SPLICED Magazine Issue 02 Dec/Jan 2014 | Page 170

SPLICED GAMING / REVIEW / ASSASSIN’S CREED IV: BLACK FLAG into the larger ports and towns like Kingston and Nassau. Furthermore, islands are not completely open for exploration (like Assassin’s Creed III’s Frontier was). This sounds like a negative, but I hardly found myself longing to explore the distant hills that were cut off by invisible barriers. This is largely thanks to the very open nature of the ocean. There’s a glut of side activities in Black Flag, with the Templar Hunts providing fairly meaty distractions complete with mini stories told over a series of brief missions. They’re a little hit or miss, but they’re still definitely worth your attention. 170 F rom the moment you take the helm of The Jackdaw (Edward’s commandeered ship) it becomes abundantly clear where the majority of development time was spent. The naval portions of Black Flag are a terrific amount of fun and one could quite easily spend dozens of hours sailing the Caribbean seas and getting lost in the extensive network of side activities the game has on offer. Every pirating fantasy you’ve had playing through your mind since you were a child is here in Black Flag. There are sunken galleons to explore, treasure to dig up, Mayan ruins to unlock, animals to hunt, British and Spanish forts to conquer and an endless supply of merchant ships and enemy vessels to attack and plunder. This all plays out on an ocean that is azure-coloured and beautiful the one moment, and dark and stormy the next. This is undoubtedly the most atmospheric Assassin’s Creed in the franchise’s history. Excellent sound and the terrific original score play a big role in capturing the feel of the pirate fantasy, but for me the most outstanding atmospheric element was the sea shanties sung by your crew. ISSUE 02