I liked it.
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This review was based on the PS3 version of the game.
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Ah...where to begin?
If like anyone worth their geekish salt you find the prospect of a game with Leonardo Da vinci and Niccolo Machiavelli in it sexually excites you, you'll like Assasin's Creed II; indeed, that's where the game's draw began for many people.
If like me you played the first game and were clever enough to realize that there was no way in Hell Ubisoft was going to let that ending lie, the game's marketing campaign began some time in 2007.
It's been a long an arduous two years, but now AssCreed II (does that sound like a porno?) is here and ready to prove its mettle. The obvious question is: does it surpass its oft-mocked predecessor?
Yes.
Yes it does.
Much like before, the storyline will be the draw for many people: 'Creed II picks up twenty seconds after the ending of the first game, with Lucy having gone Bat-shit insane and murdered her co-workers. Desmond Miles, everybody's favorite funtionally retarded hoody-clad barkeep, hops back into the Animus Device (just read a plot synopsis!) and synchs up with a new ancestor-- one Mr. Ezio Auditore da Firenze (The Flying one of Florence). From there the franchise's dual-plot storyline kicks off: Desmond undergoes a Matrix-esque quest to master the ways of the Assassin using Ezio's memories, while Ezio engages in womanizing and youth violence.
Umm-hmm.
In case that last sentence didn't make it obvious, Ezio is a bit harder to like than Altair-- and that's saying something.
In the first game the titular assassin was a selfish, bloodthirsty sociopath who murdered, stole, and trespassed like he got off on it or something. However, he was visibly unsure in his convictions, even regretting the necessity of his target's deaths several times; he was unsympathetic in the long run, however, which made him a rock-solid, empathizable character (See: Pitch Black). Ezio, on the other hand, always takes time to offer a brief eulogy (and I mean very brief) whenever he slays his ultimate target; the game tries to portray him as a tragic figure, who's out only to avenge the wrong done to his family. However, the mountains of prostitutes, corpses, and empty purses he invariably leaves behind make it hard to really get behind the character (see: Alex Mercer Syndrome).
Of course, that's just a nitpick; and Ezio's character does mature and evolve eventually (courtesy of the game's stellar writing). Still, it just seems rather strange, given that Altair was relatable on everything past the tutorial.
Speaking of, 'Creed II learned from that obnoxious plot twist in its precursor (that one near the beginning) and starts you off with nothing more than your fists and the block button-- you have all the navigation techniques and combat moves, but your equipment is just rubbish.
This brings us neatly to the game's frequently touted economy system: whenever you want to buy healing items (there's no regenerating health this time around), upgrade your tools, or repair your armor, you have to seek out one of many liberally-placed doctors and blacksmiths; you then hand over some money and go your merry way. The in-game currency can be earned several ways: you can filch it from the random passers-by, carry out a contract hit, or just walk from point A to point B on the map to continue the plot. Earning money is way too easy, which begs the question of why they bothered to include it-- and once more, one has to wonder whether or not there was ever a game where item degradation was a good idea...besides Warrior Within, that is.
While we're on the topic, I can't help but shake the feeling that 'Creed II is just a really convoluted way for Ubisoft to remind us that they made Sands of Time. There's a much greater emphasis on linear platforming this time around, both inside the open world and inside closed locations (like in SoT); the story is a about a brash noble with a smart mouth (like the one in SoT) who's out to avenge the death of his father (like in SoT), all the while acting out a high-concept historical fantasy with a curious emphasis on black humor and British swearing (like in SoT). Also, the combat sucks balls (you guessed it!) and is gratuitously brutal and violent (like in Warrior Within).
____________________________
____________________________________________ AAARGH!
In addition to the combat and economy being retooled, the mission structure itself has been worked over-- now instead of being assigned a single target and working through a series of investigations, the questline is much more streamlined and traditional; you're told your ultimate objective, and then you proceed through a linear set of story missions to get to that point. Boo.
Accompanying the new, far more generic open-world structure is another frequently mentioned aspect: the new notoriety system. Whenever you do something impressive where people can see you, you'll become slightly more notorious-- and when your level gets maxed out, every guard in the game world will attack you on sight. You can keep your noteriety level low by tearing down wanted posters, bribing town criers to shut up, and killingcorrupt government officials. Naturally, however, Ubisoft did something to bung up the system:
First of all, aerial assassinations should NOT increase your noteriety level when there's nobody around-- you just killed the guy, it's not like he's going to tell anyone. The same principle applies to ledge takedowns and double assassinations (Didn't you know? He has two hidden blades!): even when there's nobody around to witness it, special kills send your noteriety up a notch. Bigger Boo.
Wrapping up, I'd like to mention the graphics and sound-- the effects are as good as ever, and the game ditches the original's vaguely techno/string score in favor of an ever-present Pirates of the Carribean-esque orchestral mix. As for the graphics...you saw that screenshot up there, right?
Bottom Line: It's more Assassin's Creed, only improved-- there's more tower scaling, more leaping into bales of hay, and more neck-knifing. The story might not be as developed as the original, but it's stillcompelling impressive in its own right. Plus, I learned how to say 'Cocksucker' in Italian!
Recommendation: **GRADE A SPOILER** There's a mission where you storm The Vatican and strangle the pope to death--make of that what you will.**SPOILER OVER** I, for one, enjoyed it a lot... Come to think of it, my French tickler hasn't seen use in a while...
If like anyone worth their geekish salt you find the prospect of a game with Leonardo Da vinci and Niccolo Machiavelli in it sexually excites you, you'll like Assasin's Creed II; indeed, that's where the game's draw began for many people.
If like me you played the first game and were clever enough to realize that there was no way in Hell Ubisoft was going to let that ending lie, the game's marketing campaign began some time in 2007.
It's been a long an arduous two years, but now AssCreed II (does that sound like a porno?) is here and ready to prove its mettle. The obvious question is: does it surpass its oft-mocked predecessor?
Yes.
Yes it does.
Much like before, the storyline will be the draw for many people: 'Creed II picks up twenty seconds after the ending of the first game, with Lucy having gone Bat-shit insane and murdered her co-workers. Desmond Miles, everybody's favorite funtionally retarded hoody-clad barkeep, hops back into the Animus Device (just read a plot synopsis!) and synchs up with a new ancestor-- one Mr. Ezio Auditore da Firenze (The Flying one of Florence). From there the franchise's dual-plot storyline kicks off: Desmond undergoes a Matrix-esque quest to master the ways of the Assassin using Ezio's memories, while Ezio engages in womanizing and youth violence.
Umm-hmm.
In case that last sentence didn't make it obvious, Ezio is a bit harder to like than Altair-- and that's saying something.
In the first game the titular assassin was a selfish, bloodthirsty sociopath who murdered, stole, and trespassed like he got off on it or something. However, he was visibly unsure in his convictions, even regretting the necessity of his target's deaths several times; he was unsympathetic in the long run, however, which made him a rock-solid, empathizable character (See: Pitch Black). Ezio, on the other hand, always takes time to offer a brief eulogy (and I mean very brief) whenever he slays his ultimate target; the game tries to portray him as a tragic figure, who's out only to avenge the wrong done to his family. However, the mountains of prostitutes, corpses, and empty purses he invariably leaves behind make it hard to really get behind the character (see: Alex Mercer Syndrome).
Of course, that's just a nitpick; and Ezio's character does mature and evolve eventually (courtesy of the game's stellar writing). Still, it just seems rather strange, given that Altair was relatable on everything past the tutorial.
Speaking of, 'Creed II learned from that obnoxious plot twist in its precursor (that one near the beginning) and starts you off with nothing more than your fists and the block button-- you have all the navigation techniques and combat moves, but your equipment is just rubbish.
This brings us neatly to the game's frequently touted economy system: whenever you want to buy healing items (there's no regenerating health this time around), upgrade your tools, or repair your armor, you have to seek out one of many liberally-placed doctors and blacksmiths; you then hand over some money and go your merry way. The in-game currency can be earned several ways: you can filch it from the random passers-by, carry out a contract hit, or just walk from point A to point B on the map to continue the plot. Earning money is way too easy, which begs the question of why they bothered to include it-- and once more, one has to wonder whether or not there was ever a game where item degradation was a good idea...besides Warrior Within, that is.
While we're on the topic, I can't help but shake the feeling that 'Creed II is just a really convoluted way for Ubisoft to remind us that they made Sands of Time. There's a much greater emphasis on linear platforming this time around, both inside the open world and inside closed locations (like in SoT); the story is a about a brash noble with a smart mouth (like the one in SoT) who's out to avenge the death of his father (like in SoT), all the while acting out a high-concept historical fantasy with a curious emphasis on black humor and British swearing (like in SoT). Also, the combat sucks balls (you guessed it!) and is gratuitously brutal and violent (like in Warrior Within).
____________________________

____________________________________________ AAARGH!
In addition to the combat and economy being retooled, the mission structure itself has been worked over-- now instead of being assigned a single target and working through a series of investigations, the questline is much more streamlined and traditional; you're told your ultimate objective, and then you proceed through a linear set of story missions to get to that point. Boo.
Accompanying the new, far more generic open-world structure is another frequently mentioned aspect: the new notoriety system. Whenever you do something impressive where people can see you, you'll become slightly more notorious-- and when your level gets maxed out, every guard in the game world will attack you on sight. You can keep your noteriety level low by tearing down wanted posters, bribing town criers to shut up, and killing
First of all, aerial assassinations should NOT increase your noteriety level when there's nobody around-- you just killed the guy, it's not like he's going to tell anyone. The same principle applies to ledge takedowns and double assassinations (Didn't you know? He has two hidden blades!): even when there's nobody around to witness it, special kills send your noteriety up a notch. Bigger Boo.
Wrapping up, I'd like to mention the graphics and sound-- the effects are as good as ever, and the game ditches the original's vaguely techno/string score in favor of an ever-present Pirates of the Carribean-esque orchestral mix. As for the graphics...you saw that screenshot up there, right?
Bottom Line: It's more Assassin's Creed, only improved-- there's more tower scaling, more leaping into bales of hay, and more neck-knifing. The story might not be as developed as the original, but it's still
Recommendation: **GRADE A SPOILER** There's a mission where you storm The Vatican and strangle the pope to death--make of that what you will.**SPOILER OVER** I, for one, enjoyed it a lot... Come to think of it, my French tickler hasn't seen use in a while...
This review was based on the PS3 version of the game.