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European Commission Commits to Respond to “Stop Killing Games” Petition on Game Server Shutdowns by Summer

Following a public hearing at the European Parliament in Brussels last month, European politicians have debated the Stop Killing Games campaign’s petition to put more consumer protections around online game server shutdowns into law again today, May 21st. This latest debate took place during plenary session of the Eurpean Parliament in the French city of Strasbourg.

As is the norm, lots of different politicians took turns putting forth different views on the issue and what kind of action might be needed in response to it. A representative of the European Commission also spoke, promising that a reply to the petition that the body are currently putting together will be forthcoming “before the summer”.

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“Creators of Assassin’s Creed Black Flag Resynced Talk About the Differences Between a Remake and a Remaster”

### Comprehending the Distinction Between a Remake and a Remaster: Perspectives from the Team Behind *Assassin’s Creed IV: Black Flag Resynced*

Earlier this month, I had the chance to experience the upcoming remake of *Assassin’s Creed IV: Black Flag* at a Ubisoft-sponsored event in San Francisco. During the event, I participated in a dialogue with the creative director, Paul Fu; game director, Richard Knight; and Anvil engine architect, Nicolas Lopez. One of the key themes of discussion was the ongoing debate within the gaming community: what differentiates a remake from a remaster?

#### Clarifying a Remake Compared to a Remaster

Lopez and Fu highlighted that *Black Flag Resynced* is not simply an upgrade of the original game from 2013 but an entirely fresh creation devoid of any original code. The remake utilizes the newest iteration of Ubisoft’s Anvil engine, which powered 2025’s *Assassin’s Creed Shadows*, featuring modern graphics and sophisticated gameplay elements. Fu expressed that a genuine remake entails more than visual enhancements, stating, “For me, the definition [of a remake] is not just a graphical overhaul, but a systems overhaul, or rather expansion, and new content.” He maintained that a quality remake should present new systems and content that enriches the essence of the original game.

Lopez provided further clarification on the differentiation between remasters and remakes. He characterized remasters as “recombining the code for the new console, higher resolution, maybe upscalers, DLSS, these kinds of things,” suggesting that they frequently retain the same assets with minor improvements. Conversely, *Resynced* distinguishes itself as a fully realized remake, indicating a more profound level of transformation.

#### The Aspirations for *Black Flag Resynced*

Knight resonated with this notion, underscoring that a remake should strive to be more than just an enhanced edition of its predecessor. It should be competitive with recent blockbuster titles in terms of visual quality and gameplay mechanics. “A remake is when you go back into the guts, and you start to rebuild,” he remarked. The aim for *Black Flag Resynced* is to provide a novel experience that aligns with contemporary gaming standards. This encompasses reworking models, cutscenes, and incorporating modern gameplay components.

In discussing the objective behind creating *Resynced*, Knight confirmed that it has been a remake from the very beginning, with a vision that includes modern technology and features akin to those seen in recent *Assassin’s Creed* entries. The title *Resynced* encapsulates the ambition to merge classic experiences with new innovations, ensuring that players receive not only a nostalgic journey but also an engaging modern game.

#### Anticipation for What Lies Ahead

*Assassin’s Creed Black Flag Resynced* is slated for release on Xbox Series X/S, PS5, and PC on July 9. The enlightening conversations with the development team reveal their commitment to producing a game that respects its roots while confidently advancing into the next generation of gaming. As fans look forward to its launch, it is evident that *Resynced* aims to not only revisit the past but to redefine it for a new audience.

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Baldur’s Gate 3: Wyll Gains Increased Autonomy in Pact Decision Through Companion Quest Overhaul Mod

Back in 2024, I wrote about a group of Baldur’s Gate 3 modders who were dead set on giving Wyll the same level of depth and attention Larian’s RPG dotes on the likes of Shadowheart and Astarion. They dubbed their efforts the “Wyll Cinematic Universe”, and kicked off by adding a new romance scene for the Blade of Frontiers to the game’s third act. Now, their work looks to have culminated in a substantial revamp of Wyll’s companion quest surrounding his pact with evil demon lady Mizora, giving him more agency to make his own decisions as to whether he breaks it.

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“Creators Talk About Omission of Freedom Cry in Assassin’s Creed Black Flag Resynced and Emphasize Enhanced Role for Adewale in the Remake”

**Assassin’s Creed: Black Flag Remake and the Lack of Freedom Cry**

The enthusiasm among followers of the *Assassin’s Creed* franchise and pirate adventure fans soared when Ubisoft officially revealed the remake of *Assassin’s Creed: Black Flag*, set to launch on July 9 for consoles and PC. Nevertheless, this announcement also brought disheartening news: the remake will not feature a revamped version of the celebrated *Freedom Cry* DLC.

*Freedom Cry*, which initially debuted as downloadable content for *Assassin’s Creed IV: Black Flag* in 2013, narrates the tale of Adewale, an essential character from the primary game, as he navigates the distressing reality of the slave trade in Saint-Domingue. This brief yet powerful journey highlights Adewale’s evolution from a former slave to a pirate assassin as he strives to free oppressed people and challenge the slave trade. In 2014, *Freedom Cry* was remastered and launched as a standalone title on several platforms, gaining acclaim for its distinctive narrative focused on slavery and its ties to the wider *Assassin’s Creed* lore.

In a recent discussion with Paul Fu, the creative director of the remake, it was disclosed that although there were thoughts about including *Freedom Cry* in the new version, the choice to exclude it was determined early in the development phase. Fu stressed the tremendous challenge of remaking *Black Flag*, which remains expansive in scope even by today’s metrics.

Adewale fans can take comfort in knowing that fresh content featuring him will be incorporated into the remake. Fu affirmed that players will experience extended interactions with Adewale, comprising new scenes and encounters that were absent from the original title. Richard Knight, the game director, assured fans that Adewale was always viewed as a vital component of *Black Flag*, and efforts were made to reintroduce him with enhanced graphics and voice acting.

Though there are no confirmed intentions for a *Freedom Cry* remake at present, Knight conveyed that the future for Adewale’s narrative remains open. The development team is currently focused on the imminent *Black Flag Resynced*, but there is a hopeful sentiment that a return to Adewale’s story might eventually happen.

In summary, *Assassin’s Creed: Black Flag Resynced* aims to provide an enriched experience focusing on Edward Kenway’s narrative, alongside new content for Adewale, despite the lack of *Freedom Cry*. As excitement mounts, fans eagerly anticipate the release on July 9, while contemplating the possible future of Adewale’s saga.

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“Splinter Cell Veteran Claims Realistic Modern Lighting Complicates Stealth Gameplay, Blurring Distinctions Between Light and Shadow”

Finally, a game developer who agrees with my fervently held view that new technology makes everything worse. Celebrated designer Clint Hocking – him wot worked on Far Cry 2, Splinter Cell: Chaos Theory, Watch Dogs Legion, and the forthcoming Assassin’s Creed Codename Hexe – has publicly opined that realistic modern lighting has made life trickier for stealth game creators, because realistic lighting conditions are harder to lurk in. Now you tell me!

“I actually think one of the difficulties with modern stealth games is the sophistication in the rendering has made lighting so much more realistic,” Hocking told FRVR in an excerpt from an upcoming podcast episode. The simulation of, say, diffusion – light scattering from different surfaces – makes stealth games “so much harder to read”, he explained.

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“Christian Volunteer Removed from Board Game Company for Contesting Satanic-Themed Game”

**Title: Debate Emerges Over the Release of ‘Possess Me, Satan’ by Falling Whale Games**

When Skyler and Spencer Hardegree reached out to the board game community through the well-known site Board Game Geek (BGG) to showcase their new social deduction game, *Possess Me, Satan*, they expected a simple process. Instead, they found themselves embroiled in an unforeseen controversy related to themes of demonic possession and the ethics surrounding game marketing.

*Possess Me, Satan* is crafted as a lighthearted party game, taking cues from classics like *Werewolf* and *Mafia*. In this game, players navigate a scenario where one person is taken over by a murderous spirit, while the rest must uncover the identity of the possessed before it’s too late. Each player has distinct goals and roles, enriching the game with intended humor and strategic play, rather than any occult implications. According to Skyler, the game is designed to enhance the social dynamics common to such games and aims to be fun rather than offensive.

Nonetheless, the brothers’ choice to include “Satan” in the title prompted inquiries when BGG’s advertising manager replied with a letter that left them astonished. The email voiced concerns regarding the serious nature of the topic, referencing personal experiences with demonic oppression and possession, and claiming that the game could be perceived as “sickening.” The manager even likened *Possess Me, Satan* to inventing a game about being a “sexual predator,” contending that the material was unsuitable for the platform’s varied audience.

Skyler commented on the surprising nature of the reply, elucidating the confusion and shock experienced by the Hardegree brothers. They initially perceived BGG’s strong reaction as a possible bias related to their title and thematic choice. The ad manager posited that such content could be triggering for players and advised the brothers to reconsider their game entirely.

As the situation escalated, Skyler posted the correspondence on Reddit, which quickly attracted considerable attention. The controversy heightened as users began to explore the advertising manager’s online persona, revealing a pattern of extreme beliefs regarding LGBTQ+ topics and mental health, raising questions about the appropriateness of his role at BGG.

In response to the backlash, BGG co-creator Scott Alden ultimately opted to dismiss the advertising manager, clarifying that the individual’s opinions did not reflect the company’s values or practices. This decision highlighted the difficulties faced by gaming platforms in reconciling community standards with diverse content.

Despite the backlash, the exposure inadvertently increased interest in *Possess Me, Satan*, resulting in a successful crowdfunding campaign that surpassed its original goals. The Hardegree brothers found themselves reaping benefits from the controversy, gaining unforeseen visibility and support for their venture.

As the tabletop gaming community continues to engage in dialogues regarding sensitivity and content generation, the case of *Possess Me, Satan* serves as a reminder of the intricacies involved in game marketing and the varying perspectives within diverse player communities. This incident has ignited a broader discussion about content limitations and the duties of those who create and promote games in the industry.