It occurs to me that there is a sad dearth of pirate and sailing games in the market. The original Sid Meier's Pirates! is almost 30 years old! And the PC remake was released all the way back in 2004. Other than that, the only pirate or sailing-themed video games that I'm aware of are mobile games.

We saw a proliferation of cowboy and western-themed games after Rockstar's Red Dead Redemption (which, in hindsight, probably isn't as good as I gave it credit for). Perhaps Assassin's Creed IV: Black Flag could trigger a similar renaissance for pirate video games. And if those games are as good as Black Flag (or better), then that would be a real treat!

Hrm, this mission seems familiar...
[LEFT] A plantation raid in Assassin's Creed III; [RIGHT] another plantation raid in Black Flag.

The first hour or two after Black Flag's introductory pirate ship battle is a bit dull because it's mostly just the same old stuff that you've played in Assassin's Creed III: exploring the little town and playing a few "go here, do this" missions with an assassination or two.

Being stuck on land is usually pretty dull. In fact, some missions even seem copy-pasted from previous games. When I got to the mission in which I had to raid a sugar plantation, I couldn't help but think "Hey, didn't I already do this in III?" The only notable difference was that that the plantation raid was wrapped in a segment in which I had to pursue the plantation-owner's ship from a trade island to his plantation island.

Over the course of the game, you'll frequently be forced to step back onto land for story missions. some of the environments are a bit original, since there's some trekking through jungles and along beaches and scaling cliffs to break up the monotony of the usual parkour that the series is known for. Most of these jungle paths are closed and linear, so you won't be exploring open jungle with a machete.

Assassin's Creed IV: Black Flag - jungle mission
The jungle and beach settings provide some visual variety beyond the city parkour, but are functionally similar.

There aren't any dramatic new gameplay functionalities associated with the more rural and wild settings beyond the tree-hopping that was featured in Assassin's Creed III. So while these missions provide some visual variety, they don't add much to the actual gameplay. The biggest change is that it takes a lot of your freedom of movement away, since you have to follow more of the pre-designed trails through the levels, rather than having the freedom to create your own route.

...

Assassin's Creed IV: Black Flag - sailing into the sunset
Black Flag sails triumphantly into the sunset as a stand-out game in an oversaturated franchise.
[More]
Assassin's Creed III - title

I never really hopped onto the Assassin's Creed bandwagon when the first one was released in 2007. The historical setting and gameplay concepts were intriguing and I wanted to play it, but I wasn't sure if I would like it enough to warrant an outright purchase. And since Ubisoft never bothered to release a playable demo on the PlayStation Network, I never played the game.

So I missed the first two games and their various spin-offs. But when I started seeing information about the third game, and its setting during the American Revolution, my curiosity piqued. The trailers made it look as though parts of the game were played during large-scale battles, and I thought that would be really cool to play. So when I found that a friend (Huh?Mr.Box!) was willing to let me borrow his copy, I decided to give it a chance.

And boy was I disappointed!

My core complaint with Assassin's Creed (and many other games like it) is that I don't like how dumbed down the controls are, and how little actual control the user has. The run button is also the "climb" button and sometimes the "jump" button (even though there is a dedicated "jump" button). I've always held that when a single button does everything, then it really does nothing. Assassin's Creed regularly feels like I am not playing the game; a procedural function created by the developers is playing the game.

Instead of the game just doing what the player tells it to do, it has to determine which of several pre-determined context-sensitive actions the developers decided to pre-program. You might want to try to sprint through a narrow alleyway between two close buildings to chase a courrier, but if you're just a few pixels off, you end up jumping up the side of the wall and climbing to the top of the building. And then it's a pain in the ass to get back down, and the courrier is now two blocks away.

Assassin's Creed III - missing an alley way
Because I wasn't lined up perfectly, the free run forces me to climb up this building,
when all I really wanted to do was chase the courier through this alley way.

Maybe I want to jump off of a building onto a nearby tree branch in order to stay above a group of enemy Redcoats that I'm trying to stealth past. But for some reason, the game decides to make my character leap past the tree branch and right into the middle of the group of bad guys. Now my cover is blown, I'm stuck in combat, and maybe I've even failed a bonus objective or two.

These sorts of problems could be avoided if the "climb" and "jump" commands were their own buttons separate from the "run" button...

[More]

Civilization V

Following up on my previous post about the Top 10 good ideas in Civilization V, here is a list of the opposite: the flaws and annoyances in the game's design that really grind my gears and make me nostalgic for the older games and wishing for dramatic changes in future sequels.

And since I'm always eager to provide constructive criticism where I can, I will propose ideas for addressing some of the problems with these features where relevant. The hope is that future games in the series will be able to learn from Civ V failures and successes and be better games.

Of course, any list of "good ideas" or "bad ideas" is going to be subjective. You may not agree with my opinions, and that's OK. If there's any features, mechanics, or design decisions that you really hate in Civilization V, its DLC, or its two expansions, please feel free to leave a comment!

...

[More]

Civilization V

With Starships released, an expansion for Beyond Earth announced, and support for Civ V apparently done, I thought it would be a good time to take a look back at the game. I'm going to spend a few posts to discuss what Civ V did right, and what it did wrong, so that future games can learn lessons from this iteration's successes and failures.

Here I will present a Top 10 list of my favorite new features, mechanics, and design philosophies in Sid Meier's Civilization V (and its two expansion). These are the elements of the game that stood out the most to me as contributing to the fun and addictiveness of the game, and which push the series in positive directions. Most of these features are things that I would probably like to see return in future sequels.

But even though my intent here is to shine glowing praise on Civ V, I'm not going to ignore the faults of even my favorite features. Some of these mechanics are great ideas, but still suffered from problems in execution. So I won't shy away from constructive criticism where applicable, and I'll make recommendations to improve these great features in the future.

In a future post, I will also look at the things that Civ V got wrong.

Of course, any list of "good ideas" or "bad ideas" is going to be subjective. You may not agree with my opinions, and that's OK. If there's any features, mechanics, or design decisions that you really love in Civilization V, its DLC, or its two expansions, please feel free to leave a comment!

...

[More]

Bloodborne title

I am absolutely loving Bloodborne! But now that I've already thrown heaps of praise at it in my review, I thought I'd take a bit of time to provide some constructive criticism. As much as I love the game, it does still have flaws and annoyances. With the load screen complaints being addressed via a patch that made them shorter and gave players something to read, there aren't many major flaws left in the game. Most of what remains are fairly nitpicky and trivial, and none of them are game-breaking by any stretch.

This post may contain explicit complaints and suggestions about mid and late-game levels, story, bosses, and items that could be considered spoilers if you haven't played that far into the game. Consider yourself warned...

Bloodborne - reading lore document
It would make sense for reading
lore documents to provide insight.

Before I get into suggestions for fixing things that I see as gameplay flaws, my first suggestion is going to be more of a thematic suggestion.

I think that reading the various lore notes scattered throughout the game should provide insight to the character. This provides incentive to read the documents (even on repeat playthroughs), and rewards players who actively explore the game's lore.

It also makes sense within the internal context of the game world, since reading the document does provide the character with insight into the world and its history. The character (in addition to the player) is learning something about the world, and so that should be mechanically enforced with the receipt of insight. In fact, I would even propose that reading the notes could even provide two insight.

If this suggestion were to be implemented, then I can definitely see a need to relocate the first lore documents ...

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Grid Clock provided by trowaSoft.

A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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