Nightmare Fuel: Assassin's Creed IV: Black Flag
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Assassin's Creed 4: Black Flag
- We find out what happens to Desmond after Assassins Creed III. Abstergo uses his DNA to research his lineage (Sample 17). How exactly do they do that? They take his blood and saliva from his dead body. Generous donor, indeed.
- They also talk about material extraction, which presumably means they took things like organs (or at least tissue) during the autopsy as well. Nice thing to do to the guy who died saving the world...
- They could have at least taken his body out of the Temple and to an actual morgue or something rather than doing it right where he died.
- By extension, it's shown what touching that artifact did to Desmond: it burned his skin black, and fused the bones together in his right arm. "It will be painless..." Yeah, NO.
- The Subject Zero tapes as well, which deal with an early experiment in Animus technology from the eighties which does Arc Welding in explaining how you can relive the past without being a direct relative. What is scary is when researcher Aileen Bock decides to start testing it on herself and her growing paranoia, justified, that that asshole Dr. Vidic is stealing her research. Pretty creepy.
- Adéwalé explaining life on a plantation to Edward.
Adéwalé: And let me tell you something, Breddah. Boiling sugar is near the hottest thing on this Earth. Just a touch on the skin will stick like birdlime and burn on, leaving a terrible scar.
- Truth in Television: any chef will tell you the thing they fear most is molten sugar. Knives will stop. Pots will bounce, and water will splash off. Sugar will cling to you and burn to the bone.
- The Mushroom Samba of Edward Drowning My Sorrows has a lot of unsettling images, but the scariest is Edward swimming underwater to the surface, covered with dead bodies and sharks feasting on them. The story of the Jackdaw is particularly unsettling, and the whole thing has a weird Far Cry or BioShock Mind Screw vibe.
- The Jackdaw Fable is told at what seems to be a party, where three targets show up in distorted Eagle Vision color. The moment you assassinate them, there's a flash, and they turn from soldiers to normal civilians/Assassins while the other guests just surreally point at you. And a detail easily missed is the hanging corpses on the right side... some of whom look suspiciously like Edward's friends, including Caroline.
- Black Bart is himself highly frightening, especially when he gives his Rousing Speech to his crew, despite comporting like a pirate, he's more comfortable and less funny and odd looking than the other pirates, mostly because of his Dissonant Serenity, even in his death. It's mostly the coldness in his eyes though. He's every bit the scary, Satanic pirate that people imagine them to be, complete with Dark Messiah appeal.
- Most, if not all of the creatures that inhabit the water.
- Diving for shipwrecks? Everything tries to kill you. But the worst are sharks, especially one that makes a flooded mineshaft its lair. The game makes a point of telling you to avoid it, as you won't be able to escape if it spots you.
- Almost worse are the moray eels that hide in holes and suddenly grab you...
- The environment alone is terrifying: You're swimming along the ocean floor and most of the time the only air you have is what you can hold in your lungs. And several times you have to navigate underwear tunnels and caves, a terrifying idea for anyone even mildly claustrophobic.
- Harpooning? Be prepared for sharks to jump right at Edward, or whales to nearly fall on you.
- One mission has you sneaking through a swamp at night, and one conversation mentions how crocodiles roam the waters. If you miss this and decide to take a shortcut through the water, you'll easily miss them sneaking up on you, and suddenly you're being attacked, barely able to see anything.
- One poor NPC isn't even safe on land in this mission. As you move through trees and rafters to keep up with a group of soldiers rowing in a boat, one comments that he's certain there's something in the water following them. They approach an outpost and another soldier walks up to talk with them a moment and confirm their status. Suddenly, a crocodile explodes from the water and grabs him, dragging him under. You're probably just as scared as the other soldiers at this.
"It took him! It took him! I told you!"
"Just row, for godsakes! Row!"
"I told you there was something! Didn't I tell you? Oh God..."
- Hunting big cats can easily turn in you being the hunted. Especially when you think you are safe in a tree, only to realize that they can climb trees too, and a lot faster at that.
- Blackbeard's big speech.
- How he deals with Nassau's medicine shortage.
- The buildup during that mission only makes it worse. First, you find Hornigold repairing his ship, apparently after a fierce battle started by Blackbeard. After that, you sneak through a heavily-guarded patch of water, having to track down Blackbeard by following a path of wrecked navy ships and survivors. It gets worse if it happens to be foggy or stormy and you can't see what's in store ahead of you...
- The mission from Sequence 2: A Man They Call Sage, gives you a good taste of how scary it can be to be on the receiving end of an Assassin attack. You start the mission escorting your Templar allies as they take the sage to the governor's castillo. The thing is, if you listen carefully you can hear the trademark sounds of Assassins shanking nearby guards and, if you look behind you at the right times, you can see them darting in and out of cover as they close in. Suddenly, you have a lot more sympathy for the guards you slaughter mercilessly on a regular basis, because you're essentially playing one of those escorting guards!
- In the modern-day segment of the game, what John / Roberts / Aita had planned for R-L. And it would have succeeded if Juno inexplicably decided not to do so.
- From that same scene, Juno's face.
- The moment when you wake up after having been drugged by John and find that you are Alone with the Psycho. Never before have you been more relieved to see ''Abstergo guards coming in with guns drawn''.
- Not to mention the creepy, creepy sticky notes left all over the place.
- And what message do the sticky notes carry? Nothing less than the Manifesto of the Instruments of the First Will, a newly minted cult that aims for nothing less than the total enslavement of humankind to the First Civilization survivor Juno. Voluntarily. "We Surrender", indeed.
- Given John/Aita's last words before being gunned down, it's implied that the cult and manifesto were at least partly his doing.
- Consider that every time you ignore a person to be rescued at sea while sailing about looting chests and doing missions, you're condemning a man to die by exposure or sunstroke on the open sea, when all you had to do was sail their way and press a button.
- The final mission at the Observatory is this. When Edward arrives, the Spanish soldiers led by Torres have been busy, murdering the local Taino people. The way through the jungle, the pools, the streams is filled with corpses, burning huts, settlements and soldiers about to execute captives. All of a sudden Torres is not so Affably Evil anymore.
- Then there's the Observatory's 'defenses'. They look like normal rows of light until you step into them, whereupon you're essentially burned alive instantly. Anyone who gets thrown into that light are completely disintegrated with only a faint red mist left. And for true Videogame Cruelty Potential, the optional objectives, which the real Edward actually did, involves throwing four guards into those lights.
- Furthermore, during this mission, one Spanish soldier who has been injured is lying off to the side before you even enter the room. Though Edward may not be able to understand him speaking in Spanish, he's clearly terrified, pleading along the lines of "Please, I don't want to die!"
- The Templar practice of manipulating and hiding events throughout history is taken to new heights in the fourth title. The animus allows a level of propaganda to reach the general public unlike anything before.
- Their monopoly on animus technology allows them to edit and alter existing real life footage to give the impression they desire. Namely vilifying the Assassins and portraying themselves as champions of order. It's one thing for a historian to say this is how history went down, it's still only an opinion, but genetic memory changes that. Any Templar backed account of history will be seen as indisputable fact.
- They have begun the character assassination of the Creed's heroes, the evil bastards they stopped being lauded as heroic martyrs and are using their very memories against them. It feels a lot like the villains have already won.
- Charles Vane's Sanity Slippage. It was funny at first, seeing him babble and become totally incapable of hunting anything, but then he gets guns and grenades and starts hunting YOU. And then he starts saying nursery rhymes about him killing you and leaving you to die as he laughs.
- The Legendary Ships have a somewhat sinister air about them. Because you're not allowed to board them, you never see or encounter their crew, making it almost seem as it the ships themselves are alive and out for your blood. Especially El Impotulo whose main tactic is to chase you down and ram you into submission.
- The evils of slavery are EVERYWHERE in Port'au'Prince. One of your first missions is preventing an Overseer running down a slave woman and causally executing her. Pretty standard stuff, right? Then it happens again, and again, and again. You realize this is a common thing and Adewale can't be there for even a fraction of the slaves executed for trying to escape.
- This is supplemented by all the slaves who are held in cages, being forced to drink from horse troughs, being whipped to death, and sold like cattle at auctions. The DLC very deliberately makes it impossible to rescue everyone and the trade continues on even when Adewale interrupts it. Becomes Fridge Horror when you realize all of this stuff really happened.
- The penultimate mission. Adewale watches a slave-ship assaulted by the Governor's forces in retaliation for Adewale's actions. Adewale struggles to rescue as many slaves as possible but he's unable to get a fraction of them free before the ship falls apart around him. At one point, you're forced to watch dozens of slaves hanging upside down as they're drowned around you, Adewale unable to do a damned thing about it. This event triggers Adewale's Despair Event Horizon and Roaring Rampage of Revenge.