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Giant Bomb Review

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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.

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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+

130 Comments

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kcdotcom

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Edited By kcdotcom

As Patrick noted, Ubi still relies on the tired mission mechanics like eavesdropping and I totally agree with his 4-star review. I didn't have a big problem with the "slaves as currency" mechanic because from a narrative mechanic, it makes sense. The slaves you're freeing are adding to a resistance movement that would naturally be able to start finding/making better weapons and have access to better equipment and resources.

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LikeaSsur

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Edited By LikeaSsur

I'm still not sold (hah, pun) on how slaves are being used as "currency." Are you spending them to buy said upgrades?

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chose

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Edited By chose

Patrick grew up in Chicago, one of the most segregated city in the US, so I understand where he's coming from.

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jsnyder82

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Having not played the game, I don't really have the appropriate context in which to judge the ethical issues Patrick speaks of. However, you have to give them props for tackling a subject like this, even if they're not 100% successful in doing so.

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Redhorn

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Wow, this sounds really interesting. Thanks Patrick.

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Scotto

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Edited By Scotto

The number of slaves you rescue isn't "currency" so much as it's more of a gating system for new upgrades. You don't "spend" slaves to get new gear - as you save more slaves, merchants sympathetic to the cause (usually hiding in wooded areas) reward you with more stuff.

I suppose this creates a small amount of ludonarrative dissonance, but it isn't quite the giant matzah ball of sad irony Patrick makes it out to be. I also thought it made an interesting (if possibly inadvertent) point - no matter how many saves Adewale saves, it's never enough. You come back to Port-au-Prince five minutes later, and it's like nothing has changed.

And as Scoops himself points out, "farming" slaves in the game is completely unnecessary anyway, because once you start attacking slave ships you're going to hit the upgrade "cap" quickly.

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mrfluke

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Edited By mrfluke

@patrickklepek i was the one a while back on tumblr telling you that this guy was the 1st trinidad protagonist in a game, my country doesnt have a proud representation like overall in any medium, but Adewale is one i can proudly call a Trinidadian as im baised, but i thought he was a great character., just wanted to say that this was a great review, disagreed with you on the disconnect you had and some other points, but specifically that moment you're talking about on the ship, absolutely was a crazy moment.

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Mercury45

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Edited By Mercury45

@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.

Oh, don't get me wrong, I'm in agreement with you there - I think it's good that they took the risk. I'm just thinking that yeah, some of that stuff is a little weird but in uncharted territory (for games) it makes sense that developers are going to do some stuff that just doesn't work.

I guess I'm trying to say I'm unsurprised that there's some stumbles, but even the mistakes bring us closer to understanding what is and isn't appropriate to presenting this and other sensitive topics.

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Frobos

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@snail: Thanks a lot! I'll be sure to do that next time!

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johnham

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@patrickklepek Is it possible to not be a dick when calling out a typo? I promise I'm tryin'!

I believe the word you were looking for in paragraph five was "fomenting", not "fermenting". I only bring it up because it's such a good word.

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Klei

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Ubisoft are pretty good at making fake screenshots.

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bybeach

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Coming to the Pc as a stand alone. F**king right on. Because I could notstand AC for some reason, despite Ryan having a good time with them and obviously enjoying doing his QL's, as I remember.

But his might be short enough, and thematic enough to hold me. Hey, Patrick compared it to Far Cry, Blood dragon, and I hated Far cry 3 and loved Blood Dragon. Yes, I know I'm stetching it., but Ubisoft's ball may bounce twice for me.

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completed assassins creed iv 100 percent, downloaded this dlc, was not a huge fan. Everything that I loved about the regular game seemed stripped out of this. The music was fairly lackluster, the shanties are gone, not even any decent sailing music. Nothing that gets me all pumped up about being a pirate.

The upgrades to the ship came at a pace so fast destroying level 60 ships was a mere joke, even without fully upgraded mortars.

The game is definitely in it's core a great extension, I didn't really see the freeing of slaves a huge currency conflict to me. I was just doing it because I thought that's what I was supposed to do. Help my brothers, however I got so caught up in freeing slaves just because that by the time I tried to sync all of the viewpoints before doing anything I had freed almost 500 slaves before even getting a ship to head to sea.

There just really was no incentive to play past that point.

I haven't even finished the dlc past the point of a game breaking glitch where I had to eavesdrop on 5 different characters before returning to mama kootzie or whatever her name was to start a mission, she got all pissed at me and the game said I couldn't continue the story until I liberated another plantation.

At this point I became bored, and felt tasked not being able to do what I wanted to do and fired up a different video game.

I wish there were more things for Edward Kenway to do, I loved this character a lot, sucks his story is over with and his descendants were such posh cunts.

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NTM

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Edited By NTM

Something I find very different when it comes to four, and perhaps you can even say three (though three was mediocre to me), is that the ship sections are my least favorite part. I still love the moments on foot. Sure, it's been done before many times, but it can still be exciting, at least to me. I love chasing guys down, and I feel like everything that was in three, brought over to four was done much better, making it better than just tolerable, which I can't say the same for three.

One of the only things I like about the ship aside from some tense moments of fighting at times (though sometimes I even dislike that), is that it's the way to fluidly (no pun intended) get around the map. I don't hate ship on ship battles most of the time, I'm more often than not indifferent about it, but as I went through the game, I disliked most of the battles against the forts I had to take over as well as some of the ship battles during the story missions. I also don't know why, but I'm pretty ambivalent towards the sea shanties. In some respects, I kind of like it, at least the idea, but on the other, I always tell them to shut up.

It's kind of annoying, and even more annoying when you hear them start the same song over and over each time you get on the boat, or to simply change it to one you've already heard too many times. I really enjoy exploring the world on foot. I just wish that instead of being able to do a full sync of missions by the options menu, you could have everything that you've unlocked, and do a new game plus, because I'd love to do the story again that way. As for this DLC. I like Assassin's Creed a lot (except for three, and one's merely good), but I never buy any of the DLC, so it's weird. I don't think I'll buy this either, I don't know. I also never watch full games on YouTube, but I may check this out on YouTube.

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Zevvion

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Edited By Zevvion

I know it's been like 10 years since they first started doing it but I still just can't buy into the DLC concept, it feels like a gouge every time and I would rather burn my money than give it to them. The AC games have been so bad for it, take an extra few months and finish the game if you want me to pay for it!

You're really living in the past. I can't even mention a recent example where a game chopped off part of the game and put it behind DLC. I don't think that stuff happens that much anymore. And when it happens, that DLC is usually free. Last I can remember, DmC had Bloody Palace, a seperate mode that usually is part of those games, cut out because they couldn't make it. It was a free download (and still is) a month or so later. Its paid DLC was playing a different character in its own progression. Clearly not part of the main game.

What else... the new Last of Us DLC is supposedly extremely good. You can say what you will about Burial at Sea, but there is no doubt that was not part of the main game and is a new take on the Infinite universe. Borderlands 2 DLC has been consistently good, some of it great. They only started work on those after the game was gold.

You are missing out. Get over your fear of DLC. A lot of it is great, worth the money, and not parts of the main game that seem to be cut out.

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GERALTITUDE

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Very interesting/surprising review! Great stuff.

I'm going to play this game once I'm no longer exhausted by just thinking about AC.

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Pie

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Edited By Pie

@red12b:

take a saaad song and ma----

*cries*

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deactivated-630479c20dfaa

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I don't find anything ethically wrong with any of the issues Patrick present in this review personally. When you risk your own neck and life to do something good you SHOULD be rewarded and looked upon in favor, even if it is freeing slaves which by today in the modern world is a non issue (least in the western societies, I am sure there is slavery out there somewhere).

However I know that everyone perceives the world in various ways and opinions differ, so I respect this review for what it is and I find it well written as always, Patrick.

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Edited By Seppli

Was reluctant to pick it up, for fear of spoilers, because I eventually want to play Black Flag. Good thing there aren't any.

If the upcoming Final Fantasy XIV Beta doesn't tickle my fancy, and I manage to tear myself away from BF4 Second Assault and Disgaea Afternoon of Darkness, I will give it a shot this weekend.

How many hours of content is in it, by the way? Thief is right around the corner, and that might be right down my alley.

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OrfBC

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The fermenting revolution, led by Captain Morgan of the Dread Ship Bacardi.

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WillieMcBride

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Edited By WillieMcBride

@forkboy: On Playstation and PC it's getting released standalone.

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xplusy

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@thevgamer: Exactly what I wanted to hear! It is downloading on my PS4 now (which means I can start playing it). Thanks.

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Humanity

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@bbqbram said:

So the same boring, side-missions that have been getting so much flak the last few years are suddenly excusable because of their historical and ethical framing? That's utterly ridiculous. I also don't need a game review to tell me that slavery was "deplorable and shameless", that speaks for itself doesn't it?

@development said:

@artisanbreads said:

@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!

Thissssssssssssssssss. There's really nothing more to it.

Exactly. No-one's going to ponder the "deep implications" of the umpteenth Assassin's Creed collectathon.

While I haven't played the game, from what I understand: you are being thanked by store owners for freeing the slaves and in return they offer you more wares? Turning this situation into "cruel irony" seems to require some heavy deduction gymnastics. Isn't this basically the same liberation side quest we've been doing for several games now, except these "slaves" happen to be of a skin color that suddenly evokes deeper pondering? I'm sure the Freedom Cry goes into the horrors of slavery in much greater detail than past entries that simply asked you to liberate areas from their oppressors, but it does seem like theres a rather heavy amount of projection going on here rather than any sort of ironic twists.

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masterofchaz

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FInally getting into ACIV on the PS4. So... much... game... I've always admired the ambition of the series and how it attempts to bring history to life.

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I enjoyed AC4, it was teh first of the series I had completed, and I was very glad I slogged through the more "Creedy" bits. I'm willing to take at look at this, its been a few weeks since I finished, so a small dip back in the pool might be worthwhile.

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Kbohls

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Sounds pretty interesting, if I didn't feel satisfied after my time with ACIV I would have given this a shot.

I also think this represents the correct way to make players think about moral issues. Most indie titles that are lauded for their messages are bad games. It is easy, almost natural, for a game's supporters to put the importance of the message over the quality of the product. I feel this is the real reason people hate the 'walking simulator' genre of indie games - they are flawed products that get so much great press. It appears that Freedom Cry fused complex issues and a game that is just fun to play.

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BBQBram

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Edited By BBQBram

So the same boring, side-missions that have been getting so much flak the last few years are suddenly excusable because of their historical and ethical framing? That's utterly ridiculous. I also don't need a game review to tell me that slavery was "deplorable and shameless", that speaks for itself doesn't it?

@artisanbreads said:

@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!

Thissssssssssssssssss. There's really nothing more to it.

Exactly. No-one's going to ponder the "deep implications" of the umpteenth Assassin's Creed collectathon.

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rmanthorp  Moderator

You can count on the Giant Bomb community to have a decent back and forth about the deep stuff. I love you guys. Let's keep the aggression low and the top draw discussions high:

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Dan_CiTi

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I found the use of freed slaves very odd too, I don't know why they so closely tied the number to little unlocks and stuff like that, instead of something more general like the war readiness in ME3.

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golddeathmonkey

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I know it's been like 10 years since they first started doing it but I still just can't buy into the DLC concept, it feels like a gouge every time and I would rather burn my money than give it to them. The AC games have been so bad for it, take an extra few months and finish the game if you want me to pay for it!

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Snail

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@_frobos: You can edit that, good sir or madam! Just go into the wiki page, hit the edit button, and type up the name of the development studio in the appropriate field - then submit your changes, and get some hot points!

I went ahead and did that for you, but next time you see a mistake in the Giant Bomb wiki, you can do the website a favour by correcting it. Wiki editing is opened to all! Unless you're banned from the wiki. Which I hope you aren't.

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Edited By tgammet

As I was playing I felt the way in which it used slaves as currency was intentional way to make the player uncomfortable. Just like how the supply of slaves infinitely respawns and how easy it is to acquire them was intentional. Maybe I'm giving the developers too much credit, but as I played it I felt something about that.

I feel like AC Freedom Cry was the most important big budget company game of 2013. Not the best game, but the most important for culture and REASONS. Regardless, I am happy that it even got made and am impressed that they're re-releasing it as a standalone product.

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Questerian

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This seems interesting, and I think it's good that they acknowledged slavery in the Assassin's Creed games after ignoring the issue for so long (slaves were inexplicably absent from AC3, and glossing over that aspect of American history was something I found really troubling). That said, I find myself wondering if we really need stuff like Freedom Cry to, as Patrick said in the review, comment on the atrocities of times since passed -is that necessary? If we find it unnecessary now, what is the point of repeating that again and again in our art? I'll venture to say that, even though I haven't played Freedom Cry, Twelve Years a Slave probably has a more nuanced depiction of the psychology of slavery. I felt it brought a depth and nuance to the table that I hadn't found present in other media dealing with the topic of slavery -what does Freedom Cry bring?

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sweetz

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Edited By sweetz
@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.

It's ultimately still a video game that needs to reward you for completing tasks. It's a mechanical element abstracted from reality - along with dozens and dozens of other things in the game. If you're offended by it, you're reading into it far too much.

I mean, how random guards do you kill in the course of an Assassin's Creed game? Hundreds - and for really trivial reasons, like I got caught climbing on a roof or wanted to take some collectable in a restricted area. Are they espousing mass murder as a rational response to getting caught for a misdemeanor? Or instead is it just that it makes for a better video game to have a risk before getting a reward and that it's fun to combo kill a bunch of guards?

It's narrative dissonance due to it still needing to be an entertaining video game and there is truly no open world action game in the history of video games that is free of that "problem" - and thankfully they aren't because they'd be really boring if they were.

I trust Patrick that this wasn't the only reason (or even a reason) why he rated it 4 stars, but this specific critique boils down to "action video game has narrative dissonance". Well...yeah. In a context where these slaves aren't real people or even all that believable as real people and are just sprites in a video game like every other unnamed character - what's my motivation for saving them? I know I can only speak for myself, but I don't take pretend people in a pretend world seriously enough to derive any moral satisfaction from saving them (which let's not forget, often involves murdering other pretend people), I need to be motivated by a reward and progression mechanic.

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bacongames

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It's a tight rope to walk that's for sure and I think I can suspend my disbelief concerning the progression associated with freeing slaves, at least as its presented, but I can begin to see the unease when it comes a detached grind. Hard to say how one would strike that balance or was a pitfall inherent to Assassin's Creed.

I'm glad it hits where it needs to though because otherwise this thing would be an embarrassment.

EDIT: I was totally under the impression this game didn't come out last year but I guess it totally did. Weird.

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Milkman

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@artisanbreads: Well, I don't want to speak for Patrick here but is it possible that because this DLC seems to deal with such a serious subject matter that the silly and morally questionable stuff that we usually ignore in games could stick out a lot more?

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Frobos

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Edited By Frobos

The game page for this expansion seems to be wrong. The game was developed by Ubisoft Québec (located in Quebec City). If someone could correct this my fellow Quebec City citizens would be very thankful!

See trailer below for proof.

Loading Video...

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ArtisanBreads

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@milkman said:

@artisanbreads: Fair point. I think the crew stuff makes sense in context but since I don't know the context for why "slaves = better weapons", I can't really comment if that feels the same way. Like I said, at face value, it just seemed weird. Either way, I'm definitely going to play this. Misguided mechanic or not, it sounds great.

I applaud that Patrick looks at social issues in games and around them, I just find he will very easily be sensationalist about small issues, and I think that's too bad because it lessens the impact of your legit criticisms.

I do find the mechanic a bit weird, like I said I had thought of this before when I played this DLC but I have this thought throughout videogames in general. They are always silly and morally questionable.

But I do highly reccomend the DLC. I liked AC IV but it floundered for me (I found the plot very boring) and this was much tighter and focused. And I loved that there was a AAA game with this subject matter, big step for games.

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So any time I unlock something, progress in a quest or a talent tree, or are otherwise rewarded for doing something positive for fictional human beings with problems, it's actually bad because ... it trivializes the suffering of real human beings with those problems?

Okay then.

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Milkman

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@artisanbreads: Fair point. I think the crew stuff makes sense in context but since I don't know the context for why "slaves = better weapons", I can't really comment if that feels the same way. Like I said, at face value, it just seemed weird. Either way, I'm definitely going to play this. Misguided mechanic or not, it sounds great.

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Fredchuckdave

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Good read, I probably won't play this but certainly an interesting period to focus on.

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ArtisanBreads

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@skippysigmatic said:

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.

This guy knows what I'm saying.

Videogames are still developing and so involved with the internet I feel like they just can't get away with one tiny bit of what any movie or TV show can because people even look at the characters and say things like they are "morally questionable" so they are wrong. When like you say, it's all morally questionable.

And no one gives a fuck when Walter White is morally questionable. No one mentions negatively in their review of Breaking Bad that they didn't like how Walter White started acting.

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joshwent

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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.

Hmm. If it made Patrick feel disconnected, you can't really argue against that honest reaction, but saying the game is turing slaves into "currency" seems like a bit of a stretch. Maybe I'm misunderstanding the mechanic, but stores offering your character more items as you do more to help in the towns seems like it would actually incentivise helping the people even more, right? At the very least, it seems like some good story-based justification for doling out new items over time. As if vendors are actively helping you out as you help others. (as opposed to all the other AC games where you finish a sequence and now here's a sweet new dagger, knife pouch upgrade, and a treasure map that have been unlocked for no reason)

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Pie

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@atwa said:

@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.

I thought maybe it just had a smaller main story but still had all of the side content from the main game still. I would happily pay for a cheaper version of AC4 that had all the side content but had a smaller (but more interesting) story

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ArtisanBreads

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@milkman said:

@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 intent at all but it still seems like a misstep.

I actually liked this more, felt more focused. And yes I did have the thought about the slaves being a number on a counter, but I had the exact same feeling playing AC IV through multiple progression systems it had. My crew that I never gave a fuck about cause I'd find them floating around so I'd happily fire swivel cannons into groups of them? Going to war and destroying forts so my pirates can then take over the fort and be even worse probably, terrorizing open waters? I mean, isn't that stuff morally questionable?

To me, it's just like a throwaway criticism that I understand, but it's just a game with a message trying to work around the AC series nonsensical and often morally ruthless progression systems.

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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.

Word, I really don't understand the love for this game. I feel it still has every single frustrating problem as ACIII did (although it starts faster), and gameplay-wise it's literally unpleasant for me to play. And I fucking loved ACII and Brotherhood, ACII is one of the best games of last gen if you ask me. I mean, I guess if you aren't completely sick of the games' mechanics by this point, it seems competent, but I guess I'm just not sure why everyone acted like it was some crazy renaissance for AC, when functionally, I find it to be nearly goddamn identical to the last several games, especially III.