Assassin's Creed Black Flag players "didn't like" how Edward "didn't really feel like an assassin" at first, Resynced lead says, but "soon enough it became a classic" anyway
Assassin's Creed Black Flag Resynced is here, but looking back at the OG 2013 game, the remake's creative director thinks that it only "became a classic" once players learned to love protagonist Edward Kenway.
Speaking in the latest issue of Retro Gamer, Paul Fu – who also served as a game designer on the original Black Flag – notes that while there's a lot to love in Ubisoft's pirate adventure, back at launch, not everyone was completely in love with quite how piratey it is. Namely, some felt that "Edward didn't really feel like an assassin." sport-tr.bet
Fu explains: "People really like the pirate fantasy and the characters, Blackbeard especially. I also remember what they didn't like early on was that Edward didn't really feel like an assassin."
Obviously, this wasn't a sentiment that stuck around forever. "I think people quickly came around in the next few years, and soon enough it became a classic," as Fu says. "I remember being really proud of the Montreal team for having the foresight to make an anti-hero."
He's certainly right about it becoming a classic – there's a reason why we rank it so highly on our list of the best Assassin's Creed games. With that said, it'll probably take a while before we can properly assess whether or not folks think its remake has been able to surpass it.
In our Assassin's Creed Black Flag Resynced review, we gave the remake three and a half stars out of five, praising its pirate atmosphere and excellent voice acting. However, games editor Oscar Taylor-Kent writes: "It splashes between wanting to be faithful, and wanting to make adjustments, not quite able to find an elegant middleground between the two. Combined with bugs and other annoyances, this isn't the bold, confident swing its predecessor was, but still a fun outing."
Don Mattrick ønskede tilsyneladende et auktionshus i Diablo III-stil i Halo 4
Ikke mange gamere husker Don Mattricks tid som Xbox-chef med glæde. Han var fyren, der gik på scenen for at fortælle os, hvordan Xbox One ville være mere en underholdnings-alt-i-en end en gaming-enhed. Han prøvede at sælge os den klodsede Kinect, og sagde så til fans, at de kunne blive ved med at spille Xbox 360, hvis de bare ville have noget at spille på. Man kunne argumentere for, at Xbox stadig er rystet over Mattrick-dagene i dag, men tilbage i begyndelsen af 2010'erne havde han et stærkt greb om det grønne hold.
Det var en dristig ny æra for gaming dengang, og Mattrick mente, det handlede om at tjene penge hurtigt. I en tråd på Bluesky mindedes den tidligere Halo 4 quest-designer og Marathon-udvikler Dan Callan en gang, hvor han demonstrerede Halo 4 for Mattrick, hvor lederen kom med et ret kontroversielt forslag.
Mattrick skulle angiveligt have spurgt, om nogen havde spillet Diablo III, da demo-sessionen sluttede. "Han foreslog så, at vi skulle kopiere deres idé om et auktionshus med rigtige penge til kampagne-mech-skins. Og alle mennesker omkring ham reagerede, som om det var en fantastisk banebrydende idé, samtidig med at de indså, at det var det dummeste, man kunne forestille sig, siden alle med hjerne havde set, hvor hårdt det gik galt," huskede Callan.
Diablo III's auktionshus faldt ikke i god jord, som alle, der var med, da spillet udkom, vil huske. Det afskrækkede ikke Mattrick og fik Callan til at tro, at "spilledere forbliver dumme, distancerede, pengegriske idioter."
Xbox bevæger sig nu ind i en ny æra, takket være CEO Asha Sharma, der trykkede på den store reset-knap. Vi må se, om det betyder en ny tilgang til indtægter, og om den vil efterligne Mattricks gamle ønsker.
League of Legends' 'classic' mode has a release date, and it isn't just an old version of the game—players will vote on new patches, Old School RuneScape-style
What's old is new in League of Legends Classic, which was teased a couple of weeks ago in the wake of leak after leak. The full reveal came during yesterday's MSI Finals, where the mode debuted in a showmatch starring pros like Doublelift and Cpt Jack. It's a Frankenstein's monster of different eras with a huge emphasis on season three: a bunch of old kits are back, but some of the art has been modernized and various late additions like ward trinkets have made it in.
More details can be found on the Riot Games website, which reveals that the mode will release later this month on July 29. It names a bunch of old, busted builds poised to make their triumphant return: ability power Master Yi (God help us), pre-rework Sion (God help us), any mage with Deathfire Grasp, and so on.
But unlike, say, World of Warcraft Classic, it won't split itself up into era-locked versions—the mode will change with the times as voted by the community, similar to Old School RuneScape. If we, the common MOBA proletariat, can vote the 3v3 map Twisted Treeline back into League of Legends, it might just restore my faith in democracy.
And yes, the old upgrade systems are back. Runes and quintessences will let you pile on incremental stat upgrades, and the old mastery pages will simplify the system back down to three talent trees. Old summoner spells are back too, so if you've been missing the likes of rally and revive, you're in luck.
If you're hungry for more details, RiotMeddler has been on Reddit confirming various factoids. For instance, more old-school champions will be added over time—Graves and Urgot were examples he gave of characters he was particularly excited for, and others like Sion will be there day one. And if you're hoping to hear that sweet champion select song of auld, it's coming back.
Player reaction online seems mixed, especially with regard to the mode's 'era mashup' approach. "They really should remove the modern mechanics (trinket, base gates) and the modern models should AT THE VERY LEAST be toggleable into the old base skins," commented Reddit user WitchySofia.
The art style seems a prominent point of contention: "I want Meddler to tell me why they had an artist spend time making a brand new, never before seen health bar graphic that's uglier than the old health bar," said Reddit user TheScyphozoa on the same thread.
Comparisons, like this one from Reddit user JaxIsBadDontPick_ indeed suggest that the game version used in the showmatch has more muted colors and newer character models than League actually had a decade and a half ago.RiotMeddler confirmed in a different thread on Reddit that a dev blog with "a range of details" will go up Tuesday.

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Spyro: A Realm Beyond devs don't have the time or budget for all the "cool ideas" they had for the first all-new Spyro game in ages, studio lead says
The first all-new Spyro game in 18 years, Spyro: A Realm Beyond, is finally set to launch early next year, but the devs at Toys for Bob have had to be careful not to get too carried away with their "cool ideas" that would see the platformer run out of budget and time.
Associate creative director Louis "Lou" Studdert and studio head Paul Yan recently appeared on an episode of the Kinda Funny Gamescast, where they were asked if there were any moments during development when they realised they were going too far.
The answer is yes, though Studdert explains that "every game is like that" since there's so much "eyeballing" and "napkin math" involved as the team works out what elements might need cutting back, and what they might want more of.
"There are areas where you tighten the belt, and there's areas where you expand," he continues. "Just part of the game development process."
Yan adds to this, noting that "scope creep is a real thing." There's a simple reason for this: "Every time you're in a conversation with creative folks, it's always like, 'Wouldn't it be cool if this happened?'"
And yes, Yan says, "they absolutely are cool ideas, but if you commit to every single one of those, you know, without some discipline, then your game blows out of budget and blows out of time."
Thankfully, this isn't Toys for Bob's first rodeo. The studio has "high tenure folks who have worked together and can complete each other's sentences," and are also so "highly senior" that they know the drill when it comes to shipping games and understanding "'what is the scope within our team,'" Yan says.
In summary, he concludes, "We know ourselves, and we know when things are a little bit beyond our reach, or too much, and then we'll pull it back down to be what's appropriate for us developing it and also for the experience."
One thing the devs haven't held back on, however, is A Realm Beyond's flight system. In the same podcast, the devs explain that they wanted flying to be a very "active" thing, and crucially, not like a "flight simulator" where you can leave Spyro on "autopilot." So, expect you can find plenty of "decision-making" there.
