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Assassin's Creed II (2009, Playstation 3) Review


THE GREATEST LEAP IN HISTORY


Also for: Macintosh, Playstation 4, Windows, Xbox 360, Xbox One


Out of all the games from all the series I've played, Assassin's Creed II represents one of the biggest leaps in quality between entries. (The only competition I can think of is the improvements Yakuza 5 made over Yakuza 4). Everything I bemoaned in my review of Ubisoft's original historical open-world adventure has been rectified. The same goes for some minor gripes I didn't even deign necessary to mention. 

As an experiment, the first game showed great promise, but it felt hollow, repetitive and unrefined. This direct sequel is brimming with content. It is varied and quite polished. Some minor gameplay issues remain, but the clever mission design makes them hard to detect. Whilst adding a lot of minutiae and story to the game world, it maintains the same sense of freedom and verticality, of climbing impossibly flat surfaces to get a vantage point, from where you may plan the next step of your ongoing mission.


This sensation was true of the first game as well, but only in short bursts. Here, it is more or less constant. You feel more in control, the world is much more interactable, and the improved storytelling involves you in a revenge tale of a decades long feud between families in renaissance Italy.

The opening takes us back to the closing scene of the first game, in the not-too-distant future. The bartender Desmond Miles is trapped inside the building of Abstergo, a high-tech company fronting for shady neo-Templar activities. In the first game, the Templars used Desmond as a means to gain knowledge of their ancient foes, the Assassins. They jacked him into a sort of virtual reality device - the Animus - that allowed him to travel back to the memories of one of his Assassin ancestors.


As the sequel picks up the thread, Desmond's sole ally within Abstergo, Lucy, helps him escape. She opens his cell, fights the guards alongside him and drives him to a modern-day Assassin hideout where they have assembled their own machine, the Animus 2.0 (the version upgrade is a funny in-game explanation of all the improvements made since last time). By hooking him up to it, they send Desmond back in time into the memories of another prominent assassin ancestor: Ezio Auditore de Firenze, born and bred in Florence, Italy, in the mid-15th century.

As a protagonist, Ezio is a vast improvement over the insufferable Altair from the first game. He starts off a bit stereotypically cocksure and hot-blooded, but undergoes a vital change of nature and matures over the course of the game. His story (which finally comes with subtitles) is more appealing and cinematic than Altair's, allowing us the pleasure to get acquainted with real historical people like Leonardo da Vinci and the Medici family on our quest for vengeance. 

The storyline leads Ezio back and forth across Italy on the tail of an ever-expanding and twisting conspiracy, presenting him with an unending chain of assassination targets. It doesn't stop until he stands face-to-face with the upper echelons of society in the capital itself. And then it ends in a final WTF-moment that has to be seen to be believed. It is, frankly, quite brilliant.


Ezio controls the same way Altair did, but feels more likely to follow suit. This might be thanks to the improved framerate (even on the PS3), but it's apparent Ubisoft have also tweaked the movement itself, as Ezio rarely does something I don't intend. The climbing mechanics works well enough to warrant their own simple, yet fun puzzles. The basic combat remains the same haphazard counter-attacking and button-timing dance. If it isn't fun, it's because you are supposed to flee and hide in haystacks, rooftop gardens or throngs of city folk. 

A few new weapon additions expand upon the standard sword, hidden blade and throwing daggers, and increase the ways you can approach different assassination targets. The Taxi Driver-inspired small firearm up your sleeve is a handy thing to pull out for a quick affair. The poison dagger is more inconspicuous. It puts the enemy in a crazed state, attacking everyone in his vicinity before dropping dead - essential for when you need a distraction. The smoke bombs are great for remaining undetected or escaping a dire situation.


Although it might not feel like it, Assassin's Creed II takes place over years. The world is huge, with five cities to explore, and a couple of one-off areas. This is also the reason that the game provides you with a home base, a villa in the town of Monteriggioni, which you might upgrade to increase its value. The more valuable, the more income it generates, adding to your adventuring funds.

New shops allow you to improve your equipment as well as heal up and restock your ammunition. This economy is a welcome addition to the series, incentivizing you to explore cities more thoroughly. You shouldn't miss an opportunity to rob the greedy or accept the odd job for the reward money.

I particularly love the new Assassin's tombs, with entrances hidden in plain sight on the side of buildings, castle walls, etc. They remind me of the 3D Prince of Persia-gameplay, with timed platform challenges mixed with chase sequences and combat. They are very delicately constructed, requiring you to search carefully for handholds, ledges, chandeliers - anything that can get you closer to your goal. Some of them even provide you with shortcuts, negating the need to start over from scratch upon failing. By completing these tombs you get the juiciest reward of the game (if you have an armor fetish).


My major beef with the game comes with the pacing of the story towards the end. Sequences 12 and 13 - The Battle of Forli and The Bonfire of Vanities, respectively - were originally excluded from the game and sold only as DLC. Later releases, like The Ezio Collection, have them pre-installed with no option to remove them. The game is much better without them. They add nothing but a pointless, repetitive detour to an already long game, just as Ezio feels ready to conclude his story.

The Bonfire of Vanities DLC is a particularly bad misfire. In this sequence you need to dispose of nine assassination targets that you have no personal connection to whatsoever. These missions are poorly designed, putting the limitations of the engine in full display. Assassin's Creed II isn't designed to be a stealth game, but several of the missions inexplicably require you to stay undetected until you've assassinated your target. If you fail, you have to start over. And some of them end in chases that depend too heavily on the AI-quirks of the engine, with guards popping up out of nowhere, weird pathfinding and too much combat.

My advice is to avoid these sequences if possible, as they tarnish an experience that could otherwise have worked itself to the highest rating. It's an awful shame, and a prime example of when less really is more.


But don't let that deter you from an otherwise great adventure. I wonder whether Assassin's Creed II is the first open world action game of the current mold? Is it what finally cracked the code and set the standard? The line is so blurry now that it's hard to remember, but it incorporates a lot of what we've come to take for granted these days. The only thing clearly missing is character leveling, but the weapon and armor upgrades make up for some of that.

To think that I used to loathe these kind of games. Back when they emerged, I found them to be just like the first Assassin's Creed - big, hollow, and empty timewasters. The worlds looked pretty, but the outside world was so much prettier. The stories were decent, but movies were generally so much more engaging.

But if I'd just held out for one more iteration of Assassin's Creed, I would've found the game to reform my views. Instead, it got postponed for several years - probably until my belated first playthrough of Red Dead Redemption around 2012-2013.

Assassin's Creed II uses real history to create an intriguing and personal work of fiction. It even has one of the most interesting lore sections I've read, provided by one of Desmond's snarky cohorts from outside the Animus. It details the world and structures around you with their importance in real history, as you climb their facades to get a better view of the city. The same careful research has gone into the historical people you meet. Even the fictional characters come to life in the same careful way - at least until they meet the end of Ezio's deadly blade, cutting their lore entry short with three blood-red dots...

[Screenshots from MobyGames: www.mobygames.com]

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