
In naval combat, both real and pretend, the ability to turn quickly and to position the ship advantageously in order to deliver a broadside (cannons are on the sides of warships) is essential. And so the ships move much faster than they would in real life, as fast as a speedboat at top whack, although the feel of the ship rocking through the surf does not reveal this artifice to the player. They prefer "credibility." In fact, it's a good choice.Ī realistic sail-based naval warfare game might have a certain appeal, but as an action game, it would fail. Realism is not a word that the Ubisoft marketers are using for Black Flag. "We want it to feel like this big heavy ship with a crew and weapons and the feeling of the waves hitting the ship." "We worked a lot with the physics of the ship," said Ashraf Ismail in an interview with Polygon. This is not to disparage the work that has been done by Ubisoft Montreal to iterate on man-based stealth and combat, merely to point out that the naval sections of the game feel fresh and new and that, on this evidence, they feel right. I spent about seven hours playing a controlled demo, and was more happy, by far, when in control of the game's star ship, the Jackdaw, than when merely going through the familiar Assassin's Creed motions with her human captain Edward Kenway. In Black Flag the combat systems, motion simulations, tactics and progression levels have been enhanced significantly, not to mention next-gentrified graphical and audio fidelity as well as the freedom of an open world.

Optional and linear naval battles were featured in Assassin's Creed 3, and were well received. The sea moves in a particular way, grips and slides ships with a motion and a weight that is much more difficult to reproduce than a Panzer IV grinding over dunes or a Mustang spinning in the air.

In the past, historic naval warfare has been limited in action games, partly because real battles were a slow business of tracking and disabling sailing ships, and partly because it is a difficult thing to recreate convincingly. About 40 percent of the new game, set in the Caribbean during the time of rampant piracy, is set aboard ship, with the rest of the game taking the more familiar tack of landlubber activities like climbing houses, sneaking through shrubbery or assassinating dead-eyed officials in back alleys.
