Sunday, July 12, 2015

Super Nerd Sundays Presents: Assassin's Creed Liberation: Wherein I Acquire the Prettiest of Dresses!



After completing Assassin's Creed: Freedom Cry I decided to dive in to Assassin's Creed: Liberation.  It was, at least in part, influenced by my drive to remove the last vestiges of Assassin's Creed 3 and Assassin's Creed: Black Flag from my hard drive.  Those games, while amazing, have been taking up space on my disk for almost two years.  There was another less silly motive at work, however: still stinging from Freedom Cry's ham-fisted Africanization of all people of color, I wanted to see if Liberation, with its tight focus from the ground up on a mixed-race female protagonist living in colonial North America during the time of the revolution, might do better.

I was not disappointed.

Part of what I found so irksome about Freedom Cry was the tacked on feel of the whole affair, the way it felt less like an attempt to tell a story the developers found important, and more a mercenary attempt to tap an underserved market.  Freedom Cry felt half baked, as if someone in the office pointed out that it was conspicuous that characters of color were so frequently absent from video games and, in a rush to make up the difference, Ubisoft Montreal threw together a game after reading a Wikipedia entry on the slave trade.  The story was light, the mechanics nearly carried over from Assassin's Creed: Black Flag wholesale, with a slight dumbing down for the sake of streamlining progression.  The only real new edition, the slave economy, seemed to function as a sort of background noise.  Whenever the slave trade or the issue of slavery entered the plot, it was haphazardly engaged with at best.  A mission objective here, a cutscene there, an aside in a conversation in the other place.  With the exception of one mission, in the midst of the plot, there was little mechanical relationship between Adewale's history as a slave and the gameplay I engaged in through him.

Liberation takes the opposite approach.  Sure, it prominently features the running, jumping, and stabbing mechanics that players have come to know and love the Assassin's Creed series for, but those mechanics are overlaid with a "social visibility and context" mechanic that relies heavily on protagonist Aveline's position in society as a woman of mixed racial heritage.  See, Aveline has three outfits to choose from.  Depending on her style of dress, she becomes more or less noticeable in certain context, and acquires and loses certain abilities.  If Aveline dresses as an Assassin, she can run across rooftops and dish out hurt like nobody's business, sure, but she kind of stands out in a crowd.  A leather-clad woman covered in knives and pistols with the world's most fabulous braid will tend to do that.  If she wants to blend in and still move she can choose the slave outfit, which grants her a sort of invisibility when she's engaged in menial labor (varying, in this case, from just standing next to other people dressed like slaves or carrying boxes from place to place randomly) and lets her keep some of her combat abilities and, most importantly, retain her ability to navigate the world vertically by free-running.  If she wants to be treated like the lady of privilege she was born as, Aveline will need to choose to wear one of her many fine dresses.  Those let her walk through any areas that are not explicitly guarded, seduce men, fire darts from her pretty pretty parasol, and pick pockets and loot corpses while attracting little, if any, attention.  The downside: Aveline must behave in a "ladylike" fashion while dressed this way: no running up buildings, flashing her business to the world, no brandishing machetes or swords.  If you want to move at more than a brisk trot and fight with more at your disposal than a parasol and a pair of hidden blades, you'll have to abandon long skirts and the privilege they bring.

This "persona" mechanic both grants the game an explicitly (arguably offensively) feminine tone by asking players to engage in a layer of "dress up," a traditionally feminine play-construct, and engages with the idea of "passing" directly in its play structures.  To those who grew up in homogenous communities, here's how it works: when you're of mixed heritage, most people look at you and use cultural context clues to try and figure out "where you belong."  They assign a set of values and expectations to you based on your style of dress, since they have trouble sorting out what your expected social position might be based on the somewhat obfuscated context clue of skin color.  It's the tragic outcome of a tableau of racist habits, but it's a reality, one that black and mixed race identified people have been living with for their entire lives, and one that many people can spend their lives conveniently removed from.  Unfortunately, this fundamental aspect of personal identity is relatively rarely explored for how effusively it presents in our society.  Even "high art" forms rarely grappled with directly.  Nella Larsen, Walter Mosley and, to a lesser extent, Chester Hines are all authors who have touched on it to some extent, and I'm positive there are other literary examples that I'm not thinking of, but in "low art" forms, forms like video games and television, explicit discussion, or even subtextual discussion, is hard to come by.  Assassin's Creed: Liberation went so far as to make this a mechanic: if people see Aveline in slave garb, they'll assume she's black, the child of a slave perhaps and, as such, beneath notice so long as she attends to her duties.  If people see her in fancy clothes, they'll assume she's white, the child of a plantation owner, perhaps, and, as such, to be given every allowance so as to avoid any particular social conflicts that might come up.  Liberation's choice to engage with this dichotomy directly forces players to recognize the fluid nature of identity, and presses them into inhabiting a number of roles they might otherwise be unfamiliar with.

In my twelve hours of play, I spent a great deal of time in nearly every guise and, for many purposes, the relative invisibility of the slave persona was the most useful.  Aveline, still able to run around and capable of blending ubiquitously into a dehumanized labor force, was perfectly suited to infiltrating enemy compounds and emerging with sensitive materials in a hurry.  Likewise, if a mission called for me to avoid conflict or kill an isolated, easily seduced man, the lady persona would come out.  The underlying issues of identity politics and prejudice behind these mechanics were addressed only occasionally, but they were actually addressed, quite directly at times in the form of micro-aggressions directed at Aveline by members of high society while she was dressed as a lady, and in the form of the jeers of overseers and the oppressive "ticking clock" of detection that they present to her when she is dressed as a slave.  And even while not being directly addressed through play, the presence of these mechanics constitutes a compelling subtext upon which the game builds itself.  Players are forced to engage with the world as a woman, a member of a group of people already considered less than in Colonial society (and arguably still seen as such today), little more than property waiting to be claimed, or as a slave, a member of a group of people reduced to property freely traded in Colonial society, and examine the manner in which they can manipulate these circumstances to their benefit.

That's quite ambitious for a game originally produced for the PSP, but that Liberation is even willing to make the attempt is compelling.  Sure, it's not without its problems: Aveline's agency still relies on a number of sympathetic white men which, while realistic for the setting, is a bit disheartening to consider.  What's more, her privilege insulates her against some of the more terrible treatment that might have otherwise been visited upon her, treatment hinted at in the game's first mission, where Aveline is called upon to investigate the disappearance of slaves from various farms, and in another mission, later in the game, where she is mugged and held hostage by criminals.

But that begs the question: does Aveline's journey need to be about confronting the darkness of early America?  She does so at times, and in doing so acts as something of a role model.  She embraces the duality of her identity, finding strength in her ability to code shift at will and transcend the limitations of other's perceptions.  Aveline is her own person, more than the mere sum of her parts.  It is figures who see her and know her best through her Assassin persona, the one most thoroughly removed from cultural markers, who know her best: Gerard and Élise, her closest friends, see her as a capable young woman dedicated to improving the lot of others and generally cleaving to Enlightenment principles of freedom (indeed, her French heritage is no mistake in this regard).  There are exceptions to this rule: Agaté, her mentor turned foe, composes his perception of her in a highly racialized light, and is something of an abusive figure, especially in his final appearance, though this is mollified somewhat by Agaté's irrational turn later in the game wherein he begins to lash out at everyone around him for working against him while simultaneously withholding crucial information from those he works with.  Aveline, in the end, acts as something of a post-racial feminist superhero: she takes the qualities that people might criticize her for, the qualities that make her something of a misfit in society in general, and turns them into her greatest strengths.  She breaks every mold and takes every advantage that her status as a woman of color could grant her, while abandoning the parts that could hold her back.

While these mechanics do gloss over the underlying privilege that permits them, it's a sight better than Freedom Cry's construction of a character of color as an "also-ran."  Aveline's is that rarest of video game unicorns, a female protagonist of color who passes the Bechdel test in the game's opening bars.  Liberation's very existence as a game gives me hope.  Sure, I'm coming to it three years late, but it's still there, and its presence means that other, similar titles can and will emerge again.

No comments: