Assassin’s Creed Shadows: How Two Protagonists with Contrasting Combat Respect the Evolution of the Series

Assassin’s Creed Shadows: How Two Protagonists with Contrasting Combat Respect the Evolution of the Series

If there’s one element of the Assassin’s Creed series that has evolved significantly, it’s the combat. While earlier games established the franchises’ trademark stealth skillset – skulking across rooftops and expertly luring unsuspecting foes into bushes – later instalments introduced a more direct approach, with explosive entrances and confrontational hand-to-hand fights. While previous games have chosen to lean more heavily in one of those directions, Assassin’s Creed Shadows offers the opportunity to indulge in both in a refreshing and incredibly seamless way.

During a recent preview, Xbox Wire got to spend a few hours with Assassin’s Creed Shadows, playing through the prologue missions of the two protagonists, Naoe and Yasuke, and spending some time getting to grips with their two contrasting but complimentary combat styles. We also got to freely explore the game’s open world – which takes us to a gorgeous recreation of Feudal Japan, a new, long-requested setting for the series. What we found was a game that takes Assassin’s Creed forward by respecting multiple facets of its past.

Sneak or Siege – The Choice is Yours 

The contrast between the two characters’ combat styles was a standout aspect for me while playing Assassin’s Creed Shadows. Naoe and Yasuke both have their own distinct way of doing things, and this is immediately prevalent as soon as you start playing with either of them. This not only separates two wildly different ways of playing into distinct entities, it also gives two characters a fighting style that complements their narratives and personalities, an approach that Assassin’s Creed has taken before, but never as intensely.

Naoe feels like a ‘classic’ Assassin’s Creed character, and she performs at her best shrouded in silence and darkness. She can navigate rooftops and trees with ease and, of course, has her trusty Hidden Blade for swift, brutal takedowns. She’s also equipped with a grappling hook to reach high spots quickly, smoke bombs for distraction or stealthy attacks, and kunai to throw. Naoe can hold her own in close quarters combat in a pinch, with the option to wield similarly effective katana and kurisarigama swords, but her strength is in that familiar assassin’s approach. She feels absolutely badass to wield with this arsenal – a tad squishy if she’s overwhelmed and out in the open – but it’s very easy to regain the element of surprise and recalculate her attacks.

Yasuke’s combat is a stark variation, with a lot of focus on ground combat and confrontational brawling. He compliments Naoe’s stealth with pure brawn, equipped with heavy sword and parrying skills, a naginata spear – which deals strong, sweeping attacks to multiple enemies within range – and a Portuguese firearm, a teppo, for devastating ranged blows. There is rarely a cause for retreating to the shadows for Yasuke – the only entrance he needs to scout for is the one he plans to shoulder barge through before launching into an all-out siege, swinging at anything in his path. Yasuke can climb to a more Assassin-friendly perch in a pinch, but his strengths lie in well… his strength.

Best of all, I never felt the need to “main” one of these characters. Assassin’s Creed Shadows allows you to switch between them at will, so it doesn’t feel as though you’re hard committing to one or the other. That said, if you’re a big fan of either classic stealth characters – your Ezios and Altairs – or later, more aggressive leads like Edward and Eívor, there’s always the option to stick solely with what you love best.

Switching between the two also lends itself naturally to roleplaying in a way that Assassin’s Creed games have rarely allowed for. Initially, I chose to take on missions as Naoe, favouring that slick, stealthy assassin outfit. After getting to know the characters a little more, I found myself choosing who to play based on the narrative, as well as their abilities.

To give an example of this: At one point, I managed to talk myself out of a combat situation entirely, choosing to assign a more calculated resolve to Naoe’s character than I would have engaging in the same conversation with Yasuke, who, in my mind, would have just thrown a punch. In another scenario, I took Yasuke on a quest to find someone in a hidden gambling den, and felt like his approach of smashing in with a firearm raised might be more fun than a sneaky extraction mission as Naoe.

Switching between both protagonists while out in the world is incredibly convenient and barely interrupts the flow of your play – once you change character, the one you picked appears exactly where the previous one was standing, so you can immediately crack on with whatever you were doing, whether you need to scale a building, enter dialogue with a certain character or barge into a stronghold for a brawl.

As I did this, I realised I’m intertwining my own story with the one that Assassin’s Creed Shadows is weaving. The result is a highly personalized adventure that you have control of every step of the way, with the ability to change it up whenever and wherever you feel it necessary, and we can’t wait to play more.

Assassin’s Creed Shadows launches on Xbox Series X|S on March 20.

The post Assassin’s Creed Shadows: How Two Protagonists with Contrasting Combat Respect the Evolution of the Series appeared first on Xbox Wire.

Final Fantasy 7 Remake Part 3 Won’t Be a PlayStation 6 Exclusive, Square Enix Says

Final Fantasy 7 Remake Part 3 won’t be a PlayStation 6 exclusive despite Final Fantasy 7 Remake originally launching only on PS4 and its sequel Final Fantasy 7 Rebirth originally launching only on PS5, Square Enix has said.

Speaking to 4Gamer and translated by Genki on X/Twitter, Final Fantasy series producer Yoshinori Kitase and Final Fantasy 7 Rebirth director Naoki Hamaguchi said the PlayStation exclusivity tradition will be broken amid a wider shift to multiplatform releases.

Sony’s PS5 arrived in 2020, seven years after the PS4 arrived in 2013. The same pace would see the PS6 released in 2027, which is the same time Square Enix hopes to release the third and final game in the Final Fantasy 7 Remake trilogy.

4Gamer therefore asked if fans will need to buy a third generation of consoles in order to close out the story, but Kitase said definitively this won’t be the case. “No, you can rest assured about the next one,” he said.

Hamaguchi said Square Enix plans to release future games on a wide range of platforms so as many people can play them as possible. This comes after both Final Fantasy 7 Rebirth and Final Fantasy 16 were well received but failed to meet financial expectations.

Square Enix has already brought both of these to PC, but Final Fantasy 14 director Naoki Yoshida has said Square Enix is looking to double down on Xbox releases too. Nothing has been announced regarding Part 3’s release platforms but fans should therefore expect a release across PS5 (and maybe PS6), PC, and maybe even Xbox. The franchise is reportedly gearing up for a release on the Nintendo Switch 2 console too.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

The psychogeography-est of Disco Elysium’s spiritual successors is a gonzo journalism RPG named Hopetown

Where were you on October 11th last year? If you were Edwin, Brendy, or myself – which, statistically, you are not – you were writing news articles about one of three aspirant spiritual successors to detective RPG Disco Elysium. It was an “I’m Spartacus”-ass day of press releases, culminating in the announcement of a project from former ZA/UM writers Argo Tuulik and Olga Moskvina.

Before that came sci-fi RPG XXX Nightshift, and before that was an unnamed “psychogeographic RPG” from newly formed Longdue. We now know that it’s called Hopetown, and Longdue are set to launch a crowdfunding campaign which you can “pre-register” for here, should you wish. Here’s the sell:

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Warner Bros. Games Boss David Haddad Is Leaving the Company, a Year After Suicide Squad: Kill the Justice League’s Disastrous Launch

Warner Bros. Games boss David Haddad is set to leave the company, according to a new report.

Variety said Haddad will leave his role as president of Warner Bros. Interactive Entertainment after 12 years of leading Warner Bros. Games.

The company has had a troubled 12 months, first with the catastrophic release of Rocksteady’s Suicide Squad: Kill the Justice League, then the disappointing release of Smash Bros.-style brawler MultiVersus.

Warner Bros. Discovery has said Suicide Squad: Kill the Justice League’s failure contributed to a $200 million hit to its business, and MultiVersus added another $100 million on top. Warner Bros. Games’ only new game release during the third quarter of 2024 was Harry Potter: Quidditch Champions, which failed to make an impression.

Speaking in a financial call, Warner Bros. Discovery President and CEO David Zaslav said: “We recognise [the games business] is substantially underperforming its potential right now.”

Since then, Suicide Squad: Kill the Justice League post-launch content has come to an end with the delivery of its year one roadmap. Warner Bros. has yet to announce Rocksteady’s next game, but it is reportedly helping out on a director’s cut of Hogwarts Legacy. The legendary British studio has suffered a number of layoffs in recent months.

There are also question marks over Mortal Kombat 1’s financial performance, although NetherRealm chief Ed Boon recently announced over five million sales and teased future DLC following the release of the T-1000 Terminator guest character.

During the same financial call, Zaslav said Warner Bros. was doubling down on four games: Hogwarts Legacy (a sequel is already in the works), Mortal Kombat, Game of Thrones, and DC, “in particular Batman.” Warner Bros. recently published VR game Batman: Arkham Shadow exclusively on the Meta Quest 3, and has a Wonder Woman game in the works at Monolith Productions.

“We are focusing our development efforts on those core franchises, with proven studios to improve our success ratio,” Zaslav added.

According to Variety, Haddad will stay on with Warner Bros. discovery for the next three months as the company looks for his replacement during an apparent quieter release schedule.

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.

Dwarf Fortress Steam edition’s Adventure Mode is out today

Dwarf Fortress‘s Adventure mode – a procedurally generated campaign that lets you approach the famously dense colony sim like a more traditional roguelite – is now out as a free update on Steam. The game represents perhaps the most cavernous, yawping blind spot in my entire pile of shame. I do own it, but I’m yet to play. I’ve already read a great deal of extended wordery on its merits – please, sell it to me in the comments in seven words or less. Here’s a trailer:

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Capcom Experimenting With Generative AI to Create ‘Hundreds of Thousands of Unique Ideas’ Needed to Build In-Game Environments

Capcom is experimenting with generative AI to create the “hundreds of thousands” of ideas needed for in-game environments.

As video game development costs rise, publishers are increasingly looking to controversial AI tools to speed up work and cut costs. Call of Duty reportedly sold an “AI-generated cosmetic” for Call of Duty: Modern Warfare 3 in late 2023, and fans accused Activision of using generative AI again for a loading screen last year. EA said in September that AI was “the very core” of its business.

In a new interview with Google Cloud Japan, Kazuki Abe, a technical director at Capcom who has worked on huge titles like Monster Hunter: World and Exoprimal, explained how the company is experimenting with implementing AI in its game development processes.

“One of the most time-consuming and labor intensive parts of game development is coming up with hundreds of thousands of unique ideas,” Abe explained (via Automaton). He added that designs for things like televisions require their own unique designs, logos, and shape. “Including unused ones, we ended up having to come up with hundreds of thousands of ideas,” he continued.

Multiple proposals are needed for the thousands to tens of thousands of these kinds of objects per game, and each proposal includes illustrations needed to communicate the idea to the art director and artists as well as text, Abe explained.

Seeing room for efficiency improvements, Abe created a system where generative AI could read various game design documents and an AI could output the ideas, enhancing development speed and efficiency, delivering feedback for itself in the process and further refining output.

His prototype, which taps into multiple AI models such as Google Gemini Pro, Gemini Flash, and Imagen has apparently received positive feedback from internal development teams. The result of implementing the AI model would ultimately “reduce costs significantly” compared to doing them all by hand, while also improving quality.

Right now, Capcom’s experimentation with AI models appears to be limited to just this system, leaving other aspects of game development, such as ideation, gameplay, programming, and character design firmly in the hands of humans.

Sayem is a freelancer based in the UK, covering tech & hardware. You can get in touch with him at @sayem.zone on Bluesky.

Pokémon TCG Pocket’s New Expansion And Trading Feature Arrive Next Week

Bring on the Smackdown.

After many weeks of teases, The Pokémon Company has finally revealed when we can expect to see Trading Card Game Pocket‘s next expansion and the long-awaited trade feature. Surprise! They’re both arriving next week!

Trading will be the first to be added to the card-collecting app, with the feature going live on Tuesday 28th January. As specified in the info dump from TPC last week, trades can be made between friends and only with cards of the same rarity (◇1-◇4 and ☆1). As expected, consumable items will be required to make a trade, so prepare for even more currencies to keep track of.

Read the full article on nintendolife.com

Prepare for Monster Hunter Wilds with a look back at the series’ evolution on PlayStation

Twenty years ago, the original Monster Hunter first introduced players to its ever-expanding arsenal of weapons and memorable monsters. Since then, the series has grown in popularity around the world, and been refined into one of the finest multiplayer experiences gaming has to offer. There’s still a special satisfaction that comes from taking down an unfathomably huge creature by the skin of your teeth,  coordinating with your fellow hunters, and using everyone’s weaponry and abilities skillfully to topple the most fearsome foes out there.

To celebrate 20 years of the series – and Monster Hunter Wilds’ upcoming February 28 release – let’s examine how the series evolved alongside PlayStation since its 2004 debut.

Monster Hunter | PS2

The biggest behemoths often emerge from humble beginnings. The game that started it all was released in Japan in March of 2004, with a North American release a few months later in September and a European release in March of 2005. It introduced the core gameplay that would define Monster Hunter in the decades to come: quest-driven progression, resource gathering and management, weapon and armor crafting, and the need to approach and attack ferocious monsters with strategy, planning, and perseverance to succeed.

By the series’ current standards, Monster Hunter looks a bit sparse, with only seven weapon types and thirty monsters (including many now-famous creatures like the Rathalos), but the game offered quite a bit of variety in quest types and difficulty. Also, the game was designed around online multiplayer when that was still somewhat of a novelty, even offering special event quests that could only be played online.

Monster Hunter did very well in Japan, and while Capcom worked on the follow-up, they released Monster Hunter G, an upgrade with improvements, new features, more monsters, and higher-difficulty quests.

Monster Hunter Dos | PS2

The true Monster Hunter sequel would emerge late into the PS2 era–and only in Japan. Monster Hunter Dos released for the PlayStation 2 in February of 2006, with new weapons, the additions of subquests, a unique day/night and season system, and the addition of armor upgrades, among numerous other small tweaks and improvements. Monster Hunter Dos was warmly received in Japan, and was the final Monster Hunter game on the PS2. But for the larger global market–and the future of Monster Hunter–Capcom was looking towards the PlayStation Portable.

Monster Hunter Freedom | PSP

Even before Monster Hunter Dos launched, Capcom wanted players to be able to take the hunt on the go. Monster Hunter Freedom, known as Monster Hunter Portable in Japan, launched in December of 2005 in Japan and in May of 2006 for the rest of the world. It was based heavily on the aforementioned Monster Hunter G, offering up both new monsters (including the debut of Yian Garuga) and high-level “G” rank quests for players to enjoy

In retrospect, it’s easy to see why the PSP felt like a true “home” for Monster Hunter: the PSP’s capability for adhoc local network play, along with its advanced graphical capabilities and analog control, fit the gameplay of Monster Hunter like a vambrace. It was followed up by Monster Hunter Freedom 2, which took cues from Monster Hunter Dos by expanding the weapon repertoire (adding series staples like the Hunting Horn and Gunlance to the armory) and revisiting Dos’s various locales.

Monster Hunter Freedom Unite | PSP

“Phenomenon” is exactly the word to describe how huge the follow-up to Monster Hunter Freedom became in Japan. Monster Hunter Freedom Unite released in 2008 in Japan as Monster Hunter Portable 2nd G, expanding on the success of the previous game and transforming Monster Hunter into a household name. Freedom Unite would go on to sell a whopping 3.8 million copies globally, with many of those sales coming from Japan.

Building on Freedom 2, Freedom Unite offered a host of quality-of-life improvements to the core experience while adding more environments, more monsters, additional monster behaviors, and a host of new high-difficulty quests. It introduced the concept of CPU-controlled helper characters by giving solo players use of a Felyne companion to aid in battle–a feature which later games in the series would build upon.

Monster Hunter Portable 3rd | PSP

Hitting the PSP at the end of 2010, Monster Hunter Portable 3rd is another Japan-exclusive Monster Hunter title–though that didn’t stop it from becoming one of Capcom’s fastest-selling games ever. Portable 3rd pushed the PSP to the maximum, showcasing some of the best-looking visuals on the system and setting a standard for high-quality visual designs that the series would continue in later installments. Portable 3rd also marked the first appearance of Zinogre, a fan-favorite monster to this day.

Monster Hunter World | PS4

If there’s a turning point where the fervor for Monster Hunter became global, it’s probably 2018’s Monster Hunter World. Headlined by the fearsome Elder Dragon Nergigante, Monster Hunter World was a tremendous evolution of the series both graphically and gameplay-wise, using the PS4 to create a seamless hunting experience–in more ways than one. 

Not only were the tutorials and early-game experience improved for series novices, but the various “zones” that made up the large hunting environments (and necessitated transitional load times) were streamlined into one big, open space for an epic monster pursuit. And, for the first time ever, a Monster Hunter game was released simultaneously worldwide, allowing players from all over the globe to team up and experience the thrill of devising new hunting strategies together. True to the name of the game’s setting, it felt like a New World had opened up for the Monster Hunter series.

Monster Hunter World proved to be so successful globally that an expansion, Iceborne, released the next year, reintroducing some of the cold-weather mechanics seen in previous Monster Hunter titles. Monster Hunter World continues to have an active player base to this day.

Monster Hunter Rise | PS5, PS4

Monster Hunter Rise, alongside its main monster Magnamalo, vaulted onto PS5 and PS4 in early 2023. It brought with it a host of unique gameplay additions: the fast-traveling, aerial-launching Wirebugs, a new type of Canyne companion called a Palamute, and “Rampage” battles where hunters were tasked with protecting the village of Kamura from an onslaught of several monsters all at once–including particularly dangerous Apex monsters. Plus, alongside hunting and capturing monsters, you could actually commandeer the huge beasts for a brief time with the Wyvern Riding feature.

The already massive adventure grew even bigger with the Sunbreak expansion, taking hunters to the far-away Kingdom, adding several new monsters (including new leading beastie Malzeno), additional hunting locales, and numerous new skills for all of the weapons.

Monster Hunter Wilds | PS5

The evolution of Monster Hunter from cult favorite to Japanese sensation to global popularity has been quite a ride, and the anticipation for the upcoming Monster Hunter Wilds has already hit a fever pitch. From striking new weather effects to new abilities enabled by a birdlike mount called a Seikret, there’s a mountain of new features for players to consider.

Last year’s closed beta drew plenty of interest from old and new players alike. Fortunately for those of you itching to get that Hunting Horn back out for a trip to the Forbidden Lands, you won’t have to wait too much longer– Monster Hunter Wilds will be releasing on February 28.

Call of Duty: Black Ops 6 Is the Best-Selling Game of 2025 in the U.S.

Call of Duty: Black Ops 6 is the best selling game of both December 2024 and the full year 2024 in the U.S., returning to the No.1 spot after Hogwarts Legacy took the crown in 2023.

This is according to Circana data and analysis by Mat Piscatella shared with IGN. The annual Call of Duty release historically is almost always the No.1. best-selling game in the U.S. each year by dollar sales going back to 2008, with a few exceptions. Both Grand Theft Auto V and Red Dead Redemption II beat it out in their respective release years, and in 2023, Hogwarts Legacy took the crown. Call of Duty: Black Ops 6 was back on top this year, though it’s possible that victory is short-lived given Grand Theft Auto VI’s expected release late this year.

This year, Call of Duty was also once again the best-selling franchise in the U.S. for a record 16th year in a row.

EA Sports College Football 25, the No.2 best-selling game of 2024 and the No.3 best-selling game of December, was also the best-selling sports game in U.S. history.

Not a single Nintendo game cracked the top 20 for 2024, though that’s possibly because Nintendo does not share digital sales data with Circana, meaning all Nintendo first-party games on this list are only including physical sales in their rankings. That said, on the Nintendo Switch console, Super Mario Party Jamboree was the best-selling game of the year, followed by Mario Kart 8 at No. 2 and Mario & Luigi: Brothership at No.3.

Most of the rankings for the month of December were releases from earlier in the year or even prior years, given a low number of new releases. Indiana Jones and the Great Circle was the only new release ranking in December, at No.14. Because Circana tracks in dollar sales, we don’t see new releases Marvel Rivals (free-to-play) or Path of Exile 2 ($30, as opposed to $60) on the top-selling games list. However, both ranked on Circana’s tracking of the top games in the U.S. by Steam MAUs (No.1 and No.3 for December, respectively) and Marvel Rivals was also No.3 on PS5 and Xbox Series by MAUs.

For the full year, content spending in the U.S. increased by 2% to $50.6 billion, the second highest total for content spending in U.S. history, behind 2021’s $52 billion. There was an 11% drop in console content spending, but it was balanced out by growth in all other content areas. For December by itself, video game content spending was down 5% year over year to $5.8 billion. There was a 21% drop in console content spending in December, but PC content spending grew 13%.

Hardware spending for 2024 dropped 25% from 2023 to $4.9 billion, with PS5 as the best-selling console of both the month and the year. Switch was second place for the year in unit sales, while Xbox Series finished second in dollar sales. Digital editions made up 45% of PS5s sold in the U.S. during 2024, and 44% of Xbox Series.

For the month of December alone, hardware spending was down 29% from 2023 to $1.1 billion in December. All three console makers saw the drop: PS5 hardware spending dropped 18%, and Xbox Series and Switch both dropped by 38%.

For the full year, overall spending on games was down 1.1% to $58.7 billion. For December, total spending dropped 8.9% year over year to $7.5 billion.

The top 20 best-selling games in the U.S. for the month of December, based on dollar sales:

  1. Call of Duty: Black Ops 6
  2. Madden NFL 25
  3. EA Sports College Football 25
  4. EA Sports FC 25
  5. Super Mario Party Jamboree*
  6. Sonic X Shadow Generations
  7. Hogwarts Legacy
  8. Astro Bot
  9. Minecraft*
  10. NBA 2K25*
  11. Dragon Ball: Sparking! Zero
  12. Elden Ring
  13. Marvel’s Spider-Man 2
  14. Indiana Jones and the Great Circle
  15. Helldivers II
  16. Mario Kart 8
  17. Mario & Luigi: Brothership*
  18. God of War: Ragnarok
  19. The Legend of Zelda: Echoes of Wisdom*
  20. Just Dance 2025 Edition

The top 20 best-selling games in the U.S. for the full year 2024, based on dollar sales:

  1. Call of Duty: Black Ops 6
  2. EA Sports College Football 25
  3. Helldivers II
  4. Dragon Ball: Sparking! Zero
  5. NBA 2K25*
  6. Madden NFL 25
  7. Call of Duty: Modern Warfare III (2023)
  8. EA Sports FC 25
  9. Elden Ring
  10. EA Sports MVP Bundle
  11. Hogwarts Legacy
  12. Dragon’s Dogma II
  13. WWE 2K24*
  14. MLB: The Show 24*
  15. Grand Theft Auto V*
  16. Minecraft*
  17. Final Fantasy VII: Rebirth
  18. Tekken 8
  19. Marvel’s Spider-Man 2
  20. NBA 2K24*

* Indicates that some or all digital sales are not included in Circana’s data. Some publishers, including Nintendo and Take-Two, do not share certain digital data for this report.

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.

Nvidia GeForce RTX 5090 review: the ultimate DLSS 4 billboard

Readers, I have spent two full days in the benchmark pits to tell you what you’ve already guessed: the GeForce RTX 5090 is very fast, too expensive, and laden with more AI tech than Philip K. Dick’s cheese dreams. At least two of those points will, I’m sure, send the average graphics card shopper running, especially at a time when even game developers are growing suspicious of generative AI and its many-thumbed, robot-voiced nostrums.

Yet while there’s not much to be done about the RTX 5090 costing at minimum £1939 / $1999, hundreds more than the infamously spenny RTX 4090, its suite of more purely performance-focused artificial intelligence tools is – dare I say it – quite neat. These range from Multi Frame Generation (MFG), which is basically DLSS 3 frame gen but up to twice as fast, to DLSS 4’s general upscaling enhancements and even the ability to apply newer DLSS versions to older games. All this will come to the rest of the RTX 50 series as well, with some trickling down to the enter RTX range, so maybe the RTX 5090 is best understood not as a practical GPU purchase in itself but as a Picadilly Square-filling advert for its more affordable siblings can do.

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