Assassin’s Creed Black Flag Remastered Review: Edward Kenway Returns on PS5/PC

Assassin’s Creed Black Flag Resynced brings Edward Kenway’s Caribbean adventure back to PS5, Xbox Series X/S, and PC with a major visual lift and a handful of gameplay tweaks—yet it largely keeps the original’s rhythm intact. The result is a remake that looks like a postcard come to life, expands the story with brand-new mission content, and smooths some of the original’s stealth frustrations, even if its combat balance and modern conveniences make parts of the game feel too easy.

What Resynced changes (and what it keeps)

Resynced follows the same core pitch as the 2013 game: an early-18th-century hunt for wealth that draws Edward into the long-running Assassin vs. Templar conflict. The remake improves the presentation, modernizes certain systems, and adds new missions and characters—but it does not overhaul the structure. Many cutscenes and sequences from the original carry over, with extra moments sprinkled into the atmosphere.

Edward’s story, expanded with new missions

In the remake, Edward Kenway still navigates the Caribbean as he tries to profit off the chaos between the factions. He also works alongside well-known privateers, including Blackbeard, while attempting to help build a free pirate republic.

Where Resynced distinguishes itself is in its completely new story content. The game adds fresh missions tied to popular characters (including Blackbeard), more content and quests in the pirate hideout Great Inagua, and three brand-new officers:

  • Shipwright Lucy Baldwin
  • Weapons master Padre
  • Cannoneer Tobias “Deadman” Smith

Each of these officers comes with their own missions. The review notes that they fit into the world well, but are somewhat separated from the main campaign. If they were integrated into the central plot, they would likely have required even more development effort—so they remain rewarding additions that feel less embedded in the broader story.

Ubisoft also carried over the original German dubbing for the remake’s story beats, including Tobias Kluckert voicing Edward. The exception is Charles Vane: his German voice actor Ekkehardt Belle died in 2022, so Michael Iwannek takes over in Resynced. The review adds that Iwannek also voices Benjamin Hornigold, implying Vane’s recasting may have been an opportunity for a new performer.

New cutscene moments—plus one big absence

Resynced reuses many of the original’s main-campaign cutscenes closely, but it also introduces small new scenes that enhance atmosphere. One example described is Edward finding a place to sleep in a tavern and being shown getting drunk in a fit of rage.

However, the remake removes the “present day” sequences at Abstergo Entertainment. The review frames this as helpful because it keeps attention on Edward’s journey, but it also means a particular twist from the original is gone. The game does include four new Animus missions that offer short alternative stories, but they can’t fully compensate for the missing twist.

Play the classic Black Flag structure—then use the new stealth openings

On the gameplay side, Resynced stays close to the original. You still explore cities such as Havana, Nassau, and Kingston, collect items like shanty sheet music, and run main and side missions that range from sea battles to raids, puzzles in an Aztec temple, and jungle fights toward a warship.

How long it takes to see everything

  • Main campaign: about 25 hours across the Caribbean
  • Thorough collector run (every shell): about 70 hours

Stealth missions are less punishing

A key mission change centers on stealth failures. In the original, “tailing” objectives could fail immediately once you were spotted or left a listening range. Resynced keeps the idea of following targets quietly, but being detected no longer instantly ends the mission.

Instead, the review describes three typical outcomes when you’re discovered: you can flee, defeat the guards, and then receive a document that supplies the information needed to continue the objective.

More broadly, the review says missions feel more open than in 2013. Players are often given a single goal with freedom in how to reach it—loud or stealthy. It also calls out that Edward can now dive in the sea almost everywhere, enabling approaches under ships to set up ambushes from the unseen side.

Freedom comes with an unintended downside: combat is too easy

Resynced adds options and flexibility, but the review argues it undermines its own ideas with overly forgiving balance. Even with Stealth and Combat difficulty set to “Hard,” land encounters often feel like a stroll.

Accessibility and difficulty options

The remake includes accessibility features spanning gameplay, audio, visuals, controls, menus, navigation, and difficulty. Difficulty can be adjusted at any time in four categories: combat, stealth, naval combat, and activities—switchable between “Story” (easy), “Normal,” and “Hard.”

The review also highlights a set of practical aids such as auto-reloading, target help, adjustable subtitles, the option to skip quick-time events, infinite oxygen while diving, and the ability to loot multiple bodies at once via area plundering. It adds that left-handed players can use an alternate layout, and players who don’t want blood can disable the effect.

Stealth tools: what’s new and why it breaks tension

Stealth is enhanced with an on-demand “silent footsteps” approach that works everywhere, not only in tall grass. The review notes that on Hard, enemies can spot you even from high positions in trees, but the overall detection radius is described as very small.

Enemies also forget quickly once you break line of sight, and the review says it becomes easy to lure guards one by one, assassinate them, and then disappear into nearby bushes before anyone else reacts.

Even when stealth isn’t perfect, the game’s combat tools make it easy to recover—so the review concludes that stealth doesn’t need the variety seen in other recent entries to remain effective, and that the provided options (like hiring support attackers) weren’t necessary in practice.

Counter mechanics and a very early tool

When fights do start, the review says the combat loop resembles other recent entries: aim at a single enemy, strike to deplete a yellow block meter, then reduce health. For assassinations, the block meter doesn’t matter—the blade drops enemies instantly.

The bigger issue is that enemies are described as “easy prey” due mainly to counter attacks and secondarily to the throwing whistle. After a perfect block, Edward can trigger an unstoppable kill streak up to four enemies. The review says this works far too easily for much of the game, with some limited exceptions for certain enemy types and bosses.

The throwing whistle worsens balance further. The review notes it’s obtained very early and has a cooldown rather than being scarce, letting players quickly pull in opponents and finish them off with little risk.

As a consequence, the review argues there are fewer incentives for alternative playstyles because missions no longer create meaningful optional objectives that push you toward a specific approach.

Underwater threats are reduced

Even beneath the surface, the review says there aren’t real dangers. It notes that avoiding sharks is relatively easy and that moray eels are no longer present.

A Caribbean that looks and behaves like a modern open world

Resynced’s open world is the remake’s biggest win. The review emphasizes how often the scenery looks like a “postcard,” and credits the modernized Anvil engine for improvements such as realistic sunlight through dense jungle, dynamic lighting, and new levels of environmental detail. It even claims players can count Edward’s chest hairs if they want.

It also clarifies that Resynced does not simply copy the original world unchanged. Some areas are compressed—Cape Bonavista’s first zone is described this way—while other parts expand, such as adding the north side of Havana.

Weather is described as dynamic and more natural, leading to more spectacular sea storms and sunsets. It also says high waves and wind effects influence ship handling.

Parkour feels like a step toward the newer system

Exploration still centers on climbing through towns and landscapes and finding loot from chests and flying shanty sheet music. With full parkour control enabled, Edward can side-jump from walls and perform button-triggered jumps.

The review states that the system is clearly based on the approach used in Assassin’s Creed Shadows, meaning individual actions can feel slightly “separated” rather than flowing naturally. It also notes that Edward jumps farther than in the original and sometimes gets stuck briefly, while still improving the overall climb value thanks to more vertical city layouts.

Collectibles are fewer—but better hidden

Resynced reduces the collectible count substantially. The review gives a concrete example: Havana drops to 7 chests instead of 20. It also says small islands at sea can be ignored because they no longer contain treasure.

While the mechanics of collecting haven’t radically changed, the review claims the game now hides chests and secrets more creatively. Some require climbing into houses first, while others involve specific interactions—such as getting drunk enough to wake up next to a chest.

Material theft from warehouses also gets a small twist. The first time you steal from a location, you’ll typically encounter a short sub-mission, such as spying on guards or finding a key from a hostile character.

Animals still matter for upgrades: hunting and crafting from animal remains can improve healing items and ammo capacity. The review also notes that you can now bring a cat or a monkey aboard—an addition positioned as part of the broader upgrade and economy loop.

Some random encounters are highlighted as surprisingly good atmosphere builders, including a strange wedding party and a deserted island with a body. Even if these events yield only some money, the review says they make Caribbean life feel more responsive and show consequences on land, not just ship clashes.

Naval battles remain the series’ strongest feature

Despite land combat balance issues, the review is confident that the naval fights are still excellent. It says ship combat is properly challenging if you lack upgrades: strong enemy ships are difficult to beat without improvements, and even legendary ships remain “tough” after upgrades.

Collecting the three new officers also grants three new ship abilities:

  • Lucy: a “perfect block” for the Jackdaw, described as reducing damage from the first enemy salvo.
  • Tobias: multiple cannon shots in sequence.
  • Padre: a powerful ram attack unlock.

The review adds that completing all relevant quests also unlocks an even better mortar, and that Padre’s ram attack is something the original only granted after sinking all four legendary ships.

After winning a sea battle, you can sink the enemy or board it. Boarding lets you repair the Jackdaw, lower your notoriety (bounty), and capture ships for your fleet. The fleet “minigame,” where you send ships on missions for extra rewards, remains in the remake—still making boarding a high-value option.

Great Inagua and the economy: too much passive money

On the high seas, the review identifies one recurring issue: the economy can make piracy feel less necessary. It says that outside of missions, you generally don’t need to attack ships because the campaign provides enough money and materials.

Great Inagua’s upgrades contribute to this. The hideout has been expanded with new features, and the review calls out a more developed character presence there, including Milo van der Graaff getting a proper character role and questline. It also mentions a butler who explains more about the estate and additional buildings unlockable compared to the original.

The biggest change is a money box that provides continuous income as you expand the hideout and your fleet—something the review compares to Assassin’s Creed Brotherhood’s pattern of eliminating money pressure after investments.

These systems reduce grinding, but the review says they also remove some of the urgency to raid ships and can lessen the feeling of being an active pirate.

Performance and platform details

Resynced is built as a true remake, rebuilt from the ground up in Ubisoft’s current Anvil engine. The review says this shows in both visuals and gameplay—such as seamless sailing into major cities and richer environment detail. It also notes that NPC density may be higher on PC due to stronger hardware, while console cities may be less dense.

English lip-sync is used for spoken lines, and the release is described as running smoothly on both PC and consoles. The review reports no crashes or notable bugs or glitches, but it does mention minor issues like occasional clipping and a recurring control behavior where Edward keeps swinging the ship’s wheel hard even when the Jackdaw barely moves.

Console resolution and frame-rate targets are adjustable via modes. The review provides the following performance targets:

  • 60 FPS with limited ray tracing
  • 30 FPS with expanded ray tracing
  • 60 FPS with expanded ray tracing and PSSR
  • 30 FPS with expanded ray tracing and PSSR

It also states that Xbox Series S runs at 30 FPS with standard ray tracing. If you use a 120/240Hz display via HDMI 2.1, the review says you can switch to a Balanced mode targeting 40 FPS with expanded ray tracing. Sony’s blog post is referenced for the exact specs.

Release date

Assassin’s Creed Black Flag Resynced launches on July 9, 2026 for PS5, Xbox Series X/S, and PC.

Marcus Chen is a gaming journalist and industry reporter with more than 10 years of experience. He covers releases, announcements, and trends across PC, PlayStation, Xbox, and Nintendo, and keeps a close eye on the indie scene and esports. Previously an editor at several gaming publications, he now writes news, reviews, and breakdowns of major industry moments—from big showcases to updates on popular titles. His work is aimed at players who want a clear, fast read on what happened and why it matters.