Nobody Wants to Die Review

Nobody Wants to Die starts at a drive-thru theater, our protagonist James taking in a black and white movie with his wife Rachel. You spend this peaceful moment joking around with her through conversation options amidst the pouring rain, but that respite is quickly destroyed. Rachel vanishes and the scene zooms out to reveal the dark, 24th century hellscape where James lives. It’s a great setup, showcasing everything you need to know about this moody cyberpunk detective noir. The world might be familiar, but the developers at Critical Hit Games have managed to fill it with fun details and a few moments that flip your expectations. Unfortunately, that strong start doesn’t quite hold up throughout Nobody Wants to Die’s roughly six-hour runtime; there’s a bit too much hand-holding during its investigation scenes, and it’s missing important features that would make its branching story structure easier to explore. But what it might lack in polish it makes up for in style.

Nobody Wants to Die is a story you’ve probably seen before: James is a detective with a tragic past he doesn’t remember, and who drowns himself in booze to dull the pain in a city full of flying cars, giant holographic ads, and buildings so tall you can’t see the ground. When he’s pulled into a case that ends up being bigger than he could’ve ever imagined, both his will and his skills as a detective are put to the test as he gets caught in a conspiratorial plot. On paper, it looks pretty basic; maybe even outright boring. And there are moments where it does stick to that script a bit too much.

But this isn’t just any detective story; it’s a cyberpunk neo-noir that isn’t shy about its artistic and narrative influences. There’s a lot of Altered Carbon in its premise, specifically in how people can swap bodies after death (or just whenever they want). The sleek, jaw-dropping aesthetic is very reminiscent of Blade Runner, but with a 1950s Dark City pastiche instead of a Japanese one. It’s also not hard to see some Cyberpunk 2077 here, both in its basic cyberpunk elements and in how you can reconstruct crime scenes with gadgets that run on technobabble. Of course, there’s also the early 20th century detective noir of it all — complete with femme fatales, constant rain, lots of alcohol, and monologues from James that straddle the line between perfectly melodramatic and a bit too over the top. It’s true greasy, wet pulp.

Critical Hit Games wears an “eat the rich” attitude on its sleeve. The body swapping system seemingly allows for immortality, but you have to purchase a subscription when you come of age. If you can’t afford it, you’ll get arrested, with your brain put into “bank” storage; if you’re rich, you can just buy new bodies and switch out whenever you want. Sadly, the class warfare this concept enticingly establishes is mostly just used to move the plot along. It’s more an opportunity to call the rich “assholes” rather than make a more complex point about that inequality and why it exists.

Odd aesthetic details are all in service of the compelling atmosphere.

Despite taking a lot of its elements from other places, the developers have added a lot of their own unique details. We’ve seen body swapping in cyberpunk fiction before, but I don’t think I’ve seen a system that outright says how many disadvantages that can have if you get a body that was addicted to drugs or has allergies. I also love how James’ apartment building is such a shithole that he has to summon a shared bathroom to use, which leads to a hilarious interaction with a neighbor who was still bathing.

There are also tiny aesthetic details that don’t make much sense, like how many locks require you to input a numbered code with a rotary dial. Why is a world in the 24th century not utilizing computers more? How is James able to find a drive-in theater that plays nearly 400-year-old black and white movies? These odd tidbits are all in service of the compelling atmosphere, and it’s super easy to accept them when you can tell the Critical Hit Games is having a lot of fun just putting anachronisms together in new ways.

The setting and world-building pieces pay homage to the 1950s and film noir, but that doesn’t mean it’s held on a pedestal. Many of James’ monologues and musings about the grimy lives of others, the oppressive system they all live under, and the violence he has to face are overtly poetic and corny, and sometimes he or other characters — especially his partner, Sara — call him out on it. Sara is a great foil for James; they have compelling platonic chemistry, with her talking him through the case and his thoughts through a receiver in his ear, and he does the same for her.

With multiple dialogue paths to choose from in most conversations, you can either take a serious route during your investigation or go for the stupid answer – that could be listening to your corrupt police chief boss or ignoring him and stealing evidence. I played my first run straight, and while not every choice was “morally” correct, the darker tone felt genuine to James. I leaned into the silly options on my second playthrough and it created hilarious moments, like how James is afraid of the light from his UV detection tool because they cause cancer. He’s the kind of guy who sits on neon signs outside his apartment on the 500th story of a building, drinking or smoking (do not play this game if you’re afraid of heights) as a melodramatic loner, and Nobody Wants to Die takes every opportunity to make fun of him for that.

This combination of new and old creates a pulpy mix of scenes that can swing wildly between depressive retrospection, outright tragedy, and self-aware nonsense, and it all somehow never feels out of place. In fact, Nobody Wants to Die’s dedication to that tonal dissonance is largely what lets it stand out despite its very obvious homages.

Nobody Wants to Hold Your Hand

While Nobody Wants to Die wants you to play out a neo-noir detective fantasy, there are some limits — namely in how it lets you solve cases, which isn’t much at all. Most of the actions you’ll take outside of the branching dialogue boil down to the detective work itself, which involves surveying a crime scene, gathering evidence, using futuristic tech to reconstruct gruesome, gory murders so they play out in front of your eyes, and then putting it all together with an evidence board.

How all the gadgets work is a bit confusing at first, but by the end of the first case, you fall into a routine. Use the Reconstructor to reconstruct events, fast forward or rewind through the three-dimensional footage to find new evidence or leads you want to pursue, analyze those pieces, and pull out your supplementary UV light and X-Ray to dig a little deeper. All of the data you gather will then be presented on the evidence board, where you can draw conclusions through a little activity where you’ll similarly be told outright if you’re guessing right or wrong.

It seems simple enough, and it is, especially because there are very few instances where you go about it on your own. You’ll usually get a prompt or a piece of dialogue that tells you exactly what to do, which tool to use, and how to think. You’re very much dragged through the story and forced to watch it play out instead of doing your own detective work, which removes any sense of accomplishment. There isn’t a time limit, nor is there fear you’ll miss an important clue. It can also be annoying when the figures moving throughout your reconstructions get in the way of your tools, blocking your view and causing you to make frivolous mistakes as you complete a series of mouse clicks to activate them.

The choice to remove all your agency during these investigation phases does at least allow you to experience the story more closely, since you don’t have to focus on other areas, like actually solving a case yourself. That’s especially true in how certain events impact each other to create more conversation options, but the rigid structure does also lessen the impact of your investigation quite a bit.

Thankfully, the dialogue system is worth paying attention to. It’s not the most robust I’ve seen, but there’s enough choice that you feel like you have a semblance of control over James and his actions while talking. His core personality never changes, but you can decide whether he answers Sara honestly about evidence he chose to steal from a crime scene, drink and drive, comply with the police, or even shoot somebody. How impactful your choices are varies, and there are multiple endings despite the story always arriving at the same tense confrontation, but Nobody Wants to Die understands that it’s about the journey. The final payoff is also satisfyingly dark, letting you ruminate on your choices – sometimes to the point of absolute despair.

Nobody Wants You to Save Your Game

If you’re invested enough to see all the different outcomes, you can start again on a new save file, but Critical Hit Games didn’t make it easy to run through a second time. While not giving you the option to manually save is a great way to make you sit and think about the consequence of each choice, it does make it quite difficult to see everything. There isn’t any new game plus or chapter select after your first playthrough, either. If you want to fast forward through long conversations, you only have the option to spam a skip button, which you have to click for each line of dialogue, and you can’t skip cutscenes at all. So if you want to experience the different endings, you’ll pretty much just have to play through the entire campaign again.

Granted, Nobody Wants to Die is only five or six hours long, and depending on the ending you get, there’s plenty of motivation to hop back in. I got a particularly bad ending that, to me, felt like the worst possible outcome for the story, so I of course wanted to see if I could get anything else — maybe something that didn’t make me feel dead inside (pun intended). Starting from scratch wasn’t a total slog, since I made new choices that unlocked conversations or paid off differently down the line. Still, I eventually looked up a compilation of all the endings, and while there are certainly happier ones than the initial one I got, none of them are “perfect.” James’ story is about a past that slowly emerges to haunt him, and your player skills aren’t going to stop his bittersweet conclusion.

The decision to not include these replayability features is an interesting one, as many branching narrative games want you to feel the weight of your choices but also give you the opportunity to change them. I have to give the developers credit on making such an audacious move, but does it make Nobody Wants to Die more “enjoyable,” whatever that vague term means? I’m not sure. Maybe I would feel differently if I got the “best” ending on my first try, but it feels like there should be an option to help speed up additional playthroughs after the first at the very least.

Humble Games Announces ‘Restructuring of Operations’ Amid Layoffs

Humble Games has announced plans to restructure amid what it is calling “challenging economic times for indie publishing,” with several former employees reporting that they’ve been laid off. According to Polygon’s Nicole Carpenter, the layoffs affect 36 workers. [Disclosure: IGN Entertainment and publishing label Humble Games operate under separate divisions of the same parent company, Ziff Davis. Charity bundle platform Humble Bundle remains a subsidiary of IGN Entertainment.]

The announcement was part of a statement from Humble Games, which was published on Linkedin in the wake of several workers confirming their layoffs on social media. The statement emphasized “the goal of ensuring the stability and support of our developers and ongoing projects” while saying that the restructuring does not impact Humble Bundle.

In these challenging economic times for indie game publishing, Humble Games has made the difficult but necessary decision to restructure our operations. This decision was not made lightly; it involved much deliberation and careful thought, with the goal of ensuring the stability and support of our developers and ongoing projects. Additionally, the restructuring of operations at Humble Games will have no impact on operations at Humble Bundle.

We are acutely aware of the profound impact this decision has on our team members at Humble Games and deeply empathize with everyone affected. Our team’s contributions have been world-class and invaluable, supporting the launch of our games since we started publishing in 2017. We are committed to navigating this transition with as much empathy and understanding as possible.

Supporting our development partners and assisting former team members remains our top priority. We are committed to making this transition as smooth as possible for everyone involved. Thank you for your support and compassion during this challenging period. It is deeply appreciated.

Reached separately for comment, a Ziff Davis representative shared the statement posted above and said that the company is “not shutting down but is undergoing restructuring,” and that “all past and ongoing projects and upcoming releases are not affected and will continue to be supported and published by Humble Games.” The representative said they could not comment on the number of staff affected or remaining.

Humble Games is an indie publishing label with a portfolio including Bo: Path of the Teal Lotus, Signalis and Stray Gods. Several developers who worked with Humble Games expressed sympathy in the wake of the layoffs.

“My sincerest best wishes to all the former Humble Games staff, several of whom helped make [Unsighted] what it was,” wrote Unsighted developer Fernanda Dias. “Thank you so much for working so hard on so many amazing games. This is incredibly heartbreaking news holy shit.”

Humble Games is one of several indie publishers that has been forced to restructure amid uncertainty in the games industry throughout 2024. IGN reported in May that Take-Two was quietly winding down its Private Division label in the wake of shuttering OlliOlli World developer Roll7 and Kerbal Space Program 2 studio Intercept Games. Xbox, PlayStation, EA, and numerous other publishers have also suffered layoffs.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Nintendo Withdraws Splatoon 3 World Championship After Racist Messages From Winners Surface

In April, USA’s team Jackpot won Nintendo’s Splatoon 3 World Championship, earning an in-game appearance that cemented its members as the first players to be commemorated in a Splatoon game. However, after racist messages sent by the team surfaced in the months following the event, Nintendo has now announced that it will invalidate the team’s win and remove their likenesses from the game.

Today, in a post on X/Twitter, Nintendo Versus announced that Jackpot’s win would be vacated and the team would not receive trophies due to its violations of the company’s community guidelines.

Nintendo also pledged to adjust a Splashtag (or in-game profile banner) it had added to the game to commemorate Jackpot’s win. The adjustment will presumably remove the team’s characters from the banner and replace them with default characters.

Phantom Thief of the Heart, the Japanese team that played against Jackpot in the final, was not retroactively granted the win after the announcement, leaving the World Championship with no official winner.

“Nintendo cares deeply about our players and our community, and we take our responsibility to uphold our Community Guidelines seriously,” the post reads.

Nintendo’s move comes after the team’s racist messages circulated online in early June. Videos and screenshots (which can be seen in this thread — warning for offensive language) show members of the team using racist slurs and phrases in Discord messages and calls, with some even sending targeted messages to other players.

Amelia Zollner is a freelance writer at IGN who loves all things indie and Nintendo. Outside of IGN, they’ve contributed to sites like Polygon and Rock Paper Shotgun, and they’re currently developing a game called Garage Sale. Find them on Twitter: @ameliazollner.

Walmart Has the Best Nintendo Switch Lite Deal

Walmart is offering the Nintendo Switch Lite (Timmy’s and Tommy’s Aloha Edition) console for only $159. This is an outstanding deal because this particular bundle also includes a digital copy of Animal Crossing: New Horizons. A standard Nintendo Switch Lite console with no game still costs $199.

Nintendo Switch Lite with Animal Crossing for $159

The Switch Lite retails for $100 less than the original Switch and $150 less than the Switch OLED. It is compatible with most Nintendo Switch games and it runs off the same hardware, so performance is identical. The three main tradeoffs of the Switch Lite is that (1) the controllers are not detachable, (2) the console can’t be docked and played on a TV and (3) the display is smaller (5.5″ vs 6.2″ on Switch and 7″ on Switch OLED).

If you were intending to use the Switch solely as a handheld console, you might be better off just getting the Switch Lite. Even though the controls aren’t detachable, the Switch Lite does support wireless Bluetooth, so you can always purchase another pair of Joy-Cons, a Switch Pro controller, or a compatible third party wireless Switch controller, and you can still play untethered.

If you enjoy cozy games like Stardew Valley, Harvest Moon, or Minecraft, you’ll probably love Animal Crossing. It’s obvious that Nintendo put in a lot of love into this first party title and it’s certainly one of the best – and most relaxing – games for the Nintendo Switch. This is an excellent pick for gamers of all ages, even children. Check out our glowing IGN review for more details.

Other Nintendo Switch related sales and news that might interest you:

Fortnite Players Band Together to Pick on In-Game Tesla Cybertrucks: ‘Destroy on Sight’

Tesla’s polygonal Cybertruck has entered Fortnite, and fans… aren’t quite sure how to feel about it.

The vehicle joined Epic Games’ massively popular battle royale video game, as well as its soccer-car project Rocket League, today, July 23. It’s a free reward for those who complete a series of challenges via the Summer Road Trip quest before August 6 and is also a cross-game unlock between both experiences. Completing all challenges nets players a Cybertruck for their garage as well as a Green Day Jam Track, Back Bling, wheels, and a few decals that include a broken window cosmetic.

It’s a selection of free rewards that some players are undeniably happy to have, but others are taking the opportunity to poke fun at Tesla’s angular truck, which will no doubt show up on players’ screens in-game. Specifically, many are calling for others to band together and go out of their way to destroy any Cybertruck that comes into view.

“Overpriced,” one Reddit user jokes.

“Cybertruck is gonna give that nostalgic 2020 feel in Cyberpunk when textures weren’t loading on my 1080,” another said.

While players group up to plan how to react to the Tesla content, they aren’t the only ones voicing distaste for the addition. Along with a wave of players who aren’t excited to see a wave of Cybertrucks show up across Fortnite, there are a few Epic Games developers who are equally unenthusiastic.

“Reminder that opinions are mine and mine alone,” Fortnite associate producer Robby Williams said on X/Twitter. “Destroy on sight [middle finger emoji].”

Epic Games producer Kyle Wynn also chimed into the conversation. In addition to reminding players that companies are made up of individuals with a variety of thoughts and beliefs, Wynn says, “also yeah, hard focus on sight.”

Fortnite players are continuing to enjoy an ocean of recent additions, including Pirates of the Caribbean skins, the Fortnite Reload mode, and Fallout content. Fortnite is currently in the midst of Chapter 5 Season 3, with Season 4 expected to begin in mid-August. For more, you can read up on the recently announced Fortnite LEGO sets, which include a purchasable Battle Bus and Supply Llama.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

Exclusive: Monty Python and the Holy Grail Gets a Magic: The Gathering Crossover

Every time I think I’ve seen Magic: The Gathering’s most unexpected crossover yet – be that Hatsune Miku or the board game Clue – Wizards of the Coast figures out some way to surprise me yet again. This time it’s with a selection of cards set in the world of the Monty Python and the Holy Grail.

Split across two Secret Lair drops, the latest Universes Beyond tie-in will have eight reprints and one token reskinned with references and jokes from the classic 1975 film. One drop will have five cards total, one of which is double-faced so you can choose if it’s either an African or European swallow, while the other will have three cards and a token.

You can flip through the gallery below to see all the cards in both Monty Python drops:

To find out how the heck a crossover like this even comes about, I spoke with Secret Lair Senior Product Designer Daniel Nguyen, who said the first step for many of their Universes Beyond projects is to simply reach out to the representatives for lots of different properties and see who might be interested in working together.

“This was a really fun one to get,” Nguyen says. ”It’s kind of a funny pairing. They seem like such different ideas, but I think the cards came together really nicely and it’s just very quaint to see on Magic cards.” He also explains that the business folk their outreach team initially gets in touch with don’t always know what Magic even is, but that it’s “fun if someone on the other side actually is a Magic fan, which does happen quite often.”

“We think deeply about everything that goes into these drops.” – Daniel Nguyen, WOTC

While this isn’t the first old movie to get a crossover drop, with The Evil Dead and The Princess Bride both getting Secret Lairs of their own, the jokes within it do feel tailored toward both Holy Grail and Magic in a particularly satisfying way. That’s both in seeing iconic scenes from the movie represented by notable cards that align perfectly (such as, the card Dismember depicting the Black Knight), but also in a few Magic jokes that use the language of Monty Python instead.

For example, John Cleese’s Tim the Enchanter is represented by the card Prodigal Sorcerer, which is lovingly referred to as “Tim” by much of the Magic community. “That’s just the top line on the document, right? You gotta have that one,” says Nguyen, who jokes “if we don’t do that we’re all fired, clearly.”

While the designs and thought behind the cards in these drops is impressive, the fact that Vol. 1 has five cards (one of which is double-faced) while Vol 2. only has three cards and token did make me curious about how Wizards of the Coast decides on the contents of each Secret Lair. Nguyen tells me that these decisions are generally more art than science, taking into account a card’s desirability in the playerbase, the bandwidth they have for coordinating artists and other resources, what each individual drop might call for thematically, and more.

“I take it very seriously,” Nguyen assures me. “We think deeply about everything that goes into these drops. Every aspect you can consider, I’m thinking about that all day long and losing sleep over it sometimes.” He says one part of that is hitting staple cards people are using a lot already, but also balancing that with some tastemaking picks that go off the beaten path when it makes sense, even if the appeal of the latter may be narrower as a result. “Every drop should [have] someone’s favorite card.”

“Every drop should [have] someone’s favorite card.” – Daniel Nguyen, WOTC

The Monty Python and the Holy Grail drops will be available in both foil and non-foil starting on July 29 as part of the next Superdrop. A limited number of foil drops will also be available to purchase in person at the Hasbro Pulse booth at San Diego Comic-Con this week.

Tom Marks is IGN’s Executive Reviews Editor. He loves card games, puzzles, platformers, puzzle-platformers, and lots more.

New Splatoon Amiibo Are Up For Preorder at Best Buy and GameStop, Get Them Before They’re Gone

Some brand new amiibo are joining Nintendo’s collection. Right now, you can preorder two-packs of Callie and Marie and Pearl and Marina from Splatoon. These cost $30 each and will officially be released on September 5, so you don’t have too long of a wait for them. Like many amiibo, though, stock likely won’t stick around for long. So, if you really want to add these models to your amiibo collection, now’s your time to place an order.

New Splatoon Amiibo Available to Preorder, Out September 5

If you’re looking for even more Nintendo items to add to your shopping list, have a look at our roundup of the best Nintendo Switch deals today. There’s a wide variety of discounts that are worth checking out at the moment, including some great game deals, SD card deals, and there’s even a nice deal at the moment on a Nintendo Switch Lite Animal Crossing bundle at Walmart. Alongside those incredible discounts, we’ve also detailed where you can preorder the shiny new Nintendo Switch Lite: Hyrule Edition console that’s releasing alongside The Legend of Zelda: Echoes of Wisdom in September.

If you’re curious to see what’s going on for other platforms, we’ve got roundups of the best Xbox deals today and the best PlayStation deals today that are worth checking out. In these, you can find a wide variety of offers on everything from games to storage to headsets, but if you want an overall look at the best deals of the moment, check out our breakdown of the best video game deals today. This piece highlights the latest and greatest deals for each platform, including PC, so you can get a good look at the discounts that have stood out the most to us.

Hannah Hoolihan is a freelance writer who works with the Guides and Commerce teams here at IGN.

Exclusive First Look at 2024 Pokémon World Championships Merch

Ahead of the 2024 Pokémon World Championships this August, we’ve got an exclusive first look at the special plush, deck boxes, and more that will only be available at Worlds. Each year, the Pokémon World Championships are held in a different city, and with it comes a Pokémon Center pop-up with exclusive merch themed after it. This year, the Pokémon World Championships are taking place at the Hawai’i Convention Center in Honolulu, so of course, the product line is tropical, colorful, and beachy.

“This year’s unique items and motifs draw from the vibrant marine life and lush flora of Hawai’i, embodying the spirit and beauty of the islands,” explained Cindy Ruppenthal, senior director of Pokémon Center and e-commerce at The Pokémon Company International. “The pop-up store’s design as well as the Worlds product line reminds fans to make the most of this amazing location—whether they’re lounging on the beach in Waikiki, hiking the Wiliwilinui Ridge Trail, or catching waves on the North Shore.”

Check out a large selection of what will be available at the 2024 Pokémon World Championships in the slideshow above.

Ruppenthal expects a strong demand for the Hawaiian-themed Pokémon ukulele, which appears to be the most exclusive and unique item in the lineup. The ukulele’s MSRP is $59.99 USD. Ruppenthal also expects there to be a demand for other location-inspired products due to the Hawaiian theme, such as the Pokémon Aloha shirt.

Previously, The Pokémon Company International revealed a sneak peek of the Worlds-exclusive Pikachu plush in snorkeling gear and custom Pokémon Aloha shirt in a partnership with Reyn Spooner, a local Hawaiian company known for making top-quality Aloha wear since 1956. Ruppenthal said that makes the collaboration very special.

Everything revealed here will only be available August 14-18 at the Pokémon World Championships Pokémon Center pop up. Even if you have an event badge, you won’t be able to just walk-in—you must make a reservation to visit the 2024 Worlds Pokémon Center Store.

Casey DeFreitas is a deputy editor of guides at IGN. Catch her at the 2024 Pokémon World Championships, or on Twitter @ShinyCaseyD.

Assassin’s Creed Shadows Team Issues Apology to Japanese Fans for Marketing That Has ‘Caused Concern’

The Ubisoft development team working on Assassin’s Creed Shadows has posted a public message to Japanese fans on X/Twitter, which explains the project’s stance on historical authenticity and also apologises for promotional materials that “have caused concern” among the community.

The four-page message, posted in both English and Japanese, explains that Assassin’s Creed Shadows is not intended to be a factual representation of history. Instead, it is described as “a compelling, historical fiction set in Feudal Japan”, and the developers hope that it will “spark curiosity” in players who will then hopefully research the historical period the game is inspired by.

Ubisoft emphasises that Shadows has been made in collaboration with external consultants and historians, but recognises that it has made a mistake. “Despite these sustained efforts, we acknowledge that some elements in our promotional materials have caused concern within the Japanese community. For this, we sincerely apologize.”

While the post offers very limited detail about what Ubisoft is apologising for, it’s likely that the “promotional materials” in question is a piece of concept art that features the flag of a Japanese historical re-enactment group. The flag, which is a modern-day creation and not historical, was used without permission from the Sekigahara Teppo-tai group. While Ubisoft has since apologised for using the flag’s design, it will still be printed in the physical art book featured in the collector’s edition of Assassin’s Creed Shadows.

The new message from the team notes that the game “will keep evolving until launch.”

“Based on the constructive criticism we have received, we will continue our efforts until we put this game into your hands – and beyond,” it explains.

In addition to the apology regarding the marketing materials, the message also discusses Yasuke, one of Shadows’ two protagonists: “While Yasuke is depicted as a samurai in Assassin’s Creed Shadows, we acknowledge that this is a matter of debate and discussion. We have woven this carefully into our narrative and with our other lead character, the Japanese shinobi Naoe, who is equally important in the game, our dual protagonists provide players with different gameplay styles.”

While Yasuke has often been presented as a samurai in popular media, both in Japan and beyond, his depiction in Shadows has given rise to debate regarding the historical truth. Due to limited historical evidence, there is no conclusive proof as to if Yasuke was a samurai, a ‘retainer’, or another role entirely. The argument has lived side by side with criticism over Ubisoft’s decision to feature a Black man as a lead protagonist in a Japan-set Assassin’s Creed game – a backlash that Ubisoft CEO Yves Guillemot alluded to while condemning “malicious and personal online attacks.”

The message notes that the Assassin’s Creed series has always taken “creative license and incorporated fantasy elements” into its historically-inspired settings. “The representation of Yasuke in our game is an illustration of this. His unique and mysterious life made him an ideal candidate to tell an Assassin’s Creed story with the setting of Feudal Japan as a backdrop.”

Since the series began, all Assassin’s Creed games have featured a disclaimer before the main menu: “Inspired by historical events and characters, this work of fiction was designed, developed, and produced by a multicultural trem of various beliefs, sexual orientations and gender identities.”

Ubisoft’s message to its Japanese community concludes by asking that fans continue to share feedback and thoughts “respectfully”.

Assassin’s Creed Shadows launches November 12, 2024 for those buying the Gold, Ultimate, Deluxe Editions, or Collector’s Editions, while the Standard Edition is available on November 15, 2024. You can learn more about its goals in our extensive interview with the development team, as well as our list of 50 key details.

Matt Purslow is IGN’s Senior Features Editor.