Assassin's Creed 4: 10 Enticing Reasons It’s A Total Return to Form

6. Meaningful And Rewarding Side-Quests

51 Okay hands up, did anybody do the Homestead missions from Part III? Exactly. Implementing a system of hunting animals and acquiring materials works a treat if there€™s actually an incentive and progression to such a thing. Where AC III failed in making all that extra exploration actually relevant to progression in the game, IV succeeds in leaps and bounds. As Ubisoft€™s reversal on their Uplay Passport pricing revealed (source), they do eventually listen to consumer feedback if the voice is loud enough. In Black Flag they seem to be doing much of the same, taking a few pages from Far Cry 3€™s book and instilling a crafting mechanic dependant on how much you hunt the various creatures inhabiting the world around you. Killing a couple iguanas lets you create the iconic second gun-holster seen in the promotional materials, and that€™s just the start of an expansive list that also includes health upgrades, pouches for throwing arrows and the returning rope-darts from III. That€™s not to mention the pretty daunting list of customisation-options available to your ship; The Jackdaw. Everything from different steering wheels, front-mounted Maidenheads and coloured sails accompany various weapon modifications and upgrades, the likes of which you can only afford through plundering other lesser ships and boarding or destroying them for different rewards. There€™s a great risk-reward of going after multiple €˜lesser€™ ships than yourself after a few upgrades, only to be told there€™s been a €˜Hunter€™ dispatched to curtail your wanton destruction. The resulting emergence of a towering behemoth on the horizon beckons the question of whether you try and take it down for an even greater reward, or attempt a getaway by way of docking and fleeing into a nearby village to clear your name.
Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.