{"id":43950,"date":"2026-08-14T08:36:50","date_gmt":"2026-08-14T03:36:50","guid":{"rendered":"https:\/\/usnews-14267fa.ingress-comporellon.ewp.live\/?p=43950"},"modified":"2026-08-14T08:36:50","modified_gmt":"2026-08-14T03:36:50","slug":"1666-amsterdam-interview-assassins-creed-creator-on-why-he-avoids-the-series","status":"publish","type":"post","link":"https:\/\/usnews-14267fa.ingress-comporellon.ewp.live\/?p=43950","title":{"rendered":"1666: Amsterdam interview &#8211; Assassin&#8217;s Creed creator on why he avoids the series"},"content":{"rendered":"<p><script>\r\n  atOptions = {\r\n    'key' : '644b717812d811d6a1c1fc5b6ccd6fa6',\r\n    'format' : 'iframe',\r\n    'height' : 90,\r\n    'width' : 728,\r\n    'params' : {}\r\n  };\r\n<\/script>\r\n<script src=\"https:\/\/www.highperformanceformat.com\/644b717812d811d6a1c1fc5b6ccd6fa6\/invoke.js\"><\/script>\r\n<br \/>\n<\/p>\n<div>\n<figure class=\"img-container shareable-item wp-caption\">\n<div class=\"img-wrap\">\n\t\t<img fetchpriority=\"high\" width=\"646\" height=\"410\" src=\"https:\/\/metro.co.uk\/wp-content\/uploads\/2026\/08\/SEI_308190994-5154.jpg?quality=90&amp;strip=all&amp;w=646\" class=\"article-image wp-image-29369672\" alt=\"Noa in 1666: Amsterdam screenshot\" decoding=\"sync\"\/>\t<\/div><figcaption>A bewitching new project (Gambit Digital)<\/figcaption><\/figure>\n<p>GameCentral speaks with the creative director behind the original Assassin\u2019s Creed about the origins of 1666: Amsterdam, using generative AI, and the decision to do early access.\u00a0<\/p>\n<p>Patrice D\u00e9silets is best known for being the creative director on the first two <a data-ico=\"hyperlink-article\" href=\"https:\/\/metro.co.uk\/2026\/07\/08\/assassins-creed-black-flag-resynced-review-a-pirates-life-renewed-29085186\/\">Assassin\u2019s Creed<\/a> titles and <a data-ico=\"hyperlink-article\" href=\"https:\/\/metro.co.uk\/2024\/04\/10\/prince-persia-sands-time-remake-restarted-third-time-claims-source-20624283\/\">Prince Of Persia: The Sands Of Time<\/a>, but for his latest game, he\u2019s debuting an IP he\u2019s been trying to get off the ground for 16 years.\u00a0<\/p>\n<p><a data-ico=\"hyperlink-article\" href=\"https:\/\/metro.co.uk\/2026\/08\/10\/1666-amsterdam-hands-on-preview-assassins-creed-creator-casts-a-spell-29337399\/\">1666: Amsterdam<\/a> began life at THQ Montreal in 2010, but development was suspended after <a data-ico=\"hyperlink-article\" data-track=\"inline-tag-auto-link_article\" href=\"https:\/\/metro.co.uk\/tag\/ubisoft\/\">Ubisoft<\/a> bought the studio and unceremoniously fired D\u00e9silets. This led to a lawsuit over the rights to the IP, which was eventually settled in 2016.\u00a0<\/p>\n<p>D\u00e9silets won the rights, but it\u2019s still been a long road to making 1666: Amsterdam a reality \u2013 with its development prolonged by the pandemic. It now represents the second title from his studio, Panache Digital Games, after the 2019 survival game <a data-ico=\"hyperlink-article\" href=\"https:\/\/metro.co.uk\/2019\/08\/28\/ancestors-humankind-odyssey-review-going-ape-10642961\/\">Ancestors: The Humankind Odyssey<\/a>.\u00a0<\/p>\n<p>Although it\u2019s not an easy game to describe, 1666: Amsterdam definitely has the bones of D\u00e9silets\u2019 previous work \u2013 where you volley between stealth and action in a sandbox environment. This time, however, it comes with roguelike elements, witches, and playable cats.<\/p>\n<p>Ahead of the game\u2019s early access launch on August 25, we sat down with D\u00e9silets to talk about his relationship with the Assassin\u2019s Creed franchise today, why he keeps coming back to multiple timelines, and the <a data-ico=\"hyperlink-article\" href=\"https:\/\/metro.co.uk\/2026\/01\/21\/prince-persia-remake-five-games-cancelled-ubisoft-focuses-ai-26431926\/\">cancelled Prince Of Persia remake<\/a>.\u00a0<\/p>\n<div class=\"factbox\" data-ico=\"factbox_article\" data-track-module=\"factbox_article\">\n<h2 class=\"factbox-title\">\n\t\t\t\tExpert, exclusive gaming analysis\t\t\t<\/h2>\n<div class=\"factbox-content\">\n<p>Sign up to the <a data-ico=\"hyperlink-article\" href=\"https:\/\/metro.co.uk\/newsletters\/game-central\/\"><strong>GameCentral newsletter<\/strong><\/a> for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning.<\/p>\n<\/p><\/div>\n<\/p><\/div>\n<figure class=\"img-container shareable-item wp-caption\">\n<div class=\"img-wrap\">\n\t\t<img width=\"646\" height=\"410\" src=\"https:\/\/metro.co.uk\/wp-content\/uploads\/2026\/08\/SEI_307832976-a33f.jpg?quality=90&amp;strip=all&amp;w=646\" class=\"article-image wp-image-29337602\" alt=\"Witch Noa in 1666: Amsterdam\" decoding=\"async\" loading=\"lazy\"\/>\t<\/div><figcaption>From assassins to witches (Gambit Digital)<\/figcaption><\/figure>\n<p>GC: <strong>1666: Amsterdam has existed in some form since 2010. How different is the game we see today versus what you started at THQ?\u00a0<\/strong><\/p>\n<p><strong>PD<\/strong>: Oh it\u2019s totally different. The only thing between the two that remains is 1999 and 1666, and Amsterdam. But it wasn\u2019t a witch. It was [originally] my game after Assassin\u2019s Creed. Now it\u2019s my game after Ancestors: The Humankind Odyssey.\u00a0<\/p>\n<p>GC: <strong>So when did the witch element come into it?\u00a0<\/strong><\/p>\n<p><strong>PD<\/strong>: When I went back to it in 2020. After I shipped Ancestors, I went back and said, \u2018OK now is the time to do it\u2019. [The game] is about the devil but I didn\u2019t want to *be* the devil. But what would represent a cool character in the devil universe? Ah, the witches. Quickly [I said], \u2018let\u2019s do to the witches what I did to the assassins\u2019; to have a witch as a main character that\u2019s badass in the style of games that I make. So it started in January 2020 with the witches.\u00a0<\/p>\n<p>GC: <strong>This project has existed for a long time and has been caught between legal battles \u2013 what has been your driving motivator to get this over the finish line? Is there a sense of unfinished business?\u00a0<\/strong><\/p>\n<p><strong>PD<\/strong>: I guess so. Maybe it\u2019s because when it all went down at the beginning, I said I\u2019m going to fight to get it back. And then I did get it back, so I was like, \u2018OK so, I guess now I need to do it.\u2019 As soon as I finished Ancestors and I had a team, I kinda [thought], OK my team can do open world, let\u2019s do it. Let\u2019s have fun with it. Let\u2019s work on this and make it a success, I hope. But I guess\u2026 I committed myself.\u00a0<\/p>\n<p>I got the rights to a game that people know about. Even though it\u2019s not that big yet, people knew about the game. So I have the rights to a thing people know about, that\u2019s big in our day and age. The proof is when I went on stage at Summer Game Fest and I said, \u2018It\u2019s there!\u2019 And people were like, \u2018Holy cow he\u2019s doing it! He\u2019s crazy!\u2019 But this is also why\u2026 I\u2019ve got a business to run at the end of the day. So I have an IP, and having an IP creates a jumpstart. So I had to do it.\u00a0<\/p>\n<p>GC: <strong>You\u2019re juggling multiple timelines here, just like Assassin\u2019s Creed, is there a reason you keep coming back to that motif? Is it just a fun storytelling device?\u00a0<\/strong><\/p>\n<p><strong>PD<\/strong>: It\u2019s everything you said, yes. I feel it\u2019s a fun narrative device. I feel [time] is also something that as humans we cannot control yet. It\u2019s the only thing we don\u2019t control and it drives us crazy. Time moves forward, and the rest we control as much as we can. So playing with it in a game \u2013 even though it\u2019s linear and it\u2019s not like you\u2019re controlling time in the game \u2013 this idea of going to the past and the future, it\u2019s a fantasy for humans. I like that.\u00a0<\/p>\n<p>There\u2019s only one game in my career that time is not part of the structure, the Donald Duck game [2000\u2019s Donald Duck: Goin\u2019 Quackers] that I did. The first game [involving time] was 1999\u2019s Hype: The Time Quest. There were four time periods and the main quest of the character; he was thrown back into the past and he had to find a way to come back to his own time.\u00a0<\/p>\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube\">\n<p>\n<span class=\"embed-youtube\" style=\"text-align:center; display: block;\"><iframe loading=\"lazy\" title=\"Day &amp; Night Cycle of 1666: Amsterdam | Gameplay Feature 3 | EA Launches Aug 25\" width=\"640\" height=\"360\" src=\"https:\/\/www.youtube.com\/embed\/--KJtmVOf-g?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/span>\n<\/p>\n<\/figure>\n<p>GC: <strong>I\u2019m only familiar with your work from Prince Of Persia: The Sands Of Time onwards, so I didn\u2019t realise it went back that far. That\u2019s crazy. Is that just a coincidence?\u00a0<\/strong><\/p>\n<p><strong>PD<\/strong>: [laughs] I guess so! I was 23 at the time and now I\u2019m f***ing 52 and I\u2019m still doing games with multiple time periods, and characters with brooms, or knights, jumping around, using magic. I\u2019ve been doing the same game for 30 years now. That\u2019s crazy.\u00a0<\/p>\n<p>GC: [laughs]<strong> there are some differences\u2026\u00a0<\/strong><\/p>\n<p><strong>PD<\/strong>: Some differences! Somebody will eventually have analysed everything and [they\u2019ll say], \u2018The dude is not original whatsoever\u2019 [laughs].\u00a0<\/p>\n<p>GC: <strong>I wanted to ask about the early access aspect. Why did you want to take that approach? You don\u2019t often see it with single-player games.\u00a0 <\/strong><\/p>\n<p><strong>PD<\/strong>: You generally don\u2019t see what we\u2019re proposing. Some people say, \u2018Oh you shouldn\u2019t do it\u2019. [But if] you\u2019re telling me not to do it, then I\u2019m going to do it [laughs]. It\u2019s different. It\u2019s a narrative driven game in early access but there is a toy component of it where you can have fun \u2013 you can put the story aside if you want to and discover using your abilities. But the narrative will be pretty much on us. And eventually we\u2019ll come up with big updates of the narrative, new missions. But then on the toy level of things \u2013 the mechanics, the systems \u2013 we\u2019re going to finish our game together.\u00a0<\/p>\n<p>For me, it\u2019s always been the vision of Panache. I\u2019m an old monkey. I come from a time in the video game industry where we would give you a disc and there was nothing we could do. That was it. And now it\u2019s not this time anymore. We can update the game. And on PC I can do early access, and it\u2019s the best.\u00a0<\/p>\n<p>Ancestors was supposed to be done like that. For multiple reasons, we finished something and we gave it to you but that\u2019s why it\u2019s called volume one. We\u2019ve got a volume two ready, done and designed, and a volume three \u2013 and that was the idea. Eventually we\u2019ll go back to Ancestors.\u00a0<\/p>\n<p>GC: <strong>Do you know how long it\u2019s going to be in early access?\u00a0<\/strong><\/p>\n<p><strong>PD<\/strong>: We looked around and we noticed that the average time in early access is one year. So it\u2019d probably be at least one year.\u00a0<\/p>\n<figure class=\"img-container shareable-item wp-caption\">\n<div class=\"img-wrap\">\n\t\t<img width=\"646\" height=\"410\" src=\"https:\/\/metro.co.uk\/wp-content\/uploads\/2026\/08\/SEI_307832905-93f2.jpg?quality=90&amp;strip=all&amp;w=646\" class=\"article-image wp-image-29337603\" alt=\"Aaron the cat in 1666: Amsterdam\" decoding=\"async\" loading=\"lazy\"\/>\t<\/div><figcaption>Aaron, from 1999, transforms into a cat (Gambit Digital)<\/figcaption><\/figure>\n<p>GC: <strong>There\u2019s been some generative AI controversy around this game in relation to assets in the prologue demo, which you\u2019ve since removed. What\u2019s your view on using generative AI in development?\u00a0<\/strong><\/p>\n<p><strong>PD<\/strong>: I\u2019ve got to be careful with what I say\u2026 we use it in development and in the final product we\u2019ll make sure everything that\u2019s in the game has been retouched by a human.\u00a0<\/p>\n<p>GC: <strong>It\u2019s a sensitive issue but from our perspective, it\u2019s understanding what it is actually useful for, especially in the context of smaller teams.<\/strong>\u00a0<\/p>\n<p><strong>PD<\/strong>: It\u2019s the iteration that the AI can do. The variation and the speed. But even [among] the big teams. I\u2019m curious eventually down the road\u2026<\/p>\n<p>GC: <strong>We are seeing it among the big teams already, like <a data-ico=\"hyperlink-article\" href=\"https:\/\/metro.co.uk\/2025\/11\/14\/black-ops-7-campaign-branded-the-worst-ever-fans-complain-ai-use-24711525\/\">Call Of Duty<\/a>.\u00a0<\/strong><\/p>\n<p><strong>PD<\/strong>: And I know why, it\u2019s f***ing fast. But I get the ethical aspect of it also, that\u2019s why I asked my team, \u2018OK that\u2019s it\u2019. [When] we\u2019re all by ourselves because we need to see stuff quickly, [it\u2019s] OK-ish. But now, no, we stop. I kinda went like, \u2018No more prompts\u2019.\u00a0<\/p>\n<p>GC: <strong>I wanted to ask about your thoughts on Assassin\u2019s Creed as well. Do you feel separated from it now?\u00a0<\/strong><\/p>\n<p><strong>PD<\/strong>: Oh yeah.\u00a0<\/p>\n<p>GC: <strong>Do you play the new games?\u00a0<\/strong><\/p>\n<p><strong>PD<\/strong>: No, I don\u2019t. Actually I played Assassin\u2019s Creed 3 when it came out in 2012. I played for two hours and I stopped because I was working more than having fun. Not because it wasn\u2019t fun, but [because] it\u2019s my baby; I understand [it], and then I see the matrix. So I said \u2018enough\u2019, and after that, I didn\u2019t want to.<\/p>\n<p>So I don\u2019t want to answer your question. I\u2019m protecting myself from it, because somehow if I say it\u2019s good or not, that\u2019ll change the perception of the people on the game. Some people will say, \u2018What? The father of Assassin\u2019s Creed said it is ABC\u2026\u2019 and I don\u2019t want to go there. It\u2019s not for me to judge really. And it would be bad for the people who actually put their heart and soul into those games making them.\u00a0<\/p>\n<p>I know it\u2019s tough to make an Assassin\u2019s Creed game, and you cannot please everyone. That\u2019s the toughest part I would say in what we do. We feel like we need to please everyone and it\u2019s not possible. It\u2019s OK if you don\u2019t like 1666: Amsterdam by the way, it\u2019s OK, and some people [are like], \u2018What?\u2019 The beauty of being independent and smaller is that my budget is not as big as it used to be, so I don\u2019t need to sell as many copies.\u00a0<\/p>\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube\">\n<p>\n<span class=\"embed-youtube\" style=\"text-align:center; display: block;\"><iframe loading=\"lazy\" title=\"1666: Amsterdam - Reveal Trailer\" width=\"640\" height=\"360\" src=\"https:\/\/www.youtube.com\/embed\/6nUzNiiCi2Q?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/span>\n<\/p>\n<\/figure>\n<p>GC: <strong>It\u2019s refreshing to hear that, especially when it feels everyone\u2019s striving for bigger budgets. <\/strong><\/p>\n<p><strong>PD<\/strong>: Oh no, because after that you\u2019ve got to recoup. And it\u2019s the recoup phase that is tough. This is where you get, \u2018Oh we sold five million copies but we need to close the studio because it\u2019s not enough.\u2019 Are you crazy? If I sold five million copies of this game [1666: Amsterdam], we\u2019re good. We\u2019re good for a long time.\u00a0<\/p>\n<p>GC: <strong>We\u2019re seeing a lot of people like yourself break out of the triple-A space and set up their own studio \u2013 do you think that\u2019s a more comfortable place to exist in these days?\u00a0 <\/strong><\/p>\n<p><strong>PD<\/strong>: It\u2019s so different. Because in a big, big studio \u2013 because I\u2019ve been there \u2013 it becomes more politics than game creation, which is totally normal. It\u2019s a big organisation. It\u2019s not even who does what, but how do you manoeuvre and become this organic\u2026 in a smaller team, I know everyone on my team. I know everyone. I know their girlfriend, boyfriend, their kids, their dogs. It\u2019s not a family, we\u2019re a professional team together. [But] in a big organisation, there\u2019s too many bosses, and you have to answer to your boss. So the craft of just having fun and making games, it\u2019s a different thing. It\u2019s about working in an office.\u00a0<\/p>\n<p>And at the end of the day, we\u2019re not working in an office. We\u2019re making a game in an office. Not everyone, there\u2019s a lot of people at home, but at Panache I try to\u2026 I\u2019m in the office everyday. The PTSD of Covid\u2026 you have no clue. I have no pleasure working from home anymore. But then I\u2019m lucky, my studio is five minutes walking distance from where I live. My life is f***ing designed [laughs]. So I know I\u2019m lucky.\u00a0<\/p>\n<p>The thing in creativity is this; what I\u2019m just doing to you \u2013 I\u2019m looking you in the eyes and my soul is talking to your soul. Do you understand what I want? Do you understand what we can make? On a screen, it\u2019s gone. And me, I need that connection when I\u2019m asking crazy s*** to people [laughs].\u00a0<\/p>\n<p>We were in full conception [on 1666: Amsterdam] in Covid. We were two months in. We started in January and boom, in March, everybody home. That was so tough because we were having a nice discussion and then boom, zoo closed. Everybody\u2019s home. It was so tough. For a full year. That\u2019s why it took us six [years], it could have been made in five.<\/p>\n<p>GC: <strong>I wanted to bring up Prince Of Persia: The Sands Of Time too. It\u2019s one of my favourite games, so thank you for that.\u00a0<\/strong><\/p>\n<p><strong>PD<\/strong>: It was a good game.\u00a0<\/p>\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube\">\n<p>\n<span class=\"embed-youtube\" style=\"text-align:center; display: block;\"><iframe loading=\"lazy\" title=\"Prince of Persia: The Sands of Time Remake - Official Trailer | PS4\" width=\"640\" height=\"360\" src=\"https:\/\/www.youtube.com\/embed\/htzq7EEXQs8?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/span>\n<\/p>\n<\/figure>\n<p>GC: [laughs]<strong> A bloody good game. Obviously there was that cancelled remake recently, were you ever consulted on that?\u00a0<\/strong><\/p>\n<p><strong>PD<\/strong>: No, no. Ubisoft don\u2019t talk to me.\u00a0<\/p>\n<p>GC: <strong>I thought that might\u2019ve been the case, but wondered if someone might have reached out in private.\u00a0<\/strong><\/p>\n<p><strong>PD<\/strong>: Nobody, not even close.\u00a0<\/p>\n<p>GC: <strong>Were you surprised by that?\u00a0<\/strong><\/p>\n<p><strong>PD<\/strong>: No. We got into a fight, Ubisoft and I, so no. Nobody\u2019s asking me anything about Assassin\u2019s Creed at Ubisoft either. Never. But it\u2019s OK. I don\u2019t wake up at night thinking about them. I don\u2019t care anymore. But I understand why they didn\u2019t ask me.\u00a0<\/p>\n<p>We did [Prince Of Persia] in maybe 28 months with 60 people. Panache is just about trying to recreate the fun and the team size I had on The Sands Of Time man, where the skies were the limit and nothing could stop us.<\/p>\n<p>GC: <strong>To round off, a throughline with a lot of your games is engaging with history, how much of that was a conscious decision and will it be a staple of your games to come?\u00a0<\/strong><\/p>\n<p><strong>PD<\/strong>: It was fully conscious. Maybe one day I\u2019ll do a science fiction game with a space marine. I don\u2019t know, you never know.\u00a0<\/p>\n<p>GC: <strong>2066 or something.\u00a0<\/strong><\/p>\n<p><strong>PD<\/strong>: Maybe [laughs]. There\u2019s nothing coming along [like that]. But why I like history is that it\u2019s a fantasy world for us. If you start digging and understanding how it works. I was thinking about my grandmother the other day, she was 96 when she died. And she died like five years ago. Could you imagine what she went through in 100 years? At first there was no f***ing phones. She comes from a little town in Quebec and there were maybe two cars. And at the end, she was writing to me on Facebook.\u00a0<\/p>\n<p>And then you go 200 years. Then you go 300 years. It\u2019s just f***ing Final Fantasy man. This is as weird and wild as the future we can imagine. A totally different world. That\u2019s why I like history. It\u2019s so far away from us even though we come from there.<\/p>\n<p>Even though my 1666: Amsterdam is a fantasy land, you\u2019ll go back [to Amsterdam] and go, \u2018I see it a bit differently\u2019. You can imagine all of those people walking around, going inside those houses now because you\u2019ve seen it a little bit. So that\u2019s why I like history. It\u2019s as strange to us as a totally invented world.\u00a0<\/p>\n<p>GC: <strong>And that\u2019s a great note to end on. Thank you very much!\u00a0<\/strong><\/p>\n<figure class=\"img-container shareable-item wp-caption\">\n<div class=\"img-wrap\">\n\t\t<img width=\"646\" height=\"410\" src=\"https:\/\/metro.co.uk\/wp-content\/uploads\/2026\/08\/SEI_307881461-7da5.jpg?quality=90&amp;strip=all&amp;w=646\" class=\"article-image wp-image-29340579\" alt=\"1666: Amsterdam key art of witch\" decoding=\"async\" loading=\"lazy\"\/>\t<\/div><figcaption>1666: Amsterdam launches later this month in early access (Gambit Digital)<\/figcaption><\/figure>\n<p><strong><em>Email\u00a0<a href=\"https:\/\/metro.co.uk\/2026\/08\/14\/1666-amsterdam-interview-assassins-creed-creator-avoids-series-29340319\/mailto:gamecentral@metro.co.uk\">gamecentral@metro.co.uk<\/a>, leave a comment below,\u00a0<a href=\"https:\/\/twitter.com\/GameCentral\">follow us on Twitter<\/a>.<\/em><\/strong><\/p>\n<p>To submit Inbox letters and Reader\u2019s Features more easily, without the need to send an email, just use our\u00a0<a data-ico=\"hyperlink-article\" href=\"https:\/\/metro.co.uk\/submit-stuff\/\">Submit Stuff page here<\/a>.<\/p>\n<p>For more stories like this,\u00a0<a data-ico=\"hyperlink-article\" href=\"https:\/\/metro.co.uk\/entertainment\/gaming\/\" target=\"_blank\" rel=\"noreferrer noopener\">check our Gaming page<\/a>.<\/p>\n<p class=\"metro-more-link\"><svg><title>Arrow<\/title>\n<use xlink:href=\"#common-right-arrow\" href=\"#common-right-arrow\"\/><\/svg><span class=\"mor-link\" data-track-module=\"mor-link_article\">MORE: <a data-ico=\"hyperlink-article\" href=\"https:\/\/metro.co.uk\/2026\/08\/12\/games-inbox-gta-6-ultimate-edition-worth-29355686\/?ico=more_text_links\" class=\"\">Games Inbox: Is the GTA 6 Ultimate Edition worth it?<\/a><\/span><\/p>\n<p class=\"metro-more-link\"><svg><title>Arrow<\/title>\n<use xlink:href=\"#common-right-arrow\" href=\"#common-right-arrow\"\/><\/svg><span class=\"mor-link\" data-track-module=\"mor-link_article\">MORE: <a data-ico=\"hyperlink-article\" href=\"https:\/\/metro.co.uk\/2026\/08\/07\/iron-man-ark-2-15-announced-games-disappeared-ether-29313555\/?ico=more_text_links\" class=\"\">From Iron Man to Ark 2: 15 top video games that are stuck in development hell<\/a><\/span><\/p>\n<p class=\"metro-more-link\"><svg><title>Arrow<\/title>\n<use xlink:href=\"#common-right-arrow\" href=\"#common-right-arrow\"\/><\/svg><span class=\"mor-link\" data-track-module=\"mor-link_article\">MORE: <a data-ico=\"hyperlink-article\" href=\"https:\/\/metro.co.uk\/2026\/08\/05\/games-inbox-will-single-player-video-games-go-extinct-29300912\/?ico=more_text_links\" class=\"\">Games Inbox: Will single-player video games go extinct?<\/a><\/span><\/p>\n<section id=\"share-buttons-bottom\" class=\"share-buttons share-buttons-bottom\"><a class=\"metro-button share-bar-comments\" data-vars-position=\"bottom\" href=\"#metro-comments-container\"><br \/>\n\t\t\t<span><svg><title>Comment now<\/title>\n<use xlink:href=\"#social-comment\" 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\/>\n<br \/><script async=\"async\" data-cfasync=\"false\" src=\"https:\/\/pl30214220.effectivecpmnetwork.com\/9ab3d4df8a7e1a6171e16ddbf732cc19\/invoke.js\"><\/script>\r\n<div id=\"container-9ab3d4df8a7e1a6171e16ddbf732cc19\"><\/div>\r\n<\/p>\n","protected":false},"excerpt":{"rendered":"<p>A bewitching new project (Gambit Digital) GameCentral speaks with the creative director behind the original Assassin\u2019s Creed about the origins of 1666: Amsterdam, using generative AI, and the decision to do early access.\u00a0 Patrice D\u00e9silets is best known for being the creative director on the first two Assassin\u2019s Creed titles and Prince Of Persia: The&#8230;<\/p>\n","protected":false},"author":1,"featured_media":43951,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"https:\/\/metro.co.uk\/wp-content\/uploads\/2026\/08\/SEI_308190994-5154_1786647052.jpg?quality=90&strip=all&w=1200&h=630&crop=1","fifu_image_alt":"","footnotes":""},"categories":[20],"tags":[],"class_list":["post-43950","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-celebrity-gossip"],"brizy_media":[],"_links":{"self":[{"href":"https:\/\/usnews-14267fa.ingress-comporellon.ewp.live\/index.php?rest_route=\/wp\/v2\/posts\/43950","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/usnews-14267fa.ingress-comporellon.ewp.live\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/usnews-14267fa.ingress-comporellon.ewp.live\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/usnews-14267fa.ingress-comporellon.ewp.live\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/usnews-14267fa.ingress-comporellon.ewp.live\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=43950"}],"version-history":[{"count":0,"href":"https:\/\/usnews-14267fa.ingress-comporellon.ewp.live\/index.php?rest_route=\/wp\/v2\/posts\/43950\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/usnews-14267fa.ingress-comporellon.ewp.live\/index.php?rest_route=\/wp\/v2\/media\/43951"}],"wp:attachment":[{"href":"https:\/\/usnews-14267fa.ingress-comporellon.ewp.live\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=43950"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/usnews-14267fa.ingress-comporellon.ewp.live\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=43950"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/usnews-14267fa.ingress-comporellon.ewp.live\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=43950"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}