Showing posts with label Assassin's Creed 2. Show all posts
Showing posts with label Assassin's Creed 2. Show all posts

Nov 24, 2009

Bird Of Prey -- Assassin's Creed II Review

Two years ago, I called Assassin's Creed "the foundation for future games to build upon," with the potential to be considered among the best games of all time. With Assassin's Creed II, Ubisoft has taken leaps and bounds that rival Altair's and Ezio's own free-running acrobatics, and have created a game to rival most any other that I have had the luxury of experiencing. Assassin's Creed II is not a work of perfection, but taken as a whole it so satisfyingly delivers upon every aspect first laid out in its prequel, as well as a broad spectrum of new gameplay elements and non-gameplay additions that transcend the medium, that it is difficult to offer anything but praise for this superb title and the development team behind it.

The game is quite clearly a visual masterpiece, rendering the cities of Renaissance Italy in beautiful detail so rich that comparisons to their real-life counterparts yield only minor differences, inside and out. Standing atop the campaniles and church spires treats players to expansive cityscapes, and walking the old-world streets provides a romanticized look at what life (or at least tourism) may have been like at that time. Ezio's eagle vision very usefully changes all of this to a dark, cloud-covered void, revealing hidden secrets, mission objectives, friends, and foes in bright highlights, and when dealing with the latter, the game's combat animations, action-camera adjustments, and focal targeting heighten the tension and improve the cinematic experience. It is here, in the midst of such graphical achievement, that my primary complaints about Assassin's Creed II lie. Screen tearing and shadow pop-in, where nearer shadows are rendered more smoothly than distant ones, are common, and those shadows rendered at lower samples often appear to fluctuate until brought into the higher-quality range. These can be annoying initially, but even so, the effects tend to disappear with prolonged play.

Assassin's Creed 2

Improvement over time becomes a theme as one plays Assassin's Creed II; the characters, the plot, the gameplay mechanics, and the player all grow steadily from beginning to end. In doing so, the game's pace remains as steady or as segmented as the player wishes, because aside from the linear organization of the "memories" that comprise the story, the game features many side missions and personal ambitions for players to partake in. Unlike the previous game, where repetition was unavoidable, only these optional enterprises based on contract assassinations, races, message delivery, et cetera show any signs of monotony, and are all entered into by choice. The assassinations in particular are actually very varied, and can be approached from a number of imaginative angles.

Ezio himself is a solid lead to the finely crafted and intriguing plot. Along with the game's mechanics, he begins as an unrefined version of what he matures into over the course of roughly 20 hours of play; from a young, rash, untrained hothead, he develops into a skilled, tempered, and discerning assassin. He learns new ways of approaching and eliminating targets, such as leaping from above, ambushing from hiding places, ordering hired groups of thieves or courtesans to distract guards, or swimming below the water's surface and reaching up onto the deck of a ship to seize his prey. Even the simple act of blending with the crowd has become entirely natural, allowing Ezio to simply walk in and out of groups of people to avoid detection, stopping on benches when moving, human cover becomes unavailable to him.

Ezio also learns to use new weapons through the deciphering of Altair's lost codices by friend and ally Leonardo da Vinci, and can use money found throughout the cities of northern Italy (and plucked from the pockets of its inhabitants) to purchase new arms and armor, poison vials, dyes for his clothing, and medicine to heal his wounds. Weapons are rated according to their strength, speed, and ability to deflect enemy attacks, and armor improves health and reduces damage, but can be damaged itself, requiring occasional repair at the blacksmith's shop. These are more than just numbers, and they influence the game's combat mechanics to varying degrees. Of particular note is the deflection rating, which subtly widens the window of opportunity players have to counter incoming strikes as it improves. Details such as this connect players to the game in a way such that they are sharing in the development of the character and directly benefiting from the newest tools at his disposal, and also motivate the player to continually perfect the art of combat... from the controller end. The game rarely fails to reach out and include players in what is happening within its virtual walls.

The concept of the assassin stronghold returns in Assassin's Creed II, but unlike the perfunctory existence of Masyaf in Assassin's Creed, the Auditore Villa is yet another aspect of the sequel that grows by the player's hand. By building upon the many shops and other, less gameplay-related establishments in the town, its value increases and Ezio is allowed to buy new items at discounted prices. The art shop, which has no ties to the core gameplay but is slyly connected to certain aspects of the conspiracy theory plot, offers up a great many real paintings from the era in question, as well. Feathers found throughout the land and returned to Ezio's mother earn weapon and outfit rewards, and stone tablets from each of six hidden assassin's tomb locations in the various cities unlock special armor passed down from Altair himself. It is in these locations that old Ubisoft Montreal fans will find a vary special treat, because the environmental puzzles and swift, organized navigation of interior spaces experienced within mark a return to the Prince of Persia: Sands of Time formula sorely lacking from the newest PoP game, if only for six short -- but impressive -- segments.

Assassins Creed 2

Every aspect of Assassin's Creed II is seamlessly integrated into the game world and woven into the intricate story about murder, revenge, religious and political corruption, betrayal, and global conspiracy (I'm being deliberately vague in this area, because anyone reading this review should buy the game and experience it for him- or herself). Everything from the menus, to player deaths, to the mixed English and Italian dialog, to subtitles (which display both the spoken Italian and its English translation), to the ability to continue playing after the credits roll, etc. is explained through the story. Perhaps equally impressive is the painstaking detail with which real historic landmarks and personalities are cataloged in a part-fact, part-fiction database. Together with the aforementioned art shops, Assassin's Creed II uses this extensive database to take itself to a new place, where a videogame can be at least somewhat academically significant in a highly palatable and accessible (and once again, optional) way. It is simultaneously a game, a story, a history lesson, an art gallery, and an architectural archive -- no small feat -- and it is good at everything it aims to do.

Without even mentioning the minutia of combat and platforming, Assassin's Creed II is quite an impressive piece of work, and one can rest assured that the game's "puppeteering" control scheme for free-running across rooftops is smooth and liberating, while its attack, defense, counter, and newly added disarm functions in combat are precise and empowering. In all, Assassin's Creed II is simply one of the most engaging, enjoyable, rewarding, and complete videogame experiences I've ever encountered. My highest honors....

Jun 10, 2009

A City Of Strong Foundations -- Assassin's Creed II Preview

Assassin's Creed II

Assassin's Creed was an excellent game, but it did have its problems... have its problems... have its problems... you get the idea. The lack of variety in the game's missions was the number one complaint from gamers and critics alike when it was released in late 2007. Ubisoft was on hand at E3 with a brand new in-game demo of the sequel, and I had a chance to sit down for a closer look at Altair's successor. From what I saw, Assassin's Creed II seems to fix everything that was wrong with the first game and make a more complete and enjoyable experience for gamers in 2009.

The game picks up right where AC left off. Desmond, a descendant of the Assassin clan, is being held against his will by a "doctor" who is trying to use a machine to access the memories of Desmond's ancestors that persist in his DNA via a machine called the animus. It's a little far-fetched, of course, but we suspend disbelief. This time, players dive into the life of Ezio, a Venetian who lived during the time of the Italian renaissance.

Little about the story was revealed, aside from the fact that Ezio is not a trained assassin from the beginning, but learns his "craft" as the game progresses. This will be a revenge story, to give it a more personal feeling, but revenge on whom and for what has not yet been divulged.

Both fans and critics of the first game will be glad to find that the developers have been paying close attention to criticism, and will be improving the sequel's mission structure. Assassin's Creed II will feature a number of new mission types, and many of them will span multiple locations -- from city to city and through the two distinct countryside areas. These areas will no longer act as hubs from which to access isolated cities where the action takes place exclusively, but will be a cohesive world with smaller sections housed within it.

Ezio will also have a number of new moves at his disposal, such as dual-bladed assassinations that take out two guards at once, leaping strikes from high above his targets, mid-climb attacks, and even the ability to drag guards into hiding places for the kill. He'll also have new toys to play with, like Leonardo Da Vinci's famous Flying Machine. Da Vinci himself lends the invention to Ezio, and he's not the only real-life personality to show up in the story.

With all this help for the player, the enemies in ACII needed a boost, too. In this game, guards will specialize in order to counter the assassin's skills. The three "archetype" enemies are the brute, who is adept at close-quarters combat, the agile, who can run Ezio down regardless of his monkey-like free-running and climbing, and the seeker, who can detect Ezio in the formerly impervious hiding spots that dot the cities.

Ubisoft Montreal has also improved upon the better aspects of the original game, and have once again produced a stunning visual feast, with sprawling cities, country vistas, and lifelike character models. They've also added over 30 new weapons to Ezio's arsenal, each with its own set of beautifully choreographed animations. These will mostly be acquired by stripping them from enemies and immediately putting them to use, after which Ezio can choose to drop them or take them along for the next fight. Additionally, tools like smoke bombs will help Ezio to make clean escapes, and can be purchased with the newly introduced monetary system.

Assassin's Creed II was one of the most impressive games on display at this year's E3, and I can't wait to get my hands on the final build. The game is scheduled to hit store shelves on November 17th of this year for the PC, PS3, and Xbox 360.

Jan 13, 2009

The Count | Top 5 Anticipated Sequels Of 2009

GamerNode - The "Top X Anticipated Games of 20XX" has become an annual requirement for just about everyone in videogame journalism nowadays; this article proves that I am apparently no different in that regard. To be at least somewhat unique, I've decided to split the typical top ten list into two parts this year: sequels and original titles. More predictable and less exciting than original IP, sequels come first in this two-part feature. Behold my most anticipated franchise incrementations of 2009:

Street Fighter IV (360, PS3)

This one takes me way back to my childhood, when I, like GN's OLD SKOOL columnist George Brandes, used to run the Street Fighter II machine at the Playland Arcade and hear things like, "OH! Shorty just whipped yo' ass!" on a fairly consistent basis (although Microsoft's Ken Lobb admittedly beat me to a pulp when I challenged him at E3). Street Fighter IV features incredible graphics and online match-making to go along with its time-tested gameplay, and all 12 warriors from the SFII roster make a return to the arena, along with five brand new characters and eight veterans from other games in the series. New focus attacks and ultra combos, along with all of the special techniques from earlier games, will help to make Street Fighter IV the epitome of the 2D fighter.

Uncharted 2: Among Thieves (PS3)

"What's Tomb Raider?" That's the question Uncharted made gamers ask when it was released in late 2007, as it did everything right that the aging Lara Croft had been struggling with for years. The characters, storyline, graphics, and gameplay were all excellent, and came together to form what was far and away the best title on the PlayStation 3 at the time (and still ranks among the best). The sequel, although only shown in teaser form thus far, can only improve on what was already "must-have" videogame quality.

God of War III (PS3)

The God of War franchise is undeniably awesome. The setting and storyline are epic, the gameplay is nearly flawless, and Kratos is one of the most badass videogame characters in existence. Even on the lowly PSP, God of War: Chains of Olympus was one of the best games of 2008. Sony's Santa Monica studio is taking the reigns again for God of War III -- the first installment in the series on seventh generation consoles. Built on a brand new game engine, God of War III promises larger-scale battles than in previous GoW games, a new weapon system, and of course better visuals than ever before. Kratos seeks vengeance on the gods of Mt. Olympus in this final chapter of the God of War story. I'll be on his side.

Resident Evil 5 (360, PS3)

I'm a Resident Evil junkie, and for good reason. Resident Evil 4 was, and still is, one of the best games I've played in years, improving with subsequent update. Resident Evil 5 looks to take that winning formula and expand upon it in 2009. The game continues to move the franchise away from its slow, methodical roots toward more intense action gameplay, but it is masterfully done, distinguishing RE5 from the typical, everyday shooter. Adding new tweaks to streamline the gameplay, including new control schemes for dual-stick purists and fast weapon- and item-switching for us impatient folk, this is shaping up to be the best Resident Evil yet.

Bioshock 2: Sea of Dreams (PC, 360, PS3)

Bioshock 2 is essentially a mystery at this point. Our only glimpse at the game as of yet comes in the form of the teaser trailer above, but just knowing that the game exists and is penciled in for a Q3 2009 release is enough to get the gaming community excited. It seems that, with Rapture left on the ocean floor, Bioshock 2: Sea of Dreams is coming to the surface, Little Sisters and all. If Bioshock 2 is anything like its predecessor (which happened to be my personal choice for 2007's GotY), then it will undoubtedly be one of the best gaming experiences of the year.

A winner is almost you: Assassin's Creed 2 (PC, 360, PS3)

Assassin's Creed 2 has yet to be confirmed, but rumors have been flying that it could potentially be released this December, and that it may take the series to a new time period -- most likely the French Revolution. Assassin's Creed is still one of my favorite games of this generation, so I can only assume that its sequel (especially if they heed everyone's advice and vary the mission structure a bit) will be even better. My only reservation is about the time period; I don't exactly know how guns will fit the gameplay style.