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Assassin's Creed II: Platinum Hits Edition
| List Price: | $19.99 Details The List Price is the suggested retail price of a new product as provided by a manufacturer, supplier, or seller. Except for books, Amazon will display a List Price if the product was purchased by customers on Amazon or offered by other retailers at or above the List Price in at least the past 90 days. List prices may not necessarily reflect the product's prevailing market price. Learn more |
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- Explore the deadly, shadowed world of the assassin with new assassin Ezio
- Roam freely through the lush and dangerous world of Renaissance-era Italy
- Do whatever it takes to complete your missions in the game's all-new open world and mission structure
- Thrive in an environment rich with power, revenge and conspiracy
- Practice your assassin's art with all-new weapons and instruments created by Leonardo da Vinci
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Product information
| ASIN | B00269DXCK |
|---|---|
| Release date | November 17, 2009 |
| Customer Reviews |
4.6 out of 5 stars |
| Best Sellers Rank | #21,050 in Video Games (See Top 100 in Video Games) #346 in Xbox 360 Games |
| Pricing | The strikethrough price is the List Price. Savings represents a discount off the List Price. |
| Product Dimensions | 5.36 x 0.57 x 7.57 inches; 3.25 Ounces |
| Binding | Video Game |
| Language | English |
| Rated | Mature |
| Item model number | 008888525349 |
| Is Discontinued By Manufacturer | No |
| Item Weight | 3.25 ounces |
| Manufacturer | UBI Soft |
| Date First Available | May 11, 2009 |
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Product Description
Product Description
Discover an intriguing & fascinating new epic story of power, revenge and conspiracy set in a pivotal moment of History: the Italian Renaissance. The lineage continues...introducing Ezio, the new Assassin Experience the freedom and immersion of an all new open world and mission structure Master the art of the assassin with all new weapons and instruments created by Leonardo Da Vinci himself
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The world of the assassin is one cloaked in shadow and steeped in danger. Ensnared in a web of revenge and conspiracy, the assassin embraces power at its most elemental, acting as the dividing line between life and death. As an assassin confronted by perilous new challenges and difficult choices, what path will you choose?
Stunning Graphics
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All New Weapons
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Synopsis
Get ready to plunge into the lush and deadly world of the Italian Renaissance, an era of arts, riches and murderous conspiracy. Assassin's Creed II introduces you to Ezio, a new assassin carrying on the deadly lineage of his forebears. Confront an epic tale of power and corruption as you hone your assassin's art, wielding weapons and instruments designed by the legendary Leonardo da Vinci himself in this gripping and deadly sequel.
Key Game Features:
- Explore the deadly, shadowed world of the assassin with new assassin Ezio
- Roam freely through the lush and dangerous world of Renaissance-era Italy
- Do whatever it takes to complete your missions in the game's all-new open world and mission structure
- Thrive in an environment rich with power, revenge and conspiracy
- Practice your assassin's art with all-new weapons and instruments created by Leonardo da Vinci
Videos
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Assassins Creed II--Trailer--E3
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Assassin's Creed II - E3
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Assassins Creed II - TGS
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Assassins Creed II - TGS Broadcast - Purpose
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Assassin's Creed 2 - Teaser
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the marketing hype has it that ubisoft "listened to its users" when writing the second game. that may be true for the marketers, but it's clear that the scriptwriters and engineers played other games, and borrowed from them:
* GRAND THEFT AUTO -- the style of visual narrative, with many cut scenes and the basic premise of the crime and punishment of conspiracy, feels very much like GTA 4. there are many side missions, each involving somewhat different tactical or technical challenges, as in GTA. and the landscape and atmospheric rendering is also very similar, including the full diurnal (day/night) cycle of light and the distinctive, somewhat darkened and overcontrasted color palette of niko's liberty city. even niko's pigeon hunt is here, sardonically replaced by a hunt not for 100 birds, but for 100 bird feathers.
* FABLE 2 -- many details small and large have been adapted from fable 2: in narrative, from the "childhood" origin of the story to the developmental and moral changes across adulthood, including changes in appearance, and the presence of thieves, whores, brigands and pickpockets, who form a dynamic part of the landscape; in the game play, from the "timer" mechanism used to extract wealth from hidden treasure chests and in the mechanism of the assassin's firearm. more, AS2 borrows the conceit of a village that the hero nurtures through property investment, the "rents" the hero receives as a result, the RB selector wheel that the hero uses to choose one or another weapon, the creepy setting of a swampy, half submerged landscape (in AS2, the area outside forlì), and dank catacombs that contain game tokens and complex puzzles. omitted (thankfully) are the expressions or japes that the hero must perform in fable 2 in order to win friends and unlock secrets.
* OBLIVION -- finally, AS2 adapts the landscape sandbox from the oblivion games to give the romanga and tuscan cities a rural setting. although there isn't much to do out there but run around on side missions or treasure hunts. but free running over these fields provides a welcome contrast to the cramped environment of the early renaissance city.
the urban settings -- florence, forlì, san gimignano, the walled auditore family villa in monteriggioni, and venice -- are beautifully realized, each with a separate palette of stone, light and architectural metaphors. though some landmarks (the piazza di san marco in particular) are delightfully realistic, the city layouts are only metaphors for the actual buildings of the era: the rialto fish market is here, but the gorgeous ca' d'oro just across from it is missing; the towers of san gimignano are not so closely spaced. even as 15th century settings, these cities will seem inaccurate to people who have actually been there. and while the history is highly fabricated and the conspiracy theory elaborately far fetched, it is nevertheless fun to have leonardo and machiavelli as side kicks and to assault the borgia pope. it's no exaggeration of history to say that he deserves it!
aside from all these theatrical improvements over the original AS, a major pleasure in this game is the wider range of physical (climbing and jumping) capabilities at ezio's disposal, and the much more complex combat moves and battle opponents. the fights are also more arduous and realistic (ezio's gnads take a lot of punishment), and the various ways in which enemies can be dispatched are unexpected. my favorite move was the "disarm" maneuver when fighting an enemy with bare hands: it's the most effective way to put down a "brute" or heavily armed solider, though difficult to pull off when other soldiers are also attacking.
puzzles play a large part in the storyline; searching for glyphs and the intellectual or combinatorial puzzles they create are necessary to unlock the video "truth" segments (which end up showing that adam and eve were actually creations of alien beings, with the illusion creating teutonic weapon of AS as the edenic apple); physical climbing and leaping puzzles, some of them under time pressure, are necessary to unlock the armor of altair -- very handy, as it provides full health and never needs repairs. these are not really taxing for an advanced gamer, though they may require several attempts to figure out.
in fact, one of the things that AS2 does right is judge the skill level of an accomplished gamer. there were a few places in GTA4 or in dead space where i bascially gave up on the game for a month because i had reached a task or side mission that i found impossible to complete. this does not happen in AS2. i "died" only about 30 times, which happened primarily from physical falls during climbing puzzles (and the game spawns you immediately in place again). puzzles have numerous saved checkpoints, so you do not (as in GTA4) have to rebuild the task from the beginning. though i was severely tested several times (the last assassin sarcophagus is a difficult physical puzzle), i got through most tasks on the first try, and the most difficult after two dozen or so attempts. the point is that, by carefully adjusting the task difficulty, the game acquires a cinematic flow and narrative power: when ezio dies you are not embroiled in doing an impossible chore, but in living a virtual life. to reinforce this flow the "animus interruptus" is drastically reduced: the abstergo plot is limited to brief opening and closing episodes and to just two interruptions of the fantasy narrative. this flow is perhaps the greatest attraction in the game.
there are many charms and innovations in this game that i haven't mentioned. but i will say that AS2 clearly reveals the biggest flaw in current videogame technology: the impersonator facial simulation. as advanced and impressive as that is as a motion capture and animation technology, there is something hideous and creepy in the glossy, cadaverous hues in which most faces are painted, the weirdly illuminated glints of teeth in the mouth, and the bizarre effect of looking up under a beard that seems to be a curved piece of cardboard. i did miss the honeyed light and floating flecks in the air that made AS an atmospheric experience, but it's the waxy animation of human speech and the plastic rendering of human skin that grates each time, every time, it swims onto the screen.
Four stars, five stars? Four stars, five stars? I've flipped and flopped on this more times than it's worth at this point. There's no doubt this is a top o' the line game, and two or three steps above it's predecessor. But it's still got holes in it that make me scratch my head and go 'really?'. But, ultimately, those flaws are under story telling and plot development, and this is a game first and foremost, so I went a head and chucked that fifth star up there. I'm sure you're as relieved as I am, now we can both sleep at night.
The physics engine and the wall crawling that made the 1st title such a revelation are still here and don't need to be touched on in depth. Literally all of the bouncing and swinging and killing that you liked in the first is preserved, so no dissapointing backwards stepping sequel (still looking at you, Mercenaries 2: World in Flames ). The new additions are all great; new weapons, double wrist blades, hidden kills, variety of new stealth kills, easter eggs & subplots, refining your villa, etc. All wonderful and I'll allow you the joy of discovering them for yourself. The numbing repetition of the previous game is gone and discovery is, indeed, in its place. Rennaissance Italy is expertly crafted and amazing to look at, even if it pales in comparison to mid-Crusade ravaged Palestine as far as "interesting and new places to set my video game" go (but that's my humble opinion). So, all in all, giant steps forward.
So let's talk about what's still bugging me. And what (I hope, I hope, I hope, but I'm sure they haven't) fixed in the upcoming "Revelations".
The voice actor who plays Desmond sucks. He sucks hard. Like, Sam Worthington levels of suck. Get someone else (they won't).
Stealth? Anybody? I'm starting to think that adding the word 'stealth' to these games is a misnomer and that any hiding spots are there for convenience rather than necessity. Once you master that 'block-parry-riposte' instant kill button sequence (and it ain't rocket science) you're all but unbeatable in melee combat. You certainly CAN sneak around on rooftops like Thief: Deadly Shadows and it's fun to do; but not necessary unless it's an instant fail situation. The "Notoriety Level", or whatever the hell it's called, tries to keep this in check, but it's a small and easily corrected deterent. And it's only frustrating because SO MUCH of the game is spent giving you tools and teaching you how to be a sneaky freak that to be able to ignore it all makes it feel like wasted time.
And what the hell is with this situation: I've reached the spot where my target is, I've got him in my sights, and now I'm forced to watch a damn cut-scene where that guy I'm not allowed to kill yet brutally murders someone literally FEET in front of me. In front of a super-assassin who I just KNOW could cover that distance blindfolded because I've spent the whole game doin git. Why, why, WHY? Why the artificial wall, all of a sudden, in a game that gives me complete freedom of movement otherwise? Why put me in a situation where I'm not allowed to use the skills I've been building that would INSTANTLY FIX THE SITUATION? And WHY DOES IT KEEP HAPPENING!? Nearly EVERY major target mercilessly slaughters someone while I watch. And what about this bit in the middle, when you're trailing four people on your hit list (four!) to get information. You hear what you need to hear, they're all still standing inches from your cold, steely blade, totally oblivious to the righteous death you could bring (indeed, PLAN to bring them) in a heartbeat, and... nothing. Time jumps and they've all gone. What do you mean they've all gone! Did the fat old men escape me? How? Did my contact fall out? Did I have a stroke? What the hell; they were RIGHT THERE! At least let me have one! Or the group breaks up and I have to CHOOSE which one I finish hunting or... anything else! Anything besides this lazy, artificial barrier!
I know why it happens, of course; bad writing. The writers are in a corner where they either need to establish this person you're hunting (whom you, the player, usually know next to nothing about) or need to get you critical information from a key player without allowing you to harm them. And these fake walls and time lapses are the only ways they can think of to make it happen. It's lazy, convenience-based story telling. They might as well just write what I need to know in the instruction booklet and I'll figure it out later; at least that way I don't have to stop playing the game they've established to learn about their (weak to begin with) story.
... ... ...still a really good game, though. If you've never checked it out, it's more that worth a look.
Top reviews from other countries
This second chapter just keeps me mesmerized, wanting to find out more about the conspiracy that surrounds Desmond.
Graphics are insane and the story is captivating.


















