Assassins
Creed 2 Review

The franchise's second console outing is an impressive
piece of work. Developer Ubisoft Montreal has addressed
almost all of Assassin's Creed's flaws by filling
its follow-up with fresh and enjoyable mission types
and layering on new and mostly excellent features,
while still retaining the joy of movement and atmospheric
wonder that characterized the original. These enhancements
range from the subtle (you can swim now) to the game-changing
(there's an economy), but aside from a few small missteps,
every tweak makes for a more enjoyable, more engaging
adventure. The cohesive story and a terrific new character
will draw you in, and you aren't apt to forget the
memorable and explosive ending that will have you
eager for the third installment.
Like in the first game, Assassin's Creed II occurs
across two timelines: a modern-day chronology starring
bartender Desmond Miles, and another featuring one
of Desmond's ancestors. When you start the game, you'll
catch up with Desmond right where the original left
him, though as fans of the original can guess, the
Abstergo labs are no longer a safe haven. You'll spend
a bit of time with Desmond during the course of the
game, though the shoes you most frequently fill are
those of Ezio Auditore da Firenze, the charmingly
impetuous son of a 15th-century Italian banker. Ezio
is an instantly likable firebrand, as passionate about
family and honor as he is about wine and women. When
you first meet him, Ezio is living a carefree life
and has not yet donned his assassin's robe, nor is
he familiar with the creed. However, Ezio's devil-may-care
freedom is soon cut short by murder and betrayal instigated
by the assassins' greatest threat: the Templars.
Assassin's Creed's Altair was an interesting character,
but only for the stealthy order he represented, not
because you ever got to know the man under the white
hood. Ezio is far more appealing, for he's not just
quick with a secret blade, but he's a fully realized
protagonist. He isn't at the mercy of the plot, but
rather, the narrative evolves from his need to uncover
the truth behind his sorrows. It's the personal nature
of the narrative that makes Assassin's Creed II's
story more compelling than its predecessor's. The
few modern-day segments featuring Desmond pack a lot
more punch this time around as well, and the conspiracies
driving that story arc become a lot clearer and, as
a result, more provocative. While the original ended
on a vague and unsatisfying note, the latest chapter's
climax is downright electrifying.

Ezio isn't Assassin's Creed II's only headliner.
The Italy he inhabits is a character in and of itself,
filled with visual and sonic details that infuse the
world with life and elegance. The cities you explore--Florence,
Venice, and more--are larger and more detailed than
the environs of the first game. Citizens go about
their daily lives, and they look authentic doing so.
Merchants sweep the street in front of their shops;
small groups stroll along, making conversation with
each other; and courtesans smirk and cajole as you
pass by. These folks aren't cookie-cutter character
models. They are dressed differently enough from each
other and are animated so expressively that it's as
if the population would go about its business with
or without your presence. More impressive are the
cityscapes themselves as they unfold in front of you,
inviting you to take in their splendor. This is an
incredibly good-looking game: the lighting is sumptuous,
the draw distance is vast, and textures are crisp.
The PlayStation 3 version does suffer from some frame
rate jitters, more frequent texture fade-in, and lesser
color saturation. Both versions are still attractive,
however, and apart from a few small flaws, you rarely
get the feeling that visual compromises were made
to make the game's open world run smoothly.
Assassin's Creed II's sense of place and time isn't
due just to its visuals, however. Its high-quality
sound design is equally responsible, delivering a
busy-sounding Florence while still allowing the little
quips of citizens commenting on your acrobatics to
shine through. There's a good variety of such dialogue
now, so you won't tire of repeated lines, and because
the citizen rescues of the original Assassin's Creed
have been excised, you won't hear the monotonous whines
of complaining peasants. Two aspects of the sound
design are particularly noteworthy: the music and
the voice acting. The game's splendid orchestral score
is subtle and soothing when it needs to be, never
intruding on the exploration and never manipulating
your emotions with inappropriate musical melodrama.
The simple but effective cello and double bass motif
you hear when climbing to a perch and synchronizing
your map is the perfect example of this smart melodic
restraint. As for the voice acting, it is uniformly
excellent. Not only is Ezio voiced with charm and
energy, but the surrounding cast is mostly superb--though
one particular line delivered by Ezio's uncle Mario
might make you cringe.

The greatest beauty of Assassin's Creed II's exquisitely
detailed environments is that you can run and jump
across the rooftops with ease and climb the tallest
towers to get a bird's-eye view of the game's glorious
vistas. You control Ezio much as you did Altair, though
movement feels a bit tighter and even more fluid than
before. The game strikes an excellent middle ground
between responding to player input and automating
actions like leaping from one surface to the next,
so it's simple to leap about the city smoothly without
worrying that you're going to plummet to your death
on the next hop. You'll still encounter a few awkward
moments here and there: simply walking off a ledge
onto a rooftop a few feet below can still be bit clumsy,
for example. But these moments are few, and in fact,
you'll pull off some awesome-looking moves without
even trying. One of the many wonders of Assassin's
Creed II is that the cities look so natural that they
don't seem as if they were created for you to jump
around in. Yet you might leap onto a wooden outcropping
and find yourself skipping across a series of them,
swinging and jumping with fluidity and style. Not
only are there more opportunities for organic platforming
sequences like these than in the original, but there
are entire closed environments called tombs tailored
to this kind of jumping.
Tombs are more intricate levels in which you must
retrieve an important artifact (and if you collect
all of them, you are in for a special treat). Some
of them are platforming puzzles of the best kind,
in which you must figure out how to get from your
starting point to the destination, in the manner of
Prince of Persia: The Sands of Time. Ezio can't run
on walls like the Persian prince, but he's incredibly
agile nonetheless, and swinging and hopping about
rafters and chandeliers within the tombs is great
fun. A few tombs throw some additional challenges
at you, such as a time limit in which to reach your
goal. The best tombs, however, are those in which
you pursue an enemy but run into obstacles that force
you to give chase using an alternate route. The chases
are excellent, and they require quick reactions, but
not so quick as to be unreasonable. Flawlessly keeping
up with your target without breaking your momentum
is one of Assassin's Creed II's greatest thrills,
and as long as you are paying close attention, you
can pull it off on the first attempt.

The climbing and jumping wouldn't be as rewarding
if Ezio weren't so graceful, but he is one of the
best-animated characters yet seen in a game. You'll
admire his footwork early in the game in particular,
when his assassin's garb does not veil the incredible
animations of his legs and feet. When Ezio climbs,
his hands are grabbing something and his feet are
resting on something. Except on rare occasions, you
won't see him pulling himself up using an invisible
handle or stepping on a nonexistent ledge. It's a
small touch, but it goes a long way toward making
these acrobatics look believable. Ezio seems even
more nimble than Altair; his legs move inward and
cross a bit differently during a climb, and moves
connect even more slickly. The only imperfection you
are likely to notice is the lack of a transition animation
when you bend to loot a body or treasure chest (more
on this to come).
fsfu rating |
This
is possibly one of the best games of 2010
already, it is beautiful in every aspect,
game play is fast and furious, the new
ways of killing people gives you more
control within the environment.
The fighting has new moves & counters
which you can take advantage of such as
disarming.
The story from beginning to end is very
very well done.
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