Why Assassin's Creed III: The Tyranny of King Washington is Still the Weirdest DLC Ever Made

Why Assassin's Creed III: The Tyranny of King Washington is Still the Weirdest DLC Ever Made

You remember George Washington as the guy who couldn't tell a lie about a cherry tree, right? Or the stoic face on the dollar bill. Well, Ubisoft Montreal decided to take that icon and turn him into a bloodthirsty, scepter-wielding megalomaniac. It was a massive gamble back in 2013. Honestly, looking back at Assassin's Creed III: The Tyranny of King Washington, it remains one of the most bizarre and gutsy creative pivots in the history of the franchise. It didn't just add a few missions. It broke the reality of the series.

Usually, Assassin's Creed clings to "history is our playground" where they tuck fictional characters into real gaps in the timeline. Not here. This is a full-blown "Infamy" alternate reality.

The Problem With the Apple of Eden

The premise is simple but messed up. Washington gets his hands on an Apple of Eden. Instead of resisting its pull like a hero, he succumbs. He crowns himself King of the United States. He builds a giant pyramid in the middle of New York City. Seriously. A pyramid. It’s tacky, terrifying, and completely out of character for the real-world General, which is exactly why it works so well as a "What If" scenario.

Ratonhnhaké:ton—the protagonist we know as Connor—never joins the Assassins in this timeline. He wakes up in a world where his mother, Ziio, is still alive, but his village is being incinerated by the Continental Army. It’s a gut-punch.

Supernatural Powers Changed Everything

Wait, let's talk about the gameplay. This wasn't just Assassin's Creed III with a new coat of paint. It introduced "Spirit Powers."

  • Power of the Wolf: You become invisible. You can literally walk through guards. It felt like Splinter Cell met Skyrim.
  • Power of the Eagle: This was basically a teleport. You’d target a ledge, turn into a ghostly bird, and zoom there instantly. It solved the one thing everyone complained about in the base game: the tediousness of traveling through the Frontier.
  • Power of the Bear: You slam the ground and everyone around you flies back. It’s pure power fantasy.

They were broken. Totally overpowered. But in a three-episode DLC structure, being a demigod felt earned because the world was so much more hostile. The guards weren't just redcoats anymore; they were the enforcers of a divine monarchy.

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A Three-Part Epic

Ubisoft released this in chunks: The Infamy, The Betrayal, and The Redemption.

In The Infamy, you’re in the Frontier. It’s cold, snowy, and miserable. You’re learning the ropes of your new tribal abilities. By The Betrayal, you’ve moved to Boston. This is where the stealth mechanics really get tested because the city is crawling with "Bluecoats" who want your head on a platter. Finally, The Redemption takes you to New York.

The New York of this DLC is unrecognizable. The sky is choked with smoke. That massive pyramid—the "Sky Palace"—looms over the slums. It’s a visual representation of how power rots everything it touches. Seeing the symbol of American liberty turned into a literal throne for a tyrant is a heavy image. It stays with you.

Why People Hated It (And Why They Were Wrong)

Critics at the time, including some voices at IGN and GameSpot, felt the supernatural elements "ruined" the grounded feel of the series. They argued that Assassin's Creed should stay stuck in the mud of historical realism.

They missed the point.

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The base game of Assassin's Creed III was heavy. It was a tragedy about a man caught between two worlds, losing his family, his land, and his mentor. Assassin's Creed III: The Tyranny of King Washington provided the catharsis Connor deserved. It allowed him to be a legendary warrior of his people without the constraints of the Assassin Brotherhood’s strict code. It was a playground.

Also, let's be real: the naval combat in the third episode? Still fantastic. Even in an alternate reality, sinking ships is fun.

The Legacy of the Tyrant

We see the DNA of this DLC in almost every modern Ubisoft game. The "mythical" expansions for Assassin's Creed Odyssey (The Fate of Atlantis) and Valhalla (Dawn of Ragnarök) owe their existence to King Washington. This was the proof of concept. It proved that fans would accept magic and mythology in a historical series as long as the core combat and parkour remained solid.

It also touched on the dark side of the American Dream. It’s a cynical piece of media. It suggests that even the most "noble" men are one powerful artifact away from becoming the very thing they fought against. That’s a sophisticated theme for a game where you can turn into a spectral wolf.

Real Details You Might Have Missed

If you go back and play it now—especially in the Remastered version—look at the way Washington carries himself. They didn't just make him a generic villain. They kept his dignity. He still speaks with the cadence of a leader. He truly believes he is doing what is necessary for the stability of the new nation. That makes him way scarier than a mustache-twirling bad guy.

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He’s a man who loves his country so much he’s willing to kill everyone in it to keep it "safe."

How to Play It Today

If you want to experience this, don't buy the standalone DLC if you can help it.

  1. Get the Remastered Edition: It’s included in the Assassin's Creed III Remastered package, which often comes free with the Assassin's Creed Odyssey season pass.
  2. Play the Base Game First: You need the context of Connor’s relationship with Washington to feel the sting of his betrayal in the DLC.
  3. Don’t Rush: The side missions in the DLC (like the "Attack Convoy" or "Help the Hungry") are actually important for leveling up your spirit abilities.

The game isn't perfect. The stealth can still be clunky. The "Wolf" power drains your health, which can be annoying in long sequences. But as a piece of "What If" fiction, it’s unparalleled in the genre.


Actionable Insights for Players

  • Focus on the Wolf Power early: It is the single most useful tool for navigating the high-density guard areas in Boston and New York. Use it to bypass rooftop snipers who are notoriously aggressive in this version.
  • Manage your health bar: Remember that using supernatural abilities in this DLC consumes your health, not a mana bar. Keep an eye on your sync levels or you'll desynchronize right in the middle of a cool takedown.
  • Look for the Lucid Memory artifacts: These are scattered throughout the three episodes. They provide small narrative breadcrumbs that explain how this timeline diverged from the one we know.
  • The "Bear Slam" is your crowd control: When you get surrounded by the heavy Jäger units in New York, don't try to parry everyone. Use the Bear power to clear the floor and reset the fight. It saves time and frustration.

Ultimately, this expansion stands as a testament to a time when big-budget sequels weren't afraid to get weird. It takes the most important figure in American history and asks a terrifying question, then gives you the tools of a demi-god to find the answer. It’s worth the 10 hours it takes to see it through to the end.