Why Sea Shanties Captivate in Assassin's Creed Black Flag

2026-07-09T08:00:00+01:00 | 3-minute read

Fact Sheet
Original Title
Assassin’s Creed IV: Black Flag
(Assassin’s Creed Black Flag Resynced)
Genres
Adventure
Stealth Action
Release Date
October 29, 2013 (PlayStation 3, Wii U, Xbox 360)
November 15, 2013 (PlayStation 4)
November 19, 2013 (Windows)
November 22, 2013 (Xbox One)
December 6, 2019 (Nintendo Switch)
September 14, 2021 (Google Stadia)
July 9, 2026: Resynced (PlayStation 5, Windows, Xbox Series)
Length
HowLongToBeat: 23.5-41 hours
Reviews
Eurogamer: 3/5
GameSpot: 7/10
OpenCritic: 85/100
Creators
Developer: Ubisoft Montreal / Ubisoft Singapore
Publisher: Ubisoft
Platforms
Epic Games Store: Resynced
Microsoft Store: Original / Resynced
PlayStation 4: Original
PlayStation 5: [Resynced] (https://store.playstation.com/en-gb/concept/10013987)
Steam: Original / Resynced
Switch: Original
Xbox One: Original
Xbox Series: Resynced

Website

Ubisoft Singapore, the studio which handled the Resynced remake of the best Assassin’s Creed by far, knew how important sea shanties are to the game. They recorded a dozen of new ones and even mentioned them in the reveal video. It’s not like Black Flag is a rare game with authentic songs from the era where it’s set, yet its sea shanties are the first thing that comes to mind when I think of it, even if it has plenty of other charms. Why is that?

Asssassin’s Creed IV: Black Flag

Do they suit the Caribbean pirate fantasy? Obviously. Do they sound great but not too polished? Absolutely. Do they fill a single-player space with the social aspect of character camaraderie? Rather yes than no. Are they collectibles that are actually worth collecting? Kinda. Is it smart layering of different harmonies? I don’t know, I’m not an expert. Are they dynamic enough to not get boring? Just enough. But I feel the reason they’re so memorable lies somewhere else: it’s a rare example of correctly using liminal video game space, both mechanical and environmental.

Asssassin’s Creed IV: Black Flag

Open-world games are naturally filled with activities that make me busy rather than happy, they cry “Freedom!” at me instead of liberating me with the right mood. Sea shanties in Black Flag are the opposite. They let me breeze and meditate as I’m traveling the open sea. Few other things attract my attention and I can feel the freedom instead of pretending to experience it. That’s why so much slamming of the Ubisoft “formula” is excessive and lacks nuance, as Ubisoft games can be some of the best performers and worst offenders at the same time, often in its shortest loops. At least this is what comes to my mind as I’m picking up more marine debris.

Asssassin’s Creed IV: Black Flag

I don’t want games to constantly throw “fun” at me. It’s overwhelming. Don’t bother me with hideous question marks. Random NPC approaches feel artificial and are only useful for filling up a counter somewhere deep in the campaign progression menu. You’re already taking enough space, video games! Give me some. I’ll appreciate it!

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My name is Anton, I’m a video game creator who proudly overthinks tiny aspects of game design. Every week, I take a game I’ve been playing and find a detail that may often not be its main focus. But it still deserves love, doesn’t it? Besides these aspects, I pay special attention to general game flow and game feel.

When I play new games, I like to take notes. They often end up messy, and I can’t share them with anyone. I even have trouble reading them later myself! So now I turn them into cohesive posts that not only I but others can read. I also need every excuse I can get to play new games, old games I’ve never played, old games I have no excuse to replay as well as games outside my comfort zone.

I try to avoid spoilers for the newer games I bring up, but sometimes I see no better way to make a point. So if you don’t want to be spoiled, I recommend avoiding the posts on the games you haven’t played but plan to play.

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