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critical analysis, game studies

Playing Freedom

A video documentary on how Assassin's Creed IV: Black Flag, Freedom Cry turns the history of slavery into something playable, told through Adéwalé, a formerly enslaved man, and asking what that translation actually costs.

Critical analysis · Game studies · Video documentary · Global Design Culture

video documentaryfull piece

The documentary is the deliverable for this project. Everything below is context for what you're watching, not a substitute for it.

01

What this is examining

Freedom Cry shifts Assassin's Creed's usual perspective onto Adéwalé, a formerly enslaved man, and structures its world to communicate labour, control, violence, and resistance through environment as much as narration. This documentary looks at how that environmental and narrative design represents slavery specifically, and what happens to historical trauma when it gets reshaped into a playable, commercially distributed format. The same historical setting can carry a completely different meaning depending on the design choices made around it, and that's the actual subject here: not whether the game is good, but what its design does to the history it's depicting.

The analysis draws on maps, official artwork, in-game screenshots, and original gameplay recordings, cross-referenced against academic writing on video games and colonialism, environmental storytelling, and cultural heritage representation in games.

02

Why this format

A written essay can describe environmental storytelling. It can't actually show you the thing it's describing happening in real time, the way the game's pacing, camera, and spatial design work together to communicate something the dialogue never says outright. A video documentary lets the analysis sit directly next to the footage it's analysing, which matters specifically for a project about how a game's environment does its communicating.

On sourcing. In-game footage combines cited YouTube walkthrough material with original recordings I captured myself. This documentary was produced for educational purposes and was not presented, screened, or distributed publicly beyond the course submission.
03

The scholarship underneath it

This sits inside a growing body of work on what happens when colonial history and chattel slavery get adapted into mainstream, commercially driven game design. Williams writes on the experience of representing Black history through play. Harrer frames mainstream game design as a kind of neocolonial practice in its own right, regardless of authorial intent. Mukherjee's work on coded colonialism asks who actually gets agency in these narratives versus who remains a backdrop for someone else's story. Balela and Mundy, alongside more applied writing on environmental storytelling, gave me the design vocabulary to actually name what Freedom Cry's spaces are doing, beyond just describing them as "atmospheric."

Williams, A. (2020) Torture, play, and the Black experience. Game Journal, no. 9.
Tilly, G. (2025) Video games and slavery. ETC Press.
Balela, M.S. and Mundy, D. (2014) Analysing cultural heritage and its representation in video games. Proceedings of DiGRA 2014.
Harrer, S. (2018) Casual empire: video games as neocolonial praxis. Open Library of Humanities, 4(1).
Mukherjee, S. (2020) "Truly an age of empires?" Coded colonialism and subaltern histories in videogames. DiGRA Italia 2020.
GameDesignSkills (2026) Environmental storytelling in video games.
04

Where I'd take this further

The hardest part of this project wasn't finding sources, it was staying disciplined about the difference between describing a design choice and judging the game's intent behind it. A commercial studio's reasons for a design decision and the actual cultural effect of that decision aren't always the same conversation, and I tried to keep those separate rather than collapsing them into a single verdict. If I extended this, I'd want to put Freedom Cry next to another game handling comparably difficult history, to see whether the patterns I found here are specific to this one title or true of how the medium handles historical trauma more broadly.