I had a complex experience with Assassin’s Creed IV: Black Flag.
Last year I played through the first 5 console Assassin’s Creed games and the console port of Liberation. I liked AC1 despite its age and flaws, really enjoyed AC2, and then liked each subsequent game a little bit less until I hit the nadir of AC III, a game that has its moments and its defenders but was just a little bit too self serious for me to say I actually enjoyed it; especially when you throw in the modern parts (which I think are a weakness throughout the first part of the series.) At that point I was unsurprisingly burned out on Assassin’s Creed games and I decided to take a short break from the series, maybe a month or two at most.
Cut to January of this year and I finally decide to play Assassin’s Creed IV. Popular Youtuber Videogamedunkey has made a video detailing the game’s slow start, full of boring trailing missions and present day stuff (if you’ve ever wanted to play a virtual version of being onboarded to a new job by a chipper but phony superior then this is the game for you!) and he’s not wrong, but I still found the game entertaining enough and I could see why many consider it the high point of the series and one of the best pirate games ever made. I started settling in to the game after the intro, exploring the various islands and collecting things in the open world, including the sea shanties that probably introduced a lot of young people to the art form and helped spark last year’s viral sea shanty Tiktok, and more boring things like the animus fragments that have never served any worthwhile purpose in any Assassin’s Creed game.
Black Flag does a lot of things well. It has a pleasant tropical setting that’s very different from that of the prior games in the series (except Liberation, though that had tiny environments), it refines a lot of the mechanics that the previous games had and is probably the smoothest playing of the early Assassin’s Creed games, and it greatly expands the ship combat from Assassin’s Creed III to make one of the better pirate ship raiding mechanics ever made. Ship combat is still pretty shallow, pun intended, but there are enough tactical options and upgrades to make it entertaining, and there’s a real empowerment factor to sailing main character Edward Kenway’s ship, called the Jackdaw, around the sea, looking for targets to attack and raid. You can even capture ships and create a whole pirate fleet that you can use to play a trading minigame and earn money. Sea combat is considered the highlight of the game, and for good reason.
The land parts of Assassin’s Creed IV are more traditional Assassin’s Creed for better or for worse. Swordplay, which is also used during ship raids, is still the shallow counter-based combat that the series has only moderately tweaked and improved from the first game. Climbing is the same “hold right trigger and point at wall” method used since AC II, but while it worked in that game’s built up vertical cities it’s just not well suited to the much smaller and less built up maps of Black Flag. There are a fair number of cities and settlements in Black Flag and some of them are relatively large, but they lack the huge towers and buildings that the first couple games had. It seems like the Assassin’s Creed games have gotten progressively more horizontal over time, until they arrived at the natural conclusion of Assassin’s Creed IV where most of the world is just flat open sea, and the rest consists of island wilderness and towns with one to three story buildings. The climbing mechanics don’t really match well with these maps and climbing to synchronization points is often especially boring since they’re often on single large structures with ladders or just rings of handholds and involve no finding of a path or careful jumps or anything. I think back to the giant towers of AC II or the challenge areas of AC Brotherhood and Revelations and it just seems like the map design evolved but the game play did not. It’s not that the climbing is terrible it just often feels vestigial, and something more active or interesting might have worked in these less vertical maps.
If the map design in Assassin’s Creed has changed the mission design, outside the naval engagements, have not. Sailing and running around in Black Flag is a lot of fun, but most of the story missions just grind things to a halt. It’s partially my fault for playing so much Assassin’s Creed recently and kind of burning out on the series, but damn am I sick of Assassin’s Creed mission design at this point. It’s not just the famously awful trailing missions and eavesdropping stuff at this point. It’s pretty much everything. Assassin’s Creed used to try to mix things up at least somewhat, such as with the Leonardo’s Machines missions in Brotherhood or the Borgia Towers, which I loved, but AC IV doesn’t do any of that. There’s just so many missions where you sneak into an area, spot someone, trail them to some random location and kill them there. Or you have to sneak into some fort and become anonymous to interact with some random item. Or you just follow someone from the rooftops. It’s beyond played out, and while the naval missions can be better, and there are a few missions that change things up at least a little, I have to say that AC IV is at its worst when you’re trying to advance the plot and actually follow the game’s path instead of plundering booty on the high seas.
I need to talk about the game’s stealth now. I am not a huge fan of stealth games, though there are some that I enjoy, and Assassin’s Creed stealth in particular is just bad and boring. Guards basically either walk back and forth on short mechanical routes or they just stand in one place staring at something, sometimes another guard. You can be pretty easily spotted and it seems somewhat inconsistent when they can see you, especially if you’re above or below them. Sometimes guards will respond to you passing into the open from cover for a brief moment and sometimes they’ll ignore a giant sword fight taking place obviously within ear shot. It’s kind of a mess. But AC IV compounds the messiness of the stealth with two issues. The first is shoehorning stealth into everything, including having multiple ship stealth missions (one that takes place in a swamp is particularly horrible) and making diving sections about stealthing past sharks, which doesn’t even make any sense because sharks don’t hunt primarily with their eyes, and turns those segments into awful slogs. The second is instant failing missions if you are discovered. Instant failing in stealth games and it is just the worst. There’s nothing fun about it. In some missions in AC IV you are supposed to use stealth but you are given the option of fighting your way out of a tough spot, or escaping to regroup, and those missions tend to be mostly fine and not particularly frustrating because fighting or escaping in AC IV aren’t too challenging and are mostly viable options. In other missions you only fail if an alarm is raised, which is more annoying but at least gives you a chance to prevent it by sabotaging the alarm ahead of time or shooting the guy who is trying to ring the bell. Then there are a lot of missions where you immediately fail when spotted, and often getting spotted feels random or unfair, and I hated it. In general there are too many missions in AC IV that demand you play a certain way, or restrict you unfairly. In AC IV you have to be “anonymous” to interact with stuff, which means that no guard can be looking for you at the time. This makes sense for some interactions, such as when you have to talk to someone, but makes zero sense when what you’re trying to do is swipe a piece of paper or slash the ringer out of a bell, and is frustrating as heck. Assassin’s Creed IV so often seems to want to keep the player from having fun and playing their own way with these instant fail missions based on faulty stealth mechanics that I sometimes wonder if certain game designers actively despise the player base. Or maybe they think that trailing and escort missions are fun because they’ve never actually touched a video game? I don’t know. It’s not about realism because in many (but not all) assassination missions in AC IV you can kill your target when they are in a large group and then don’t even have to escape the area, you’re just magically transported to the next cut scene somewhere else. In some missions you instantly fail the mission if you assassinate the target before the game wants you too, generally because "you got spotted" even if there was nobody around, but once you are given the green light and assassinate them you get spotted anyway, so it just feels like the designers throwing a temper tantrum that you didn't play the game like they wanted you to. It feels like bad legacy design that should have been jettisoned before the sixth mainline game in the series.
The story of AC IV is also kind of a bummer. Edward Kenway is an appealing enough lead, though it seemed an odd choice to make a game about debauched pirates and saddle the player with a lead who is kind of tortured by his loyalty to his wife back home even though he only thinks about her sporadically, and there are a couple other memorable characters in the form of Adewale, your freed slave quartermaster, Blackbeard, and Mary Read, a pair of infamous historical pirates, but the cast in general is nowhere near as compelling as that of prior games. There’s no villain with the depth of Haytham, or even the Borgias, no companion as fun as Leonardo, and nobody you feel as bonded to as Mario Auditore. You meet a lot of historical figures but they seem more like a checklist than actual characters, and it’s a step back from AC III. The actual plot is not good. It’s trying to be both a pirate story and a story about Assassin’s and Templars and in trying to do both it does neither well. Most of the time, at least mid game, is spent on pirate stuff like the fate of Nassau and the various historical pirates, but the actual focus of Edward’s story is on the Assassins and templars, even though Edward isn’t an Assassin (he just finds some gear) and doesn’t really care about them, being much more into the whole pirating thing and getting rich. It’s a muddled mess and it’s supposed to show character development as Edward learns what really matters in life, but it just ends up being confused about what story it’s telling. The cut scenes themselves aren’t bad because Edward is charming, but the events are boring and they replay beats from prior games.
It also has that famously silly Assassin’s Creed morality. At one point you assault an ancient site guarded by indigenous people (the game’s only nod to the genocide underlying everything else in the game.) You’re incentivized with more synchronization for knocking out the indigenous guardians instead of killing them but you can’t sneak past them, you need to clear them all out, for some dumb reason, even though this is a stealth game. Later on you return to the site and this time it’s been assaulted by a large force and there’s been a massacre. This is apparently supposed to build up the villains as evil, but Edward is basically retracing his own actions just a few months earlier (or hours in real time) and the game seems not to understand or care about this at all. It’s this kind of utterly self-unaware un-nuanced approach to history that undermines storytelling in Assassin’s Creed. Everyone’s awful, the game seems not to understand that everyone’s awful, and there’s a huge schism between the game’s morality and actual, good morality. It’s not quite the quippy murder problem of Uncharted, because nobody’s really quippy in Assassin’s Creed, but it’s the treating of morality as yet another Ubisoft checklist item. Show you’re the good guy because sometimes you don’t kill people even though you kill a ton of people including innocent sailors on merchant vessels over the course of the game. Show the bad guys are bad because when they kill people there’s a lot of smoke and more blood on the ground near the bodies. Check that off, and move on.
If all the story stuff is bad, and it is, at least the out of Animus stuff is thankfully brief and not too intrusive. In this game your 'real world' person has been hired by a slick but shadowy entertainment company so they can explore your memories to use in a new VR entertainment product, though it's obviously a front for the Templars searching for information about the Assassins. I didn’t enjoy walking around Abstergo Entertainment in first person holding a laptop and talking to intentionally inane and disingenuous characters but there’s not too much of it, stuff actually does happen, and there’s a decent payoff at the end of the sequence. The hacking minigames are bad and the material that you uncover is way too wordy and not very interesting but it can be safely ignored, and does include some decent easter eggs for anyone who actually cared about Desmond and the prior real world Assassin’s Creed mythology. And the offices are pretty. Would the game be better without it? I think so. It doesn’t add much and I didn’t miss real world stuff in Liberation. Is it a huge detriment to this particular game? Not really. It took me about 24 hours to make my way through the story and probably 1-2 of that was spent in the “real world” environment, and it could have been less if I’d ignored optional stuff.
But even though the real world material isn’t game ruining for Black Flag, almost every detriment the game has is tied to its being an Assassin’s Creed game. The fact that the gameplay systems aren’t necessarily suited to the maps but rather tied to different kinds of environments. The stale stealth and infuriating instant fails. The shoehorning of stealth into every aspect of the game including exploration of underwater shipwrecks. The unfocused story. Many consider this to be the greatest pirate game ever made, but it can’t commit to being a pirate game because it has to be an Assassin’s Creed game instead. It has cool pirate stuff like treasure maps but mixes that in with stuff that doesn’t really fit, like land-based assassinations. Imagining a version of the game that really fleshed out the pirate parts, with even better ship mechanics and crew recruitment and a true pirate story made me resent the Assassin’s Creed parts. I played Ghost of Tsushima last year, and playing a game that was fully able to commit to its semi-historical Japanese setting and characters, and tailor its gameplay to the environment, made me realize that Assassin’s Creed is just a fast food gaming franchise. It mixes and matches the ingredients it already has on hand to make “new” experiences, but fundamentally they’re all the same and while some versions are better than others it’s easy to get sick of them after a while, just like eating different menu items with the same 10 ingredients at Burger King. I realize they did change this substantially with Origins, but I have 3 more mainline games and 3 Chronicles games to play through before I get there, and none are as well regarded as Black Flag. I don’t know if I’m going to make it.
And I didn’t make it through Black Flag. At least not in one go. At the beginning of this blog I wrote about how I started playing it in January, but you may notice it’s April now. I burned out on the game after like 6 hours and put it away for 3 months. I came back to it this month because I turned on my Xbox and didn’t feel like playing anything so I just turned on this game because I thought I might as well make progress in this unfinished part of my backlog. I was on some dumb mission where you rob a warehouse through bad stealth and get far too little materials to actually use for upgrades (a balance issue throughout the game, which eventually wears out even the good ship combat by making you do so much of it.) For some reason the second time around the game did get its hooks in me and even though I cursed parts of it and yelled “how is this supposed to be fun?” at the screen several times, I did make my way to the end. But the good parts of Black Flag, and there are enough good parts to make me say that I ultimately did like the game, are mixed in with a lot of bad stuff, and that bad stuff is all imported from the larger franchise. Dunkey is right. Assassin’s Creed is too often afraid of letting the player actually have fun. Even when they’re supposed to be a pirate. There’s a character in Black Flag who says his philosophy is to have a short life, but a merry one. Ubisoft clearly doesn’t believe this motto. It would rather make a long game full of cruft and legacy systems than a short and focused one that emphasizes fun.
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