Parkour, stealth and combat: a deep dive into Black Flag Resynced

Ubisoft opened its series of Black Flag Resynced deep-dive articles with a breakdown of on-foot gameplay alongside creative director Paul Fu, a veteran of the original Black Flag. Parkour, stealth and combat are rebuilt from scratch on the latest Anvil engine tech created for Assassin's Creed Shadows.

Parkour is more responsive: quick landings, momentum-preserving rolls, the return of advanced parkour with side and back ejects, and a long-awaited manual jump. Cities now feature ziplines for fast descents.

Stealth is noticeably expanded: Edward can crouch at any time, is harder to spot at night, eagle vision is complemented by Shadows' observe mode, and trusty tools — the blowpipe, smoke bombs and rope dart (now available as early as Chapter 3) — are all here. Combat is built around finishers: parries, wall slams, ground finishers and adaptive enemies that punish repetitive tactics.

Original announcement on Steam →