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Assassin’s Creed Shadows Delivers Major Visual Leap For Franchise Thanks To RTGI

Story Highlight
  • Assassin’s Creed Shadows’ RTGI delivers a major visual upgrade, enhancing lighting and textures.
  • On Xbox Series X and PS5, RTGI is available in Quality and Balanced modes, while the Series S supports it only in the hideout at 30FPS.
  • Traditional baked lighting falls short, making Balanced mode the best choice.

With just a day before launch, Ubisoft aims to start yet another era of Assassin’s Creed, with the franchise heading to Japan for the first time. Reviews and impressions have thus far been favorable for the French publisher, implying one of the biggest releases of this year.

Adopting the next rendition of Ubisoft’s in-house Anvil Engine, Assassin’s Creed Shadows looks stunning and offers a generational visual leap for the IP. Ray tracing is also available now, offering dynamic and immersive lighting in the game.

Why it matters: With years of development and the first current-gen release, Assassin’s Creed Shadows looks stunning and utilizes ray tracing better than most titles.

Digital Foundry’s latest tech review explores Assassin’s Creed Shadows’ use of RTGI. On Xbox Series X and PS5, RTGI is available in Quality and Balanced modes. The 60FPS mode includes RTGI but only in the hideout.

This means that the Xbox Series S, limited to a 30FPS mode only, will not have RTGI enabled except in the hideout region. Anyhow, RTGI completely overhauls the game’s lighting and the textures that interact with it.

The diffused lighting outside shows a major change in the shades and colors of the open world. Moreover, objects outside will see a big difference in shades with the RGTI method on vs. off. Interior buildings also show a huge difference between day and night. 

With the setting turned off, however, baked lighting struggles to compete despite an impressive attempt to recreate lighting during different weather conditions and sun positioning. 

Despite being locked at 30FPS, Quality mode remains impressive with no frame dips. Balanced mode offers the best compromise, combining RTGI with a stable framerate for an immersive exploration of feudal Japan.

What are your thoughts on Assassin’s Creed Shadows’ ray tracing implementation? Let us know in the comments below or head towards the official Tech4Gamers Forum.

A Marvel Gaming Universe Was Planned But Got Scrapped Later, Ex-Devs Reveal

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  • There were plans for a Marvel Gaming Universe which were later scrapped. 
  • It would’ve been similar to the Marvel Cinematic Universe with games tied to each other.
  • The project never got funded and hence never saw the light of the day. 

Many children have grown up watching and loving the Marvel Cinematic Universe and seeing it evolve into what it is today. Interestingly, we could’ve had a similar concept in gaming as well, but it could never see light of the day. 

According to former developers, there were plans for a Marvel Gaming Universe (MGU), that would’ve been similar to the cinematic universe but the idea was scrapped. 

Why it matters: The concept is really interesting as it meant multiple Marvel games intertwining with each other similar to what the movies have done. 

Talking to The Fourth Curtain Podcast, writer Alex Irvine revealed the plans for the Marvel Gaming Universe, which would’ve tied multiple Marvel games in a single timeline, but unfortunately as exciting as the idea is, it never became a reality. 

When I first started working on Marvel games, there was this idea that they were going to create like a Marvel gaming universe that was going to exist in the same way that the MCU

– Alex Irvine

Marvel Rivals
Marvel Gaming Universe could never see the light

For context, Irvine has worked on various Marvel projects including the highly acclaimed Marvel Rivals. He said that Marvel wanted to convert the games into a bigger ongoing story, that would’ve worked the same way as MCU. 

Host, Alex Seropian who has also worked with Disney back in day backed the claim and stated that the idea came before the MCU was a thing, but it never got funded. Irvine said it was very frustrating as they came up with great ideas for the project. 

So, Marvel games might have headed a completely different direction if that happened. Nonetheless, we still got some great games like Marvel’s Spider-Man, Marvel Rivals, Guardians of the Galaxy, and more on the way. 

What are your thoughts on Marvel Gaming Universe getting scrapped? Let us know your opinions in the comments or join the discussion at the official Tech4Gamers Forum

Monster Hunter Wilds Focus Mode Makes It Hard To Go Back To Past Games

Story Highlight
  • Capcom’s iconic “kill giant monsters” franchise is back with Monster Hunter Wilds.
  • Focus mode’s extreme precision elevates an already superb gameplay to new heights.
  • After being spoiled by the Focus mode, past Monster Hunter games feel rather clunky in comparison.

Lately, when a new game comes out, I’m more worried about it than being excited. With all the stunts companies pull these days, games have stopped being about entertainment and more about forcing certain thoughts. Plus, the matter of broken ports, bugs, and performance issues makes things worse.

However, even in these stormy times, you can count on certain developers to deliver a masterpiece all about engaging gameplay, and Capcom is one of them. Monster Hunter: Wilds is here with a bang (except for the performance issues, guess Capcom isn’t always perfect, either).

Why it matters: Monster Hunter has always been about methodic, realistic combos; it’s greatest charm, but past entries pale in comparison to the control Focus mode imparts.

The Beauty Of Monster Hunter

The Monster Hunter fan in me is having one hell of a time with Wilds. Ever since its first trailer, I’ve been fanboying like crazy, and it’s a serene feeling to finally know that all of it was not wasted. Monster Hunter Wilds is shaping up to be my favorite of the entire series, and that’s saying something.

Capcom is back with yet another banger (Image by Steam)
Capcom is back with yet another banger.

I still vividly remember the time I played the first Monster Hunter back on the PS2. I sucked at the game, but man was it fun. The whole hunting concept and crafting system highly fascinated me. I see big monster, I kill it, and nothing makes me happier.

Jokes aside, Capcom took a very simple concept and executed it with such perfection that millions of people watched in awe. However, despite this overwhelming popularity, Monster Hunter can be a little hard to get into for new players, because of the slower, more methodic gameplay.

Can we just take a moment to appreciate CAPCOM and the MH team here?
byu/ParagonFury inMonsterHunter

Monster Hunter demands timed attacks, realistic handling of different weapons, and the need to pause and understand the orientation of your attacks in comparison to the monsters’ moveset. This can be hard to get used to for someone accustomed to fast-paced gaming. I know I had a hard time.

Monster Hunter Wilds’ Focus Mode Is Divine

If you ask me, or any other fan of the series, this is in no way a bad thing, far from it. In fact, it’s quite the contrary. This methodic gameplay makes felling the greatest of monsters all the more triumphant. Your character, as well as the monsters, move like they’re supposed to.

Overcoming the learning curve, carefully timing and executing your strongest moves, and watching the towering foe come crumbling to the ground is a feeling I can’t quite put into words except “It’s Majestic!”

But along came Monster Hunter Wilds, and it shattered my whole worldview. It introduces a unique gameplay mechanic called the Focus mode alongside the wounds system, and it’s so much of a game changer that my jaw straight-up dropped when I used the Longsword in the Beta.

As the name implies, it allows you to focus your attacks on a particular spot. The ability to properly control your motion in sync with the monster to ultimately strike its weak point elevates the already brilliant combat to enormous heights. Plus, striking the wounds on a monster insta-charges your weapon now. It’s Peak.

Being in full control has never felt better (Image by u/Mitt102486)
Being in full control has never felt better.

Past Games Feel Rather Lacking Now

An outsider probably thinks “So you can better aim your attacks now, big deal.” But trust me, it is a very big deal. Now you can charge up your Longsword and deliver the devastating jumping slash right on point, and bonk the monsters right on the head with the hammer’s ultimate blow.

Lets talk about focus mode in Wilds and how it feels mandatory for optimal DPS
byu/tenken417 inMonsterHunterMeta

It’s like the Focus mode has added a layer of extreme fluidity on top of the combat. It’s still systematic and tricky, but focus mode gives you a lot more freedom and absolute control. It was probably added to make the game more accessible for newer players, which it does, but it does a lot more than that, too.

I tried replaying Monster Hunter World, my favorite entry before, and it was like something very important was missing. Focus mode has spoiled me so much that I couldn’t aim my attacks very well. I felt like I was severely handicapped now, when I was killing monsters like crazy in it just a few years ago.

Monster Hunter Rise is in the same boat. It’s impressive how Monster Hunter Wilds is still tough as nails (Arkveld beat me to a pulp) despite a mechanic as broken as the Focus mode. Capcom has truly outdone itself this time around. Kudos!

It’s Great To See Action Games Returning Instead of More Soulslikes

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  • Soulslike concepts have become extremely frequent lately, occupying every genre to the point of exhaustion.
  • Soulslikes completely overshadowed character action games, but that’s about to change.
  • Onimusha, Tides of Annihilation, and Lost Soul Aside mark the return of action games. 

At what point does a genre become so oversaturated that it slowly loses the charm it once held? When everyone in the industry thinks “This is the way to go” and starts producing so much of it that every subsequent entry makes you wonder when will a refreshing take on a different topic appear. 

Inspiration from a trendy approach is good but when it becomes oversaturated, even love can turn into hatred. Believe it or not, this is what happened with “Soulslikes”. Don’t get me wrong, I’m a die-hard Souls fan, but even I know that it had gone on long enough. It’s good to see a change with these action games upcoming.

Why it matters: With every game becoming Soulslike lately—even action games being pseudo-Soulslikes—the return of character action is a much-needed breath of fresh air.

Enough With The Soulslikes, Please

Lately, it’s been one Soulslike after another. FromSoftware’s masterpiece of a series is so beloved and popular that everyone wants a piece of it. I can’t really blame them, considering how glorious of a concept it is, and how perfectly FromSoftware executes it in its gems.

FromSoftware and its works deserve all the renown they can get, and I know all these inspirations are the highest form of praise, but everything in moderation is key. Even the most avid enjoyers of a product will lose their interest when consistently fed the same thing.

Besides, it doesn’t help that no one could match FromSoftware’s mastery of the formula. Yes, Lies of P came extremely close, which is a massive feat, but not every imitation is capable of those heights. Thus, not only is it an oversaturation, but weak and uninteresting games are running amok.

If only every Soulslike was this good (Image by Steam)
If only every Soulslike was this good.

Now now, don’t call me a hater just yet. I’m not saying all those hardworking devs lack talent. It’s just they’re trying to copy a popular concept which might not be their strength. Who knows, they might be unrivaled experts in another genre. 

Character Action Games Are Back

The problem is not just dedicated Soulslikes, but how these mechanics have seeped into other genres as well. Games that aren’t fundamentally Soulslikes also want to capitalize; we have Platformers, Shooters, Rouguelites, and even Action games that feature Souls mechanics, which further adds to the oversaturation.

Soulslikes are spreading to other genres besides standard action games and metroidvanias
byu/Imaginary_Cause2216 insoulslikes

I remember when FromSoftware’s glory was not known by many, and Souls was a rather niche series avoided due to extreme difficulty. Ah, those were the days. And then along came Elden Ring, who ruined it all by letting the whole world know (Contradicting, I know, but I like to gatekeep).

Are there no other genres left? (Image by Tech4Gamers)
Are there no other genres left? (Image by Tech4Gamers)

The most unfortunate victims of it all are action games. True action games free of Soulslike influence have become extremely rare. How I’ve longed for games like Devil May Cry, Nier, and Metal Gear Rising. Today, action games are mostly pseudo-Souls in disguise. Even Stellar Blade with obvious DMC and Nier inspirations had some of these elements.

But fear not, my friends. If you share my concerns, our prayers have been answered. It seems the return of true character action games is here. I’m sure you’ve watched the trailers for Tides of Annihilation and Lost Souls Aside, and know what I’m talking about. I never thought I’d say this about Soulslikes but good riddance.

The Return Of The King: Onimusha

Speaking of the resurgence of action games, it would be a sin not to talk about the OG, the progenitor: Onimusha. That’s right, Capcom’s samurai action series that introduced many of the genre’s conventions is back with a bang. Your Sekiro, Ghost of Tsushima, Devil May Cry, etc. wouldn’t even exist today had it not been for Onimusha.

Make way for Onimusha's glorious return (Image by Steam)
Make way for Onimusha’s glorious return.

Before the Soulslike fever took worldwide control and every game adopted the same gameplay relying on reading opportunities and slow exp accumulation, character action games were the talk of the town. Slick, fast-paced combat, interesting characters, engaging storyline, intense boss fights, and most of all, a unique gameplay system. 

After being extremely exhausted of the same Souls mechanics with mediocre execution, it’s great to see stuff like Onimusha and Ninja Gaiden return, alongside newcomers in Tides of Annihilation and Lost Soul Aside.

Souls is a truly interesting concept, but I’ve had more than enough of it for now. It’s time to bring back true character action games of the past. Let us forget methodic dodges for a moment, and just ride the crazy adrenaline train of fast-paced action once again.

Assassin’s Creed Shadows Review Roundup – One of Ubisoft’s Best RPGs

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  • Assassin’s Creed Shadows has received positive reviews, landing at a Metacritic score of 82/100.
  • Critics have praised the game’s open-world, visuals, and core gameplay.
  • A few points have been cut due to the lackluster Ubisoft formula and lack of meaningful innovation.

Over two years after its initial reveal and various delays, Assassin’s Creed Shadows finally arrives on March 20. Ubisoft’s approach to the Japanese era created plenty of controversy, but recently released previews gave fans hope to cling to.

With the game now just two days away from its launch, the review embargo has also been lifted. The Assassin’s Creed Shadows reviews are in, and the game has scored much better than anticipated. You can also read our review here.

Why it matters: The reviews make Assassin’s Creed Shadows one of the stronger entries in the series, putting it close to Assassin’s Creed Odyssey from the RPG trilogy.

Assassin's Creed Shadows
Assassin’s Creed Shadows Reviews via Metacritic

On average, the game sits at a score of 82/100 on Metacritic. A few of the scores are listed down below.

  • VGC 8/10
  • IGN 8/10
  • Gamespot 8/10
  • TheGamer 8/10
  • Push Square 8/10

As expected, critics have praised Ubisoft’s open world. Despite its somewhat formulaic nature, the world is full of detail and strongly reflects Japanese culture.

The core gameplay, including the parkour and combat, has also received praise. Naoe and Yasuke present different flavors of the Assassin’s Creed experience, allowing fans to seamlessly switch between the stealth and action-focused gameplay styles.

Additionally, the critics have been thoroughly impressed by the visuals. Regarding criticisms, Assassin’s Creed Shadows has received negative impressions for failing to meaningfully push the Ubisoft formula forward.

Assassin's Creed Shadows
The Ray Tracing Adds A Lot To The Game’s Visuals

At its core, the game sticks very close to the IP’s RPG roots, making for a somewhat familiar experience.

What are your thoughts on the reviews? Are you more or less excited about the game following the reviews? Let’s discuss this in the comments and on the Tech4Gamers Forums.

Payday 2 Has Sold A Whopping 55 Million Copies To Date

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  • Payday 2 has sold over 55 million copies to date.
  • Just the DLC transactions are reported to have made over $200 million.
  • The third entry couldn’t capitalize on the success of the first two games, leading to the franchise’s downfall.

Before the franchise’s downfall with the third entry, Payday enjoyed its peak with the second entry, which was branded as one of the best co-op experiences. With a great gunplay experience, different playstyles, and replayability, Payday 2 has gained a massive cult following over the years.

Its success did wonders for Overkill Studios, the child company of Starbreeze Studios. The game has sold a whopping 50 million copies to date.

Why It Matters: With just an alleged development cost of $50 Million, the game’s success is beyond impressive and even outperforms most AAA releases.

payday 2 sales
Payday 2’s Sales Figures Revealed Under The Game’s Executive Producer || Source: LinkedIn

We found this information in Bo Andersson’s LinkedIn description. He is the former CEO of Starbreeze Studio and was the executive producer for Payday 2 at Overkill Studios.

Andersson’s profile also revealed that the game’s DLC transactions made over 200 million dollars, which is impressive.

As of January 2023, the game sold 40 million units, which amounts to 15 million copies sold within just over two years. This seems quite possible as the base game’s price has been under $10 for the past few years, with the lowest price recorded being a mere $0.99 during discounts.

payday 2
Payday 2 Was One Of The Very Few Great Heist Games

The threequel for Payday couldn’t capitalize on the success and path the first two games laid out. Payday 3 was a downgrade from the second entry and launched in an extremely flawed state.

The launch was so disastrous that the current CEO of Starbreeze Studio at the time, Tobias Sjögren, had to exit the studio.

Nevertheless, future releases are unlikely to match the mark that Payday 2 left on the franchise.

What are your thoughts on this milestone for Payday 2? Let us know in the comments below or head towards the official Tech4Gamers Forum.

Assassin’s Creed Shadows Review: Successful First Step Into Japan

Assassin’s Creed has a rich history dating all the way back to 2007, and since then, the franchise has seen many twists and turns. From the exotic locales of Ancient Greece to the gloomy backdrops of wartorn Britain, the series has never been one to settle.

Indeed, Assassin’s Creed has always flipped and flopped between different settings and eras, but Ubisoft has shied away from one particular region. For as long as Assassin’s Creed has existed, cries for a Japanese-themed entry have raged on, falling on deaf ears, with Ubisoft choosing to venture practically anywhere else.

This changes with Assassin’s Creed Shadows, and in a shocking turn of fate, the Japanese setting has arrived at just the right time. Ubisoft’s recent missteps are no secret, and with the company potentially teetering toward financial doom, all hope rests on this ambitious RPG set in 16th-century Japan.

Following a massive marketing campaign, more than a few criticisms, and two gruelling delays, Assassin’s Creed Shadows is finally ready to burst onto the scene in a few days, but has Ubisoft managed to do enough to save the day?

[toc]

Story

Assassin's Creed Shadows
The Invasion of Iga Sets The Events of Assassin’s Creed Shadows In Motion | Image via Tech4Gamers

Having poured more than 50 hours into Assassin’s Creed Shadows, I have surprisingly little to say about its narrative. The game plays its hand early on here, giving a solid base to the overall plot after briefly introducing Naoe and Yasuke, but things quickly take a turn for the worse afterward.

Naoe, the series’ latest female lead, is thrust onto an unknown mission following the invasion of Iga and her father’s death, an event Yasuke also plays a role in. From then on, the search for a mysterious box becomes Naoe’s main motivating factor, eventually bringing her face-to-face with Yasuke and Oda Nobunaga.

It’s clear that both of Ubisoft’s latest protagonists have much to learn about feudal Japan at this point, with the land engulfed in a major political struggle, clashing ideologies, and the everlasting quest for more power.

The Characters Are Unremarkable

Both Naoe and Yasuke headline the latest Assassin’s Creed entry, and Ubisoft does an okay job trying to connect you to the newest members of the Creed. If nothing else, these protagonists are serviceable and mildly interesting, but they highlight a growing problem with the series’ latest entries.

After Assassin’s Creed Mirage, I was confident Ubisoft’s future protagonists would be less by the books and more distinct in an attempt to harken to Assassin’s Creed’s rich cast of older protagonists.

Unfortunately, neither Naoe nor Yasuke stood out to me. Both characters share a similar sense of justice and willingness to help those in need, but their personal struggles are seldom used as a canvas to delve into more complex writing.

I expected a sense of tension between Naoe and Yasuke, given that the latter was directly involved in her home’s destruction, but this plot point is brushed aside rather abruptly, with barely any mention of Yasuke’s actions in this specific context afterwards.

The same is true of the supporting cast. Assassin’s Creed Shadows sees both protagonists befriending various characters throughout their journey, but I struggle to think of any that stood out. Even with all these personalities coming together at the Hideout, the place felt devoid of life.

Chasing After The Shinbakufu

Assassin's Creed Shadows
Assassin’s Creed Shadows Pits You Against Various Foes | Image via Tech4Gamers

As was the case in past Assassin’s Creed RPGs, Shadows gives you a long list of targets from the get-go, dubbing the series’ latest villain faction the Shinbakufu.

This mysterious faction threatens to disturb the apparent stability of 1579 Japan and undo Oda Nobunaga’s unification efforts, or so it seems. As the game progresses, it’s revealed that there’s more to the Shinbakufu than meets the eye, and things aren’t always black and white.

For instance, one member is revealed to have unwillingly fallen under the Shinbakufu’s influence in an attempt to help Japan’s starving population, giving Naoe and Yasuke the choice to spare this particular individual toward the end of the quest.

Others used the age-old debate of control versus freedom as the reason behind their descent into darkness, a core pillar of the Assassin’s Creed story. However, for the somewhat nuanced nature of these themes, I found myself mostly disinterested in the unraveling plot threads of the Shinbakufu.

These missions were mostly defined by a repetitive structure that involved completing smaller quests that felt like busy work to pad out the game’s overall runtime. This problem isn’t unique to Assassin’s Creed Shadows, but I expected Ubisoft to bring more substance to the table this time.

The narrative certainly picks up as the focus shifts to Naoe and Yasuke, but these brief glimmers of brilliance are hardly worth the time spent chasing meaningless documents or performing mundane tasks like fighting off the hundredth group of generic ronin or samurai in search of the next forgettable Shinbakufu’s location.

Also, Shadows doesn’t do much with the core Assassins vs. Templar struggle. While both organizations have a role in the story, their influence is rarely given enough time in the spotlight to come into its own.

Japan Is Done Justice

Assassin's Creed Shadows
Japan Is Consistently Breathtaking | Image via Tech4Gamers

If there’s one thing you can always count on Ubisoft for, it’s the quality of the open world, at least on a surface level.

Assassin’s Creed Shadows presents the same level of detail to its open world as one would expect. The many regions of Japan have a distinct identity, and it’s easy to lose yourself in the serene nature of galloping through a gorgeous sunbathed flower field.

The map on offer is huge, and while it may not be breaking the mould as the biggest in any Assassin’s Creed title to date, it packs just enough visual variety to keep the act of exploring Japan’s many regions consistently engaging.

Stroll through Omi’s bustling districts, and you’ll find locales brimming with activity. Venture into Iga, and you’ll be met with treacherous peaks and a punishing climate, making it all too obvious how it became the home of assassins like Naoe. Everywhere you go, expect to see a different flavor of historic Japan.

Each region is also filled to the brim with shrines, temples, and castles. These places bring to light the brilliance of feudal Japan’s architecture and cultural diversity, which is elaborated upon throughout the main and side quests.

Gameplay

The Assassin’s Creed RPG DNA is prevalent throughout Shadows’ core gameplay loop. To its credit, the gameplay is greater than the sum of its parts and remains engaging enough to keep you going.

Finding new gear and weapons and overthrowing higher-level castles throughout Japan remained interesting till the end of the game, partly due to the satisfying combat system and its many flashy, gory, and brutal finishers.

The Duality of Assassin’s Creed Shadows

Assassin's Creed Shadows
Yasuke Is Best Suited To Head-On Combat | Image via Tech4Gamers

For the first time since Assassin’s Creed Syndicate and, to a much lesser extent, Assassin’s Creed Origins, Ubisoft has introduced two main characters with distinct playstyles. Fortunately, both characters are enjoyable to play, even if you end up leaning more toward one or the other.

Pick Naoe, and you can benefit from her swift traversal and crafty tools, all while blending into the shadows and sneaking through tight spaces to get the jump on unsuspecting enemies. Choose Yasuke, and you give up all of that for an unwavering sense of strength that remains thoroughly satisfying.

These differences aside, the core combat and gameplay loop remain largely familiar in Assassin’s Creed Shadows. Combat consists of dodging, parrying, and making use of one of the many rechargeable abilities at your disposal.

Weapon variety is also decent, though Yasuke’s Naginata and Naoe’s Kurasarigama quickly became my preferred means of chopping enemy limbs off and disposing of unrelenting foes. Ubisoft takes an iterative approach to the combat, and it pays off, even if the end result isn’t the most spectacular.

The More Things Change, The More They Stay The Same

Assassin's Creed Shadows
The Open World Exploration Is Largely Familiar | Image via Tech4Gamers

Ahead of Assassin’s Creed Shadows’ release, Ubisoft touted major changes to the series’ various systems. One such change was said to focus on the many activities found throughout the open world, an attempt to encourage organic exploration as opposed to quest-marker-driven navigation.

From my experience, the results toward this goal have been hit or miss. You’re certainly not bombarded with quest markers from the get-go, but synchronize a few viewpoints and initiate a few lengthy quests, and the map quickly devolves into the same smudge of icons that Ubisoft has so desperately tried to move away from.

Make no mistake, this is the quintessential Assassin’s Creed RPG experience, although the abundance of markers may not be a bad thing, depending on who you ask. If nothing else, you’re guaranteed to always stay busy, whether it be through a tense castle invasion or a tranquil meditation mini-game.

On the subject of exploration, Assassin’s Creed Shadows introduces the new scouts system, boasting a new way of discovering key locations and landmarks. Every time you initiate a new quest, the game gives you a few clues on a character or an item’s location, leaving recruited scouts to do the rest.

However, this system is little more than a glorified pinging mini-game, and it became particularly troublesome once I realized I had to frequently travel to one of the many safe houses littered throughout the map to restore my scouts for more uses.

Parkour Is Back, Sort of

Assassin's Creed Shadows
Naoe Excels At Parkour Like Past Assassin’s Creed Protagonists | Image via Tech4Gamers

Following my disappointment with Assassin’s Creed Mirage’s barebones and, frankly, miserable parkour experience, I was glad when Ubisoft confirmed this element of the franchise was being touched up in Shadows.

Gone are the mindless climbable structures of the past three games, with more thoughtful navigation taking their place instead. Naoe also boasts more than a handful of new animations, in addition to a more refined system of moving downwards.

These are welcome changes, but beneath the smooth animations of Naoe’s brisk step from structure to structure lie legacy problems that have plagued parkour for years. Expect to face the same level of unresponsiveness and instances of being stuck on complex terrain as you desperately wrestle with the controls.

The problems are exacerbated further when using Yasuke as his brute-like figure makes an already-dated control system all the worse. I can recall more than a few occasions where my character simply refused to climb down and instead chose to repeatedly swap back and forth between two stances on the same ledge.

On this note, I also encountered a plethora of bugs during my playtime. These ranged from enemies blindly staring into the abyss after spotting me during a stealth segment to NPCs stuck in the same animation loop.

Graphics And Performance

Assassin's Creed Shadows
The Many Seasons Of Japan Add A Lot of Variety To The Game’s Visuals | Image via Tech4Gamers

Visually, Assassin’s Creed Shadows is a new high for the series. Though not without a few issues, the visuals remain consistently captivating and practically beg you to stop and take in the beauty of feudal Japan every now and then.

The visual detail is accentuated by the dynamic weather system at play, which ensures environments never become stale or repetitive. Once spring arrives, blossoming flowers glisten with life as bright sun rays burst through the many lively forests.

On the other hand, winter transitions into ice-capped mountains and frozen lakes as dense layers of snow engulf all of Japan. These seasonal shifts also impact the gameplay to a small degree, making the changing weather more than just a visual makeover.

Assassin’s Creed Shadows is the first entry in the series to lean heavily into ray-tracing technology, and the results have been largely positive. Lighting, in particular, stands out for its authentic interplay with the environment, giving the open world a lifelike look. Moreover, Japanese architecture is depicted with immaculate detail, with plenty of detailed textures to boot.

Because of the game’s consistently impressive visual output, Ubisoft’s facial animations and character models stand out as obvious weak points. Facial animations, for the most part, continue to appear stiff and robotic, while the character models themselves can vary from serviceable to poor, depending on the scene.

Even Yasuke and Naoe suffer from these problems, and save for a few very high-quality cutscenes, the facial animations are largely disappointing.

Prepare Your PC

During the review, the game was tested on a PC with a GeForce RTX 3060 and Intel Core i5-12400F. As expected, Assassin’s Creed Shadows was a bit too challenging for this PC, although 60FPS gameplay was achievable with a mixture of low and medium settings, in addition to DLSS.

Ray-tracing takes up the bulk of the blame here, but Ubisoft allows you to dial back ray-traced lighting significantly. Although detrimental to the overall visual outlook, this helps improve performance quite a bit.

Audio And Soundtrack

I spent my time playing Assassin’s Creed Shadows in Japanese, and the game’s voice acting rarely, if ever, missed the mark. The lead performances hit all the right notes, and I could tell that each actor had put plenty of effort into bringing the main cast to life.

As for the soundtrack, Ubisoft presents a blend of various styles of Japanese music here. Certain themes, like Yasuke’s, bring an element of hip-hop into the mix, adding a distinct identity to Shadows’ music in a franchise with no shortage of variety.

Ezio’s family also returns as the main theme, albeit with a new spin on the fan-favorite track. Finally, the game boasts multiple themes with vocals reserved for pivotal moments, such as those depicting Oda Nobunaga’s fearsome combat abilities or Yasuke’s might against an army of armed samurai.

This is something you don’t typically expect from Assassin’s Creed, but I’m happy to say that it’s a welcome addition.

Should You Buy It?

Buy It If:

✅You thoroughly enjoyed everything about Assassin’s Creed’s RPG formula, particularly the implementations in Odyssey and Valhalla.

Don’t Buy It If:

❌You don’t enjoy Assassin’s Creed’s core RPG gameplay and want to try the latest entry solely for the Japanese setting. Waiting for a discount might be worth it in this instance.

Final Thoughts

Assassin’s Creed Shadows does not revolutionize Ubisoft’s RPG formula, but what it does is deliver yet another well-rounded experience. Despite a middling narrative and recurring problems, the game lives up to the core fantasy of an immersive journey through feudal Japan, and for many, this is all the game needs to do.

The combat is satisfying, the visuals are breathtaking, and the open world invites exploration. If any of these elements appeal to you, Assassin’s Creed Shadows is unlikely to disappoint.

 

MSI MPG A1000GS Gold ATX 3.1 Review: A Decent PSU With Some Head-Scratchers

MSI has been beefing up every single PSU lineup with even more powerful and innovative options at an unmatchable pace, making them a fearsome competitor to some big names in the PSU industry. In fact, the MSI MPG A1000GS is now the 4th PSU that I have received for testing from MSI, actually it would have been the 5th one but the other PSU that they had sent in is going to take a tad bit more time to finish up, again thanks to an even more advanced design that they have used in that PSU, a fearsome competitor indeed!

MSI MPG A1000GS is from MSI’s MPG lineup which is designed for gamers chasing for high performance with zero compromises.

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Key Takeaways

  • The MSI MPG A1000GS Gold is an ATX 3.1 PSU with dual 12V-2×6 connectors, premium cables, and a 10-year warranty.
  • You should buy the MSI MPG A1000GS Gold if you want to run an RTX 5080/5090 or multiple mid-range RTX 50-series cards with minimal noise.
  • You should not buy the MSI MPG A1000GS Gold if you have an AMD GPU that uses two PCIe 8-pin connectors, or if you are concerned about temperatures, as the PSU can get hot.

Here are the specifications:

Specification Detail
80 PLUS Efficiency Gold
Modular Fully
Total Power 1000W
Cybenetics Efficiency Level Gold
Cybenetics Noise Level A
Fan Size 135mm
Protection OCP, OTP, OPP, SCP, OVP, UVP, SIP, NLO
Dimension (D x W x H) 150 × 150 × 86 mm
[toc]

Packaging & Unboxing

The power supply comes in a black and blue box with pink accents. The color combination is quite different. The choice of such pop colors definitely correlates with the PSU’s focus on “AI PCs”, which is further validated by the “Ready for Ai PC” logo at the front. Other than that, we see Cybenetics and 80 PLUS logos, as the PSU boasts a GOLD certificate from both of them.

At the back, you will complete info regarding the PSU’s included cables, along with their length and quantity. MSI has also listed the key features of the power supply. Below that, you can go through the power specs of the PSU.

As you unbox the PSU, a shout-out flyer is there to greet you. Below that, it is great to see that MSI has used a protective foam for the power supply, which is further wrapped in a plastic cover. Similarly, the accessories and cables come in a separate pouch, which we will get into later.

Design

The power supply measures 150 × 150 × 86 mm, which makes it rather compact. As for looks, MSI has gone with a rather sleek and simple design, especially on the fan’s grill. There is an MPG logo, and a part of the grill has a different texture and design.

At the side, you will see MSI’s dragon mascot and more MPG branding, and that’s about it.

The power and rear sides are pretty standard. You get a Zero Fan button to toggle the Zero Fan Mode, which is basically a control for the PSU’s passive cooling operation. If this mode is turned on (it is by default), the fan will not spin unless the PSU exceeds a certain load to minimize noise.

Cable & Connectors

As mentioned earlier, the cables come in a separate pouch. The overall quality and feel of all the cables are simply great. MSI has done a very good job with these embossed cables. They also have good flexibility for easy routing and cable management. The peripheral connectors are spaced 150mm apart, which is the standard.

To further up their cable quality game, MSI has also pre-installed the cable combs, so they look nice and tidy. Similarly, I also appreciate using dual-color connectors for the 12VHPWR cables. Simply put, upon insertion, if the yellow color is still visible, this means the connector is not all the way in, and you need to adjust that. Other than that, this is what all the “AI” branding and colorful design comes down to, the PSU comes with two 12V-2×6 cables, with each cable supporting 600W (yes, combined this exceeds the PSU’s capacity).

One massive downside here is the lack of two PCIe 6+2 pin cables. I mean, okay AMD should move to a 16-pin connector like NVIDIA as well, especially now that ATX 3.1 has ironed out any connector problem. But it still does not make sense why MSI would skip on a 6+2-pin connector. This basically means that the PSU is not recommended for any recent (RX 9000 or RX 7000) series graphics card.

At the very least, I would have liked to see a 12VHPWR to 2+8-Pin GPU power cable to make up for the lost connector, but this is just shocking.

Connector Type Quantity
Motherboard cable (24-pin) 1x (600mm)
EPS 12V CPU connectors (4+4-pin) 2x (700mm)
PCIe 5.1 connectors (12+4-pin) Dual Color 2x (600mm)
PCIe connectors (6+2-pin) 1x (600mm)
4-pin Peripheral connectors 4x (500mm)
SATA 15-pin connectors 8x (500mm)
 
MSI MPG A1000GS Gold ATX 3.1 - PSU Modular Connector Side
Modular Connector Side (Image By Tech4Gamers)

With that said, this is what the modular bay of the MSI MPG 1000GS looks like. All the connectors are clearly marked. There are two EPS connectors for your CPU and a single PCIe 8-pin connector.

MSI MPG A1000GS Gold ATX 3.1 - 1 - Dual Native 12V-2X6 Connectors
Dual Native 12V-2X6 Connectors (Image By Tech4Gamers)

One of the prominent and unique features of MPG A1000GS is its dual native 12V-2×6 connectors. This is the first time I have seen a 1000W PSU with a dual native 12V-2×6 GPU power connector. Now from the design perspective, it’s a plus point having an extra 12V-2×6 power connector, but practically it makes a little sense to me because a 1000W PSU will not be able to “safely” handle two very powerful GPUs like 4090, 5080, and especially 5090.

Maybe MSI knew that most people (who will be looking to pair 2 GPUs for AI or ML) will not be able to afford insanely high scalped prices of recently launched GPUs from Nvidia anyway, which will eventually leave them no choice but to buy lower end variants that aren’t going to be that power hungry at all. Very clever MSI, very clever! 

I surely will not recommend anyone trying to power two 600W rated GPUs (e.g. 4090/5080/5090) with this PSU as it’s only rated to deliver 1000W of sustained load. A PSU should at least have >1300W of rated power with ATX 3.0/3.1 specs to be able to handle the load of two such GPUs.

As such, if you really want to make the most out of the multi-GPU support, your best bet is hooking it up with two ~300W-rated GPUs. But then, for an “AI-ready” PSU, the GPUs need to have lots and lots of VRAM, and the two cards with the most VRAM are the RTX 5090 (32GB VRAM) and the RTX 4090 (24GB VRAM), and this PSU can only handle one unit of these cards, which a single 12V-2×6 connector is sufficient for.

Teardown & Component Analysis

In our previous reviews, we have seen how MSI and CWT (PSU OEM) have been working together to tackle the demanding requirements of ATX 3.0/3.1 spec PSUs. MSI MPG A1000GS is an improved design from the previous MPG A850G that I reviewed earlier. Both the PSUs share the same Active PFC, LLC Resonant converter + DC-DC topology and have very identical designs for the Primary side. We get to see some major differences on the secondary side which I will discuss later.

CWT seems to have incorporated many components on the front side PCB this time by rearranging Half-Bridge MOSFETs of LLC Resonant converter, 5VSB section & DC-DC converters for 5V and 3.3V minor voltage rails. Even having 150W more output power than MPG A850G, MPG A1000GS’ platform looks much cleaner, which is always going to help in slightly cooler operation.

It is also important to note, that while this is only a Gold-rated PSU, MSI has opted for a Semi-digital platform which is rare to see as mostly this gets used in Platinum-rated PSUs. We will see how well this design choice improves the effectiveness of its efficiency.

In mid to high-end PSUs, CWT has been using the main 12V rail Transformer with a directly linked vertical daughter board that houses secondary side 12V rail MOSFETs. This not only helps those MOSFETs to cool down effectively from the direct airflow coming from the fan but also helps in any power losses because of direct soldering to the MOSFETs.

With MPG A1000GS though, this design has been changed and all the MOSFETs are soldered on the front side of the PCB. We will see in our voltage regulation and efficiency test how much performance hit (if any) we will get with this new design iteration.

MPG A1000GS, being from a high-end performance series from MSI, utilizes top-tier Japanese Electrolytic as well as Polymer capacitors from brands like Nippon Chemi-Con, Rubycon & FP-Cap (for Polymers). It’s great to see a few brands still prioritizing extreme longevity by using such high-end components.

MSI MPG A1000GS Gold ATX 3.1 - 135mm FDB ZIC Fan
135mm FDB ZIC Fan (Image By Tech4Gamers)

MSI has opted for a ZIC 135mm Fluid Dynamic Bearing fan this time which now seems to be replacing the famous and mostly used FDB fan from Hong Hua. MPG A1000GS comes with Hybrid Fan Mode which according to MSI, has been tuned for optimized sound level.

PSU Load Testing

MSI MPG A1000GS Gold ATX 3.1 - PSU Testing Pic
PSU Testing Pic (Image By Tech4Gamers)

Let’s go over the test results.

Voltage Regulation

MSI MPG A1000GS Gold - Voltage Regulation
Voltage Regulation (Image By Tech4Gamers)
Load in % 12V Rail 5V 3.3V
20% 12.06 5.08 3.32
50% 12 5.07 3.32
70% 11.97 5.07 3.32
90% 11.95 5.07 3.32
100% 11.93 5.07 3.31

Voltage regulation is good, but I have seen better in 1000W-rated PSUs, not that it’s going to have any negative aspects on the performance or anything, it’s just us keen PSU nerds who are always focusing on the best results especially when other OEMs/PSU manufacturers are performing much better in this segment.

PSU Efficiency

MSI MPG A1000GS Gold - Average Efficiency
Average Efficiency (Image By Tech4Gamers)
Load in % Efficiency Power Factor
20% 91.15% 0.975
50% 93.02% 0.997
70% 92.32% 0.998
90% 91.31% 0.998
100% 90.90% 0.998

MSI MPG A1000GS has good efficiency performance throughout different load variations and to my surprise, the best Power Factor numbers I have seen in a Gold-rated PSU! CWT has tuned this platform to the max for PF.

I wish they could do the same for the efficiency as it could definitely be better as the rest of their platform I have tested earlier.

Voltage Ripple Performance

MSI MPG A1000GS Gold - Voltage Ripple
Voltage Ripple (Image By Tech4Gamers)
Load in % 12V Ripple
20% 15.2
50% 17.6
70% 22.4
90% 27.2
100% 29.6

Same as the test above for voltage regulation, voltage ripple performance came out to be good but the latest advancements in CWT’s designs have shown us massive improvements in voltage ripple performance which was previously only possible in very high-end PSUs either from Corsair or Seasonic.

MSI’s engineering team should work with CWT to make their PSUs perform better in these two tests. Again, better voltage regulation and exceptionally good voltage ripple performance define how extremely well-crafted/designed a PSU really is, it may not necessarily have major performance benefits for the end user.

Temperature

That’s where MSI MPG A1000GS becomes quite literally a hot mess! MSI has tuned the fan to the utmost listening comfort but in doing so, made the internals of the PSU super uncomfortable. This is the first time I have seen the hottest point of a PSU on its back reaching 90C at max load!

It was so hot that it burned my fingers when I was adjusting the PSU to take pictures of its temperature readings. As discussed in the teardown section, 12V rail MOSFETs mounted on the main PCB (instead of using a vertical daughterboard) are the main culprit here. Though I have not torn down the PSU to the point where I took out the PCB entirely, I am pretty sure MSI must be using a thermal pad on the back and using the PSU shroud as a heatsink for those MOSFETs.

Should You Buy it?

Buy It If

✅You want multi-GPU support: If you want to pair two 4000/5000 series GPUs (other than 4090/5080/5090) for Ai or ML then MSI MPG A1000GS will fit best for you.

✅You prefer silent performance: The fan stays silent even at higher loads and only starts spinning when the load exceeds 400W which is going to be the max load for most of the PCs.

✅You want easy cable management: MSI has used rubber-sleeved cables that come with a pre-installed cable comb, making it easier to manage and route without breaking a sweat.

Don’t Buy It If

❌You have an AMD GPU: The MSI MPG A1000GS only comes with a single 8-pin GPU power cable so people having AMD GPUs won’t be able to power it using MPG A1000GS.

❌You don’t want high temps: MSI MPG A1000GS gets super hot from its back which is surely going to radiate its heat inside your case.

My Final Thoughts

The MSI MPG A1000GS is definitely an interesting power supply that tries to push boundaries with its design and gamer-focused features. MSI has clearly gone for a sleek and modern look, paired with solid build quality and great cable management options. The inclusion of two native 12V-2×6 connectors is impressive for a 1000W PSU, even though most users likely won’t be able to fully utilize both without pushing the limits. It’s clear MSI wanted to position this unit as “AI-ready” and forward-thinking, but some of the design choices may not make sense for everyone.

Performance-wise, it holds up pretty well with stable voltage regulation and decent efficiency numbers, although there’s definitely room for improvement compared to other 1000W Gold-rated PSUs. Where it really falls short is thermals – the PSU gets hot, especially at high loads, and that could be a concern if you’re running a system in a tight or poorly ventilated case. The silent fan is a nice touch, but the trade-off is increased internal heat, and MSI might have pushed that balance a bit too far.

Overall, MSI with its MPG A1000GS has made some strange choices which, considering how much work MSI has been putting into its PSU segment and challenging some of the big names in the industry lately, have become really hard to wrap my head around. The overall performance of MSI MPG A1000GS is good enough for catering to the needs of many mid to high-end gamers, but we have seen much better performance in the same price and wattage bracket that will especially not limit the gamers to only using a specific brand GPU.

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“That’s Not How Light Falls On Mountains” Japanese Colleague Critiqued Devs Working On AC Shadows

Story Highlight
  • Japanese colleagues weren’t happy with Assassin’s Creed Shadows’ “Technological Developments.”
  • They critiqued the game’s lighting on mountains, saying it was inaccurate.
  • The Art Director for the game had to visit mountains to capture reference photos and adjust accordingly.

Following a long history of failed marketing, Ubisoft had to return to the drawing board to rework some of Assassin’s Creed Shadows‘ features to make the portrayal more “Historically Accurate.”

The game’s executive producer described the challenges they encountered to make its depiction as accurate as possible. This involved a lot of criticism from fellow Japanese colleagues who weren’t afraid to be harsh while commenting on the game’s state.

Why It Matters: While initially Ubisoft was taunted a lot due to the inaccuracies, it’s nice to see that the devs did their best to adjust the game to respect the Japanese culture.

Assassin's Creed Shadows
AC Shadows Is Now The 2nd Best-Selling Game On Amazon Japan Before Its Launch.

In an interview with The Guardian, Marc-Alexis Coté talked about the challenges and the lengths they had to go to for Assassn’s Creed Shadows. Coté said that they visited Japan and showed their fellow local colleagues the “Technological Developments” they achieved with the game.

Still, the Japanese fellows weren’t pleased with the progress and universally shook their heads in disagreement. They specifically didn’t like the game’s lighting, which they labeled inaccurate.

“That’s not how light falls on the mountains in Japan.”

Following such a remark, the Assassin’s Creed Shadows art director had to personally make a visit to the mountains, take reference pictures, and adjust the lighting accordingly.

Assassin's Creed Shadows Artwork
AC Shadows Hideout Feature Will Be A Game Changer

Coté also added that the development team went as far as to render socks for individual characters because, in the Japanese culture, people remove footwear before entering a building. 

“The expectations have been this high throughout. It’s been a challenge.”

Despite the backlash that Ubisoft didn’t pay much attention to the history, the producer revealed that in-house historians were among the first people to board the game’s development team.

Are you willing to buy Assassin’s Creed Shadows when it launches after two days? Let us know in the comments below or head towards the official Tech4Gamers Forums.

Baldur’s Gate 3 Dev Denies Death of Single Player Games; Says They Just Have To Be Good

Story Highlight
  • The Baldur’s Gate 3 director states that single-player games are not dead, despite what some may say.
  • He believes the industry needs to produce more higher-quality titles.
  • 2025 is shaping up to be among the best years for single-player games.

Baldur’s Gate 3 made records after it launched in 2023 and eventually won Game of The Year. Larian’s work on the game also encouraged many single-player studios, paving the path for this genre’s continued success.

Weighing in on the current debate around the genre’s supposed demise, the Baldur’s Gate 3 director states that single-player games are not dead but need to improve.

Why it matters: Major publishers are currently attempting to chase the live-service cash cow. Publishers like EA also declared single-player gaming dead years ago but have backtracked since then.

Swen Vincke Shares Thoughts On Single Player Games
Swen Vincke Shares Thoughts On Single-Player Games via X

Taking to X, Baldur’s Gate 3 director Swen Vincke noted that single-player games are far from dead. He went on to state that the genre needs to consistently produce high-quality titles in order to continue thriving as it has in previous years.

This statement is valid since executives often attribute major failures to the lack of live-service elements or other modern trends, as was the case with Dragon Age: The Veilguard.

They just have to be good.

-Swen Vincke

However, such failures largely resulted from poor quality. If titles like Elden Ring, Cyberpunk 2077, Baldur’s Gate 3, and more prove anything, it’s that the single-player genre is anything but dead.

Swen Vincke, like many other developers, has always been a staunch supporter of the genre. Although the industry clearly favors live-service titles over more traditional experiences today, Larian and various other teams remain committed to narrative-driven titles.

Assassin's Creed Shadows vs. Ghost of Yotei

2025 will bring with it many high-profile single-player titles. The likes of Doom: The Dark Ages, Death Stranding 2, Ghost of Yotei, and Assassin’s Creed Shadows are already shaping up to be among the industry’s most exciting releases.

With games like GTA 6 also scheduled to launch later this year, the genre could reach a new high like never before.

What are your thoughts on Swen Vincke’s statement? Head to the comments below to discuss, or visit the Tech4Gamers Forums for more news.

Assassin’s Creed Shadows: Ubisoft Devs Afraid Ghost of Yotei Will Outshine Latest Blockbuster In Long Term

Story Highlight
  • Ubisoft developers have expressed concerns over the commercial performance of Assassin’s Creed Shadows, which will determine the company’s fate.
  • They state that Ghost of Yotei could harm the game’s long-term performance.
  • Both games offer a similar open-world experience set in Japan, putting them head to head against each other.

Ubisoft’s cadence for delivering rich open worlds set in famous historical places with the Assassin’s Creed franchise eventually led to the demand for a Japanese setting.

While the gaming giant is set to officially fulfill this demand with Assassin’s Creed Shadows this week, PlayStation beat Ubisoft to the punch, delivering an Assassin’s Creed-like open world in Japan with Ghost of Tsushima. Since Ghost of Yotei also arrives later this year, Ubisoft has now expressed concerns about Assassin’s Creed Shadows being outshined.

Why it matters: Assassin’s Creed Shadows is the most important entry in the series’ history since its commercial performance will make or break Ubisoft.

Assassin's Creed Shadows
Ghost of Tsushima Already Received Plenty of Love From Assassin’s Creed Fans

In a recent report outlining Ubisoft developers’ concerns about the studio’s current financial position, they pointed to Ghost of Yotei as a potential threat to Assassin’s Creed Shadows.

Although the latter comes out much earlier, the French gaming giant has set its sights on long-term success. This, however, is easier said than done, particularly because Ghost of Yotei is expected to become the center of attention once its marketing picks up the pace.

Both games offer a similar gameplay style, with the Japanese setting being the primary appeal. In fact, Ghost of Tsushima was often dubbed the unofficial Japanese Assassin’s Creed before Ubisoft delved into the setting.

Given that many have already grown attached to Sucker Punch’s work on the series, they may gloss over Assassin’s Creed Shadows. Ghost of Yotei also promises to push creative boundaries, generating plenty of hype ahead of the release.

ghost of yotei vs AC Shadows
Ghost of Yotei Promises To Improve Upon Its Predecessor In Every Way

Still, Ubisoft will have one major advantage this year. Assassin’s Creed Shadows will be available across all platforms, including Xbox and PC. While Ghost of Yotei should eventually launch on PC, it will be limited to PS5 consoles in 2025.

This may turn the tide in Ubisoft’s favor, enticing those who prefer PC and Xbox as their platform of choice.

What are your thoughts on the competition between the two games? Let us know in the comments and on the Tech4Gamers forum.

Khazan Dev Addresses Souls-like Difficulty; Says Games Should Be Engaging Not Exhausting

Story Highlight
  • Junho Lee, the creative director of The First Berserker: Khazan, says games should be engaging, not exhausting.
  • If the challenges aren’t rewarding enough, the experience becomes frustrating, and players quit.
  • The director recently made adjustments to the RPG, adding an easy difficulty.

Soulslike titles have become a norm in the gaming world, with many RPGs being 30-hour adventures today that pit you against one hard boss after another. Phantom Blade Zero and Wuchang Fallen Feathers are just two of the major AAA titles set to follow the formula.

The Soulslike genre produces hits and misses every year, with some failing to capture the magic while others succeeding in finding the balance. The right amount of difficulty is the key to an RPG succeeding today, and the director of the upcoming The First Berserker: Khazan knows this very well.

Why it matters: Gamers have been complaining about difficulty recently, so it’s good to see a developer acknowledge that aspect of Soulslike titles.

The First Berserker: Khazan
The First Berserker: Khazan added an easy mode recently.

While talking to GamesRadar about the upcoming RPG, creative director Junho Lee said that he wants the experience to be fun as the purpose of games is to be engaging, not exhausting.

Lee commented that The First Berserker: Khazan won’t be easy, and overcoming challenges will be difficult. However, it won’t be unfair and will reward the players according to the challenges they face, keeping the experience engaging.

The creative director said that balance is key, and if the high-risk challenges don’t reward the players enough, the experience becomes frustrating and exhausting.

Games are meant to be engaging, not exhausting. If stress keeps piling up without relief, players will eventually want to quit.

As per Lee, if Khazan fails to get the balance right, gamers will want to quit as they’ll feel stress instead of relief. Hence, he doesn’t want his RPG to be overly punishing and lose meaning.

The First Berserker Khazan
The First Berserker: Khazan Boasts A Pleasing Cell-Shaded Aesthetic

The First Berserker: Khazan changed some features recently due to fan feedback, adding an easy mode to the game and difficulty adjustments ahead of release. Furthermore, if you die too many times while fighting a boss, you can lower the difficulty. 

Do you think video games are becoming too difficult, and should they be easier? Tell us in the comments below or head to the Tech4Gamers forum to read more.