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

Friday, December 3, 2010

Assassin's Creed Brotherhood

A slightly modified version of this was originally posted here on 11/26/10, this is the original text as written.

Assassins Creed Brotherhood is a direct followup to 2009’s Assassins Creed II.  The story follows Desmond Miles, heir to the assassin legacy, as he further experiences the life of his ancestor, Ezio Auditore, literally picking up the story with the closing scene of ACII.  In a combination tutorial and Metroidvania style “abilitease”, Ezio escapes the Vactican and returns to his family’s villa, days before it is attacked and destroyed by the Papal Armies under the command of Borgia family (this is early enough in the game that it is not a spoiler).  Following the attack, Ezio escapes to Rome to take his revenge.  Meanwhile, in the real world, Desmond and co. are forced to move their operations to the now ruined Auditore villa.

Now, ACB is a direct sequel to ACII, but seeing as it does not follow a new lead character or take place in a different historical era, it isn’t really a full continuation of the AC story as much as it is an intermediary, inbetween story that, supposedly, will lead better into ACIII than simply going from ACII.  But that’s okay in this case, as there is so much here that it cannot be written off as a simple side story.  The writing is strong, the VAs from ACII reprise their roles, continuing to provide strong acting alongside the handful of new characters, including primary antagonist Cesare Borgia.  The accents in the English track continue to be believable, with the included Italian phrases helping add further authenticity to the acting.  Make no mistake, name and numbering aside, this is a necessary story in the greater overall plot of the franchise.  My only problem is a personal one, as this is effectively the end of Ezio’s story, and he was a great character.

If ACB is about anything besides the story, it is 1) the refinement of ACII in preparation for ACIII, and 2) the mulitplayer.

As for the refinement of the formula, the simplest way to explain it is this: if you (the reader) like ACII, you will like ACB.  Every refinement ACII made from AC, as well as every additional thing ACII added are here, and refined to make everything cleaner, easier, and more streamlined.  While the Auditore villa is gone, the city of Rome is essentially the new villa, and is the size of probably two of ACII’s cities mashed together.  Systems for buying and upgrading the shops are in place and are actively, there are just more of them, though you no longer have to return to central place to collect the rent, instead being able to go to the nearest bank.  ACB however contains the previous game’s problem of artificially blocking off portions of the map until certain plot events happen, keeping the player from fully exploring the world early on, if they feel like it.

The vistas are still sweeping and impressive, and the city itself contains and interesting mix of Renaissance era buildings and Roman era ruins existing in the same space.  While the graphics did seem to be a bit better than ACII, the clipping and mip-mapping plane was incredibly obvious to me at times.  To keep the city from getting too boring, the crypts make a return, but now with some additional elements beyond being simple platforming challenges, as well as several side missions have Ezio travelling to destroy warmachines created from Leonardo da Vinci’s designs, or remembering the woman he left behind in Florence (which ties into the beginning of ACII).

Combat is still based around counterattacking, but it was rebalanced to make doing them more effective.  Ezio is now able to perform chain-kills after a successful counter in a way not disimilar from Batman:  Arkham Asylum.  Enemies seem to be less difficult, with the new chaining mechanic further lowering it, and this is usually offset by the game throwing larger numbers of enemies at you.  Free-running still feels generally the same, it works but still occasionally seems slow and sometimes camera angles get in the way of making proper jumps, usually involving jumps at weird angles.

The biggest new addition to the single player is the addition of the Assassins themselves.  After a certain point in the story, Ezio is able to save civilians from enemy troops and then train them as assassins.  The training takes place as a sort of management minigame where you send the recruits on missions to gain experience and level up.  Why is it important?  Because when they are not on missions, the recruits can be called in at almost any time to take out enemy troops, appearing from shadows, hay bales, and out of sight ledges to attack.  The higher level of the recruits, the better their equipment and the more likely they can survive during combat.  With enough recruits ready at once, they can even launch a crossbow attack, killing all nearby enemies in one fell swoop.  The entire thing adds a great dynamic to the combat, and is pretty cool.

The biggest addition to ACB though, the addition that the game was practically sold on, was the inclusion of online, competitive multiplayer.  For a long time, before the beta test and tradeshows that showed it in progress, the big question was how this would work given AC’s core stealth-based gameplay, which confused even myself.  And actually, they did a good job of translating that very gameplay to a competitve multiplayer mode.

The basic premise is for all modes is Hunter/Prey, where each player hunts down a player, while being the prey for another hunter.  Now this by itself would lend to either rather chaotic killing, or cat-and-mouse hiding, depending largely on how the areas are set up.  The areas in ACB are large, open, and multi-layered, allowing for the same kind of free-running as the main game.  How the game keeps this kind of layout from getting chaotic is the inclusion of NPCs.  Lots and lots of NPCs.  Before a match starts, every player (or party leader) chooses one of the several types of avatars available to play the match as, and NPCs of almost every one of those types, including the ones chosen by each player, populate the map many times over.  The point is to find your prey and avoid your hunter among all of these roaming NPCs.

Scoring is based around being unnoticed, with increased scores for killing in many different ways except being noticed by your prey.  And there are quite a few ways to escape hunters too.  From blending into crowds, throwing smokebombs, hiding in haystacks, and simply outpacing pursuers during a chase.  Added into the mix is another multiplayer advancement structure, where higher levels grant access to different abilities and perks that only serve to make the game more interesting.

I, personally, have had alot of fun with the multiplayer mode.  It is well made, very good looking, and its impressive that the game is running so many AI’s at once, even if they are just simple pathing scripts and animations.  It has a unique style that is different from other games, and requires a skill set different from other games.  The almost requirement for patience is significantly different from the dominating first-person shooters.  In the set of Hunted mode matches I played, a team-based mode where each team takes a turn being the hunters and prey, the opposing team would equal the number of kills of my team, but lose because they don’t know how to be subtle, thus having low scoring kills.  While the abilities and perks do not cause any significant changes to the core strategies, the minor variations they allow keep things from becoming completely stale.

The downside though, is that when the kills start, things can go downhill in a matter of seconds.  With the hunter/prey style, many times one player will kill their target, only to get noticed by their hunter and killed, and so on, forcing several players to respawn very quickly.  As well, while prey cannot kill their hunters, they can stun them, but stunning them is often difficult, given the placement requirements, though I have seen some players who were proactive with stunning.  And above all, that same playstyle difference that makes the multiplayer unique will probably also keep it from staying popular in the long term, unless there is alot of DLC released on a regular schedule.  This isn’t like BioShock 2’s mulitplayer, which was unneeded, this is something truly outside the norm and can become even better with a few interations.

The bottom line is this, never mind AC, if you like ACII, you will like this.  Everything about ACII has been refined and improved, and the curious addition of multiplayer is a welcome change from the volume of military shooters out there.  I wholly recommend it.

Score:  9/10

Pros:
Training up Assassins is fun, and watching NPCs do what you do is badass.
Continued great storytelling and acting.
Multiplayer is interesting and different from most other things out there.

Cons:
Multiplayer, while good, is not for everyone.
Load times are long, even longer if the game isn’t installed on the hard drive.
Minor control issues from previous entries remain, namely camera angles causing missed jumps and reduced combat awareness.

Wednesday, December 16, 2009

Games I would have/have not...

...paid full price for.

Some games are good, some bad, most average. If you're sure they're good, you buy them day one (or shortly thereafter). If they're bad, they hit the local gamestop/used-game retailer just as fast. If you're just not sure, then you wait until it drops in price, or a cheap used copy. Regardless of how you play it, you find most are or aren't worth full price.

Things I paid less than full price for, but would have paid full price:

1) Deadspace: Okay, I'm not big on horror media in general, though I've watched enough to know how it all works. Space horror works on me. Of the horror movies that I've seen, Alien and Event Horizon are the only ones that actually scared me beyond the standard-issue "spring-loaded cat" moments, and I like those movies. Most other horror movies, ehhh... not so much. And even though it uses the Doom-style monster closet spawns, it still has the atmosphere those two movies had. Scared the crap out of me first playthrough, while going through with powered up weapons wasn't so bad. Then I played on the hardest difficulty. Yeah... I ended up listening to a podcast most of the way through, the enemies were so much harder that listening to the music and SFX would've freaked me out more. Either way, if I'd been interested in the game when it came out, I definitely would've paid full price for it.
2) Civilization 4: Got it during a sale on Steam, heard about it because the guys on the Rebel FM podcast (www.eat-sleep-game.com) went on about it for several episodes. Great turn-based strategy game, look up some reviews.
3) Assassin's Creed 2: Just came out (at time of writing), so just look it up. Admittedly, it was a used copy for only $5 cheaper, but, you know.

Games I paid full price for and wish I hadn't:

1) Cross Edge: I bitched about this one a couple months ago. Douchebag friend borrowed it, liked it more than I did, but has also failed to finish it. Haven't gotten it back yet, though I would since I plan on trading it in as soon as I do...
2) Prototype: Fun for what it is, but average game.
3) Overlord 2: Would've/should've gotten it used, but didn't. Kinda quirky and different, but still, a meh game (to me anyways).

Games I bought for partial price and glad I didn't:

1) Eat Lead: The Return of Matt Hazard: Okay, this game is a definite rental. Gameplay is kinda average, BUT the plotline is worth playing through once simply because of how sharp the writing is, with its large number of homages to games and nerd culture, all the way to its incredibly genre-savvy hero, Matt Hazard.
2) Star Wars: The Force Unleashed: Just finished this today (of this writing). Not a bad game, graphics are good, so is the story (to my suprise). But there are enough bugs and wonky controls, among other things, that I glad I didn't pay full price.
3) Mirror's Edge: Liked the demo, played the first couple levels. Haven't gotten around to finishing it, and need to.

Full Price, worth every penny:

1) Batman: Arkham Asylum: Well duh!
2) Borderlands: "You know there ain't no rest for the wicked..."
3) Halo ODST: Screw Master Chief, ODST for life!

I'm probably missing some, but I didn't want this to be too long, especially with this long list of tags.