Assassin’s Creed Shadows launched with years of hype behind it, but a growing number of players are quietly closing it out and reopening a game from 2013 instead. Black Flag is trending again, and the reasons why say a lot about where the series currently stands.

When the New Game Sends You Back to the Old One
Shadows arrived carrying the weight of multiple delays, a controversy-heavy promotional cycle, and expectations that had been quietly recalibrated by the time it finally released. The game is large, polished, and undeniably competent. It does what modern Assassin’s Creed games do – sprawling open worlds, layered skill trees, enemy camps to clear. But “competent” is doing a lot of work there. For a segment of the series’ fanbase, competence stopped being enough a long time ago.
What players are reporting in forums, Reddit threads, and Steam reviews is a particular kind of fatigue – not with the game’s quality exactly, but with its sameness. Shadows follows the formula that Origins established and Odyssey expanded. It is massive, gorgeous, and methodical. The stealth is there, the story has weight, the protagonist options give players meaningful identity choices. And yet the complaint keeps surfacing: it feels like more of the same thing, delivered with a higher budget and a better-looking map.
Black Flag, by contrast, is a game that still feels like an accident of inspiration. It was built around a pirate fantasy that happened to fit the series’ mechanics almost perfectly. Naval combat, shanties, the open Caribbean sea – none of that was what Assassin’s Creed was supposed to be about, and it worked precisely because of that tension. Edward Kenway is not a true believer in the Assassin cause, and the game does not pretend otherwise. That honesty gave it a personality that the newer entries, for all their technical ambition, struggle to match.
The revival is measurable. Black Flag has seen consistent spikes in concurrent players on Steam during the weeks following Shadows’ launch. The game is over a decade old and has no new content, no live-service hooks, no season pass. People are going back to it entirely on its own terms, which is a fairly pointed statement about what those players want from the series right now.

Why Black Flag Still Holds Up When It Shouldn’t
Black Flag was never built with longevity in mind the way modern live-service games are. There are no daily challenges, no rotating cosmetic shops, no reasons engineered by a studio to keep players logging in. The game just ends when it ends, and then it sits there, complete. That completeness is part of what makes returning to it feel different from returning to Shadows after a break. Black Flag does not ask anything of you beyond the time you give it.
The naval system is the obvious anchor. Sailing the Jackdaw through a storm while your crew sings “Drunken Sailor” remains one of the most genuinely atmospheric experiences the series ever produced. It was tactile in a way that clicked with players who wanted to feel like they were doing something, not just unlocking something. Harpooning a great white shark or pursuing a man-o’-war through cannon smoke is not sophisticated game design in a 2024 sense, but it is enormously satisfying in a way that Shadows’ larger and more technically complex systems sometimes fail to be.
There is also the question of scale – not map size, but emotional scale. Black Flag is one of the shorter mainline entries. Players can see the edges of it. They can plan a session, make meaningful progress, and feel the story moving. Shadows, like Odyssey and Valhalla before it, is a game you sink into without a clear sense of how deep the water goes. For a growing number of players who have been doing exactly that across multiple entries since 2017, the prospect of another 80-plus hour commitment is exhausting before it even begins.
What Black Flag offers is a reminder that the series once moved differently. It had a tempo. The cities were smaller and denser, the parkour had stakes, and the story did not need to carry the weight of a mythological epic. Edward’s arc – from selfish privateer to reluctant idealist – is told in roughly 20 hours of main content, and it lands. The emotional efficiency of that structure is something newer games in the series have consistently traded away in pursuit of scope.
There is a version of this conversation that applies to the broader open-world genre right now. Players returning to older titles rather than engaging with exhausting new releases is not unique to Assassin’s Creed. But the Black Flag revival has a specific texture to it – it is not just nostalgia or impatience. It is players articulating, with their playtime, exactly which version of this series they found most satisfying.
What Ubisoft Can Actually Read Into This
Ubisoft is not unaware of Black Flag’s enduring reputation. There have been persistent rumors of a remaster or remake for years, and the studio has reportedly weighed that option multiple times without committing. The irony is that every time Shadows generates a wave of “I just want another Black Flag” posts online, it functions as free market research the studio is already sitting on. The demand is not ambiguous. The question is whether a Black Flag remake would satisfy it, or whether the studio would simply apply its current open-world template to a pirate setting and deliver something that misses the point entirely.
Shadows will likely sell well enough to justify the next entry. That is the practical reality of how Ubisoft operates, and a single wave of Black Flag nostalgia is not going to redirect a franchise of this scale mid-cycle. But the persistence of that nostalgia – the fact that a 2013 game is still a refuge people actively seek out when the newest entry feels like too much – is the kind of signal that compounds over time. At some point, the gap between what the audience says it wants and what the studio keeps building becomes the story.










