TGS 2009: Hands-on: Assassin's Creed 2

Money buys a surprisingly strong sense of loyalty -- your hired goons will do what they can to battle pesky guards, or even attempt to take on your target if you're otherwise occupied. It's a useful advantage in the face of overwhelming odds and does much to prevent public battles from dragging on for too long. Aside from loyalty, your money also secures a level of patience usually reserved for a shopping spouse. Your assassination assistants have no qualms about idling while you stop mid-mission because you simply must have those shoes.
Gallery: Assassin's Creed 2 (TGS 2009)
Purchasing minor aesthetic upgrades is a silly example (purchasing a vial of poison is a much better one!), but it effectively reveals how Ubisoft has targeted and improved upon the first game's greatest strengths. The rich visuals still draw you into a believable, bustling city, but something as simple as a shop -- an additional point of interaction -- further helps sell the illusion. The increased interactivity within the world can be social, allowing you to utilize vagrants and prostitutes to your advantage, or more personal, like the somewhat inexplicable health potions in your pocket (accessible via the d-pad).
Your movement has also seen subtle improvement, with Ezio significantly speeding up his climb if you hold a straight course. He feels more nimble than Altair, even though the basic controls stick close to the model established in Assassin's Creed. One aspect that has seen less notable change is the combat, which still leans a bit too heavily on split-second counters. A new set of weapons (including ones claimed from fallen enemies) are a good addition, but in the aftermath of Batman: Arkham Asylum, the process of luring out attacks can feel a bit rote.
Though our limited time with the TGS demo made it impossible to gauge just how much creativity had gone into the overall mission structure of Assassin's Creed 2, it did provide a worthwhile glimpse at the expansion of "role-playing" elements. Providing more ways to interact with an already compelling world (be it through social interaction or ill-timed shoe shopping) brings the game closer to its goal of making you feel like a hidden blade in the crowd.
Your movement has also seen subtle improvement, with Ezio significantly speeding up his climb if you hold a straight course. He feels more nimble than Altair, even though the basic controls stick close to the model established in Assassin's Creed. One aspect that has seen less notable change is the combat, which still leans a bit too heavily on split-second counters. A new set of weapons (including ones claimed from fallen enemies) are a good addition, but in the aftermath of Batman: Arkham Asylum, the process of luring out attacks can feel a bit rote.
Though our limited time with the TGS demo made it impossible to gauge just how much creativity had gone into the overall mission structure of Assassin's Creed 2, it did provide a worthwhile glimpse at the expansion of "role-playing" elements. Providing more ways to interact with an already compelling world (be it through social interaction or ill-timed shoe shopping) brings the game closer to its goal of making you feel like a hidden blade in the crowd.














Reader Comments (Page 1 of 2)
Look At This Suit @ Sep 27th 2009 8:32PM
A pun in the very first sentence. I wouldn't expect anything less from you, Ludwig.
Premature ejaculation man @ Sep 27th 2009 9:00PM
I feel like an idiot, but I see no puns in the first sentence.
IGLAW @ Sep 27th 2009 9:20PM
I don't think you have any idea what 'pun' means.
M. Dizzy @ Sep 27th 2009 11:26PM
http://www.youtube.com/watch?v=G2y8Sx4B2Sk
Space @ Sep 28th 2009 8:22AM
this is a true story... back when I was high school on the day we learned about puns a friend of mine wasn't paying attention. For homework we were told we had to write a few examples of puns. My friend asked another one of our friends, "What's a pun?"
He replied, "you know, it's one of those twisty tie things you use to tie bags shut"
the next day he brought a hand full of them in...I almost died.
ximena79 @ Sep 27th 2009 8:32PM
Sounds like the game is getting a huge overhaul, a definite buy this year.
Vcize @ Sep 28th 2009 9:00AM
I gave you a [+] for being one of the few people in the world to know that "definite" does not have an "a" in it.
Unit076 @ Sep 28th 2009 10:39AM
Someone types "definite" with an "a"?!
Dafinite, defanate, definita? That's just doesn't make any sense!
Meh @ Oct 4th 2009 2:16PM
I saw "definate" maybe once in my life, apparently Vcize is very careful with picking his buddies
Obie @ Sep 27th 2009 8:33PM
Hmmm, the first game had great scope but some annoying problems, seems like adressed them all and injected the game with a big dose of variety and awesomeness.
Keeping my eye on this one.
WiredKnight: Keeper of Threads @ Sep 27th 2009 8:35PM
The complaints about the slow combat kind of bothered me about the first one too. He's an assassin, not a superhero, crime-fighter, or mass-murderer. If they made combat easier and more offensive, it would no longer be a game focused on assassination.
mike @ Sep 27th 2009 9:54PM
That's great and all, but I'm pretty sure the complaints were about how shallow and rigid the combat was. All you had to do was press the counter-attack button at the right time over and over as each guard took their turn and attacked you.
For a supposedly "defense-heavy" combat engine in a supposed stealth game, they sure made it easy to just run into a large group of guards and block and counter your way to victory. Sure, you're technically using defensive moves, but that is still an aggressively offensive fighting style.
WiredKnight: Keeper of Threads @ Sep 27th 2009 11:17PM
Hold on, you're saying waiting to counter is aggressive?
For the most part, I liked the combat in the game, it gave you the feeling that you've been caught and you have to fight your way out of it. To me it was always more fun to fight for a bit until I had an opening, and to then make a break for it. I do agree though, that it could be a bit more elaborate.
"...they sure made it easy to just run into a large group of guards and block and counter your way to victory."
That's what I think they're trying to prevent this time around. It's important for the combat to be fun and satisfying, but it's difficult to do that while also making the player want to avoid confrontation.
Easo @ Sep 28th 2009 12:39AM
I agree, if anything they should have made combat more of a suicide mission. The goal of fighting should be to take out one or two guards and run like hell before the archers stick your ass to a wall.
The Baron @ Sep 28th 2009 5:33AM
A good parallel is between AC and Thief. In the latter, you're pretty much screwed if you come up against more than one or two enemies. But AC doesn't actually have many stealth elements - just climbing shit to stay above the line of sight and trying to act non-suspicious.
Vcize @ Sep 28th 2009 9:02AM
"Hold on, you're saying waiting to counter is aggressive?"
No, what he's saying is that they made it too easy to run into a crowd of 30 enemies without having to worry about dying, meaning you can take an aggressive playstyle (IE just run in and kill everyone, no need to stealth your way around) without any consequences.
WiredKnight: Keeper of Threads @ Sep 28th 2009 3:33PM
@The Baron
That's another thing I think they're working on, adding more depth to the stealthiness. With more options open to them, I think players will be less likely to want to just charge in.
@Vcize
Ok yea, that makes sense.
ifalldownstairs @ Sep 27th 2009 8:37PM
So it sounds like you can take on 20 guards again by just sitting back and countering as they take you on individually. That's disappointing. I hoped that Ubi would somehow find a way to make the combat more fluid and less context sensitive (not that I have any ideas)
Radical Dylan @ Sep 27th 2009 8:45PM
I wish they would find a way to punish a frontal attack, like extremely hard combat or the loss of supplies...
the way they have the combat set up now, makes you not care whether or not the guards see you, you'll just counter them all and walk away without consequence...
Deadpool @ Sep 27th 2009 8:46PM
If they could make the combat as fun as Batman Arkham Asylum, that would be awesome.
ifalldownstairs @ Sep 27th 2009 8:55PM
it would also have to be harder than Arkham Asylum because you're an assassin, not Batman, but I understand what you mean.
Sly (Now equipped with DS!) @ Sep 27th 2009 9:02PM
why would it have to be harder? he's like batman, but able to use blades (and if i remember right, guns later on) and kill. sounds like it should be easier to me.
WiredKnight: Keeper of Threads @ Sep 27th 2009 9:08PM
@Sly
Because the emphasis needs to be placed on the idea that you're a cunning assassin, not a brawler who gets their way by brute force. If the group combat was easier, players wouldn't feel like they need to be stealthy or clever, and so a huge aspect of the game would be lost.
Obie @ Sep 27th 2009 9:11PM
It would not have to be exactly like Arkham. But I like that Batman can attack one bad guy and fluidly go into a counter of another. If AC2 also lets enzio multitask, well, that would be badass.
Sly (Now equipped with DS!) @ Sep 27th 2009 9:25PM
ahh, gotcha.
FlamingEffigy @ Sep 27th 2009 10:49PM
You could always play the game like an assassin, instead of allowing the mechanics of the game to make the decision for you. Just because you can kill them all if you get spotted doesn't mean you shouldn't care, only that you need to use your imagination in addition to the games rules.
WiredKnight: Keeper of Threads @ Sep 27th 2009 11:10PM
It wouldn't be making the decision for you. Even if combat is difficult, you still always have the option of attacking head on. The designers decided that they want you to feel like it's a bad idea to do so, but it's not like they're forcing you to act on it.
David Cater @ Sep 28th 2009 12:51PM
Perhaps one option to discourage massive frontal attacks is to somehow tie a score or performance rating inversely to the number of people you had to kill. A perfect "score" would be to have made one kill: your target. Every kill you make beyond that lowers your "score". So if you run into a crowd of 30 people, you're only hurting yourself. Then you could also perhaps be increasing the replay value; if you killed 25 people while completing a mission the first time you played it, try to do it the next time with killing only 20 people.
Caveat: I haven't played the original game, so I don't know if the concept of a score or performance rating even makes sense. It was just a thought.
WiredKnight: Keeper of Threads @ Sep 28th 2009 3:36PM
@David Cater
Yea, I think the designers are reeeaally going for immersion, so score counters are probably out. But maybe if your superiors (or clients) judged your performance, and rewarded you accordingly, that might work.
MystileArmor @ Sep 27th 2009 8:40PM
I'm looking forward to this game. I loved the first one, although it was a bit repetitive at times, and hunting down the flags and such was something I didn't see the point in doing at all.
The only thing I've seen so far of this game that I really didn't care for was the flying bit, it just seemed too over-the-top and just not that much fun.
WiredKnight: Keeper of Threads @ Sep 27th 2009 9:04PM
I really liked climbing around and looking for the flags, but I do think they could have made it more rewarding. Maybe in this one they could make them small stashes of gold instead?
runn1ngman @ Sep 27th 2009 9:19PM
Well, the developer's said that he put the flags in their to screw with people who have to 100% complete a game. It was his idea of a practical joke.
MystileArmor @ Sep 27th 2009 9:26PM
Well his practical joke failed, cause I like getting 100% on games, but not if it's a fucking chore.
Why would you want people to turn away from your game? Make it rewarding so people keep playing it.
Now GTA IV on the other hand, I did all that shit cause I wanted the Key To Liberty City. I have to say, it was worth the effort.
freaparn @ Sep 28th 2009 12:10AM
@Mystile
He wasn't trying to turn people away from the game, he was trying to say that random collectibles for the sake of random collectibles are ridiculous. Basically the order came down from higher up that "the kids like collectibles, so you have to put them in", and he didn't agree with that. From an interview on the subject:
“I'm not a collector person. I don't collect a lot of stuff, so I don't get it. I don't understand." I suggested he was giving the finger to obsessive collectors. "It's not the middle finger," he said. "That's too [strong], but yes, I'm playing. I'm playing with them. It's a dialogue. I need to talk also. This time there'll be something else, but I'll still be smiling in my living room."
Radical Dylan @ Sep 27th 2009 8:43PM
I borrowed the first one from a friend, but this one is a definate buy...
ck @ Sep 28th 2009 2:49PM
Looks like someone only reads his own comments:
"Vcize
Vcize @ Sep 28th 2009 9:00AM
I gave you a [+] for being one of the few people in the world to know that "definite" does not have an "a" in it."
Radical Dylan @ Sep 28th 2009 3:57PM
what? what are you talking about?
ooh... I misspelled a word...
I definitely won't be doing that again... //end sarcasm
Danjer @ Sep 30th 2009 4:56PM
For future reference, 'infinite' isn't spelled with an 'a' either! Just looking out for you...
Meh @ Oct 4th 2009 2:21PM
OK, twice.
PSN: Erdie (Now equipped with Wii!) @ Sep 27th 2009 8:49PM
Combat's still roughly one big quicktime event, eh? Combat with guards was my least favorite aspect in the first, sounds like it will be in the second too. As long as I can still go bowling down the city streets by throwing a beggar into a crowd, I'm all set. It never got old. Either did throwing every guard that showed up into the waterways. They never learn!
Reuben @ Sep 27th 2009 9:02PM
What about that scifi element present in the first game? What happened to that? That was my only problem with it; I felt that it was tacked on. I didn't give a crap about what was going on in the present, and I found that it was totally unnecessary. I don't recall reading about that aspect concerning ACII.
What's the deal?
Mr.Ironic @ Sep 27th 2009 9:11PM
I really liked the sci fi element of the 1st game - though I've not played all through the first yet.
I liked the combat too, maybe some places it was too easy.
Path of Neo is the only game I can think of where you could combat more than one enemy at the same time in the same moves.
Plus Batman may be good but from what I've seen of the pc demo I only had to press one button all the way through, maybe a control pad would be better, but it doesn't seem that much of a leap for me?
Premature ejaculation man @ Sep 28th 2009 12:59AM
Considering the scifi elements were not revealed until reviews came out for the original's release, I don't expect it to be touched on at much if at all during the lead-up.
Hopefully we do see some progression with it (since it didn't do too much)
Sly (Now equipped with DS!) @ Sep 27th 2009 9:06PM
is that ezio's upgraded outfit?
Sly (Now equipped with DS!) @ Sep 27th 2009 9:06PM
haha, my ezio avatar showed up for the first time in forever. perfect timing.
PSN: John-Paul-Jones @ Sep 27th 2009 9:24PM
I just saw the Ezio avatar but now it's Sly! Make up your mind already, Joystiq! :P
[ArchiGamer] [Live from Omicron Persei 8] @ Sep 27th 2009 9:31PM
See, this is why I just stick to my Jack avatar; I never have to worry about any darn contradictions and signs of schizophrenia.
PSN: John-Paul-Jones @ Sep 27th 2009 9:22PM
Can you ride a horse through the beautiful pastures of Italy? If so, this is a day one purchase!
[ArchiGamer] [Live from Omicron Persei 8] @ Sep 27th 2009 9:33PM
I am actually a little excited for this, especially the fact that I can assassinate people in beautiful Italian settings.
Its like a dream come true!
Night Elve @ Sep 27th 2009 9:47PM
This reminds I have yet to finish Assassin Creed :) Just to be prepare for this one.