frogbeastegg
11-22-2009, 13:02
As I said a few days ago over in the "What are you playing?" topic (spoilered for length)
If you liked the first you will love the second. It's enough of an improvement that people who didn't like the first might enjoy AC2. Amazingly it retrospectively makes the first game better by explaining a bit more background, and builds the crumbly story into something much more robust. I would like to replay the first game in light of what I have learned in the sequel's opening hours, I'd see it with new eyes. This is going to be a trilogy in the truest sense of the story-telling word.
I have to add a word of praise for the voice work too. The first game had quality voice acting and the second is no different. All of the major characters are voiced by the same people. The Italians in Ezio’s time all speak with what sounds like a decent accent, and frequently characters will break into fluent Italian for several sentences. There’s also an option to play with all of the dialogue in Italian with English subtitles. Unfortunately this affects the modern day sections as well.
They have fixed all of the issues I can remember having with the first game except the madman/beggar character who homed in on you, got in your way and bothered you endlessly. This time it's a minstrel who sings in your face. I hates him with the power of a thousand fiery suns, oh yes I does.
Thus far I have found only three niggles. Two of those might resolve themselves with further play as I become more accustomed to the set up. The first is eagle view; this time around it makes the entire screen dark and cloudy except for enemies, targets and objectives. It's impossible to see where you're going so toggling it on to stalk your prey is not helpful.
The second is the health system; Ezio does not regenerate health. On the one hand that's good as it makes chases tense, on the other it's a nuisance when he doesn't land a jump as you want and you take a long fall. Having to plod off to spend money on healing disrupts the flow. As doctors are everywhere and you can carry a small number of health potions it's more of a chore than a limitation. There are some potion capacity upgrades for sale so once I pick those up and stop hording my money to spend on income increasers it won't be so bothersome.
The third is the new notoriety system. So I picked some pockets and no one noticed I did it yet I instantly gain notoriety? And because I climbed a building? And because I killed a single guard where no one could see or even find his body? Then to get rid of it I have to tear down posters located at numerous locations around the city. More chores, and a limitation on doing fun stuff that doesn't always make sense. The points aren't applied evenly either; sometimes I gain points for climbing and others I don't. Usually I don't gain points if it's a busy area, backwards as that seems. I am probably doing something wrong.
I do miss Altair's illogical 'hold A while walking to look inconspicuous' ability. Sneaking up on guards and setting up fun stealth kills is so much harder without it.
I'm now around halfway through I think. A lot has been introduced and the gameplay has expanded in ways which demand more thought if you're going to be successful as more than a street thug. Dual hidden blades are fun, as is poison
The health system's fine now I can carry more medicine and have ready money to pay for it.
Notoriety works a bit differently once you get some missions past the point where it's first introduced. It's now very logical, and I'm able to do things I thought I wouldn't without attracting any, such as silent assassinate a guard in a crowd and walk away with no bother provided I don't linger or do something to draw attention. Being fully notorious still gives you a small window before guards recognise you, meaning it's less of the 'endless fight mode' than it originally appeared.
Social stealth is refined and gives much more freedom as well as presenting a higher challenge. People don't get suspicious of you if you jog harmlessly down the street. Bump into people, pickpocket, or start to climb and that makes the guards begin to take notice. There are enemy types specifically created to break apart social. stealth during an alert. Blending with a crowd or sitting on a bench are no longer get out of trouble free cards if the guards are actively hunting; seekers will disperse the crowds and order seated people to stand up, at which point you get recognised. Guards with polearms will stab any potential hiding places as they pass by, so if you're hiding in straw after a high profile kill you will be holding your breath as the alert counts by.
The appearance of the brute, seeker and hunter enemies has shaken combat up. Counter kills are useless against them unless you are using the hidden blades, and they have a very narrow window for success. Unarmed combat is the best tool I have found so far, disarming one of the tough guys and using their own weapon for a single guaranteed counter kill on another tough guy. Disarms aren't always successful so you still need to mix things up with standard attacks, special tactics, and manoeuvring. The dodge button I'd been ignoring actually has its uses!
The harassers can be dealt with in a variety of ways, some of which leave your cover intact, meaning their return isn't the nuisance it first appeared.
I’ve got a whole new set of ways to kill people stealthily, including poison, twin hidden blades so I can stab two close targets at once, a variety of ways to kill from cover, and the ability to pull people off buildings as I hand from a ledge.
There are many more assassination missions than in the first game, and you are freer in how you tackle them. They don't feel half as grand as the assassinations from the first game though. Less build up, shorter, fewer special circumstances put in place, no city-wide hue and cry afterwards to escape.
I'd pay full retail price to have a copy of the original which incorporated ACII's fixes and tweaks. Being able to ride a horse without every guard on the map being immediately suspicious :tears of joy:
The game features a full day/night system. You can view some timelapses of it (and the cities) in action here (http://www.eurogamer.net/articles/digitalfoundry-assassins-creed-ii-timelapse-blog-entry).
If you liked the first you will love the second. It's enough of an improvement that people who didn't like the first might enjoy AC2. Amazingly it retrospectively makes the first game better by explaining a bit more background, and builds the crumbly story into something much more robust. I would like to replay the first game in light of what I have learned in the sequel's opening hours, I'd see it with new eyes. This is going to be a trilogy in the truest sense of the story-telling word.
I have to add a word of praise for the voice work too. The first game had quality voice acting and the second is no different. All of the major characters are voiced by the same people. The Italians in Ezio’s time all speak with what sounds like a decent accent, and frequently characters will break into fluent Italian for several sentences. There’s also an option to play with all of the dialogue in Italian with English subtitles. Unfortunately this affects the modern day sections as well.
They have fixed all of the issues I can remember having with the first game except the madman/beggar character who homed in on you, got in your way and bothered you endlessly. This time it's a minstrel who sings in your face. I hates him with the power of a thousand fiery suns, oh yes I does.
Thus far I have found only three niggles. Two of those might resolve themselves with further play as I become more accustomed to the set up. The first is eagle view; this time around it makes the entire screen dark and cloudy except for enemies, targets and objectives. It's impossible to see where you're going so toggling it on to stalk your prey is not helpful.
The second is the health system; Ezio does not regenerate health. On the one hand that's good as it makes chases tense, on the other it's a nuisance when he doesn't land a jump as you want and you take a long fall. Having to plod off to spend money on healing disrupts the flow. As doctors are everywhere and you can carry a small number of health potions it's more of a chore than a limitation. There are some potion capacity upgrades for sale so once I pick those up and stop hording my money to spend on income increasers it won't be so bothersome.
The third is the new notoriety system. So I picked some pockets and no one noticed I did it yet I instantly gain notoriety? And because I climbed a building? And because I killed a single guard where no one could see or even find his body? Then to get rid of it I have to tear down posters located at numerous locations around the city. More chores, and a limitation on doing fun stuff that doesn't always make sense. The points aren't applied evenly either; sometimes I gain points for climbing and others I don't. Usually I don't gain points if it's a busy area, backwards as that seems. I am probably doing something wrong.
I do miss Altair's illogical 'hold A while walking to look inconspicuous' ability. Sneaking up on guards and setting up fun stealth kills is so much harder without it.
I'm now around halfway through I think. A lot has been introduced and the gameplay has expanded in ways which demand more thought if you're going to be successful as more than a street thug. Dual hidden blades are fun, as is poison
The health system's fine now I can carry more medicine and have ready money to pay for it.
Notoriety works a bit differently once you get some missions past the point where it's first introduced. It's now very logical, and I'm able to do things I thought I wouldn't without attracting any, such as silent assassinate a guard in a crowd and walk away with no bother provided I don't linger or do something to draw attention. Being fully notorious still gives you a small window before guards recognise you, meaning it's less of the 'endless fight mode' than it originally appeared.
Social stealth is refined and gives much more freedom as well as presenting a higher challenge. People don't get suspicious of you if you jog harmlessly down the street. Bump into people, pickpocket, or start to climb and that makes the guards begin to take notice. There are enemy types specifically created to break apart social. stealth during an alert. Blending with a crowd or sitting on a bench are no longer get out of trouble free cards if the guards are actively hunting; seekers will disperse the crowds and order seated people to stand up, at which point you get recognised. Guards with polearms will stab any potential hiding places as they pass by, so if you're hiding in straw after a high profile kill you will be holding your breath as the alert counts by.
The appearance of the brute, seeker and hunter enemies has shaken combat up. Counter kills are useless against them unless you are using the hidden blades, and they have a very narrow window for success. Unarmed combat is the best tool I have found so far, disarming one of the tough guys and using their own weapon for a single guaranteed counter kill on another tough guy. Disarms aren't always successful so you still need to mix things up with standard attacks, special tactics, and manoeuvring. The dodge button I'd been ignoring actually has its uses!
The harassers can be dealt with in a variety of ways, some of which leave your cover intact, meaning their return isn't the nuisance it first appeared.
I’ve got a whole new set of ways to kill people stealthily, including poison, twin hidden blades so I can stab two close targets at once, a variety of ways to kill from cover, and the ability to pull people off buildings as I hand from a ledge.
There are many more assassination missions than in the first game, and you are freer in how you tackle them. They don't feel half as grand as the assassinations from the first game though. Less build up, shorter, fewer special circumstances put in place, no city-wide hue and cry afterwards to escape.
I'd pay full retail price to have a copy of the original which incorporated ACII's fixes and tweaks. Being able to ride a horse without every guard on the map being immediately suspicious :tears of joy:
The game features a full day/night system. You can view some timelapses of it (and the cities) in action here (http://www.eurogamer.net/articles/digitalfoundry-assassins-creed-ii-timelapse-blog-entry).