Skip to main content

My Limited Thoughts on Assassin's Creed 4: Black Flag - Freedom Cry

Alright, I decided to talk about Assassin’s Creed 4: Black Flag - Freedom Cry. I couldn’t stand to handle AC: Rogue without first handling the DLC to Black Flag, it just didn’t feel right. So, I’ll talk about what I enjoyed the most about Freedom Cry by itself, and in comparison to Black Flag.

The Rebellion meter is a feature that took crew recruitment missions in Black Flag and turned them into a thematic, interesting story mechanic. In Black Flag, you could acquire crewmates by freeing people from oppressive soldiers, saving shipwrecked sailors, capturing ships and so on. But the only real benefit of this was that your crew count would increase, which made it easier to board ships in the ship combat sections. Freedom Cry takes this concept and expands it; now, rather than freeing people for the sake of expanding your ship’s crew, you can help to free slaves. Whenever you free a group of slaves, they are added to one of three separate manpower counts: there is the ship’s crew, exactly like it was in Black Flag, then there are the freed slaves, which is just a list of civilians who do not wish to get involved in your fight, and finally we have the Maroons. The Maroons are a group of freedom fighters that are central to the game, and by increasing their numbers, you can see their HQ increase in scope and scale in a really immersive way. As an extra incentive, there are specific milestones for the amount of freed slaves and Maroons that you gather, allowing you to carry extra ammo or call on Maroons to help you when you’re freeing Plantations. This system is the closest combination of the crewmates of Black Flag and the Brotherhood Assassins of a game like AC: Brotherhood or Revelations that I think we’ve ever gotten, and I personally think that it was genius in how it did this while staying thematically relevant to the story at hand.

When it comes to other aspects of the DLC, a lot was confined and paired down in order to make the gameplay work as well as it did. Your weapon selection is limited and cannot be purchased, you only have the armor you start off with, and your ship (given the badass name of Experto Crede) is much larger than the Jackdaw but with fewer upgrade options. The gameplay’s more streamlined nature works perfectly with this type of DLC experience, but I am glad that the following game took a step back to the extensive economies and upgrade options of Black Flag. Freedom Cry is exactly what it needed to be when it comes to the gameplay, and for that, I appreciate it.

The story is where the expansion lost me. Don’t get me wrong, the story is not bad: I enjoyed it quite a lot. My problem comes from my own expectations, as a scene at the very beginning of the questline gave me the impression that a major character in the story was a Templar in disguise, so I spent the entire game waiting for a betrayal that never came. No, not a Templar...just a weirdly written character. It felt like this character was building up to a betrayal that would have shaken the game up, but it never happened. As a result, my experience was muddied and I came out of the end credits with a profound lack of fulfillment.

My favorite thing about Freedom Cry, when taken out of the expansion’s own context, is the way that the Rebellion meter provided a thematic purpose behind the randomly generated “save these people” missions. Giving the player milestones to reach made completing them not only functionally worthwhile with the incentives and the increased crew size, but also narratively worthwhile as they work harder to reach the end of the line. AC: Rogue, which follows up Black Flag and Freedom Cry as the last Assassin’s Creed of the Xbox 360 and PS3 generations, did something very similar to the fleet missions from Black Flag, but simultaneously refused to incorporate the improvements that Freedom Cry made to the crew recruitment mechanics. Had Rogue pulled forward the concept behind the Rebellion meter, when paired with the improvements it made to the fleet missions, I believe the game would be all the better for it.

My next post will be, you guessed it, an Assassin’s Creed: Rogue discussion. Specifically the Remastered version on Xbox One. I’ll see you all then, and have a good one!

Comments

Popular posts from this blog

How I Would Follow Up "Tyranny"

Tyranny , the 2016 dark fantasy CRPG from Obsidian Entertainment , never received a sequel. Not all games warrant a follow-up, as we're starting to see in this modern landscape of under-performing franchise players, but some titles simply don't feel complete without one. Tyranny is one of those games. Short enough to not overstay it's welcome, long enough for your choices to be impactful and varied, but lacking any large-scale resolution for the pieces laid out in it's final hours. And at this point in time, nearly a decade after release, there is zero indication that Obsidian has any intention of revisiting the universe. As a fun thought experiment, I want to discuss some short ideas for how I would follow this game up in 2025. Part One: An Archon of Our Own The idea is pretty cut and dry: Overlord Kyros is gone, and the Empire is fracturing into warring states ruled by the Archons . The main character's actions in the first game proved to the world that Kyros is ...

My Regrets with Abandoning Games

It started when I couldn't finish Fallout: London, despite loving it. Then my exploration of Enderal was cut short after reaching Ark, when I didn't want to go back out into the world that wanted to kill me. I purchased Syndicate and never finished it; I then bought a ton of great games on GOG and Steam during sales, playing introductory bits of all of them just to get an idea of where I stood with them... and I barely felt a spark beyond that initial intrigue. I wasn't quite sure if it was a problem with my tastes, or my health, or my time. But then I played Tyranny for the first time, having never played Pillars of Eternity, and I powered through 25 hours of gameplay without skipping a beat. Tyranny managed to grab my attention quickly, and maintain it throughout a relatively short (but deep) gameplay experience. I don't have any plans for an actual review of it, but it kept me going for a while and I appreciate it for not wasting my time. The sheer excitement and fun...

London but not the Syndicate kind

I have been playing the absolute shit out of Fallout London for the past week. And I think I've finally met my match, because at Level 14 with a decent chunk of quests under my belt, I have only explored about 1/4th of the city. When I look at the mostly uncharted map, and realize how much I have already done, I cry angry tears. This is my London Low-Down. Mind the fucking gap, samurai. The Good Doggie There are few things in life more satisfying than a bowler-hat-wearing, cigar-smoking British bulldog. Or pug. Or maybe a mutated rat - I honestly don't know what breed the game's resident Dog Companion™ happens to be. With a name like Churchill and the scariest walking sound effects known to man, this powerhouse can really lay down the law while I get my ass handed to me by a giant wombat. I was actually worried that I would have trouble finding him, as my first thirteen levels passed by without so much as an introduction to any of the companions. Once I began to focus on th...