Though not the most common, pirates are certainly one
of the more easily recognized motifs applied in books, films, and games. From cartoony fun to treasure-seeking
adventure, the success of these offerings depends on a lot of
elements—approach, style, storyline, etc. among them. There is a world of difference between Disney’s
Pirates of the Caribbean films and Robert Louis Stevenson’s Treasure Island. Ubisoft’s 2013 entry into the world of video
game pirating, Assassin’s Creed: Black
Flag, is one of the best incarnations of the motif I’ve ever experienced,
but is not without missed opportunities.
If the video gamer wants to go out pirating, there is
nothing like Black Flag. An open world (perhaps better phrased “open
sea and archipelago”) game, it delivers pirating in spades. You want a large number of places to travel
and explore and sea to navigate, the game feels positively huge. (It feels like the biggest game I’ve ever
played, even though it may not be in reality.) You want ships blasting cannons
at one another on the high seas, cutlass fights on deck, and swinging through
the rigging on ropes, Black Flag
delivers this, as well. You want
colonial Caribbean, from coconut palms to stone churches, shanty shacks to flintlock
rifles, Black Flag offers oodles. You want treasure hunts, plundering, and raiding
for gold, Black Flag has numerous
side missions and quests that have the player doing a lot of fun, interesting
stuff that either contributes directly to the rpg elements (e.g. crafting for
both the main character and his ship) or simply getting rich. In short, in Black Flag Ubisoft have captured the overwhelming majority of the
aspects that make pirating, pirating.
But for all the positives, there are still some
aspects of the game left wanting. My
biggest complaint is the loosely cobbled main story. Perhaps it’s my fault for not paying close,
close attention, and perhaps I needed to know the lore of previous Assassin’s
Creed games to truly appreciate Black
Flag, regardless, there were some twists and turns which didn’t seem to
make sense, the story seemed disjointed, and the ending just suddenly popped up
and was over in a scene. I think it’s
also fair to say the “real-world” elements of the game (the scenes wherein the
main character is in a 21st century Montreal office building, walking the
halls, and interacting with the CEO) do much more to distract from gameplay
than enhance it. I had the wind taken
out of my sails (har, har) every time the game switched to the modern era. In short, the side missions on the seas and
at port are the most enjoyable aspects of the game. From the typical assassin’s contracts to
finding sea shanties for your crew to sing while sailing, taking down forts to
finding treasure chests, engaging in sea battles with massive British warships
to deep sea diving—these are where Black
Flag shines brightest, leaving the main storyline largely as a piecemeal
affair disrupted by the meta-storyline of assassins and templars.
In the end, Assassin’s
Creed: Black Flag feels extremely pirate-y but not in a corny manner, which
is perhaps the game’s greatest compliment.
Yes, there are some issues: the main storyline seems broken, there are
some issues with the controls, and the modern-world scenes feel tacked
on, but the number of positive aspects outweigh these. Exploration of what feels like a truly vast Caribbean
archipelago is energetic fun. Ignoring
the main quest and just setting out to see what you can discover—hidden bandit
camps, tunnels, swamp hideouts, treasure, big sharks—is great enjoyment, and
the best way to approach the game (and perhaps the most pirate-y). And the scenery, whether it be ocean or land,
towns or capital cities, feels like the home of pirates. My heart is still with The Secret of Monkey Island, but Assassin’s Creed: Black Flag certainly offers something Guy
Threepwood can’t.
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