You’d be hard-pressed to attend a gaming convention nowadays and not rub shoulders with an Assassin’s Creed cosplayer. It’s true; and the annually released series is encroaching lifetime sales nearing 60 million units without losing much steam. (Next up is a live-action movie starring Michael Fassbender, penned for a 2015 release.) So for any newbies or deniers of AC, you may ask: where’s the joy in yet another triple-A title being milked for all it’s worth? Here’s a synopsis for you:
Each previous installment’s Templar hunter has been flushed-out (with the exception of AC3’s blank-slated Connor), bustling with motives that get altogether engulfed by a finale commandeered towards segments of supernatural prowess. Actual historical figures are cleverly inserted – most notably Leonardo da Vinci prime with an arsenal of his most infamous inventions (such as the flying machine) – to assist the player and better ground each story into a sense of realism.
The second-half of Assassin Creed’s appeal has been the framework it built upon itself. Famous cities of Florence, Jerusalem and Boston had been expertly crafted and gasping with quests to “shiv that dastardly doer” and “scale that monument.” Every go-around was fueled by authentic thrills, mixed with moments of awe and education – and that’s rare for a game. After 20-40+ hours, I went from a clueless bloke to a well-versed fella who could identify the difference between architecture of Renaissance-age Rome and twelfth-century Damascus, as well as name a handful of landmarks for each city.
However, after six years and six games, does Assassin’s Creed IV: Black Flag beg the question: is the series still improving upon its initial formula and providing enough new material to satisfy, or has it all turned so trite with repetition that it’s beginning to borderline Bill Murray’s existence in Groundhog Dog?
Questioning the stagnant-ism of Black Flag is valid, but in a way, unruly. Assassin’s Creed may seem like an old dog, but in welcoming the pirate-turned-assassin, Edward Kenway, you’ll discover he presents some new tricks. Let me prove it to you…
Lackluster eavesdropping missions
Monotonous building ascending
Dense amount of collectables
Stealth-based assassination contracts
Frozen or idiotic hand-to-hand combat moments
Well-refined, gripping naval battles/ship takeovers
Wide array of puzzles in and out of the Animus
Hunting, most notably harpooning sharks and whales
Exploring the world for buried treasure/Mayan artifacts
Regardless of the fact, there is plenty to be done and seen within Black Flag’s minimum 25-hour asking time.
Taking a step aside from every edition before it, all future-day events previously inhabited by Desmond Miles’ “life on the run” are now co-inhabited by…well, you. Hired by the Templar-owned Abstergo Entertainment, this ingenious alleviation from the hull of Black Flag’s pirateering has “you” excavating the story of Edward Kenway. As an employee, “you” are given a desk, well-equipped computer and table capable of deconstructing the DNA and memories of relatives to your swashbuckling protagonist. The ploy of this scenario is a very tongue-in-cheek approach towards stringing together every game before it. The likes of Altair, Ezio, Connor and even AC: Liberation’s Aveline will appear as virtual memories open to the public for their own educational or entertaining viewing pleasure. Besides adding to the library of Abstergo’s vicarious past-life simulations, “you” can also prod through various departments of the offices to hack and uncover a vault of hidden backstory.
Alike every counterpart to these next-level platformers, Black Flag bases itself in a sense of realism. Ubisoft prides itself in the enormous amount of research they do in replicating cities centuries old, as it shows. Havana, Kingston and many of the scattered islands are bustling with life, albeit it is unengaging life. The inhabitants feel stiff and withdrawn from the inexplicable roof-racing and wild behaviors you perform as an ironclad assassin. Signs of age are unequivocally apparent in city-roaming sections, perhaps the greatest pitfall and area in need of reinvention for future titles in the series.
The bulk of my gametime was spent at sea: a vast, well-tapped environment that captures oceanic life and the animation of it better than any game has done before. The current that whips the salty foam atop overlapping waves will churn towards you and drown underneath Edward’s vessel as you navigate past surfacing whales and sunken galleons. Various ships will be illuminated in the distance, each cannon and wafting sail viewable alongside a full-functioning crew. Below the bubbling sealine, its depths are festering with treasures guarded by coltish eels, phosphorescent jellies and ravenous sharks. Undeniably the most eye-catching and enhanced slice of Black Flag’s campaign, it seems impossible for Assassin’s Creed to move forward without the inclusion of this nautical feat.
Uncompromising to Ubisoft’s slumping template; Black Flag stays true to the imperfect combat mechanics they have remained constant since 2007’s Assassin’s Creed. In much need of an overhaul, enemies will still wait their turn as you slaughter their comrades one by one, hardly posing a threat to your massive healthbar. Akin to each previous title, as well, there is no difficulty level, meaning the only possibility of death or challenge remains at sea or from clumsily dropping from incredible heights. Pistols and rope darts make a comeback, however the paramount inclusions were sleep and berserk darts (borrowed from Aveline’s arsenal). Both heavily aid Edward in perplexing stealth segments or – in a more gratifying manor – by creating hilarious brawls between wary soldiers. Despite all these garnishes added to diversify the combat, the majority of fights are spent hammering “attack, attack, attack, counter, attack, attack, attack, attack, counter, counter, attack, shoot…and everyone is dead.” After performing these button smashes about 100 times, you’ll do anything to divert yourself from fighting anyone.
Graciously, however, Ubisoft did dedicate enough attention to the opportunity naval skirmishes imposed. An enormous amount of strategy comes in taking on forts, larger ships or entire fleets of them. Through practice, you will hone the skills it takes in dwindling a towering brig: by the efforts of long-distance mortar shots, broadside ramming it and eventually bombarding its hull with cannon blasts and crippling fire barrels. Before capsizing the enemy ship, Edward is given the option to board it – a staple to any pirate’s day-to-day activities. These segments, however fun at first, eventually wear thin (and are thankfully avoidable) as the tediousness of the hand-to-hand combat involves itself once again.
Ranking the experiences between the coveted Assassin’s Creed 2 and Black Flag is a taxing choice and a complicated crown to pass. Yet despite its flaws, if you are looking for your introduction to Assassin’s Creed – or a redeeming doorway back into the franchise – Black Flag is the finest installment to date. Between the fundamental storyline, side missions/objectives and exploration, item collecting, treasure hunting and literal hunting, everything contained within the future setting, and online multiplayer, 40 to 100+ hours can be effortlessly sunk into Black Flag. Upon completion, you may still have secret armor and weapons to unlock, although the greatest incentive is tackling four legendary ships awaiting your challenge at each corner of the map. Too many times I found my playtime overlapping with real-life events I needed to attend due to my inability to pull myself away from “digging up one more chest” or “completing one more assassination contract.” That’s a sign of a good game. And Assassin’s Creed IV: Black Flag will surprise you – it surprised me. So, here I sit, urging you: do not overlook or judge this gem, just play it.