Games and Avalanche Software have confirmed plans to launch Hogwarts Legacy mod support for PC, opening the floodgates for players to add whatever their hearts desire to the Harry Potter video game.
The team announced the addition with a special video presentation, below, revealing a release date of January 30, 2025 for a free update that includes the highly requested feature. It’ll only be for PC for now, with the team sharing no news about when or if players can expect to see modding come to consoles.
“We’ve made it easy for everyone. It’s all simplified with official tools provided by us,” Avalanche community manager Chandler Wood said. “For mod creators, you’ll be able to get the official Hogwarts Legacy creator kit, free on the Epic Games Store. The creator kit provides powerful tools right at your fingertips, allowing you to flex your inner developer like the ones here at Avalanche and conjure the magic with custom mods that other players can enjoy, too.”
Hogwarts Legacy mods will almost certainly devolve into chaos immediately as players rush to add Shrek, Thomas the Tank Engine, and more nonsense to the open-world Harry Potter game. Thankfully, Avalanche is here to help fans get a head start. The studio said it’s been working with members of the community to make a few mods available on day one, including creative broom options like dragons and a vacuum cleaner as well as unique cosmetics, an endless dungeon experience to test your combat skills, and a magical creature fetch quest. More community-generated content will no doubt appear in the months ahead, giving players more than enough content to keep them busy as Avalanche looks ahead.
Hogwarts Legacy launched for PC, PlayStation 5, and Xbox Series X and S in February 2023, with PlayStation 4 and Xbox One versions following in May and the Nintendo Switch version following in November. That means it’ll celebrate its two-year anniversary next month with full-on mod support, but the free update is far from the only post-launch support the project has received since it arrived.
Baldur’s Gate 3’s long-awaited Patch 8 is currently available to players on PS5…but it’s not supposed to be.
In a social media post today, the official Larian Studios account revealed that PS5 players do indeed have access to Patch 8 through what seems to be an accident somewhere, as the patch itself isn’t ready for prime time.
“No, the Patch 8 stress test hasn’t yet begun,” the post reads. “Yes, PS5 players do currently have access to Patch 8. While we work with our partners to understand what’s going on, please note that any new saves made while on Patch 8 will not be compatible with Patch 7.
“How’s your Monday going?”
Patch 8 was first announced back in December and is the final major update expected for Baldur’s Gate 3. It’s planned to add cross-platform progression and play, photo mode, and 12 new subclasses, as well as new abilities, animations, VFX, summons, cantrips, and even voicelines. It’s a massive update that promises to really shake things up a year and a half after launch, and while it’s seemingly due out this month, today’s PS5 release seems to have jumped the gun a bit.
Late last month, Larian opened registrations for a stress test of Patch 8, which it opened to players on PC via Steam and on console via Xbox and PlayStation. However, that stress test hasn’t actually happened yet, and as Larian wrote, this release on PS5 is not the stress test.
For now, it’s probably recommended for PS5 players not to download this patch just yet in case it comes with unintended bugs or other issues, and as Larian says, saves won’t be compatible with Patch 7 if you need to roll back for any reason. Proceed with caution here.
But the good news is that even if this was an error, it sounds like Larian is inching much closer to releasing Patch 8 in earnest. We’ll be keeping an eye out for news of the actual stress test and the release itself, which seems likely to make what we called a 10/10 game at launch even better.
Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.
Pokémon TCG Pocket is warning players of the consequences for cheating, just ahead of the expected release of in-game trading later this week.
In an announcement pushed to the app yesterday, players were warned about violations of the Terms of Service that specifically relate to cheating:
“We are aware that some players have engaged in data tampering, real money trading, and other behaviors that violate the Terms of Use,” reads the in-game notice. “If we confirm that a player has engaged in behavior that violates the Terms of Use, we will warn them, suspend their account, or take other action.”
No further details were offered as to what behaviors, specifically, are being targeted. Players on r/PTCGP have been speculating that this warning is related to a few different behaviors. One of these, referred to as Wonder Pick Farming, is a practice where individuals mass-create new accounts to take advantage of the many free packs available for new players, and try to roll a “god pack,” or a super rare pack of cards with five very rare cards. Then, they offer their friend code to others for money, so that buyers can add them as friends and then see the “god pack” in the game’s Wonder Pick function and be guaranteed a very rare card.
Another behavior speculated to be the target of a crackdown is a practice where players will grind accounts to level 50 with plenty of banked currency by participating in PvP battles over and over, using the game’s timeout function to stall games until the opponent concedes so they can win repeatedly.
Beyond that, it’s possible that the warning was simply published because of the game’s upcoming trading feature release, which could potentially kickstart a new wave of inappropriate behavior, especially where “real money trading” is concerned. The trading feature, which was panned by fans upon announcement, allows players to trade cards of one star rarity and below with friends. Players have expressed frustration with both the rarity limit on trading, as well as the need to spend some sort of currency to make the trade happen in the first place.
Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.
The Marvel Rivals community was sent into a frenzy last week after the rumor spread that developer NetEase Games may be planting misleading information in the game’s code to catch leakers — even if there’s little evidence to suggest such a thing is actually happening.
Video games sometimes leave behind traces of in-development content as developers work tirelessly to publish updates for the public. Sleuths known as dataminers spend their time sifting through code to uncover these traces and often report them back to excited fans, with one Marvel Rivals example including references to the Fantastic Four being discovered before their official confirmation earlier this month. It started with inclusions like Blade and Ultron and quickly ballooned to the point that there are now around 20 names rumored to join the hero shooter’s roster of playable characters. As the list has grown, players have let the excitement carry them from patch to patch while they wait to see what NetEase has up its sleeve. That anticipation turned into confusion and suspicion last week.
Alarm bells rang when Marvel Rivals Leaks Discord user and content creator KeoneSpirit shared a post suggesting that NetEase is using a few elaborate tricks to throw dataminers for a loop. In their now-viral post, they accuse the developer of setting up “fake characters to catch leakers” both in the code and “potentially” with other sources, too. With so many Marvel heroes rumored to be included post-launch, fans have now found themselves questioning if any of the leaks they’ve seen are real or “plants” part of a larger scheme. Keone attempted to clarify by sharing a lineup of characters they had “been told” were “very likely fake.”
The list includes:
Quicksilver
Professor X
Cyclops
Colossus
Paste Pot Pete
Jia Jing
Gambit
Rogue
Nightcrawler
Jubilee
Beast
Locus
Crystal
If accurate, it would mean many hopeful X-Men inclusions and comic book deep cuts were simply rumors or maybe even planted in the code to mislead would-be leakers. Keone’s post could result in months of speculation coming to an end as thousands of excited fans regroup — or it could mean nothing at all. While Keone’s comments spread like wildfire, a few dataminers from the self-taught group at X0XLeak say they aren’t so sure NetEase is intentionally working to throw fans off its scent. They believe there’s enough evidence to suggest that the aforementioned list of heroes isn’t off the table.
The way I see it, they could have made it way easier if their goal was it to troll us.
“Could they be intended troll by NetEase? I guess,” X0X member and dataminer VISCERAL told IGN. “Would it make sense, in my opinion? No. The way I see it, they could have made it way easier if their goal was to troll us.”
In light of the news surrounding potential hero plants, VISCERAL published a lengthy X/Twitter thread to provide evidence that some rumored characters can be found in Marvel Rivals’ code. It’s a series of examples lined with proof that many of the characters mentioned in Keone’s Discord post are included with more than just their names but ability tables, too, and as you might have guessed, finding this information wasn’t simple.
X0X’s matfacio told IGN that, if NetEase had truly tucked away bait to trick leakers in this way, it would need to know exactly how dataminers are rummaging through the Marvel Rivals backend, explaining: “I think it would require reverse engineering a reverse engineer.”
The existence of new, hidden hero names in Marvel Rivals doesn’t totally poor cold water on the idea that the developers are attempting to mislead, but some believe the studio would have to go through a lot of trouble — likely more trouble than it’s worth — just to keep the more dedicated fans on their toes.
This is not a 100% confirmations that they are all coming or when they will come. This is just to show off that these actually exist. 🧵
All Hero tags can be found in: Marvel/Content/Marvel/Data/DataTable/MarvelHeroTable
While rumors of NetEase’s tampering haven’t been squashed among fans, X0X has several other theories that might hold more weight. There is always the chance, for example, that NetEase didn’t actually intend to ship an update with mentions of an army of unannounced playable heroes, and that they may still be added to the game eventually. VISCERAL and matfacio also aren’t ruling out that a few heroes may have been left on the cutting room floor after a major, pre-launch development shift, such as NetEase’s rumored switch from Unreal Engine 4 to Unreal Engine 5.
“I have a new theory that every hero discovered was most likely in a ready to go state when the game was reportedly still on UE4,” matfacio adds, “then they switched to UE5 and took their time to fix several performance issues between presumably porting over characters they already made.”
X0X isn’t convinced that NetEase is toying with Marvel Rivals fans, but if the developers aren’t leading everyone on, then how did this start? Although the trail leads back to Keone’s post, fears of tampering also stem from Marvel Rivals Leaks Discord admin and popular Marvel Rivals X user @Rivals_Leaks. When new leaks were discovered suspiciously grouped together in the code earlier this month, one of their sources claimed they had no knowledge of the characters in question being included. With a reliable source’s information not matching up with dataminers’ findings, a theory was born: what if NetEase is planting fake heroes?
“I had gained info from a reliable inside source that they had once again not heard of any of these characters before they were leaked, leading to the possible theory that they were all plants along with some possible evidence,” Rivals_Leaks explained, “so I had decided to warn the Discord server about the possibility of plants and I had Keone make an announcement, which was a bit poorly worded and several people around the internet took it the wrong way.”
The post shown in that screenshot has been taken down. There is a very low chance that most of the characters are bait just for the amount of work that would have to go into faking them. For some characters there are voice line events between characters and gameplay tags related…
— Marvel Rivals – Leaks & Information (@RivalsInfo) January 23, 2025
Keone said their post spread before edits could be made, creating a snowball effect that saw many members of the Marvel Rivals community latching onto a message that was founded on a “misinterpretation.” While Keone and Rivals_Leaks had their suspicions regarding NetEase’s potential involvement in recent leaks, neither of them intended to start the chain reaction that resulted in large portions of the community accepting their theory as fact. This latest Marvel Rivals drama sent so many leak-obsessed players back to square one, but its origin boils down to one thing: a miscommunication.
“The primary assumption from the main leakers (separate from me, the ones who have most info) now is that the ‘plants’ are in fact still real. And the developers did not intend for us to find them,” Keone says. “That’s why I edited the original post and since deleted it, and have worked to help clear up confusion surrounding it.”
If you’re reading this piece to find out if Colossus or Professor X are going to be added to Marvel Rivals, I’m sorry to say there’s still no answer for that, and there probably won’t be one for a while. So far, NetEase has only confirmed The Thing and Human Torch as the next new heroes to join the fight. When they release in the coming weeks, they’ll team up with the already-released Mister Fantastic and Invisible Woman, who launched as part of Season 1 earlier this month. Season 2, which is (still) rumored to include Blade, is expected to launch sometime this April, with more updates and skins set to drop in the meantime.
NetEase has set high expectations by promising to release at least one new playable superhero every half-season, but with or without leaks, we won’t really know who’s coming until NetEase is ready to talk. At the very least, the Marvel universe is packed with memorable superpowered characters, so as long as Marvel Rivals continues to find success, there’s a good chance you’ll see your favorite face show up at some point down the line.
Even if every rumored and datamined character really is in development at NetEase, the team could scrap any of the aforementioned names for any reason at any time. Regardless of how certain you might be about the validity of a leak for any game, it might be a good idea to take some of what you hear online with a grain of salt. Keone, at least, wishes they had been a bit more cautious before sharing their findings and theories.
“A server that started small to spread information has now become a cornerstone of information across the entire community, and sometimes we can misinterpret things or make mistakes,” Keone added. “We’re a group of people working hard to find and share information, and there’s never malice behind what we post. We’ll work hard to make sure things don’t spread like wildfire again unless it’s been verified first, and are grateful for everything we’ve been able to share thus far.”
IGN has asked NetEase for comment.
Michael Cripe is a freelance contributor with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP.
Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).
When I visited Ubisoft Quebec last year to see Assassin’s Creed Shadows for the first time, I was encouraged by the development team’s enthusiasm for stealth. While I’ve enjoyed Assassin’s Creed’s foray into RPG territory, after hundreds of action-heavy hours I think it’s about time the series rediscovered its sneakier genes. Not by way of Mirage’s “back to basics” approach, but by reaching forward to provide some much-needed evolution in the series’ stealth design. Shadows’ promise of a Splinter Cell-style lighting system had me excited, but after playing a three-hour demo build, I’m not quite convinced that it’s delivering a meaningful change for Assassin’s Creed.
The demo’s quest chain, set in Harima Province, had me infiltrating a variety of strongholds, from small gardens with just a couple of guards to towering castles packed with opponents. If you’ve played an Assassin’s Creed before, the fundamental approach to all this is practically unchanged; you’ll be scaling to highpoints to identify guard placements, using simple distraction techniques to create opportunities, and stabbing a lot of people in the neck with a hidden blade. All of this can be achieved using the same techniques you’ve relied upon for years, and many of the flaws that have previously hampered such techniques also make a return. For example, the hidden blade can once again be foiled by high-level opponents, neutering planning and positioning in favour of skill points and upgrades. Incredibly sticky environments continue to be the norm, which ensures you never fall from a rooftop or slip during an ascent, but being glued to surfaces often proves catastrophic when it comes to quickly reacting to enemy threats. Emergency escapes feel like you’re fighting against a magnetic leash that really wants to lock you in a bad place.
If you’ve read IGN’s recent hands-on preview you’ll know that our writer, Alessandro, really enjoyed Shadows’ revamped take on stealth. While I feel differently, having left Ubisoft’s playtest room somewhat disappointed, it’s important to note that Shadows is fulfilling its promise of taking stealth seriously. One of its two playable characters is Naoe, a ninja wholly dedicated to stealth. Aside from the prologue in which I had to play as combat-focused Yasuke for tutorial purposes, I was able to play as Naoe for the entire duration of the demo. While Shadows often asks if you’d like to switch roles, it had no issue with me choosing Naoe every single time.
Standing notably shorter than her heavily armoured companion, Naoe is able to avoid enemy sightlines more easily. Her slender frame allows her to do things the bulkier Yasuke can not, such as slip through narrow gaps and hide in boxes, while her grappling hook opens up access to rooftops and ledges that have no climbing handholds. Playing as Naoe opens up new routes and pathways through Shadows’ world… or perhaps, more accurately, playing as Yasuke closes the door on many established Assassin’s Creed traditions. He’s unable to perform any of the series’ staple stealth actions, aside from using his bow for silent ranged attacks.
Those stealth staples become more interesting (at least on paper) thanks to refreshed ideas. Shadows’ title partly refers to its new approach to detection. Staying in the dark renders you invisible to enemies, and the closer you move towards a light source the more visible you become. This is clearly spelled out by a meter on your HUD that fills and empties as you move around. The clever bit, though, is that you can manipulate the environment to create advantages. Lanterns can be destroyed with blades or thrown shurikens, plunging rooms into darkness so that you may draw blood completely unseen. It’s an idea that was prevalent in the era of Thief and Splinter Cell, but has fallen by the wayside since stealth largely became an optional approach in action games rather than its own dedicated genre.
I found the presence of light rarely impacted my progress or forced me to devise smarter methods of approach.
The adoption of this approach sounds like a complete game changer, but in reality it had minimal impact on a playstyle I’ve honed across 13 prior games. I don’t doubt that, under the hood, the engine’s enemy AI routines are influenced by this new simulation. But when it comes to actually playing Shadows, I found the presence of light rarely impacted my progress or forced me to devise smarter methods of approach. I could stand on rooftops with a full visibility meter and no one would see me. Traditional sightlines seemed to be the only factor I truly had to consider.
This sense of same-but-different persists across many of Shadows’ ideas. Naoe is able to lie prone and crawl on her stomach, which certainly did make a difference when it came to invisible repositioning. But the environment I encountered in the demo made little creative use of this ability. For example, I was disappointed to discover that a tunnel beneath a house didn’t have a hatchway into the room above. Instead of acting as an alternative entry point, all this crawlspace offered was the same pathway that could be faster accomplished by simply scaling across the rooftop.
A more positive shift can be found in the positioning of enemies, with encounters offering an increased challenge over Mirage’s overly-simple arrangements. I was caught out more than a couple of times by overlapping vision cones and patrols, and the resulting high alert state does seem to make guards more persistent in their hunt for you than in previous games. Simply hiding on a roof and tracking foes using eagle vision did seem enough to easily avoid them, though, at least on the default difficulty.
Because of the better guard placements, there is an increased and welcome emphasis on assessment and planning. Gone is the drone-like bird of the last few games, replaced with an over-the-shoulder zoom, meaning scouting and marking enemies can only be done from your own sightline. It’s a good change, one that forces you to explore an area on foot and spend more time considering your angles of approach. But when it comes to executing a plan, things return to the very familiar.
Naoe’s toolbelt holds kunai throwing knives for insta-kill headshots and smoke bombs for concealing attacks and escapes, both of which are necessary but vanilla stealth tools. The same can be said for repositioning guards, which is done either by luring them to your position with a whistle, or baiting them to a specific spot with a thrown bell. There’s the obvious combos, such as encouraging a guard towards an explosive barrel that you then detonate with a throwing knife. But beyond that, at least in this demo, there didn’t seem to be the canvas for anything more experimental or exciting.
To choose a stealth character and then be forced to engage in direct combat with a boss does feel like being told your decision is invalid.
Shadows seems reliant on a lean and familiar set of abilities, at least as far as stealth goes. Even options that initially seem to be fresh are repackaged tools from the past; you can call on an allied brawler to charge at a designated target, which works as both a distraction and a method of remotely eliminating enemies, but this is really just a thematically different take on the berserk darts that have appeared in a number of prior Assassin’s Creed games.
Naoe does have a detailed skill tree, allowing you to build and hone her abilities beyond those standard tools. But all the exciting options are combat focussed, such as the elaborate nine-strike Guard Breaker, or Eviscerate with its kick-flip finisher. When it comes to stealth, the most exotic option I could find was the ability to slow down time for a few seconds. As far as this demo was willing to show me, there’s nothing along the lines of traps, disguises, or other more advanced stealth ideas. Perhaps the changing of the seasons, which I didn’t get to experience and is promised to change the landscape considerably, is where Shadows’ more interesting stealth challenges lie.
Instead, the toughest challenges I faced were direct clashes. Shadows effectively has two combat systems; Yasuke’s feels like a direct continuation of Valhalla, but tuned up to feel significantly swifter and a little more tactical. I liked it a lot, at least as far as I could tell in the limited time I played as him. Naoe, meanwhile, is nowhere near as strong as her samurai counterpart and so takes considerably more damage and cannot block as effectively. This forces her fight style to prioritise dodging and staying nimble. I really like the concept that drives this – that each character provides a distinctly different version of the same experience – but on the battlefield I found myself frustrated. Playing as Naoe, it feels like the rhythm of combat runs at a different tempo to the attack animations, and so I constantly tripped up over awkwardly-timed dodge and parry windows.
In most instances, the brutal punishment inflicted by combat forced me to take stealth seriously. Its classic carrot vs stick stuff, and an effective stick at that. What I’m less enthusiastic about is my pure stealth playthrough being derailed by mandatory bosses with huge health bars. I wish, when playing as Naoe, these bosses were reconfigured as stealth-focused assassination challenges in the mould of Assassin’s Creed Unity’s centrepiece missions. Instead I’m forced to defeat my foe in a one-on-one duel that’s clearly designed to fulfill the samurai fantasy side of Shadows’ offering. I appreciate that Shadows always gives you the option to switch to Yasuke (and prior to one of these fights even prompted me to), but to choose a stealth character and then be forced to engage in direct combat does feel like being told your decision is invalid. Maybe, with several more hours of practice and a combat tune-up prior to release, duelling with Naoe will feel less like a punishment.
After three hours of play, I’m fairly confident in saying that Assassin’s Creed Shadows will be the best stealth experience of the series’ RPG era. Having a character and toolkit entirely dedicated to the approach signifies that Ubisoft is taking this fundamental part of the franchise seriously for what feels like the first time in many years. But, as dedicated fans will know, stealth never actually went away – it was just eclipsed by the action. Shadows lets that stealth step back into the limelight. However, just because stealth now has prominence doesn’t mean it’s undergone any meaningful change. For all the studio’s talk of Splinter Cell-like detection systems, Shadows feels like Assassin’s Creed getting back to business as usual rather than exploring a new, sneakier frontier. For many exhausted by the reign of Spartans and Vikings, that will likely be enough. But if what I’ve played is representative of Shadows as a whole, I think Ubisoft has missed a huge opportunity to capitalise on the advanced stealth potential of one of history’s most recognisable clandestine assassin groups.