I played Black Flag at launch in 2013. I’m not one of the “caught up eventually” crowd, nor the “grabbed it in a sale three years later” crowd — day one, full price, no regrets. It rearranged what I thought an open-world game could do. I’d just spent Assassin’s Creed 3 wandering the frontier of upstate New York wondering whether the whole series had quietly given up, and then this game handed me a boat, an ocean, and basically said good luck, mate. I’ve never fully put it down since.
Remaking a game you love is basically defusing a bomb while the internet watches. Change too little and you’re selling nostalgia with better lighting. Change too much and a thousand people compare frame-by-frame screenshots on Reddit for a week. I went in expecting to write one of those two reviews. I didn’t get to write either of them, which annoyingly means I have to be nice about it.
Quick disclosure: I followed the story and got distracted by literally everything. Didn’t 100% the map, didn’t hoover up every barrel of rum on every beach. I sailed toward the plot and let the ocean drag me off course whenever it fancied — same as in 2013. If you’re the type who needs every icon cleared before you can sleep at night, you’ll find even more here than I did; this thing is stuffed to the gunwales. But this review is written by someone who mostly just wanted to be out on the water.
Weather
The first time a real storm caught me in this thing, I stopped reviewing it and just held the wheel like an idiot for about ten minutes. Sky went that awful bruised purple. Rain came in sideways. The Jackdaw stopped feeling like something I was driving and started feeling like a large wet argument I was having with the sea. Waves shove the hull off line now — you’re wrestling the helm, not just pointing it and waiting for the cutscene.
That’s the engine talking, not just the graphics. In 2013, weather was basically a scripted event: sail into the marked zone, cue thunder, applause. It worked, but you always knew you’d walked onto a stage set. Now it just happens, on its own clock, which means the same stretch of ocean I’ve sailed a hundred times can turn hostile out of nowhere, or twenty minutes later hand you a flat gold dawn with the crew mid-shanty and absolutely nothing trying to kill you. Same water, about six different moods. I have genuinely become the kind of person who checks the in-game sky before deciding whether to do a fort or just go to bed.

Seamlessness
Nobody’s putting this one in a trailer, because it’s not flashy — it’s just the absence of something mildly annoying. In the original there were seams everywhere: a tiny hitch as the game swapped “boat Edward” for “walking Edward” for “swimming Edward.” Small, forgivable, very 2013. In Resynced I did the whole chain — boarded a ship mid-battle, fought across the deck, jumped over the side, swam to shore, climbed a fort wall — without a single hitch, and afterward I actually sat back like I’d witnessed something. Every preview in 2013 promised “seamless pirate life.” Turns out it just needed thirteen more years and better hardware to actually be true. Rude, honestly, but I’ll allow it.
Diving
Diving in the original was a magic trick with the curtain left open: hit a button, Edward vanishes underwater, no animation, no real sense of going anywhere — just teleport-swim. Fine as a stealth gadget, and that’s about all it was, because the actual underwater content lived in its own sealed rooms — diving bells and Smuggler’s Coves, roped off from the rest of the map like museum exhibits.
Now you can just dive. Anywhere, whenever the mood takes you, and it connects straight into the same wrecks and coves instead of walling them off. Some treasure’s been relocated offshore so you’re swimming down for it instead of digging a chest out of a beach, and I did not expect a loot-placement change to be one of my favourite things in the entire game — and yet here we are. The ocean used to be a surface you sailed across. It’s got a basement now.
Legendary Ships
If you’ve fought one of these before, you already know the feeling: you spot it, your brain says “oh no,” and you either turn the wheel around like a sensible adult or you don’t — and twenty white-knuckled minutes later you find out which kind of person you are. They were the closest thing the original had to a real boss fight, and one of maybe three moments in this whole series that felt genuinely hard.
In the new engine they’re absurd. Partly that’s scale — you can actually see how outgunned the Jackdaw is, the hull looming over you, broadsides lighting up the screen like the world’s worst fireworks display. But the real trick is the weather: these fights now happen in genuine storms, low visibility, waves shoving you sideways while something the size of a small country tries politely to remove you from the game. I lost. More than once. I did not care. If you only do one optional thing in Resynced, make it these.
Combat
Here’s my hot take, free of charge: the new combat is better, and it isn’t close. Come at me. The original was gorgeous to watch — chain counters, brutal executions, the camera swinging in for every pistol shot — but underneath the choreography it was thin. Counter, execute, repeat. The spectacle was carrying a system that rarely asked you to actually think.
Resynced gives you stun meters, more parries and takedowns, and moves the quickfire pistol onto an ability wheel with everything else. I’ve seen people complain this makes fights looser, and sure — if your thumbs are still wired to the 2013 rhythm it’ll feel odd for an hour. Then it clicks, and you realise you’re managing stun bars, choosing which tool to burn, actually reading a fight instead of metronoming through it. Boardings happen constantly in this game, and the old combat turned into wallpaper by hour fifteen. This one never did. That’s the real bar to clear — not “looks cool in a trailer”.

The World
Full disclosure: the islands are still small. That was true in 2013 and a new lighting engine doesn’t fix geography. What they did instead is quietly rework what’s already there, and it’s the kind of change that never makes a trailer but absolutely makes itself known while you’re playing. Nassau’s the big one — hillier, denser, tighter streets — and it finally feels like somewhere criminals actually fled to, rather than a pleasant scattering of huts. Havana’s got a new gate out to a shoreside plantation and a fort you used to only get to stare at wistfully from a boat. Sacrifice Island, which always felt bolted on with duct tape, is properly stitched in now. None of it’s a headline. All of it adds up to somewhere I could draw from memory as a teenager suddenly feeling rediscovered instead of just repainted — which is exactly the trick a remake is supposed to pull off, and almost never does.
Everything Else
The thing I’d forgotten about this game is how relentlessly it interrupts you, in the best way — you set off toward a story mission and forty minutes later you’re somewhere else entirely because smoke on the horizon looked interesting. All of that’s back and mostly polished up: hunting, harpooning, treasure maps, forts to conquer, Templar hunts, and yes, shanty collecting, which I am now embarrassingly invested in. The fleet metagame’s here, the hideout at Great Inagua actually has more to build now, and the voice work’s been fully re-recorded — the salty, funny writing was always an underrated strength of this game, and modern performance capture just makes it land harder. There’s more content around your officers and the real historical pirates too, filling gaps the original left blank.
Story
Not touching the story beats — if you’ve never played this, go in cold, you’ll thank me. What I will say: Edward Kenway is still one of the best leads this series has produced, a genuinely selfish man who spends the whole game explaining to himself why that’s fine, in a franchise usually obsessed with noble chosen ones. That still works exactly as well as it did in 2013.
Conclusion
Should you play this if you loved the original: yes. Emphatically. And I say that as someone who’s usually the first in the room to say a remake didn’t need to exist. This isn’t a lick of paint — the weather, the seamlessness, the diving, the combat all change how the game plays, not just how it looks.
If you’ve never played Black Flag: this is where you start, full stop. Don’t go back and play 2013 first out of some sense of duty — you’d just be signing up for stiffer combat and loading screens for no reason. You actually get the better deal here: the rest of us are quietly mourning a couple of cut things, and you get to just play the best version with no ghosts abord the vessel. Slightly jealous of you, if I’m honest.
This game was reviewed based on Xbox S|X review code, using an Xbox S|X console. All of the opinions and insights here are subject to that version. Game provided by publisher.