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Assassin's Creed IV: Freedom Cry Review

4
  • PS4

It's easy to imagine a big-budget game tackling slavery with the subtlety of a hammer, but Freedom Cry is an emotional triumph...with some ethical issues.

As risk averse as some (most?) big-budget games are, we often see publishers loosening the reins with downloadable content. Ubisoft has shown itself as a publisher willing to take a risk, exemplified by Far Cry 3: Blood Dragon and the recent Assassin's Creed IV: Freedom Cry. The latter was just made available completely separate from Assassin's Creed IV: Black Flag (except on Xbox), and it's crazy more people haven't been talking about it. Freedom Cry represents a AAA publisher trying to make the deplorable, shameful act of slavery both a narrative and mechanical part of a game. It's not without problems, but it's a hell of a try.

No Caption Provided

Black Flag players have already met the main character of Freedom Cry, Adéwalé. The add-on is set years after the events of Black Flag, but does not remark on them, except for the occasional mention of the main game's protagonist, Edward Kenway. Adéwalé, now an active member of the Assassins brotherhood, intercepts a Templar package. It's unclear what's inside, but it's clearly important, so Adéwalé makes off into a deadly storm with it. Nature tears apart his ship, and he wakes up on the shores of Port-au-Prince. Slavery was mentioned in Black Flag, but it's central to the economy in Port-au-Prince and the nearby islands. Adéwalé becomes involved in the brewing revolution, promising assistance before returning to the Assassins.

Even though Black Flag represented a welcomed return to form for a series that was almost made irrelevant by its third major entry, there was so much to digest. I spent more than 30 hours as a pirate on the high seas, and it's easy to imagine how one could more than double that. So I wouldn't blame anyone for being tired of Black Flag by the credits, especially since Ubisoft is likely to deliver another Assassin's Creed this year. In that regard, Freedom Cry doesn't do much to mix up the formula that's worked so well for the series since finding its footing with Assassins Creed II. On-foot missions are still largely about frustratingly trying to eavesdrop on a group of characters who constantly look behind themselves for no good reason, killing a set of assigned targets, and generally stealthing around. Life at sea has not changed very much, either, but it remains damn fun.

What has changed in Freedom Cry, however, is the context of your actions. The ongoing, mostly tired tug-of-war between the Assassins and Templars is merely window dressing in Freedom Cry, with Adéwalé's central motivation a desire to free his brothers from the shackles he once found himself in. There's a good reason games have largely steered away from the subject of slavery. It's harrowing, personal, and deeply emotional. Even though the Assassin's Creed series is one born of a fantastic premise, one cannot invoke the very real concept of slavery without strict scrutiny alongside it. And this is where Freedom Cry both soars and stumbles.

I could never muster the desire for the optional objectives in Assassin's Creed. It's a feature for completionists, and seemed to encourage player behavior that highlighted the very worst parts of Assassin's Creed gameplay. But I often found myself trying to do everything in Freedom Cry. It's one thing to ask the player to try and air assassinate a target, and quite another to ask them to rescue a group of slaves on the compound you're exploring. This is a fictional experience, but that's a powerful string to tug at. As a player who often errs on the side of helping, it was hard for me to justify not making sure these types of objectives were completed. It not only made sense for the type of character I play as, it perfectly lined up with Adéwalé's deeply personal reasons for action in Freedom Cry. It's not that Freedom Cry completely reinvents the often boring objectives that drive missions in Assassin's Creed, but the contextual reframing gives them a powerful emotional component.

No Caption Provided

But there are reasons to raise an eyebrow, as well. Rescuing slaves is one of the key gameplay additions in Freedom Cry, and you're constantly reminded of ways you can help. A slave may be trying to escape from their captor, and you can stop the chase. Another group of slaves may be in the process of being sold, and you can step in, buy them, and set them free. Some of them may join the fomenting revolution in Port-au-prince, while others are simply allowed to live their lives. This makes sense, and from the perspective of designing a fulfilling open world, this gives the player regular, meaningful actions to participate in while getting to the next mission. What's questionable is Ubisoft's decision to turn the slaves into a form of in-game currency, a cruelly ironic twist. The more slaves the player frees, the more upgrades available from vendors that support Adéwalé. This generates a horrific disconnect from the very human tragedy the upgrade system pulls from. It's an especially gross feeling to be running around a town square, waiting for slaves to spawn on the map because you're only a few away from unlocking that really sweet machete. (This actually happened.) It's mostly unnecessary, too, as players accrue most of the upgrades simply by engaging with the required mission objectives. That includes rescuing slave ships, which can house nearly 100 captives at once. There's already an in-game currency the player uses to buy stuff, so while it's understandable Ubisoft designers wanted to reward players for engaging in side objectives, it only undermines the seriousness with which the game otherwise treats the subject.

And there are genuine moments of emotional heartbreak where all of these concerns, for the moment, fade away. An especially trying moment involves Adéwalé defying the recommendations of his fellow revolutionaries, and attempts to free a nearby slave ship. It all goes horribly, horribly wrong, and puts the venomous, inhuman contempt of Port-au-Prince's cruel rulers on full display. When you can't save everyone, who do you save? It's a moment in which Freedom Cry poignantly layers the draw of a spectacle that is only possible in a big-budget video game with the subtlety we have come to expect from our best independent productions. One section involves Adéwalé climbing up a wall, the same way a character in Assassin's Creed often does, but what surrounds you is...unforgettable. When the mission was over, I had to set the controller down. I was drained, and Adéwalé's pain was my own. We were both equally seeking blood and revenge.

Freedom Cry is about hope. It's about hope for a people, even if it feels futile and fleeting. You don't solve the problem of slavery in Freedom Cry. The way slaves and plantation owners constantly cycle back into the world, no matter how many you liberate, also works as genuine commentary on the state of slavery at the time. It might just be a way the game keeps the world from becoming empty...but it works. The add-on also gives hope for what's possible when blockbuster-driven creators take risks with material. There are missteps in Freedom Cry, more ethical than mechanical, but it hits as often as it misses. That's undeniably an important step forward.

Patrick Klepek on Google+

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Pie

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Heycalvero

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Edited By Heycalvero

Really interesting review, Patrick, thanks. I'm burned out of the AC franchise, but I might eventually play this.

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@artisanbreads: Disclaimer: I haven't played this yet. But what would have been wrong with just using AC IV's upgrade systems? Just reading about this new system at face value, it does sound a little strange. You can spin it however you want but it sounds like the slaves literally do equal currency. I don't think it was Ubisoft's intent at all but it still seems like a misstep.

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SkippySigmatic

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Is gaining unlockables for freeing slaves somehow more ethically "questionable" than flat out murdering people for unlockables? I mean, you were a PIRATE in the base game! You boarded ships and murdered people for in-game currency! This is sensitivity taken way, way too far. It's a video game with progression mechanics, which happens to actually tackle interesting ideas in history. Given the fact that these video game tropes are very deeply integrated at this point, I simply do not see the ethical problem here.

Sometimes it seems like Patrick is reaching too hard for "big" ideas and issues in the industry, when in reality they're just trivial.

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ArtisanBreads

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Edited By ArtisanBreads
@development said:

@artisanbreads said:

@forkboy said:


You don't think there's something messed up in that mechanic, treating slaves as currency? Fuck off.

Fuck off hahahaha okay dude.

It's a game where you are liberating slaves... you think they didn't want to make that and instead made a racist game where you make it seem like slaves are free but really, THEY'RE CURRENCY STILL OH GOD!?

No dude, they just made a DLC with a message on top of a game with collection based progression mechanics, and so they kept that in there. They weren't making a whole new game and I'm sure they had a small team and a short deadline. That's all.

But magnify it and make it a huge issue. That was Ubisofts intent I'm sure!

Thissssssssssssssssss. There's really nothing more to it. That being said, I thing Patrick laid out the reasons for the score quite well. He didn't dock it for the perceived mishandling of the issues.

You're right and sorry for bringing that up, arguing about a score is dumb I'm usually the guy saying that.

It's just devoting any more than a sentence to its inelegance is overkill, and he leads into the review with that in the description for the review. I just find it sensationalist and kind of missing how this all probably came together and that it's amazing and awesome that it came together at all.

Say "inelegant", not "morally questionable". So when you say it's a moral issue in this review multiple times, what are you saying? The people who made the game are racist?

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csl316

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I'm intrigued, but I still have sooooo much Black Flag left.

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development

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Edited By development

@artisanbreads said:

@forkboy said:


You don't think there's something messed up in that mechanic, treating slaves as currency? Fuck off.

Fuck off hahahaha okay dude.

It's a game where you are liberating slaves... you think they didn't want to make that and instead made a racist game where you make it seem like slaves are free but really, THEY'RE CURRENCY STILL OH GOD!?

No dude, they just made a DLC with a message on top of a game with collection based progression mechanics, and so they kept that in there. They weren't making a whole new game and I'm sure they had a small team and a short deadline. That's all.

But magnify it and make it a huge issue. That was Ubisofts intent I'm sure!

Thissssssssssssssssss. There's really nothing more to it. That being said, I thing Patrick laid out the reasons for the score quite well. He didn't dock it for the perceived mishandling of the issues.

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ArtisanBreads

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@forkboy said:


@artisanbreads said:

Oh god moralizing down a review score...

You don't think there's something messed up in that mechanic, treating slaves as currency? Fuck off.

Fuck off hahahaha okay dude.

It's a game where you are liberating slaves... you think they didn't want to make that and instead made a racist game where you make it seem like slaves are free but really, THEY'RE CURRENCY STILL OH GOD!?

No dude, they just made a DLC with a message on top of a game with collection based progression mechanics, and so they kept that in there. They weren't making a whole new game and I'm sure they had a small team and a short deadline. That's all.

But magnify it and make it a huge issue. That was Ubisofts intent I'm sure!

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Atwa

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Edited By Atwa

@forkboy said:

@pie said:

Should I pick this up or AC4?

This got as much in terms of raw gameplay and systems as that?

It's DLC for AC4. That means it requires AC4 to play.

They made it standalone, which I find crazy. It builds on from AC IV and even has spoilers for that game in it. The gameplay is also a cut down version of AC IV, so I don't see why anyone would play this instead of AC IV. Its for people that want more after that game, which I did and enjoyed it.

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thevgamer

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@xplusy: There's absolutely zero Abstergo subplot, no ancient aliens and the Templars vs Assassin war is almost non-existent in this campaign. They're mentioned here and there but it's mostly used as a vehicle to get a badass liberator of slaves into action. And yes, I realize how ridiculous that sounds, they're three levels deep now.

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ArtisanBreads

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@patrickklepek said:

@artisanbreads said:

@mercury45 said:

I'm not into AC at all but I was curious to read about Patrick's perspective on the issue of slavery, especially given the context and the format this is presented in. Some of these things like the vendor upgrades do sound questionable, but overall this does sound like a mostly-forward step, and I guess there's gotta be missteps as well as triumphs if we're going to have a proper portrayal of these issues.

I agree, but when games pretty much never tackle anything with any importance to it you have to give them slack. Making a game fun in addition to having a message is great and is only something to celebrate. I love that this even exists. Don't think many game companies would take the risk.

Basically docking it a point for that? Really silly to me.

Doesn't matter to me really I just think that's lame to see.

Who says I docked it a point for that? That's not how review scores work. Review scores are a gut feeling, not a specific plus/minus system based on what you liked/didn't like about the game.

Tough to judge the points I just don't see many other complaints. I don't care about what score you gave the game really, like I say.

Anyways, I just object to the idea, for the reasons I say. Totally get there can be more elegance but I hardly see it as an ethical question more than simply one of elegance. If they are tackling tough subject matter it would be nice to have the game's mechanics reflect that, but again, no games even do much of this. It's cool to see a big budget one tackle this and maintain it's gameplay, with that same satisfying progression.

It's just a balancing act for the people making the game and for me, they seem to have done about as well as they could in this position. They built off the game with DLC that has it's own unique angle. This wasn't a new game that could design its mechanics around a message.

Anyways, it's just magnifying a small issue to me. I don't care about the point in the score, but you lead with it on the description for the review. I just don't see the need. Like you say, it's a triumph.

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I told myself I wouldn't play ACIV unless they dropped the AC name, then I played it anyway. I was right the first time - I'm definitely done with this series unless it gets a full overhaul.

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@artisanbreads said:

@mercury45 said:

I'm not into AC at all but I was curious to read about Patrick's perspective on the issue of slavery, especially given the context and the format this is presented in. Some of these things like the vendor upgrades do sound questionable, but overall this does sound like a mostly-forward step, and I guess there's gotta be missteps as well as triumphs if we're going to have a proper portrayal of these issues.

I agree, but when games pretty much never tackle anything with any importance to it you have to give them slack. Making a game fun in addition to having a message is great and is only something to celebrate. I love that this even exists. Don't think many game companies would take the risk.

Basically docking it a point for that? Really silly to me.

Doesn't matter to me really I just think that's lame to see.

I didn't get the impression that was the sole reason he gave it a 4 instead of a 5. He also noted the inherent issues with some of the quests which are only helped a bit by the improved context. So, to me, it sounds like a 4 out of 5 with a simple side note on something that was a bit off to him.

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@mercury45 said:

I'm not into AC at all but I was curious to read about Patrick's perspective on the issue of slavery, especially given the context and the format this is presented in. Some of these things like the vendor upgrades do sound questionable, but overall this does sound like a mostly-forward step, and I guess there's gotta be missteps as well as triumphs if we're going to have a proper portrayal of these issues.

I agree, but when games pretty much never tackle anything with any importance to it you have to give them slack. Making a game fun in addition to having a message is great and is only something to celebrate. I love that this even exists. Don't think many game companies would take the risk.

Basically docking it a point for that? Really silly to me.

Doesn't matter to me really I just think that's lame to see.

"Freedom Cry doesn't do much to mix up the formula that's worked so well for the series since finding its footing with Assassins Creed II. On-foot missions are still largely about frustratingly trying to eavesdrop on a group of characters who constantly look behind themselves for no good reason, killing a set of assigned targets, and generally stealthing around." - As Patrick says in the review, this game does have flaws that have little to do with ethical questions.

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@mercury45 said:

I'm not into AC at all but I was curious to read about Patrick's perspective on the issue of slavery, especially given the context and the format this is presented in. Some of these things like the vendor upgrades do sound questionable, but overall this does sound like a mostly-forward step, and I guess there's gotta be missteps as well as triumphs if we're going to have a proper portrayal of these issues.

I agree, but when games pretty much never tackle anything with any importance to it you have to give them slack. Making a game fun in addition to having a message is great and is only something to celebrate. I love that this even exists. Don't think many game companies would take the risk.

Basically docking it a point for that? Really silly to me.

Doesn't matter to me really I just think that's lame to see.

Who says I docked it a point for that? That's not how review scores work. Review scores are a gut feeling, not a specific plus/minus system based on what you liked/didn't like about the game.

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Freedom Cry was very different in tone than Black Flag, so much so that I think it deserves a playthrough even if you have finished Black Flag. It made me feel like a vulnerable, hunted man who's always on the move but it also made me feel like a badass hero, something AC games are great at evoking. It also recontextualized Edward's story. I was suddenly aware of how lucky and privileged he was to be a white man from the Isles and I never looked at Black Flag quite the same way. Overall, it delivered its message better than AC3 even could with its cumbersome behemoth of a story.

"Freedom Cry evokes white guilt as it puts you into the boots of an 18th century black man." - 11/10

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@mercury45 said:

I'm not into AC at all but I was curious to read about Patrick's perspective on the issue of slavery, especially given the context and the format this is presented in. Some of these things like the vendor upgrades do sound questionable, but overall this does sound like a mostly-forward step, and I guess there's gotta be missteps as well as triumphs if we're going to have a proper portrayal of these issues.

I agree, but when games pretty much never tackle anything with any importance to it you have to give them slack. Making a game fun in addition to having a message is great and is only something to celebrate. I love that this even exists. Don't think many game companies would take the risk.

Basically docking it a point for that? Really silly to me.

Doesn't matter to me really I just think that's lame to see.

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Edited By hassun

If only this series could get actually interesting missions and engaging combat.

Slaves as a collectible/currency sounds like a downright hilariously Ubisoft way to tackle the subject.

@patrickklepek I would love to hear more about this mechanic on tomorrow's Bombin' in the AM (sans spoilers of course).

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This sounds pretty intriguing. Still yet to make it through all of AC IV, but I really enjoyed what I've played of it so I imagine I'll get through it eventually; might have to give this a look after that.

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Thanks for the review, Scoops.

I'm not into AC at all but I was curious to read about Patrick's perspective on the issue of slavery, especially given the context and the format this is presented in. Some of these things like the vendor upgrades do sound questionable, but overall this does sound like a mostly-forward step, and I guess there's gotta be missteps as well as triumphs if we're going to have a proper portrayal of these issues.

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Edited By xplusy

Does it talk much about the metagame? I could get into a game exploring slavery in the Caribbean, but I've been uninterested in Templars, Assassins, Abstergo, and Greek Gods since AC 2: Something something.

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ArtisanBreads

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Oh god moralizing down a review score...

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Pie

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Should I pick this up or AC4?

This got as much in terms of raw gameplay and systems as that?

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leejunfan83

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Edited By leejunfan83

VIDEOGAMES!!!!!!!!!!!!!!!!!!!!!!!!!

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Hurricrane

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I didn't even know something like this was coming out, and it sounds fascinating. Get on the marketing ball Ubisoft! You take more chances than almost any other big publisher!

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Thought I was done with AC IV but I'm gonna have to give this a shot.