Phantom Blade Zero Producer Soulframe says pre-order sales of the game have exceeded their expectations!

"Dear players:

Hello everyone!

The pre-orders for *Shadow Blade Zero* have been running for five days, and the pre-order results have far exceeded expectations. For this, I would like to express my heartfelt gratitude to all the friends who support *Shadow Blade Zero*! This is a vote of confidence cast upon us by our players, and we will certainly do our utmost to present everyone with an excellent game product.

The news of Donnie Yen's collaboration with us has particularly sparked everyone's interest, with numerous memes flooding social media. Donnie Yen plays the character Mo Yuan, a role we've meticulously crafted. As a powerful hidden boss in the game, he requires players to undergo a series of explorations and trials before he will appear. We eagerly anticipate everyone's encounter with Mo Yuan in the game!

I still remember the pride and passion he showed for kung fu movies when I first met Dan, and his still-strong creative desire to innovate and change. He had been involved in game development for a very long time—more than 20 years ago, he directed the opening CG for Capcom's Onimusha 3. And now, we finally have the opportunity to tell a Chinese martial arts story that belongs to the Chinese people in a game.

In player discussions, some expressed concerns about celebrity endorsements. I completely understand these concerns, because celebrity endorsements imply a series of labels that core gamers may not like, and also represent the risk of diluting the brand's image and tone. With the hype brought by celebrities, will the players' genuine needs still be prioritized?

I want to reiterate that this collaboration is not yet another instance of "a celebrity endorsing a game for commercial purposes."

Everything we do is aimed at creating better game products for players, not putting the cart before the horse. Dan not only did face capture and motion capture and personally completed the English voice acting for the characters, but also invited Chen Hao to help polish the Chinese voice acting for Demon Abyss. As the creative supervisor, he gave us a lot of suggestions and opinions. Later, Yan Hua was also brought in by him to choreograph the complex fight scenes.

Over the past forty years, Donnie Yen has created a variety of classic screen images. The grandmaster Ip Man, the beggar Qiao Feng, the policeman Ma Jun, the assassin Kane, and the blind swordsman from Star Wars are all the same person, and they don't seem out of place in the public's perception. Donnie Yen's action style, which transcends national borders and eras, has unified these images.

What *Shadow Blade Zero* strives to present is a fusion of the most traditional martial arts world with bizarre steampunk elements, human modification, and even a post-apocalyptic alternate world. Moving between the new and the old, inheriting tradition while innovating, upholding the orthodox while creating the extraordinary—this is our shared vision.

In our collaboration with Dan Ge, we have also continuously improved ourselves. Our internal action director, Yang Liu, and his Xingfu Feiyang team have fully absorbed Dan Ge's interpretation of Chinese Kung Fu, constantly thinking about the deep integration of Kung Fu with gameplay, combat systems, motion capture production lines, and other aspects. Together with combat planners and animators, they have worked tirelessly for over a thousand days and nights to design and produce many unique and impressive game action sequences that we are proud of.

This "translation" process was completed with virtually no precedents to follow, making it all the more challenging. We've previously showcased in other interviews the process of translating sword formations, drunken swordplay, and lion dances from traditional prototypes into games—as I expressed in my IGN interview, we wanted to build a motion production process suitable for Chinese martial arts from scratch, capturing the unique charm of Chinese Kung Fu that differs from Japanese/Western styles, while simultaneously translating it into input feedback, impact, camera movement, and ultimately creating a thrilling combat experience for players.

Tomorrow morning at 10:00 AM, at Sony's special STATE OF PLAY event for *Shadow Blade Zero*, Dan will first introduce the concept of "Kung Fu Punk" to players worldwide, followed by a live stream where I will introduce the game's story, world, combat system, and other content. The live stream will last approximately 18 minutes, and the entire video will subsequently be released on various platforms.

I think this may give this collaboration even more significance: we will be able to promote and convey the unique charm of Chinese martial arts culture to the world directly on a stage that is watched by global players.

The live stream and video were recorded in English and translated into multiple languages ​​with subtitles. However, I later offered to provide my own Chinese subtitles, which were based on my original English speech and therefore might be closer to the original meaning than my live stream script.

Remember to watch on time tomorrow!

Producer of Shadow Blade Zero, founder of Lingyoufang

Liang Qiwei (Soulframe)"

Source: https://www.bilibili.com/opus/1237497330649792533?spm_id_from=333.1387.0.0

bilibili.com
u/Shadow-Of-The-Beast — 3 days ago

Dragon's Dogma 2: Dark Arisen Director and Producer Talk Hard Mode, Fashion Over Stats, and Why They Named It Dark Arisen Again

We sat down with Dragon's Dogma 2 game director Kento Kinoshita and producer Naoto Oyama to talk all about the upcoming expansion and changes to the game. Including a heavily requested hard mode.

The expansion Dragon's Dogma 2: Dark Arisen was announced last month during the June Nintendo Direct and we had a moment to catch up with game director Kento Kinoshita and producer Naoto Oyama for a chat.

Fan feedback has really shaped the direction of Dragon's Dogma 2: Dark Arisen, with both Kinoshita and Oyama putting heavy emphasis on creating a larger world for players to stay in.

Restart.run: When did development on Dragon's Dogma 2: Dark Arisen start? Did Itsuno have any involvement in the project before leaving?

Naoto Oyama: After we released the original game, the base game, Dragons Dogma 2, for over half a year following the launch, we focused on delivering title updates and after that, that was the time when we started developing Dragons Dogma 2: Dark Arisen.

Kinoshita-san, the director here, he's the one who was the lead of the direction from the very beginning when we kicked off the title. So it wasn't like changing the director. Kinoshita-san was the lead of the game from the very beginning and he put great care and dedication on how they can expand the base game and make the expansion. So, yeah, the project kicked off like that.

Restart.run: Why did you decide to call it Dark Arisen again?

Oyama: When we named the title, we decided on the title after finalizing the content we were creating, at least the idea of the content we were creating. It wasn't title first and then developing the content, but we first finalized the idea of the content we were creating and then decided on the title. There were three main reasons why we landed on Dragon's Dogma 2: Dark Arisen.

First is the strong affinity with the story that unfolds in the new area, and second is the presence of the loop-based gameplay that we offered in the original Dark Arisen. In the original Dragon's Dogma: Dark Arisen players experienced a bit of that kind of loop-based gameplay.

But players will be able to experience something similar to that. And number three, the third one, the last one, is that we chose a familiar name. That will be the easiest way to convey to everyone what kind of elements people can expect in the expansion, and also they thought that was a great name for the expansion. So those are the reasons why we landed on Dragons Dogma 2: Dark Arisen.

Restart.run: Through these pretty major title updates you're changing quite a bit about Dragon's Dogma 2. A player who played the game in 2024 is going to have a drastically different experience than someone in 2026 and on. How do you balance the original creative intent of the game vs the changes from fan feedback for Dark Arisen?

Kento Kinoshita: First of all, when we designed the base game Dragon's Dogma 2, we really wanted to deliver a realistic adventure experience, and we think we achieved that successfully in the base game, and we were happy that many players enjoyed that. But also considering the feedback we got from some players and considering the modern standard of RPG games, like open-world RPG games, it is true that there are people who think that they wanna enjoy the game more casually instead of feeling that friction.

For example, we added the Eternal Ferrystone that allows people to fast travel for limited time without consuming any consumable items. This is just an option that we've added to the game. If people want to enjoy the game by exploring on foot rather than using fast travel, that's also an option. But also using the Eternal Ferrystone is definitely another option.

So, we balanced it by having preserved the core gameplay experience designed for the base game, but also added an option to enjoy the game more casually. So that's how we balanced the two.

Restart.run: Out of all of the feedback you've seen over the years, was there any you were surprised about?

Kinoshita: In terms of kind of surprising feedback that I got, this is just kind of a personal one.

At first I was assuming that most of the players were just focusing on enjoying the realistic adventure they can enjoy in the game. But we received feedback that they [players] kind of enjoy dressing up more than choosing the best equipment in terms of design or how strong it is, like how the defense or the strength stat is high.

We just assumed people were more focused on the realistic adventure, but there were many people who asked for more fashionable items and more ways to dress up in the game. So that's something that surprised me.

But I want to ask you if you have that thought process, where you want to choose more, I don't know, fancy equipment or things like that. (Laughs)

Jesse Vitelli, Restart.run: I am definitely someone who chose to wear the pants with my butt hanging out of them because it was the best stats I could get early on in the game so I wouldn't mind some more fashionable ways to dress up.

Restart.run: How does the new story content fit into the existing story of Dragon's Dogma 2? Does this content have an impact on the true ending route of the game?

Kinoshita: The story that unfolds in the base game and the story that unfolds in the new area, the Norgan area is completely separate, so it doesn't impact each other. The story that unfolds in Norgan is a kind of another apocalyptic tale and hidden beneath the journey to slay the Royce Dragon in the base game. So yeah, they designed it like that. There is a kind of mystery that is centered around the story that unfolds in the Norgan area and the Arisen will progress to solve that mystery. That's the main theme of the newly added story.

Oyama: The Lost Rite Challenge Dungeons and also the Norgan content, Forsaken Dominion are an event independent of the base game. So for both the Lost Rite Dungeon and also the Norgan content players will be able to enjoy that content pretty early in the story of the base game.

Once players reach Vernworth, the capital of Vermund, the first area people have to visit, they will be able to accept the quest to challenge that new content once [in] Vernworth. They will be able to access the new content pretty early into the game, so it's kind of separate from the main game.

I just wanted to clarify that.

The recommended level to start the content is for the Lost Rite Dungeons will be level 20 to start and for the Norgan content, for Forsaken Dominion that will be level 40, but that's the recommended start level to challenge the content. So there's a difficulty gradient.

Although I said that, players will be able to challenge the content pretty early in the game, that is kind of the recommended level. So it will be pretty tough and often challenging for people to challenge the content right away after reaching Vernworth, but it's also up to the players if they want to challenge that new content with the lowest recommended level, or if they want to level up first and then challenge the content. So that's totally up to the players and they can enjoy making that decision.

Restart.run: Is a hard mode of the game being considered for Dark Arisen?

Oyama: We have received feedback from players after releasing the base game wanting a hard mode added to the game. We are currently considering the addition of a hard mode, but for details like when we can release the hard mode and what kind of mode that will be there is nothing we can share at this moment. We hope that we'll stay tuned for the official announcement and more details regarding hard mode.

Restart.run: Do you think a new Dragon's Dogma Online could work today?

Oyama: It's difficult to answer that question, but for now we're just mainly focusing on delivering Dragon's Dogma 2: Dark Arisen. We hope that people enjoy that one first. (Laughing)

Restart.run: How did you land on the relic system as a new gameplay loop for Dark Arisen?

Kinoshita: The motivation behind kicking off this project was mainly that we received passionate feedback from players that have played Dragon's Dogma 2, is that they want to play the game more, they want to enjoy the world of Dragon's Dogma 2 more, and also especially they want to enjoy combat more.

So, we really carefully designed the combat system, and combat was the main focus when designing the new content in Norgan. We wanted to also make challenging content for players in the new area.

As we already announced, we'll be adding new weapon skill slots and also new skills for each vocation, but beyond what players have equipped in terms of skills and weapons and vocation and things like that, we wanted to add more layers on that. So by appraising those relics in the relic cycle system, there will also be unique skills for each spoil you appraise.

So you'll have another layer of how you want to build your Arisen, like your player, your character. And then the combat system will go more in-depth, not just about the vocation or the skills you have, but also what you will equip and what kind of skills you want to combine with weapon skills you've equipped, which adds that layer and makes the game more enjoyable and more challenging. That's the motivation behind designing that.

TL;DR:
Summary of the interview:

  • Hard Mode is being considered, but it's not ready yet. The developers acknowledged the community's requests and said they're actively exploring how to implement it.
  • The expansion focuses on quality over quantity. Rather than making the world larger, the goal is to deliver denser content with more meaningful exploration, tougher encounters, and richer gameplay.
  • Fashion over stats is a major priority. Players will have more freedom to wear the armor they like aesthetically without sacrificing effectiveness, thanks to an improved appearance/transmog-style system.
  • The team explained why they reused the "Dark Arisen" name. It wasn't decided from the start ,it came after the expansion was complete because they felt it shared the same philosophy as the original: a substantial endgame-focused expansion that significantly enhances the core experience rather than just adding more content.
  • The new region, Norgan, is much larger than Bitterblack Isle and features its own story, side quests, and exploration-focused progression.
  • The new Lost Rites dungeons are designed as replayable 30–60 minute challenges with varying difficulty levels and valuable rewards.
  • Finally, the developers emphasized that much of the expansion, as well as several free updates to the base game, was shaped directly by community feedback since Dragon's Dogma 2 launched.
restart.run
u/Shadow-Of-The-Beast — 1 month ago

Assassin's Creed Black Flag Resynced: The Final Preview (IGN)

"After playing through a few missions of Assassin's Creed Black Flag Resynced recently, I now have a better understanding of what to expect from this ambitious remake, which included narrative additions, new options for carrying out my assassinations, and other bits and baubles along the way that have increased my interest in replaying through Kenway’s epic tale of pillaging and unloading flintlocks into the chests of unsuspecting lawmen."

youtu.be
u/Shadow-Of-The-Beast — 2 months ago

Dragon's Dogma 2 deserves a full base game overhaul

An interesting video I stumbled upon.

Dragon's Dogma 2 deserves a full base game overhaul

With the Dragon's Dogma 2 DLC and patches finally revealed after years of silence, we now know that there's more content and improvements coming to the game. A new region, new dungeons, and improvements like more skill slots, these are all very welcome additions and changes. However there's multiple other parts of the base game experience not mentioned in the patches & current DLC information that I think need overhauled, and that's what's discussed in this video.

00:00 - Intro
-------------------
05:32 - SECTION 1: Fundamental Improvements
05:43 - 1 | The base game areas need better enemy variety
07:08 - 2 | The enemy spawn points & AI leashing need overhauled
12:54 - 3 | Rewards for exploration don't feel particularly rewarding (improved with patch 3.1 & DLC)
14:50 - 4 | The game has poor pacing, you become overpowered too early
16:13 - 5 | The game need a Hard Mode & NG+ difficulty scaling
17:40 - 6 | Open up the blocked off doors as higher level dungeons (added with DLC)
18:21 - Section 1 recap
19:21 - Other issues
21:08 - On the topic of mods
-------------------
22:27 - SECTION 2: Nonessential Improvements
23:00 - 1 | Overhaul chests to include both random & static loot
25:15 - 2 | Add more travellers & guards to the open world
28:03 - 3 | The game needs more varied random events
29:31 - 4 | The game could do with an infinite quest system
30:10 - 5 | Small changes and QoL improvements I'd like to see (improved in 3.1 & 3.2 patches)
31:15 - Section 2 recap
-------------------
31:58 - Outro

What do you think?

Share your thoughts, feel free to discuss.

Cheers!

youtu.be
u/Shadow-Of-The-Beast — 2 months ago

Stuntman Hollywood Is Pure 2000's Gaming (NEW GAMEPLAY)

Stuntman Hollywood sees the iconic franchise return, in a game that ignores all the worst trends of modern gaming.

10 seconds in and you can already tell it's looking fun.

youtu.be
u/Shadow-Of-The-Beast — 2 months ago

Jackfrags: "Assassin's Creed Black Flag Resynced Gameplay and Impressions..."

"Assassin's Creed Black Flag Resynced Gameplay is here! Let's explore this beautiful game, a full remake of Black Flag, very cool."

youtu.be
u/Shadow-Of-The-Beast — 3 months ago

Access The Animus: "We have played 3+ Hours of Assassin's Creed Black Flag Resynced! Here are our thoughts!"

"Finally we can talk about Assassin’s Creed Black Flag Resynced, the embargo is lifted and we are able to discuss everything we know about the game, and show you a ton of new gameplay along with our impressions!"

youtu.be
u/Shadow-Of-The-Beast — 3 months ago

AC Black Flag Resynced preview embargo lifts on May 21st 12PM EST (22nd 2AM AEST)

https://preview.redd.it/flfkye2l251h1.jpg?width=1206&format=pjpg&auto=webp&s=6745367c13269980240b893b6561d981cfbcdb03

Whoopsie! IGN Australia has accidentally leaked it on their Instagram story.

Like some of you may know, select content creators & journalists have been invited to the preview event, going hands on with the game throughout may but no one was allowed to give the exact embargo date.

Now, we have more visibility about when to expect some fresh news.

Rejoice!

reddit.com
u/Shadow-Of-The-Beast — 3 months ago

Pearl Abyss Earned 266.5 Billion Won from 'Crimson Desert' Alone in Q1 Net profit of 170 billion won, with Crimson Desert's revenue breakdown by platform being 50% each for PC and console.

Reporter Kim Seung-jun ( Drunk Hedgehog )|2026-05-12 16:38:50

Pearl Abyss recorded its highest quarterly revenue ever thanks to the massive success of *Crimson Desert*. It earned 266.5 billion won from *Crimson Desert* alone, which was released in March.

Pearl Abyss, which announced its first-quarter earnings today (the 12th), stated that it recorded 328.5 billion won in revenue, 212.1 billion won in operating profit, and 170 billion won in net profit for the first quarter of 2026 on a consolidated basis.

Sales increased by 419.8% year-on-year and 382.4% quarter-on-quarter. Operating profit increased by 2,584.8% year-on-year and 30,200% quarter-on-quarter. Net profit increased by 2,107.8% year-on-year and turned into a profit quarter-on-quarter.

Overseas sales accounted for 94% of total revenue in the first quarter. Of this, North America and Europe accounted for 81%, with *Crimson Desert* driving global success.

Revenue by IP was 61.6 billion won for Black Desert and 266.5 billion won for Crimson Desert. For Crimson Desert, the revenue breakdown by platform was recorded as 50% for console and 50% for PC.

"Crimson Desert will continue to focus on enhancing user satisfaction and driving new sales through continuous updates, while expanding its market presence through platform expansion. In addition, we are currently exploring various ways to broaden the game to the next level including DLC. We will share the details once the concrete plans are set."

Source: https://www.thisisgame.com/articles/423274?newsId=263&categoryId=0

Original source: 1Q26 Earnings Letter May 12, 2026

https://www.pearlabyss.com/en-US/Board/Detail?_boardNo=14789

Congrats to the Pearl Abyss Team, well deserved!

u/Shadow-Of-The-Beast — 3 months ago
▲ 77 r/LiesOfP

Neowiz Enters Full-Scale Development of 'Lies of P' Sequel (Neowiz Q1 2026 Earnings and Future Strategy)

Soojin "Eonn" Kim

May 10, 2026

■ Summary of Neowiz Q1 2026 Earnings and Status

▣ Q1 2026 Earnings Summary

- Q1 2026 Operating Expenses: ₩94.5 billion (+19.9% YoY, -7% QoQ)

-Labor Costs: ₩39.6 billion

ㄴ Exclusion of one-time costs (incentives) from the previous quarter

-Marketing Expenses: ₩7.3 billion

ㄴ Utilization of outsourced marketing and efficiency improvements

-Other Expenses: ₩9.1 billion

ㄴ Reflects live IP operational costs (outsourcing, servers)

▣ Strategic Direction

- Executing strategies for global IP franchising and fandom-centered operations to drive solid revenue growth

- Proactive investment in new game development and global marketing aligned with mid-to-long-term growth strategies

- Expansion of New IP

ㄴ Story IP Publishing: Diversifying the pipeline by sourcing high-narrative-quality IPs such as 'Hello Seoul: Itaewon

ㄴ New Genre Infusion: Securing story-based IPs across diverse genres to deepen the portfolio

- Advancing Fandom-Centered Services

ㄴ Operational Cycle Optimization: Shortening update cycles for Brown Dust 2

ㄴ Offline User Experience: Expanding fandom-friendly activities such as concerts and pop-up stores

ㄴ Brand Renewal: Expanding the user base through the renewal of 'Cats & Soup' and the launch of the new title 'Magic Recipe

- IP Franchising

ㄴ Worldview Expansion and Serialization: Creating long-term revenue streams based on strong narratives and proven gameplay

Lies of P Sequel: Prototype approved, entering full-scale development

ㄴ Securing Hits through Selective Investment: Proactive investment in studios recognized by global critics

- Global Localization

ㄴ Localization Strategy: Customized marketing tailored to regional sentiments

ㄴ Proven Development Capability: Accelerating penetration into Western markets based on global competitiveness

■ Q&A

It appears you are strengthening storytelling capabilities by recruiting directors with backgrounds as scenario writers. What is the strategic significance of the narrative focus pursued by Round8.

= We consider narrative a core competency for Round8 and a key factor in driving user immersion. In an environment where global development costs are rising, it is difficult to gain market recognition through technical or sheer volume-based investment alone, making narrative even more critical. We recruited directors Jin Seung-ho and Lee Sang-gyun precisely because they possess excellent narrative implementation skills.

How are veteran talents like directors Jin Seung-ho and Lee Sang-gyun integrating into the Round8 organization, and what synergies are you expecting? Also, what criteria does Round8 apply when recruiting directors?

= Both directors are currently leading their respective projects and implementing their strengths into their work. We apply strict criteria for director selection. A common trait among directors who have achieved success in the global market is their ability to clearly define the desired outcome and explain it in detail. Round8 defines the most essential qualities of a director as having a clear vision for their creative work and control over the details.

You are preparing a lineup of various genres simultaneously. What is the background for this portfolio diversification, and how do you manage the risks associated with simultaneous operations.

= The management team did not intentionally force genre expansion. When reviewing new projects, we apply three criteria: the originality and fun of the concept, market competitiveness, and our in-house development capabilities. Our lineup has naturally diversified because directors have brought in persuasive and attractive proposals that meet these conditions. While managing multiple projects is challenging, game development is difficult regardless of the genre. Round8 believes that allowing directors to pursue concepts they are most motivated by and capable of executing is a rational choice that increases the probability of success.

Source: https://www.invenglobal.com/articles/21730/neowiz-enters-full-scale-development-of-lies-of-p-sequel

Original Source: https://cdn.neowiz.com/neowiz-site/assets/ir-library/1Q26_NWZ-IR-PPT_EN_vF-tf1sbum2.pdf

u/Shadow-Of-The-Beast — 3 months ago

Shift Up says it will publish Stellar Blade 2 instead of Sony, wants to ‘reach a broad global audience from day one’. It’s also “actively exploring further platform expansion” for the first game.

"The sequel to Stellar Blade will not be published by Sony Interactive Entertainment, developer Shift Up has confirmed.

The first Stellar Blade was published by Sony and was released in April 2024 as a PlayStation 5 exclusive, before getting a PC port 14 months later in June 2025.

Now, in a Q&A following its Q1 earnings presentation, Shift Up has stated that it will be publishing the next Stellar Blade game itself.

“Development of the next Stellar Blade title is progressing smoothly, on track to meet our targeted quality standards,” it said.

“Notably, starting with this next title, Shift Up will transition to a first-party service model. This will allow us to lead marketing strategies that fully reflect the distinctive identity of the Stellar Blade IP, and we expect to communicate the unique appeal of its universe to players more directly and effectively.”

Although it didn’t specifically state whether Stellar Blade 2 would be released on other formats such as Xbox Series X/S or Switch 2, Shift Up did imply that its aim is to release the sequel simultaneously on supported platforms, rather than exclusively on PS5 first.

“Building on the strong fandom and evergreen IP status established by the first Stellar Blade, we are formulating an optimal go-to-market strategy designed to maximize sales and reach a broad global audience from day one,” it said.

Shift Up says it will publish Stellar Blade 2 instead of Sony, wants to ‘reach a broad global audience from day one’ “With three key tailwinds – high-quality self-publishing capabilities, a sales maximization strategy, and a proven IP fanbase – we are confident the next title will deliver meaningfully improved results compared to its predecessor.”

Elsewhere in its Q&A, Shift Up hinted that the original Stellar Blade may be coming to other formats, saying it was “actively exploring further platform expansion”.

It was reported back in June 2025 that Shift Up is working on a Nintendo Switch 2 port of the game, following its massive Steam success, but nothing has been officially confirmed yet."

Article: https://www.videogameschronicle.com/news/shift-up-says-it-will-publish-stellar-blade-2-instead-of-sony-wants-to-reach-a-broad-global-audience-from-day-one/

SHIFT UP 1Q 2026 Business Performance Results & Factsheet Source: https://shiftup.co.kr/eng/ir/ir.php?ptype=view&idx=439&page=1&code=ir_eng

u/Shadow-Of-The-Beast — 3 months ago

Assassin's Creed Black Flag Resynced: How Pirates In The Caribbean Began

Hey everyone!

Here's an interesting video I found and would like to share. Hope you'll enjoy it.

From the description:

Assassin’s Creed Black Flag Resynced recreates the beautiful islands of the Caribbean in stunning detail, and introduces players to some of the most famous pirates in history.

Why did the Caribbean, in all the world, become associated with pirates? When did piracy in the Caribbean begin? And when did it end?

Matt Lewis is joined by pirate historian Dr Rebecca Simon to answer these questions and more!

Edited by: Robin McConnell
Produced by: Robin McConnell
Executive Producers: Etienne Bouvier, Julien Fabre, Steve Lanham, Jen Bennett

Chapters
00:00 - Introduction
01:09 - When were the first Pirates in the Caribbean?
05:02 - Why become a pirate?
09:04 - What did pirates think of themselves?
11:28 - Pirate or Privateer?
20:33 - What primary sources tell us about pirates?
24:23 - How accurate are the game's pirate designs?
30:00 - How many female pirates were there?
33:41 - Sailing like a pirate
35:46 - Fighting like a pirate
37:50 - How diverse were pirate crews?
40:42 - How did the Golden Age Of Piracy end?
45:03 - Which pirate should we all know about?
46:24 - Enter the Animus: where would you go in time?"

"About Assassin's Creed Black Flag Resynced:
Rebuilt from the ground up and powered by the latest Anvil engine, the iconic solo pirate adventure returns. Sail the Caribbean as Edward Kenway during the Golden Age of Piracy in this faithfully enhanced remake featuring stunning visuals, upgraded gameplay, and new content. As you follow Edward in his pursuit of glory and gold, you’ll be drawn into an ancient war separating Assassins and Templars, with the fate of everything the pirates have built hanging in the balance.

Raise the Black Flag and let your reign over the seas begin.

#AssassinsCreed
© Ubisoft Entertainment. All Rights Reserved.

Cheers!

youtu.be
u/Shadow-Of-The-Beast — 3 months ago
▲ 1.9k r/Pragmata

That's according to Rob Dyer, chief operating officer of Capcom USA, speaking at the iicon conference in Las Vegas this week. As quoted by Game File, Dyer says of Pragmata: "We’re to a point now where we’ve got another IP that Capcom – and god bless them, has an arsenal – that we can continue to go down."

Dyer apparently praised the game's Japanese development team for being willing to listen to feedback from Capcom's American division, taking advantage of focus tests, surveys, and demos to fine-tune the game's global appeal. After all that time in development, Dyer reckons, "it was worth the effort."

Great news!

Full article at the link.

https://www.gamesradar.com/games/third-person-shooter/capcom-teases-that-pragmata-might-have-a-future-as-a-franchise-after-at-least-6-years-in-development-hell-pays-off-with-1-million-sales-in-2-days/

Do you think Pragmata was worth the wait?

What would you like to see in a sequel?

u/Shadow-Of-The-Beast — 4 months ago