Animation Movies

Action Movies

Comedy Movies

Animation Movies

Action Movies

Featured Movies

Choices and consequences in The Blood of Dawnwalker, out September 3

Choices and consequences in The Blood of Dawnwalker, out September 3

Choices and consequences in The Blood of Dawnwalker, out September 3 https://ift.tt/w0jnPzi

There’s an excited energy at Rebel Wolves’ Warsaw studio. For the first time since Gamescom 2025, the development team is showing off an extended live demo of its vampire-laden, open-world RPG, The Blood of Dawnwalker, as it nears release on PS5 September 3.

Choices and consequences in The Blood of Dawnwalker, out September 3

Within minutes of the extensive presentation it’s easy to see why they’re so passionate. The demo’s prologue doesn’t delay its promise of a brutal 14th century Europe. Our first introduction to the game’s protagonist, Coen, is him trying to protect his Black Death infected sister Lunka from an unjust execution, only to find themselves saved by powerful vampire lord Brencis and his deadly undead lieutenants.

After being forced to drink Brencis’ blood, Lunka makes a startling recovery… but it signals a new rule of terror as Coen’s Carpathian Mountains village is forced to pay a regular ‘blood tax’. Vampiric protection in exchange for their human blood. And the weak or insubordinate are quickly made an example of. Through the disastrous events of the village trying to free itself from Brencis’ rule – I won’t spoil it here – Coen is stricken with the vampire curse and left for dead, his family taken.

The stakes of time pressure

Coen only has 30 days and nights to save his kin. For you, that means every major action you take ticks the clock forward – some side quests, certain dialogue choices, and even learning particular abilities to populate his skill tree have a visible time cost. For a game which features a massive world full of caves, mines, settlements, swamps and hidden paths to explore, as well as interesting people seeking help, the time limit might feel anxiety inducing, but the dev team heavily tested the system to ensure it doesn’t restrict you.

“We don’t want to punish you for doing stuff,” says Konrad Tomaszkiewicz, CEO and game director. “So we aimed to get it to the perfect point where you’re not stressed about the time, but still feel that this big event is coming closer and closer.”

“You’ll be able to complete a majority of the game before the time runs out,” agrees Creative Director Mateusz Tomaszkiewicz. “And it’s not necessarily a game over when it happens. There are consequences [for running out of time], but the game moves on.”

On the flip side, once you get to a certain point in the story, you can decide to go straight to Brencis if you want, rather than engage with any of the many other parts of the game, although obviously the challenge will be far sharper. “In a way it made many of the game’s stories optional,” says Rafał Jankowski, lead quest designer. “So we were able to include many different endings and solutions to those stories, all which can still allow you to finish the game at a certain point.”

Every choice comes with a cost

Naturally, consequences are a huge part of The Blood of Dawnwalker. This isn’t a surprise given several members of the now 160+ strong team are former staffers of CD Projekt RED who worked on The Witcher 3: Wild Hunt, but the time mechanic adds an extra level of spice.

In the demo, Coen is given a number of quests to perform, one is to grab healing herbs for his mother’s sickness, and another is to help the villager Gremla. You can take on many objectives simultaneously, or ignore them in favour of other quests or actions. The results of your choices in this particular aspect become clear in Brencis’ latest black mass, where Gremla is savagely strung up, and mother Esme killed.

Whether it’s a minor or major NPC who dies, the game continues, leaving you with its ramifications. Something to take in mind given Coen has a blood hunger meter. If you let it get too low, he’s consumed by insatiable hunger, its black tendrils noticeable even when talking to an NPC, turning every dialogue option into a juddering red ‘Give in to the hunger’, which cannot be refused.

“This wasn’t in the game from the start,” reveals Mateusz. “It emerged organically, and it just fit the formula so well it feels like it was always there. That being part of the narrative sandbox was a big challenge because it’s so open ended, but it’s worth it because you get a much more interesting game.”’

Seeking morality with… pigs?

Satisfying Coen’s bloodlust isn’t restricted to humans. From deer, to bears, to packs of wolves, Konrad says you can feed on all the animals you encounter, which might cause fewer problems than you killing off an important NPC or one of the many allies you can befriend to help you in your quest. That said, some allies will betray you, and don’t expect many of your choices to come without shades of grey. “The player has a lot of agency but we like to explore complex people with complex personalities,” says Mateusz.

As a light hearted thematic example, an early side quest offers you the chance to find a villager’s beloved pig, using a handy focus mode to see her tracks and footprints in the dirt. Returning the pig reveals the villager’s intent to slaughter her, giving you the choice of joining in, declining, or even buying the pig to save her bacon, as long as you have the coin.

Sharpening your skills via the tree

The team is also keen to stress that Coen’s experiences as a vampire at night are very different to his journey as a human during the day, with specific NPCs and quests only available at certain times, and obvious differences in abilities. His skill tree consists of three main branches, each with passive and active upgrades: witchcraft for the daytime, vampiric powers for the night, and sword fighting overlapping both.

“Some abilities are even locked behind a specific vampiric blood,” explains Mateusz. “In our lore, when you become a vampire you get your own unique mutation or power. And you can have more than one. So if you drain another vampire, then you steal theirs.”

But if you want to rely on the virtues of sharpened steel, just as much testing and thought has been given to the game’s directional combat, resulting in customisable options for both hardcore action fans and more story-focused players. From the demo, it appeared fluid and intuitive, with clear markers for incoming assaults to help block and parry timing, and red skulls marking unblockable attacks – as demonstrated by The Forgotten Guardian, a lumbering armoured skeleton mini-boss roaming a dank underground ruin.

The future looks bright

Even after its lengthy demo, it was clear Rebel Wolves was keeping a lot under wraps. For example, when asked about the weather system in the game and how it interacts with the characters and environment, Konrad smiled, saying he’d prefer the players to discover that for themselves. Likewise with the number of multiple endings and the extent of characters and monsters you can meet, which tap into Slavic myth and legend, as well as medieval history.

Even so, Konrad reveals that for some team members the game is currently taking anything from 55 to 70 hours to complete, so expect an epic adventure that explores how much we’re willing to sacrifice to save the ones we love. And the hunger to craft a tale which leaves a lasting mark on players doesn’t stop with this one. “The Blood of Dawnwalker isn’t the endpoint, it’s an origin story,” smiles Konrad. “We have already planned its tale through the ages. This is only the beginning.”

Anticipate even more info to come to light from Rebel Wolves as The Blood of Dawnwalker stalks ever closer to its undead launch on PlayStation 5 September 3.  

4:Loop – designing the ominous cube-shaped Scanner boss

4:Loop – designing the ominous cube-shaped Scanner boss

4:Loop – designing the ominous cube-shaped Scanner boss https://ift.tt/B3E6pOy


Hi, I’m Mike Booth, Chief Creative Officer at Bad Robot Games, and Game Director of 4:Loop. In my last post, I shared how our core gameplay systems come together to create an unpredictable and endlessly replayable experience. Today, I’d like to share more details on one of our co-op shooter’s high-stakes boss fights. 

Specifically, I’d like to talk about how our team approaches designing these battles, and how these considerations led to one of our most unique enemies so far: The Scanner. 

No two bosses are alike

​​

One of our main goals when designing bosses in 4:Loop is making each of them unique – not only in their visual design, but in how they behave. We know we’re on the right track when a boss requires players to adopt new forms of cooperation, improvisation, and combinations of equipment and abilities. All of this results in the kind of creative problem solving at the heart of 4:Loop. When we first started exploring the Scanner, or “The Cube,” as it’s called internally, I wanted to do something a bit different: create a boss battle that wasn’t about direct combat, but navigation, spatial awareness, and cross-map coordination.

Keep moving to stay alive

For some of our boss battles, players can succeed by finding cover, hunkering down, and dishing out heaps of damage. But with the Scanner, that’s a sure-fire way to get yourself killed. Rather than attacking players directly, the Scanner emits a Laser Matrix over the entire map. This “Grid of Doom” (to use another internal name) is an interlocking grid of bright red and extremely dangerous lasers. One hit is enough to knock a player down. A second hit and you are out of the fight. 

The grid is slow moving and easy to see, making it manageable enough at the start of the encounter – and seemingly safe enough to lull you into a sense of complacency. But as the fight progresses, the laser grid becomes tighter and tighter, making navigation and survival increasingly difficult to manage. Of course, it’s not enough to just survive the Scanner. Players must destroy it to win.

Your doom is six sided

Being a cube, the Scanner has six faces. On each of these faces, we’ve put nine destructible tiles, making 54 targets in total. To actually damage the Scanner, players must knock out all 54 panels at once, forcing the machine to reveal its vulnerable Reactor Core. 

Sounds straightforward enough… until the Scanner starts moving.  We built the Scanner to constantly rotate and swap sections like a giant Cube Puzzle from Hell. On top of that, damaged panels reset over time. This creates a boss fight that requires players to spread out and attack from multiple angles, while navigating the Scanner’s ever-tightening Laser Matrix.  All of this results in a unique gameplay challenge. Stay mobile enough to avoid the Grid of Doom, while remaining focused enough to knock out panels and coordinate a team-wide attack on the Reactor Core once it’s exposed.

Hit the Scanner with everything you’ve got

Once all 54 tiles have been knocked out, the Scanner reveals its vulnerable Reactor Core for a brief window. This is the moment where the team – who could be on opposite ends of the map by this point – strike together as a cohesive unit to inflict as much damage as possible. The coordination that occurs in these brief windows are intuitive and natural. They emerge from the boss’s core design, rather than telling players what to do. 

Your choices matter

In 4:Loop, we’re constantly trying to design gameplay moments that ask players to make interesting decisions – and then live with their consequences. The Scanner is no different. 

The game’s Probability Map makes it clear what boss you’ll be facing at the end of the Act. This forces players to think about what kind of gear and abilities to select leading up to the fight. Sure, shotguns are powerful… but they won’t be effective against the Scanner’s Reactor Core at range. Or maybe rather than taking that totally sweet Cloaking Backpack, you might want to choose equipment to help you navigate the Laser Matrix instead.

Different by design

The Scanner is just one of several bosses in 4:Loop, each built to push on players’ coordination, cooperation, and creative problem-solving skills. We hope all our bosses will generate crazy moments you’ll be talking about with your friends for a long time after you win or lose. 

The Scanner started from a simple image: A giant, floating cube puzzle with breakable panels. Over time, it grew into one of our most iconic enemies, and one that touches on almost every layer of how players can improvise to overcome overwhelming obstacles together. And it does all of this without firing a single shot at the players.


You can also join our growing community at discord.gg/4LOOP.

Marathon: Bungie shares official DualSense Edge controller setting recommendations

Marathon: Bungie shares official DualSense Edge controller setting recommendations

Marathon: Bungie shares official DualSense Edge controller setting recommendations https://ift.tt/3wDJ4Vy

In Marathon, sharp aim matters, but so does healing, utility, movement, communication, and how you use your shell abilities. The DualSense Edge wireless controller gives you the flexibility to tailor the controls around your preferred playstyle, and save multiple custom profiles for your favourite shells and loadouts.

Marathon’s default settings already gives you a strong baseline alongside extra flexibility with options for presses, taps, holds and double presses. For most players, the best overall approach is to keep the default settings, then use the DualSense Edge controller to bring your highest value actions closer at hand.

Read on for setting recommendations straight from the Marathon dev team at Bungie.

Button remapping

In many shooters, the first instinct is to map jump and reload to the back buttons so you can keep your thumbs on the sticks during combat. That works great in Marathon too, but the back buttons are even better used elsewhere.

Mapping them to the consumable radial and equipment radial gives you quick access to two of the most important survival tools in the game. Since those actions normally require you to hold Directional Button Down and Left, moving them to the back buttons means you can heal and prepare utility, without interrupting your aim and movement.

Finger on the trigger

DualSense Edge controller gives you both physical trigger stop sliders and the option to fine tune trigger input ranges within custom profiles.

In Marathon, most weapons fire before the trigger reaches full travel, so setting the medium trigger stop on R2 can make repeated shots feel faster and more controlled, especially with semi automatic weapons. If you prefer an even more responsive feel, try the short trigger stop.

In your custom profile, adjust the trigger input range on L2 from 0 to 70. This can make aiming down sights feel more immediate, since less trigger travel is needed before the input kicks in, while still maintaining the comfort of a full trigger pull.

Steady your aim

Marathon already offers a strong set of in-game aim curves and sensitivity settings, with Classic serving as the standard curve used for decades in Bungie action games. It’s a great baseline, and players who prefer to tune everything in game have a lot to work with.

If you are shaping your setup through the DualSense Edge controller, keep Marathon’s defaults and make your refinements at the controller level instead. With custom stick sensitivity, sensitivity curve, and deadzone settings available in each profile, you’ve got plenty of room to tailor the feel to your preference.

Stick sensitivity curves

The DualSense Edge controller offers six different stick sensitivity curves, with one of the most effective combinations for Marathon being Precise on the right stick and Quick on the left stick.

Precise helps the right stick feel more controlled during smaller movements, like making fine aiming adjustments with precision weapons such as the Longshot sniper rifle. Quick gives the left stick a more immediate response, which helps with fast repositioning and evasive movement when a fight breaks out.

The result is a setup that feels nimble when you need to move, but calm and deliberate when you need to aim.

Stick sensitivity

There is no single perfect sensitivity setting for everyone. Start with Marathon’s default feel, then use the DualSense Edge controller to make small adjustments that suit the way you play. If you favour close quarters fights and want rapid turns, try nudging your sensitivity up. If your aim starts to feel twitchy, dial it back until it feels controlled again.

Stick deadzones

If your controller feels stable and you want a faster, more immediate response, lower the stick deadzones carefully within your DualSense Edge controller custom profile. If you prefer a little more buffer before movement or aim kicks in, keep them closer to the default feel.

The key is not to overcomplicate things too early. Small, targeted changes will give you better results than trying to change everything at once.

Try one profile for each Runner Shell

You can store up to three custom profile shortcuts on the DualSense Edge controller and quickly swap between them during gameplay using the Function (Fn) buttons, making it easy to keep one core setup alongside shell-specific variants. Try out these quick tips for each shell and let us know your favourite DualSense Edge controller layouts.

Destroyer

Map a back button to jump, giving you faster Thruster activations while staying locked on target, and another to sprint for speedy activations of Tactical Sprint.

Assassin

Map a back button to crouch so stealth movement feels more natural while aiming. A Steady sensitivity curve on the left stick works well for controlled movement during stealth.

Recon

Set up push to talk on one back button, with quick ping on the other back button to help your teammates stay on top of the active situation. A Precise sensitivity curve on the right stick works great for picking off fleeing enemies with a long-range weapon.

Vandal

Mapping crouch to a back button lets you power slide while maintaining aim control. A snappier sensitivity on the right stick suits Vandal’s momentum and fast, aggressive movement.

Thief

Map a back button to grapple to quickly push an advantage or make an escape. A Steady left stick sensitivity curve works well if you want more controlled, stealthy movement while sneaking.

Triage

Map the consumables wheel to one back button, with quick ping on the other and you have a profile built around rounded backline support with fast callouts.

Rook

Back buttons mapped to consumables and equipment radials, with a Steady left stick sensitivity curve for careful movement and stealth, keep this profile simple and survival focused.

Now clean up on Tau Ceti IV

On Tau Ceti IV, staying mobile and keeping your most important actions within easy reach on the DualSense Edge wireless controller can make the difference between a messy escape and a clean exfil. 

Marathon is available now.

Arc Raiders – upgraded PS5 Pro PSSR upscaling available April 28

Arc Raiders – upgraded PS5 Pro PSSR upscaling available April 28

Arc Raiders – upgraded PS5 Pro PSSR upscaling available April 28 https://ift.tt/gXotU0T

With the release of Arc Raiders update 1.26 on April 28, PS5 Pro players will now be able to benefit from the new upgraded version of PlayStation Spectral Super Resolution (PSSR). This machine-learning based upscaling technology analyzes game images pixel by pixel to reconstruct a sharper, higher-quality output.

A sharper, more stable image

The upgraded PSSR brings a range of meaningful improvements that PS5 Pro players will notice immediately, particularly in the demanding, detail-rich environments that Arc Raiders is known for.

Crisp, stable image, less flickering and shimmer:  The new PSSR delivers crisp visuals across all environments, doing a great job at preserving fine details. Visual artifacts such as flickering and shimmering are significantly reduced, resulting in a cleaner and more consistent picture especially in complex scenes.

Better reconstruction of objects in motion: The upgraded PSSR handles moving geometry far more accurately than traditional upscaling techniques. Whether it’s foliage swaying in the wind or Arc drones cutting across the screen at high speed, fine details are better-preserved during motion.

Reduced ghosting on translucent effects: Ghosting artifacts, which are most visible on particle effects and other translucent elements in motion, are substantially reduced. This is a particularly challenging area for upscalers because accurate motion vectors aren’t available for these effects. A good example is the rain system in Arc Raiders, which now looks noticeably cleaner.


With the improved PSSR we can deliver increased image quality and stability, significantly reducing visual noise in-game without any performance reductions, allowing our players to experience the game and its world with less distractions.

– Mikael Linderholm, Technical Art Director, Embark Studios


Impressive results with minimal effort

The new PSSR required minimal fine-tuning of content, and the results held up across the wide variety of complex scenes that Arc Raiders presents — from dense outdoor environments to intense firefights with particles and dynamic lighting.


The new improved PSSR brings significant improvements to image quality, especially in challenging scenarios with many small details in motion. Impressive to see how well it works on the wide variation of complex scenes that we have in Arc Raiders.

– Robert Kihl, Engine Lead, Embark Studios


Available tomorrow in update 1.26

The upgraded PSSR enhancement for PS5 Pro will be available April 28 as part of Arc Raiders update 1.26. PS5 base model players continue to benefit from TSR upscaling, which remains unchanged by this update.

We’re excited to see how the community responds to the visual improvements, and we’ll continue to look for opportunities to push image quality further as new technologies become available.

Official PlayStation Podcast Episode 539: Mice and Men

Official PlayStation Podcast Episode 539: Mice and Men

Official PlayStation Podcast Episode 539: Mice and Men https://ift.tt/Uz6Snox

Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or download here


Hey, everybody! Tim, Kristen, and I are back this week to talk about the upcoming release of Saros, the cartoon world of Mouse: P.I. for Hire, best convenience store snacks, and upcoming updates.

Stuff We Talked About

  • Next week’s release highlights:
    • NTE: Neverness to Everness | PS5
    • MotoGP 26 | PS5
    • Saros | PS5
    • inKonbini: One Store. Many Stories | PS5
    • Invincible Vs | PS5

  • Dragon Ball Xenoverse 3 announced  — The annual Dragon Ball Games Battle Hour two-day event happened this past weekend, and with it came a host of new announcements for FighterZ, Sparking Zero, revealing Xenoverse 3 coming in 2027, and more.

  • Neverness to Everness gameplay details — See what’s in store for this anime-inspired open-world title with Persona 5 and Porsche collabs, first-person mode for dates, and the Bank Heist stages. Coming to PS5 on April 29. 

  • Helldivers 2 Exo Experts Warbond — The new Warbond arrives April 28 ready to roll out some new goodies. Check out new machine-based weapons and Stratagems, armors, and emotes.

  • Gran Turismo 7 update — Add the Porsche 911 Turbo S Leichtbau, Renault Twingo ’93, and Yangwang U9 ’24 to your garage today. In addition, Power Pack owners can access new challenges, and there are updates for the Gran Turismo World Series.
  • Saros starter tips  — Learn how to adjust your level of challenge with Carcosan Modifiers, see expanded accessibility options, and gain helpful insight to prepare for the perilous journey ahead on April 30.

  • Assassin’s Creed Black Flag Resynced — The remake of this swashbuckling tale arrives on PS5 July 9. See how the new game expands on sailing and combat in our hands-on report.

The Cast

Kristen Zitani –  Senior Content Communications Specialist, SIE

O’Dell Harmon Jr. – Content Communications Specialist, SIE

Tim Turi – Content
Communications Manager, SIE


Thanks to Dormilón for our rad theme song and show music.

[Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

Share of the Week: Resident Evil Requiem – Grace

Share of the Week: Resident Evil Requiem – Grace

Share of the Week: Resident Evil Requiem – Grace https://ift.tt/4lTYMBb

Last week, we asked you to share portraits of Grace in Resident Evil Requiem using #PSshare #PSBlog. Here are this week’s highlights:

riainwonderland shares younger Grace holding a flashlight in the dark

midnight.hyp3 shares Grace standing in red lighting

Yuric83 shares Grace’s FBI report reflected in her glasses

 grayfoxvp shares Grace sneaking past an exit sign

Ixion_VII shares Grace in the Lady Dimitrescu costume

leonsbathwater shares Grace throwing a punch

Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme, or be inspired by other great games featuring Photo Mode. Want to be featured in the next Share of the Week?

THEME: Cozy
SUBMIT BY: 11:59 PM PT on April 29, 2026 

Next week, share moments from your favorite cozy game using #PSshare #PSBlog for a chance to be featured.

Assassin’s Creed Black Flag Resynced: first details, launches on PS5 July 9

Assassin’s Creed Black Flag Resynced: first details, launches on PS5 July 9

Assassin’s Creed Black Flag Resynced: first details, launches on PS5 July 9 https://ift.tt/9oL8TXb

Has it really been 13 years since we took privateer-turned-pirate and assassin Edward Kenway across the seven seas? Assassin’s Creed Black Flag remains one of the series’ most treasured titles, so whether you’re familiar with its swashbuckling exploits or a new fish to its depths, Ubisoft’s announcement of Assassin’s Creed Black Flag Resynced on PS5 offers the perfect chance to see why it’s hoisted in such high regard.

A faithful remake which focuses on the original’s core single-player adventure, the development team haven’t only applied a fresh lick of presentational paint to Assassin’s Creed Black Flag. They’ve also looked at quality of life gameplay improvements, conducting workshops for player feedback to ensure any changes didn’t stray too far from what made the game tick.

So, what can we expect?

Assassin’s Creed Black Flag Resynced: first details, launches on PS5 July 9

What’s back from the original

Edward Kenway Returns: Of course, Captain Edward Kenway is central to Assassin’s Creed Black Flag Resynced, his story remaining the driving force of the game. Performed by Matt Ryan, the character’s original voice actor, Kenway is joined by his iconic cast of notorious real life pirates, including Blackbeard, Anne Bonny, and Charles Vane.

Caribbean Setting: As with its story, the luscious locations are all present and accounted for, with its bustling cities, dense jungles, and sun-kissed beaches spread across the likes of Nassau, Kingston, and Havana.

Your vessel: Kenway’s ship, the Jackdaw, was a big part of the original game, and rest assured, you can still set sail, engage in boarding parties and raids, and listen to the crew’s jaunty sea shanties.

What’s new or improved

PS5 Pro Enhancements: Ubisoft is taking advantage of PS5 Pro to deliver an immersive pirating adventure.


“We were extremely impressed with the enhanced PSSR. It really redefines the graphics experience in console games. It allowed us to render our dynamic tropical world full of swaying palm trees, violent storms and rogue waves without visible upscaling artifacts, delivering sharp pixel quality and great image stability.”

– Jussi Markkanen, Technical Director, Ubisoft Singapore


“Assassin’s Creed: Black Flag Resynced pushes ray tracing further across all modes on PlayStation 5 and PlayStation 5 Pro. PlayStation 5 brings more consistent lighting, while PlayStation 5 Pro delivers a no-compromise experience with advanced ray tracing performance and enhanced PSSR.”

– Nicolas Lopez, Technical Architect, Ubisoft Montréal


New Game Engine: Assassin’s Creed Black Flag Resynced uses the latest version of the Anvil engine, which means more detailed character faces, richer animations, and denser crowds. And it shows – the varied environments, on land, across the sea, and beneath the waves all look more vivid, vibrant, and expansive.

Expanded Soundtrack: Some new audio tracks join the visuals, with French musician and Assassin’s Creed fan Woodkid contributing. And those sea shanties I mentioned earlier? Well, expect even more to be added to your favourites. 

Parkour Improvements: Kenway was always fleet of foot, but now he is even more agile with an enhanced parkour system which includes the ability to perform three jumps along with back and side ejects. The result is smoother traversal movement that flows more naturally, feels tighter, and makes assassinations look even better. And speaking of assassinations…

Reworked Combat System: Fighting is faster and more fluid, with an emphasis on making the most of your combos, perfect parry, and up to four chained takedowns. There are also additional destructible elements in the environments to make your attacks feel even more devastating.

Better Stealth: Kenway’s covert options have been given a polish, too. Now you can crouch freely – and speedily – to approach targets. Also, failing any tailing or eavesdropping objectives no longer end in an instant desync. Instead of having to restart the mission when you’re discovered, the target reacts to your sloppy stealth and you have to salvage the mission however you can.

New Chapters and Storylines: New content has been added to both the modern day sections and the main tale, including a new scene with Edward’s wife Caroline, specifically written by the original’s lead writer, Darby McDevitt. Kenway’s not the only character to benefit from fresh writing, either, with expanded arcs for some of the other crew, such as Blackbeard.

New Characters:There are also few fresh faces, via new officers Lucy Baldwin, The Padre, and Deadman Smith. Each one has a unique backstory and special abilities – for example, Deadman can unlock a devastating double shot from broadside weapons on the Jackdaw – but you’ll need to earn their trust to recruit them. 

Expanded Naval Arsenal:While we’re talking about the Jackdaw, sea battles are even more spectacular via new alternate fire upgrades for every weapon. Navigating also has a little more spice to it due to the dynamic weather system affecting how the ship handles. And most importantly for animal lovers, you can now recruit a cat or monkey to your crew.

And all of this is just the start. There’ll be more info fired across the broadside of the coming months as Assassin’s Creed Black Flag Resynced sails towards its July 9 release on PS5.