Friday, December 25, 2009

A Killer Sequel

Sequels tend to do one of two things: one, act as a method by which a developer can lean on past works and positive critical acclaim to drive quick, easy sales for fast cash, or two, allow developers a chance to soften up the rough edges of a title and see their initial vision through to a better, more polished end the second time around.

The former, much like in Hollywood, is abused far too often and really gives sequels as a whole a bad wrap, to the point that even talking about anticipation of an upcoming sequel draws snappy comments and glaring looks from those smug, thumb-your-nose types who like to ramble on about how sequels are cop-outs that ruin creative thinking and are instead developer cash-ins on an old idea gone stale because they couldn't do something new and exciting. Yeah, we both know the types. But in a world where developers like EA can crank out an entirely "new" sports game every 9 months, or a market that will actually accept (and gladly support) eleven different Mario Party games - not even copy cats, mind you - since 1999, can you blame them?

The answer is no, especially since for every Mario Party or Madden (well, maybe every 2-3) there is instead a fresh, new, interesting concept that just needs a few adjustments to really shine or perhaps has a new tale to tell outside of its original one. Can you imagine what gaming would be like if we didn't have sequels? We'd never have Half-Life 2. You would never know of the wonders of Hyrule in 3-D (or reimagined 2-D for that matter). There would be no Final Fantasy 7 to spark the JRPG craze, no Grand Theft Auto 3 to practically define 'sandbox' gaming as we know it. And of course, more recently, we wouldn't have an Assassin's Creed 2. And that would be a real shame.

Granted, I'm not one of those people that really had that big of a problem with the first game. Yes I could see some small flaws but as a whole - and especially for a new IP trying to broaden or even change the definition of an entire genre - it was a near masterpiece of technical execution and a driving force in defining this generation of console's interactive entertainment. Sure there were some glitches, yeah not everything was totally polished and if you really forced yourself to be a completionist but didn't like it you would easily get frustrated, but as far as first passes go it was really a tour de force. But at that point I'm really reaching for reasons to fault the game aside from just admiting that even the best things aren't perfect.

That is, of course, until now. Assassin's Creed 2 is so much more vast, detailed, immersive and open-ended that it makes the first game look like a tech demo by comparison. I will not lie when I say that this was easily my most anticipated game of the year and I went in expecting great things, only to be blown away by how much more improved and built up everything was. Does it still have flaws? Definitely. Is it better in every way than the original? Absolutely. Is it "Game of the Year"? Well I don't remember exactly everything that came out this year (I should probably do a retrospective and comment on that) but it is easily up there with the rest of them, and likely leading. If you liked the first one even a little bit - if some small bit got you pulled in but you got frustrated, or maybe you liked it but thought it was a bit bland, or were aggrivated with the glitchy PS3 version, or just never really got all that into it, just close this window right now and go get a copy because I can almost guarantee this game will convince you that Ubisoft knows what it is doing, and doing it well.

Story wise the premise is the same - you go back in time (kinda) to become an Assassin and learn more about his life and the ultimate part you (the 'present day' character) play in this story. Except that the sequel picks up almost immediately where the first one left off and does not lazily walk you through the tutorial. From the first second you power on the game you are thrown into a hostile situation and you must learn (or relearn) many of the basic moves by means of actively using, not passively learning and copying. It is, in my opinion, a much more captivating way to familiarize the player to the controls that keeps them interested and doesn't make them feel like they have to have their hands held the entire time. The way they explain the concept of the control method, "puppeteering" (where the 4 buttons each represent a part of the body at all times) is especially neat and I think conveys the system's intent much better than the first game.
 
The first thing you will notice, though, as things cool down is that this time the story is not so much about the 'Assassin' of the past as it is the person. You spend a fair amount of time living out Ezio Auditore's (our new Assassin) early adult life, meeting his family and setting the stage for his eventual transition into the role of the Assassin and how he gets involved in all this. In the first game, Altair was not exactly a mute but he often was merely a tool used by Ubisoft to tell the story or give it more of a central point. You never really learn much about him, he's not even really all that likeable (he gets demoted for basically being a self centered know-it-all) and he really never is that relatable for a few breif moments near the end of the game. It is clear that Ubisoft spent more of it's time developing and crafting a world around Ezio (who you play as 95% of the time anyway) instead of throwing the part away as a gameplay device and trying to focus as much on the present time, and it shows. It helps make the game feel like it can stand on it's own more because you at least complete Ezio's part in the game (save the soon-to-be-released DLC), making the now famous cliffhanger endings that much more bearable. With more time spent on characters in that world as well, it gives many more unique and powerful supporting roles that really helps bring Italy alive as you play and explore. The world feels bigger, yet less vacant. There are more people but they aren't just more empty faces in a crowd. And there's more story of the character you actually play and get invested in, not of the one you rarely see. Overall, the presentation is improved in nearly every way and it really shows.
 
Gameplay wise, again, nearly the same, but with noted improvements to fix what was seen as 'bad' with the first one or just to make things a bit more intriguing or fun. Your arsenal grows substantially, and while you still have your staples in the hidden blade, short sword and sword, you can now pick custom weapons that have different strengths and weaknesses (ability to deflect, damage dealt, etc) as well as a slew of new (and wicked deadly) methods to choose from. Try the poison, which you can use on an unsuspecting guard to send them flailing around in a beserk rage at those around him before he expires. Or the smoke bombs, to quickly get out of sticky situations without having to be constantly chased down and knocked over by guards. There are many more incredibly useful new toys to play with, but I'll do my best to save you the surprises for yourself in case you ever pick up the game. Suffice it to say that if you ever found yourself thinking that the fighting in the first game was too boring and repetitive, there are so many new weapons and gadgets to choose from that you'll be hard pressed to go even 10 minutes killing every guard the same way.
 
And, ironically enough, you hardly even have to fight if you don't want to. New gameplay options like blending and hiring helpers can get you much farther much faster than just brute force slayings ever could. Need some guards distracted? Hire some courtesans to flirt with them while you sneak past. How about need some guards moved so you can go for the kill on the guy they are guarding? Call over some theives and have them steal from one of the guards and they will give chase. Maybe you just want to get through a crowded, guarded area without being seen. Blend in with crowds and even walk with them undetected (and not just select people like the first game - pretty much any group of peope). Of course, if you prefer the brute force method, round up a few mercenary friends to fight by your side as you take down a large group of enemies. There are many ways to help keep the pressure off you so you don't have to fight 40 guards between you and your next true victim.
 
Speaking of victims, the story plays out much more like a story now and much less like a list of chores you need to accomplish before you are given your allowance. No more choosing from a list of side missions that are available and being forced to complete some number of them before you are allowed to proceed. Everything you do plays its part in the story and helps to set up the next kill in a very linear, easy to follow fashion. Side missions are still there - races make a still-aggrivating comeback, as well as do small-fry assassinations and new events like "beat ups" - but they are entirely optional and usually only give money and completion. Many of the hired, non-story assassinations end up being quite challening and fun, and there are so many that if you do every side mission between 'real' ones that you could easily go 3-5 hours between story bits just exploring and completing things that have recently opened up to you. Even more OCD things - like feather collecting - make an appearance, but even they are more well organized and better executed than the first.
 
The main storyline offers enough different gameplay to really show off the new system and keep you interested while not becoming too monotonous (with one notable exception being the 'fetch' quest at the end, but even then that's probably not too bad unless you just ignored every side item available to you ever), all the while improved and expanded on with a better story and characters to really help it along. At this point if you honestly think the game is still "repetitive" you either need to be doing something different every 5 seconds, in which case you need professional help for some supercharged ADHD, or you just have a vendetta against the game and like to use popular buzzwords to slap it down. Between your new toys, the new missions and the much better story and characters, there is really no reason for you to go around doing the same thing every time except your own laziness.
 
Graphically the game is a marvel of the raw power of this generation of devices (just like the last), but is even more pleasing because instead of harsh, bland desert to see for miles around you get things like green mountainsides, vast oceans or bustling cities. Somehow the facial animations and lip-synching seem to have taken a bizzare step in the backwards direction, often being difficult or awkward to look in close ups but otherwise fine at long distance, but otherwise animation is generally smooth and impressive. The new kills and counter kills are incredibly brutal (and an absolute joy to watch) although the occasional hiccup/glitch can sometimes leave you stealing money from out of the air or breaking the 'knee' of a wall but considering all the incredible things it tries to accomplish I can almost say that I'm amazed it doesn't happen more. All together it's significantly more polished than the first ever was, but it leaves me wondering if perhaps they are capping out the raw throughput of current-gen tech and are just having to find weird or different ways to hide it in the world as it grows and evolves.
 
When all is said and done, Assassin's Creed 2 is everything done right in a sequel: Improvements across the board in almost every possible way while really expanding the scope of the game and helping cement it's style in place. It is extremely difficult to think of a reason NOT to recommend this game as I believe even people who strongly disliked the first have a good reason to give this one a try, and people who loved the first have no excuse for not already owning it. A few minor flaws aside, Assassin's Creed 2 helps Ubisoft prove it has a winner in it's newest franchise that only left me wanting more, which I will get in the form of DLC in January and Feburary. After that, well, it's probably another 2 years of wondering exactly where the next game will take place and patiently waiting for even the smallest hints of news about it. After seeing how much they improved between #1 and #2, I can't wait to see what they can do with the third iteration.

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