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Every Review From Game Informer's Hiatus

Game Informer is back. Even though we haven't been writing for the site for the last few months, all of Game Informer's editors have remained in touch with the industry, keeping up with the latest news, trends, and most importantly, games. To kick off our comeback with a bang, we set out on a mission to review as many games during our hiatus as possible, and today, we're pleased to debut 29 reviews. With scores spanning from a 5.5 to a rare 10/10, here's every review we wrote from our hiatus.

1000xResist

Developed by Sunset Visitor

Despite minor flaws, 1000xResist has firmly established itself as one of the most groundbreaking stories in video game history. | Our Review

Arco

Developed by Franek, Max Cahill, Bibiki, and Fáyer

Arco's thrilling, compelling story enthralled me with its seamless blend of gameplay and narrative. | Our Review

Madden NFL 25 (2024)

Developed by EA Tiburon

Madden NFL 25 is a consistently good entry in the annualized franchise, but it does little to push for the highlight reels. | Our Review

The Casting of Frank Stone

Developed by Supermassive Games

Though the developer has some horror highs in its catalog, The Casting of Frank Stone rests six feet at the bottom of it. | Our Review

Star Wars Outlaws

Developed by Massive Entertainment

Moving between planets and wandering Outlaws’ dense cities is where the adventure shines, but shooting your way through your current gig so you can make it to the next is also compelling, if sometimes a little simple. | Our Review

Astro Bot

Developed by Team Asobi

Astro Bot can proudly stand beside the PlayStation icons it so fondly celebrates. | Our Review

NBA 2K25

Developed by 2K Games

Despite the persistent pressure to spend on microtransactions, NBA 2K25 shows the long-reigning dynasty might still have some gas left in the tank. | Our Review

Warhammer 40,000: Space Marine 2

Developed by Saber Interactive

With climactic setpiece moments dosed heavily throughout each mission, endlessly enjoyable third-person gunplay, and impressive swarm tech that pits you against hundreds of enemies at once, little time is wasted on anything that isn’t fun in Space Marine. | Our Review

The Plucky Squire

Developed by All Possible Futures

Jot’s big adventure is presented as a children’s story, and it’s hard not to feel like a kid playing it in the best and worst ways. | Our Review

Mouthwashing

Developed by Wrong Organ

Mouthwashing is an existential horror show with unique visual effects, brutal dialogue, and surreal consequences that kept my eyes locked to the screen for the entire three-hour playtime. | Our Review

The Legend of Zelda: Echoes of Wisdom

Developed by Grezzo and Nintendo

We finally got to experience a full, proper, no-asterisk Zelda adventure without having to explain, “Actually, you play as Link,” and are am grateful for the experience. | Our Review

Silent Hill 2

Developed by Bloober Team

Despite the difficult revelations Silent Hill 2 unveils along the way and how uncomfortable the experience made me (by design) I was eager to immediately start the journey again after seeing the credits. | Our Review

Metaphor: ReFantazio

Developed by Studio Zero

Despite the overly drawn-out final act and the poorly tuned final boss, Metaphor: ReFantazio’s journey is well worth embarking upon. | Our Review

Neva

Developed by Nomada Studio

Grief catalyzes a blossoming partnership that anchors this exceptional action platformer. | Our Review

Batman: Arkham Shadow

Developed by Camouflaj

It may not be the revolutionary VR title that unequivocally makes the platform become widely adopted, but I would absolutely count it among my favorite VR experiences alongside games like Beat Saber and Half-Life: Alyx. | Our Review

Sonic X Shadow Generations

Developed by Sega

The potent combination of Sonic and Shadow Generations makes a strong case for being the best package of 3D Sonic content we’ve ever seen. | Our Review

Dragon Age: The Veilguard

Developed by Bioware

Ultimately, Dragon Age: The Veilguard delivers on the promise of every Dragon Age with its strong characters, engaging combat, and a classic BioWare role-playing experience. | Our Review

Mighty Morphin Power Rangers: Rita’s Rewind

Developed by Digital Eclipse

It may not be an all-time standout among beat 'em ups, but Rita’s Rewind is the Power Rangers’ best cooperative outing yet. | Our Review

Marvel Rivals

NetEase Games

With a huge roster of free playable characters , a satisfying gameplay loop, and the fast matchmaking, Marvel Rivals executes a simple concept with skill and finesse. | Our Review

Indiana Jones and the Great Circle

Developed by Machine Games

The Great Circle reminds me of why I fell in love with Indy in the first place and should be a template for how to craft new interactive stories in this legendary series.| Our Review

Donkey Kong Country Returns HD

Developed by Retro Studios and Forever Entertainment

Donkey Kong Country Returns HD is a fantastic reminder that the franchise that began on the Super Nintendo in 1994 is a real competitor for Nintendo’s best 2D platforming series, an extremely competitive landscape. | Our Review

Ender Magnolia: Bloom in the Mist

Developed by Live Wire

While not a gigantic leap forward, chalk up another good outing in this hidden gem of a Metroidvania series. | Our Review

Citizen Sleeper 2: Starward Vector

Developed by Jump Over The Age

Buoyed by the excellent returning dice gameplay, incredible sci-fi writing, and a fantastic score, Citizen Sleeper 2 is a worthy sequel, even if its UI and finale didn’t quite match the heights of the rest of the package. | Our Review

Kingdom Come: Deliverance II

Developed by Warhorse Studios

KCD2 is challenging, demanding, and often unforgiving. But, like the sharp blades I smithed in-game, through fire, it forges an exciting, surprising, and unforgettable fable. | Our Review

Avowed

Developed by Obsidian Entertainment

Obsidian's new role-playing release follows a familiar formula but packs a lot of entertainment into every corner of its vibrant world. | Our Review

Like A Dragon: Pirate Yakuza in Hawaii

Developed by RGG Studios

An absurd tone with surprising pockets of earnest pathos, fun characters, and bombastic action are all present and accounted for here. | Our Review

Monster Hunter Wilds

Developed by Capcom

The Forbidden Lands are an enticing new playground for the series, and I look forward to spending dozens more hours uncovering Monster Hunter Wilds' secrets. | Our Review

Wanderstop

Developed by Ivy Road

Watching Alta grow and accept her limitations will stick with me and make me reflect on my own inability to turn off and just relax. | Our Review

Assassin's Creed Shadows

Developed by Ubisoft Quebec

In Assassin's Creed Shadows, playing as Yasuke and Naoe is as powerful as the treacherous Shogun at the heart of this adventure, even if the story doesn't match the gameplay's towering heights. | Our Review

Every Winner At The 2025 GDC Awards

<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/03/20/65bac1be/gdc-awards-balatro.png" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Compared to other events in the gaming sphere, the <a href="https://gdconf.com/">Game Developers Conference</a> is, as its name implies, more focused on the industry side of things. It's an opportunity to network and see presentations from other developers, but if your game is good, you can potentially also be recognized at the awards ceremony.</p> <p style="margin-top:13px; margin-bottom:13px">Held the night of March 19, the GDC awards were dominated by <a data-entity-substitution="canonical" data-entity-type="node" data-entity-uuid="5ca760fa-eb71-4331-bcfa-9eb73070b51a" href="https://www.gameinformer.com/review/balatro/a-winning-hand">Balatro</a>, which won all four awards it was nominated for. Other winners include <a data-entity-substitution="canonical" data-entity-type="node" data-entity-uuid="ed7f16b8-8092-419f-a470-a1539b14de8e" href="https://www.gameinformer.com/review/astro-bot/a-smile-inducing-masterpiece">Astro Bot</a>, for Technology and Audio, <a data-entity-substitution="canonical" data-entity-type="node" data-entity-uuid="442df635-826e-48e5-8f23-b2dfe9250d59" href="https://www.gameinformer.com/review/metaphor-refantazio/fantasy-persona-fied">Metaphor: ReFantazio</a>, which won Best Narrative, and <a data-entity-substitution="canonical" data-entity-type="node" data-entity-uuid="550b1a5f-c89c-4a9a-b519-c7748c54762f" href="https://www.gameinformer.com/review/final-fantasy-vii-rebirth/cracking-the-planet-wide-open">Final Fantasy VII Rebirth</a>, which took home the Audience Award. Developers Sam Lake and Lucas Pope were each recognized for their impacts on the industry, receiving the Lifetime Achievement Award and the Pioneer Award, respectively. You can see the rest of the nominees and recipients below.</p> <h2 style="margin-top: 13px; margin-bottom: 13px;">Game of the Year</h2> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/28/491299ec/balatro_3.jpg" typeof="foaf:Image" alt="" class="image-style-body-default" /> <p style="margin-top:13px; margin-bottom:13px">Astro Bot (Team ASOBI / Sony Interactive Entertainment)</p> <p style="margin-top:13px; margin-bottom:13px">WINNER: Balatro (LocalThunk / Playstack)</p> <p style="margin-top:13px; margin-bottom:13px">Black Myth: Wukong (Game Science)</p> <p style="margin-top:13px; margin-bottom:13px">Final Fantasy VII Rebirth (Square Enix)</p> <p style="margin-top:13px; margin-bottom:13px">Helldivers 2 (Arrowhead Game Studios / PlayStation Publishing LLC)</p> <p style="margin-top:13px; margin-bottom:13px">Metaphor: ReFantazio (ATLUS / SEGA / Studio Zero)</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/03/14/81ff25b4/astrobot-octopus.jpg" typeof="foaf:Image" alt="" class="image-style-body-default" /> <h2 style="margin-top: 13px; margin-bottom: 13px;">Best Audio</h2> <p style="margin-top:13px; margin-bottom:13px">Animal Well (Billy Basso / Bigmode)</p> <p style="margin-top:13px; margin-bottom:13px">WINNER: Astro Bot (Playstation Studios Team ASOBI / Sony Interactive Entertainment)</p> <p style="margin-top:13px; margin-bottom:13px">Black Myth: Wukong (Game Science)</p> <p style="margin-top:13px; margin-bottom:13px">Final Fantasy VII Rebirth (Square Enix)</p> <p style="margin-top:13px; margin-bottom:13px">Senua's Saga: Hellblade II (Ninja Theory / Xbox Game Studios)</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/28/9dd8d119/balatro_2.jpg" typeof="foaf:Image" alt="" class="image-style-body-default" /> <h2 style="margin-top: 13px; margin-bottom: 13px;">Best Debut</h2> <p style="margin-top:13px; margin-bottom:13px">1000xRESIST (Sunset Visitor 斜陽過客 / Fellow Traveller)</p> <p style="margin-top:13px; margin-bottom:13px">Animal Well (Billy Basso / Bigmode)</p> <p style="margin-top:13px; margin-bottom:13px">WINNER: Balatro (LocalThunk / Playstack)</p> <p style="margin-top:13px; margin-bottom:13px">Pacific Drive (Ironwood Studios / Kepler Interactive)</p> <p style="margin-top:13px; margin-bottom:13px">Tiny Glade (Pounce Light)</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/28/eb86734e/balatro_1.jpg" typeof="foaf:Image" alt="" class="image-style-body-default" /> <h2 style="margin-top: 13px; margin-bottom: 13px;">Best Design</h2> <p style="margin-top:13px; margin-bottom:13px">Animal Well (Billy Basso / Bigmode)</p> <p style="margin-top:13px; margin-bottom:13px">Astro Bot (Playstation Studios Team ASOBI / Sony Interactive Entertainment)</p> <p style="margin-top:13px; margin-bottom:13px">WINNER: Balatro (LocalThunk / Playstack)</p> <p style="margin-top:13px; margin-bottom:13px">Black Myth: Wukong (Game Science)</p> <p style="margin-top:13px; margin-bottom:13px">Lorelai and the Laser Eyes (Simogo / Annapurna Interactive)</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/03/14/d5d710c7/metaphor_battle.jpg" alt="Metaphor: ReFantazio" title="Metaphor: ReFantazio" typeof="foaf:Image" class="image-style-body-default" /> <h2 style="margin-top: 13px; margin-bottom: 13px;">Best Narrative</h2> <p style="margin-top:13px; margin-bottom:13px">1000xRESIST (Sunset Visitor 斜陽過客  / Fellow Traveller)</p> <p style="margin-top:13px; margin-bottom:13px">Black Myth: Wukong (Game Science)</p> <p style="margin-top:13px; margin-bottom:13px">Like a Dragon: Infinite Wealth (RGG Studio / SEGA)</p> <p style="margin-top:13px; margin-bottom:13px">WINNER: Metaphor: ReFantazio (Studio Zero / ATLUS)</p> <p style="margin-top:13px; margin-bottom:13px">Mouthwashing (Wrong Organ / CRITICAL REFLEX)</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/03/14/69bf4af7/astrobot-tree.jpg" typeof="foaf:Image" alt="" class="image-style-body-default" /> <h2 style="margin-top: 13px; margin-bottom: 13px;">Best Technology</h2> <p style="margin-top:13px; margin-bottom:13px">WINNER: Astro Bot (Playstation Studios Team ASOBI / Sony Interactive Entertainment)</p> <p style="margin-top:13px; margin-bottom:13px">Black Myth: Wukong (Game Science)</p> <p style="margin-top:13px; margin-bottom:13px">Helldivers 2 (Arrowhead Game Studios / PlayStation Publishing LLC)</p> <p style="margin-top:13px; margin-bottom:13px">Senua's Saga: Hellblade II (Ninja Theory / Xbox Game Studios)</p> <p style="margin-top:13px; margin-bottom:13px">Tiny Glade (Pounce Light)</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/06/16/8a513b98/black-myth-wukong-screenshot_01.png" alt="black myth wukong" typeof="foaf:Image" class="image-style-body-default" /> <h2 style="margin-top: 13px; margin-bottom: 13px;">Best Visual Art</h2> <p style="margin-top:13px; margin-bottom:13px">Animal Well (Billy Basso / Bigmode)</p> <p style="margin-top:13px; margin-bottom:13px">Astro Bot (Playstation Studios Team ASOBI / Sony Interactive Entertainment)</p> <p style="margin-top:13px; margin-bottom:13px">WINNER: Black Myth: Wukong (Game Science)</p> <p style="margin-top:13px; margin-bottom:13px">Metaphor: ReFantazio (Studio Zero / ATLUS)</p> <p style="margin-top:13px; margin-bottom:13px">Neva (Nomada Studio / Devolver Digital)</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/20/11d61aa3/balatro_art_banner.jpg" typeof="foaf:Image" alt="" class="image-style-body-default" /> <h2 style="margin-top: 13px; margin-bottom: 13px;">Innovation Award</h2> <p style="margin-top:13px; margin-bottom:13px">Animal Well (Billy Basso / Bigmode)</p> <p style="margin-top:13px; margin-bottom:13px">Astro Bot (Playstation Studios Team ASOBI / Sony Interactive Entertainment)</p> <p style="margin-top:13px; margin-bottom:13px">WINNER: Balatro (LocalThunk / Playstack)</p> <p style="margin-top:13px; margin-bottom:13px">Black Myth: Wukong (Game Science)</p> <p style="margin-top:13px; margin-bottom:13px">UFO 50 (Mossmouth)</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/06/13/566a32f5/life_is_strange_double_exposure_1.jpg" typeof="foaf:Image" alt="" class="image-style-body-default" /> <h2 style="margin-top: 13px; margin-bottom: 13px;">Social Impact Award</h2> <p style="margin-top:13px; margin-bottom:13px">1000xRESIST (Sunset Visitor 斜陽過客  / Fellow Traveller)</p> <p style="margin-top:13px; margin-bottom:13px">Astro Bot (Playstation Studios Team ASOBI / Sony Interactive Entertainment)</p> <p style="margin-top:13px; margin-bottom:13px">Frostpunk 2 (11 bit studios)</p> <p style="margin-top:13px; margin-bottom:13px">WINNER: Life is Strange: Double Exposure (Deck Nine / Square Enix)</p> <p style="margin-top:13px; margin-bottom:13px">Neva (Nomada Studio / Devolver Digital)</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/22/b9383139/395_gi_show_website_1.jpg" alt="ff7 rebirth review" typeof="foaf:Image" class="image-style-body-default" /> <h2 style="margin-top: 13px; margin-bottom: 13px;">Audience Award</h2> <p style="margin-top:13px; margin-bottom:13px">WINNER: Final Fantasy VII Rebirth (Square Enix)</p> <p style="margin-top:13px; margin-bottom:13px"> </p> <h2 style="margin-top: 13px; margin-bottom: 13px;">Pioneer Award</h2> <p style="margin-top:13px; margin-bottom:13px">Lucas Pope</p> <iframe width="560" height="315" frameBorder="0" allow="autoplay" allowfullscreen="" frameborder="0" height="360" src="https://www.youtube.com/embed/Un-9b9HguPk" width="640"></iframe> <h2 style="margin-top: 13px; margin-bottom: 13px;">Lifetime Achievement Award</h2> <p style="margin-top:13px; margin-bottom:13px">Sam Lake</p> <p style="margin-top:13px; margin-bottom:13px">For more GDC, read about <a data-entity-substitution="canonical" data-entity-type="node" data-entity-uuid="62f0e779-475b-48f7-958d-aa934def84b1" href="https://www.gameinformer.com/2025/03/24/united-videogame-workers-cwa-is-the-first-industry-wide-video-game-union">the new industry-wide video game union</a> or the <a data-entity-substitution="canonical" data-entity-type="node" data-entity-uuid="bff17710-4de5-4b20-9741-0d7ccff4612d" href="https://www.gameinformer.com/2025/03/24/nintendo-microsoft-sony-and-more-announce-accessibility-tags-are-coming-to-games">accessibility initiative backed by Nintendo, Microsoft, Sony, and more</a>.</p>

"None Of That FOMO Stuff Here": Remedy Shares New Details On Control Multiplayer Spin-off

<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/03/21/c4f2d747/fbc-firebreak-sticky-notes.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Remedy is a beloved developer in the gaming industry, responsible for creating surreal single-player experiences like Control and Alan Wake. However, its next game, FBC: Firebreak, is a multiplayer game, which prompted many questions from the studio's fans. To answer some of those questions, <a href="https://www.youtube.com/watch?v=ohYTWzw0Uno">Remedy debuted a new trailer</a> during the Future Games Show Spring Showcase and supplemented it with <a href="https://www.youtube.com/watch?v=4rdE55zqOOc">an additional trailer on its own page</a> and a <a href="https://blog.playstation.com/2025/03/20/remedy-entertainment-reveals-altered-augments-for-fbc-firebreak/">PS blog post</a>, written by community manager Julius Fondem.</p> <iframe width="560" height="315" frameBorder="0" allow="autoplay" allowfullscreen="" frameborder="0" height="360" src="https://www.youtube.com/embed/4rdE55zqOOc" width="640"></iframe> <p style="margin-top:13px; margin-bottom:13px">Both trailers are gameplay-forward, showing off one of Firebreak's missions, known here as "Jobs," called Paper Chase. Since the game is set in the Federal Bureau of Control, mundane objects gain supernatural properties, which is both a boon and a bane to firebreakers. Paper Chase shows the hostile side of the two, as yellow sticky notes take over the surfaces of the map. It's the players' job to clear them off using bullets and explosives, while also gunning down the hordes of aggressive zombie-like monsters.</p> <p style="margin-top:13px; margin-bottom:13px">The second trailer, titled "Community First Look" features developer interviews that explain their creative approach to this game mode. "Is the idea something that could only happen in the Oldest House and that only Remedy as a developer would do?" development coordinator Jalmari Kunnari asks. "If the answer is yes to both of those questions, then it usually means we are on the right track."&nbsp;</p> <iframe width="560" height="315" frameBorder="0" allow="autoplay" allowfullscreen="" frameborder="0" height="360" src="https://www.youtube.com/embed/ohYTWzw0Uno" width="640"></iframe> <p style="margin-top:13px; margin-bottom:13px">The quote works as a catch-all explanation for pretty much everything we see in the trailers. Touch too many sticky notes and your character will become possessed by them, becoming a sticky note monstrosity of sorts. You can clean them off in the showers, but unless the heaters are on, you'll be cold and uncomfortable, losing movement speed as a result. If that wasn't wacky enough, the final boss is a sticky note colossus called "Sticky Ricky."</p> <p style="margin-top:13px; margin-bottom:13px">Players are armed with plenty of tools to fight back with, however. Unlike the superpowered protagonists of other Remedy games, firebreakers are equipped with supernatural objects. Various weapons appear in the footage, but the PS Blog post focuses on Altered Augments, particularly unhinged additions to a Crisis Kit, which is a firebreaker's loadout. The Piggy Bank creates a deadly tornado of coins, the Teapot turns your ammo into boiling water, and the Garden Gnome summons a terrifying lightning storm (and haunts my dreams, though I think that's more of a personal problem). Notably, all three items also damage teammates, so you'll have to time your attacks carefully.</p> <p style="margin-top:13px; margin-bottom:13px">The community trailer ends with the reassurance that all post-launch content will be added in free updates, so there's no need to worry about game modes or weapons locked behind a paywall. "This isn’t a new hobby that you need to log onto every day for rewards," <a href="https://blog.playstation.com/2025/03/20/remedy-entertainment-reveals-altered-augments-for-fbc-firebreak/">the PS Blog reads</a>. "None of that FOMO stuff here." We'll see for ourselves when the game launches this summer.</p>

Assassin's Creed Shadows Review – Don’t Stop Me Naoe (Because I’m Having A Good Time)

<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/03/24/416e4a77/ac_shadows_fan_kit_key_art_standard_full.jpg" width="800" height="458" alt="Assassin&#039;s Creed Shadows Yasuke Naoe Game Informer Review" typeof="foaf:Image" class="image-style-body-default" /></p>

Reviewed on: PlayStation 5
Platform: PlayStation 5, Xbox Series X/S, PC, Mac
Publisher: Ubisoft
Developer: Ubisoft Quebec
Release: <time datetime="2025-03-20T12:00:00Z" class="datetime">March 20, 2025</time>

<p>Booting up Assassin's Creed Shadows for the first time felt surreal. I was looking at a samurai and a shinobi on the start screen of an Assassin's Creed game. The series had finally made it to feudal Japan. As a longtime fan, though, I was nervous the actual game wouldn't match the heights of the Japan-set Assassin's Creed my imagination had cultivated over the past decade. After more than 55 hours in the feudal Azuchi-Momoyama era, I'm left somewhat conflicted about this long-awaited adventure. Its greatest strengths lie in its fusing of samurai and shinobi action to create the ultimate Assassin's Creed gameplay experience. Its story is a letdown, however, not because it's bad but because it's simply satisfactory, lacking the twists, emotion, and (shrinking) sci-fi fusion I've loved so much in this series' past. Still, it's easier to forgive the by-the-numbers story when the gameplay is this fun and fresh. </p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/03/24/796ca095/yasuke_and_naoe.jpg" alt="Assassin's Creed Shadows Yasuke Naoe Game Informer Review" typeof="foaf:Image" class="image-style-body-default" /> <p>Slow, deliberate, measured, even leisurely – all words I'd use to describe Shadows. Matching the tone and meditation of the cast of historical figures and analogs during this era of Japan, Shadows doesn't rush anything. That goes for its gameplay, which frees players to tackle objectives how they'd like in various ways, and its story, which bubbles to the surface slowly as our dual protagonists learn more about this land. Its most fiery moments take place at the start, where we learn about Yasuke's transition from Portuguese-owned warrior-slave to Oda Nobunaga's best samurai, who then goes on to lead the charge of conquering the Iga region that Naoe calls home. If you've played an Assassin's Creed game before, you can probably guess Naoe's story and journey into becoming an Assassin, although I can't emphasize enough how much the overarching Assassins versus Templar elements of this series are placed on the back burner in Shadows. </p> <p>After a tragic loss, Naoe begins a journey of revenge and retribution, paralleling Yasuke's quest for the same. Neither protagonist's story kept me on my toes and I was usually able to predict where it'd take me next. But, using the "Immersive Mode" that features variable voice acting to match the moments – Yasuke speaks Japanese to Japanese speakers and Portuguese to Portuguese speakers, for example – I came to love the performances of these characters. Yasuke's stoicism contrasts nicely with the explosive and brutal actions he'll complete across this adventure, while Naoe's burning personality intersects with her calm and collected shinobi way of life. Their stories weren't the most exciting, but watching them interact with the world and the people of it was a treat unto itself. I just wish they had more to work with in the narrative. </p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/03/24/33baa8c1/naoe_3.jpg" alt="Assassin's Creed Shadows Yasuke Naoe Game Informer Review" typeof="foaf:Image" class="image-style-body-default" /> <p>Similar to the series' larger open-world RPG entries such as Assassin's Creed Valhalla and Assassin's Creed Odyssey, it's not long before an objective board fills up with numerous targets. In no time at all, this small board will triple in size as more are added, including the Shinbakufu, the main antagonist group. These masked figures are responsible for the tragedy and treachery that kickstarts Naoe and Yasuke's journey, and you spend most of Shadows' run time engaging in quest-focused investigations to learn the identity of each. For the most part, doing so will consist of speaking to someone, invading a hideout or castle, collecting some information, and rinsing and repeating until you have the name you need. Then, you'll be tasked with assassinating that person. It's largely bland in setup and remains so through to the credits, yet I was never bored with the tasks before me because of how fun taking part in each was. </p> <p>Once Shadows opens up after a lengthy Act 1 largely focused on Naoe, you're free to select her or Yasuke to complete the majority of objectives. It was refreshing to switch the gameplay on a whim, deciding when and how to complete assassinations, and Shadows is impressively built to cater to both protagonists equally. Every castle and camp features enough wide open space to obliterate enemies with my favorite Yasuke weapon, the Tanto (i.e. a giant club), and foliage and high spaces to sneak around in the shadows as Naoe. I rarely felt at a disadvantage playing as one or the other, relying on my mood to determine how to approach situations.</p> <p>As Naoe, I might climb around a wooden door and up a castle's many levels to quietly reach my target on the top floor. As Yasuke, I'd barrel through the door, destroying it on impact, and massacre my way through each floor in a <em>Raid</em>-style fight to the top. AC's best in-your-face action can be found in Shadows, as can its best stealth combat. The moment-to-moment gameplay is always exciting thanks to a great curation of era-specific weapons, visually explosive abilities that turn the tides of fights, and devastating combo finishers. Shadows features a rewarding but punishing combat system reliant on parries and sharp attention to enemy actions, and though it makes for the most difficult AC yet, it's the first time in this era of the series that combat has felt this refined. Simply put, I always felt like a badass, but I always had to earn it. </p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/03/24/3d9a7c1e/yasuke_combo_finisher.jpg" alt="Assassin's Creed Shadows Yasuke Naoe Game Informer Review" typeof="foaf:Image" class="image-style-body-default" /> <p>The progression system surrounding combat is one of worthwhile investment, too, thanks to the aforementioned abilities you unlock with Mastery Points and the ways it lets you craft a build specific to your preferred weapon and playstyle. I suspect it will be a contentious aspect of progression, but I liked that to unlock additional tiers of abilities, you have to level up your Knowledge Rank by completing other in-world activities. It creates a breezy loop of exploration and combat that feels satisfyingly subconscious after a few hours, and it mashes well with the constant influx of gear and weaponry that features unique perks, afflictions, and more. </p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/03/24/2239c168/naoe_gear.jpg" alt="Assassin's Creed Shadows Yasuke Naoe Game Informer Review" typeof="foaf:Image" class="image-style-body-default" /> <p>Outside of combat, Shadows is a feast for the senses. Capturing the temperamental weather of Japan, changing seasons bring about new scenery every couple of hours. Naoe struggles to run in the deep snow of Winter, while the rising sun blinds the landscape in the Summer. Autumnal forests come alive with bright oranges as the wind breathes through the leaves, and naturally, Spring brings about gorgeous Sakura that blankets the paths of towns and villages. Crickets and frogs pierce through the serenity of a lakeside coast while falling leaves and windy storms accompany the most beautiful scenery in any AC game ever. On PlayStation 5 Pro, I was constantly stunned by how great everything looked, especially the light peering through towering trees everywhere I went. </p> <p>Going a step further, the Hideout fuses progression and customization with the game's standout art to allow players to create their own personal Japanese garden. By collecting resources out in the world, you can build additional facilities to help you on your journey and customize the surrounding scenery with things like statues, pets, trees, and more. Though I didn't dabble much with it beyond the practical builds that advanced Yasuke and Naoe's progression, fans of the game's Japanese aesthetic will find plenty to indulge in at the Hideout. </p> <section class='type:slideshow'><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/03/24/c3e69cd2/ac_shadows_screenshot_world_seasons.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/03/24/fbca1d47/seasons_2.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/03/24/2201752e/ac_shadows_env_summer_omilakeside.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/03/24/ad96f18c/ac_shadows_env_omi_fallforest.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/03/24/85eb6540/seasons_3.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/03/24/6b87c1f1/ac_shadows_env_summerend_azuchicastle.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/03/24/dd93e81e/seasons_1.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/03/24/fcdbc653/seasons_4.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/03/24/2e6954e6/ac_shadows_env_spring_mountyoshino.jpg'></figure></section>   <p>Because of Japan's mountainous foliage, Shadows feels more linear in exploration than its RPG contemporaries. Sure, you can try to climb mountains but it's a struggle; instead, Shadows urges you to follow the natural and manmade pathways to discover new shrines, villages, and more. Like the rest of the gameplay experience, exploration feels heavily curated to ensure you are heading in the right direction. And though I was rarely surprised by what I'd stumble upon, I never tired of finding lost scrolls in a temple, praying at a shrine, or climbing to yet another viewpoint. They c<em>ould</em> become stale, and perhaps they will as I trek through all the side content left in the game, but moving around in Shadows, existing in this world, is so enjoyable I doubt it will.</p> <p>I am disappointed in how little sci-fi and Templar/Assassin conflict is in Shadows, although I recognize I might be expecting too much from a series that has signaled it's doing its best to let those aspects of the franchise fade away. I simply wanted more. The sci-fi modern-day elements are relegated to the new but poorly implemented Animus system, and it basically amounts to free gear you can earn by completing random objectives in the game (though there are microtransactions for cosmetics and map unlocks like usual, you can't accelerate these reward tiers with real money). It's not terrible – neat gear you can unlock for free is nice, after all – but it feels strangely unattached to the rest of the game, even as you unlock additional modern-day vignettes. And the Templar/Assassin conflict doesn't rear its head until the final hours, and it mostly lands flat. I understand the appeal of this series is the fantasy its historical era provides, but Ubisoft has forgotten about me, the longtime fan, and what made the series' intersection between history and fantasy so thrilling in the first place.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/03/24/9160b797/naoe_combo_finisher.jpg" alt="Assassin's Creed Shadows Yasuke Naoe Game Informer Review" typeof="foaf:Image" class="image-style-body-default" /> <p>Despite feeling little when the credits began to roll in Shadows, I am excited to get back to it. Where its story leaves me wanting more, the gameplay picks up the slack and then some. It is the ultimate shinobi experience and though there might be one better game out there when it comes to playing as a samurai, controlling Yasuke is still a bloody blast. </p> <p>As a day-one fan, every Assassin's Creed game has meant something to me. Ezio's trilogy is an all-consuming conspiracy through my favorite period of world history; Edward's journey is the best pirate game out there; Bayek's story is one of loss and love I won't forget; and Kassandra, well, who can forget Kassandra? Shadows, like its predecessors, has now yielded its own memory for me to store in my personal Animus: a reminder that when it comes to this medium, gameplay is king. In Shadows, playing as Yasuke and Naoe is as powerful as the Shoguns that ruled during this era of Japan.</p>

Score: 8.5

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Avowed Review — High Fun Per Square Foot

Avowed Screenshots

Reviewed on: Xbox Series X/S
Platform: Xbox Series X/S, PC
Publisher: Xbox Game Studios
Developer: Obsidian Entertainment
Release:

Obsidian’s impressive track record in role-playing games is reason enough to stand up and pay attention anytime the studio wades back into the genre. In the case of Avowed, the reasons stack up higher, since it’s a standalone first-person adventure set in the studio’s imaginative and vibrant fantasy world of Eora, previously established in the Pillars of Eternity series. The resulting game isn’t especially innovative and is unlikely to change anyone’s understanding of these types of experiences. But not every good or even great game needs to break the mold; Avowed succeeds with a tried-and-true formula, and keeps the priority on fun progression systems, combat, and exploration. If the footsteps feel familiar, at least it’s a path that leaves a person smiling.

Traveling across its diverse biomes, it doesn’t take too long to realize that Avowed isn’t the sprawling single open-world that some players might expect. Each area is tightly packed with content; whatever might be lost in the sense of some gigantic world is easily overlooked, since it’s so easy to hopscotch between missions, exploration areas, and battles. As a single large island with several distinct zones to explore, I was struck by how much fun was packed into each. Hidden caves give way to ancient ruins. Mountain switchbacks lead to a long-forgotten chest. Enemy camps blossom into fierce battles as monsters swarm out of unexpected holes. The world is curated and crafted, with a verticality and depth that helps small spaces feel bigger than they are.

Exploration is also mechanically engaging, thanks to a simple but enjoyable approach to parkour and navigation. I was surprised by the fun I had leaping and sliding through dungeons and towers. A generous fast-travel system lets you navigate to previous locations with ease.

I was also delighted by the first-person combat. While sometimes slower and more deliberate than many similar games, the sense of control and the balance between offense and defense was top-notch. Melee weapons have tangible weight and heft, and I relished timing up parries and counters while strafing around the field. The magic system is even better, with impressive visual effects and exciting interplays with the environment, like bouncing electric bolts or explosive objects. I had trouble warming to the ranged weapons, especially the finicky approach to guns; their focus on precision felt out-of-step from the otherwise mobile and often frenetic battles.

The approach to progression earns high marks. An easy-to-grasp XP system leads to some appealing abilities across several distinct upgrade trees, and it’s fun to pick and choose across them to create a custom class that caters to a particular playstyle. Gear acquisition and upgrades are also a good time, especially as you mix and match distinct pairings of right and left-hand combos for different items, and experiment with what works. Several unique weapons and armors I acquired left me happily puzzling over what to wear and wield, simply because the potential perks for each were so desirable. I also want to call out the inventory management and stash system (which can be accessed at any time), easing a burden for hoarder players like myself to be able to get back to the action quickly when too many treasures weigh my character down.

Avowed features a bright and saturated visual style that I found a welcome departure from the grim and muted tones of so many other first-person RPGs. The Living Lands setting is filled with strange plant and fungal life, and I love the nearly alien quality to the landscapes. With its distinct zones, the game also does a good job of changing up that backdrop every several hours, keeping the visual palette fresh just as you’re ready to see something new. However, some of that environmental variety loses a bit of its spark because of the limited types of creatures found there. I can only fight so many bears before they lose their charm. Too many of the same types of monster fights begins to wear thin over time, especially since so few of those encounters introduce genuinely new challenges to how I might approach the battle.

The overarching story got its hooks in me quickly; I savored the surreal and dreamlike quality of a strange voice that interjects in one’s journey, constantly forcing the player to question its nature as a friend or foe. As The Living Lands faces down a horrible plague, it’s rewarding to be the hero who must make the hard calls to serve your own interpretation of the greater good. The cast of companions is well-written and voiced, but I found it hard to connect with the individual party members. Each seemed to drop into the group without adequate reasoning for their presence, and their side stories never totally captured my imagination.

With Avowed, the team at Obsidian manages the rare feat of grasping the scope of the project they’re building, and hitting the mark on most of the places it aims for. It’s not the biggest role-playing game, or the most innovative, but as I played, I was constantly aware of how much fun I was having by just letting the game carry me forward. Avowed is a confident and fulfilling fantasy adventure without pretension, accomplished by a studio that knows what it’s delivering. It may not change your world, but its world should be more than enough to satisfy.

 

Score: 8.25

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