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Assassin’s Creed II Updated Impressions
Assassin’s Creed II Updated Impressions

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When we first saw Assassin’s Creed II back at this year’s Electronic Entertainment Expo, it wowed us with its sumptuous graphics and slick Renaissance-inspired storyline. We finally got a chance to return to the world of Italian assassin Ezio Auditore da Firenze at GamesCom 2009 in Cologne, Germany, and checked out the brand-new city of Florence.

Assassin’s Creed II creative director Patrice Desilets was again on hand to guide us through 15th-century Italy, and our demo began on the Florentine rooftops. The environment looked stunning in the late afternoon, with a soft haze obscuring the nearby hillside. The skyline was filled with orange terracotta roof tiles and soft pastel and cream colours. Gazing around, we could see numerous towers, domed churches, villas, and plenty of other buildings with rustic charm. Ezio walked up to a nearby guard and used his concealed pistol–first seen in the E3 announcement trailer to dramatic effect–to execute him. When you aim the pistol, a grey line will show where you’re pointing, and this should improve aiming with the third-person camera. After a few moments, Desilets jumped off the rooftop into a hay bale on the street below. He then approached a street merchant who sold him a bottle of poison to use for an assassination mission. These missions are delivered to Ezio through carrier pigeons, which you can find scattered around Florence’s rooftops. The heads-up displays have been slightly updated, while the controls look the same as before and are again contextually mapped to your head and limbs. The Y button is assigned to eagle vision, B is for tackles or gentle pushes, and A is used to sprint, free-run, jump, or steal.

While you could blend only with scholars in the original game, you can now do so with pretty much any group of people, and this is illustrated by an abstract pattern of criss-crossing lines on the ground when you approach them. Desilets used eagle vision–the ability to single out friends, foes, and targets in a crowd–to locate his target and then blended into a crowd to get a bit closer. Rather than going in for a bold kill, you can use other characters to do your dirty work. In this case, he infected the target’s guard with poison, and within a few moments the guard started having a fit. Slashing his lance around from the pain, the guard was able to pierce the man he was meant to protect, thereby fulfilling Ezio’s mission. This looks like just one example of some of the new ways to carry out such missions, and we look forward to seeing more examples at a later date.

Following this mission, the day began to disappear and night fell upon the city. Dark, grey clouds covered the sky, and the Florentine skyline was bathed in the dying moments of twilight. Desilets led us on to a nearby alley, which was blocked by some guards. He enlisted the help of some nearby mercenaries, and after exchanging some money, they agreed to kill the guards. Being able to get others to do your dirty work seems like an interesting idea, but because you have to pay them, you will probably need to save their resources for special occasions. The alley revealed a hidden trapdoor, indicated by the assassin’s symbol, which surrounded a skull set into a fountain. Ezio pushed his fingers into the eye sockets, activating the hidden door, and jumped down into a new area below: the catacombs beneath Florence.

We’re told by Desilets that there will be numerous underground areas to expose in the game. However, they’re all optional besides this particular one. The reason this one is mandatory is that it involves the discovery of a secret meeting of the Assassins’ sworn enemies, the Templars. The catacombs offered a fresh landscape to what we’d already seen, and the chipped, worn brickwork was bathed in a soft candlelight, accented by painted artwork, ornate, classical architecture, scattered debris, and even human bones. Desilets used Ezio’s acrobatic skills to make his way down to the bottom of a central shaft just after the Templars moved into a huge hall, sealing off the entrance with a heavy stone door. Using some acrobatics, he was able to climb up to an area above the sealed room and found a secret level that opened the door, triggering a cutscene featuring the Templars.

Despite their lavishly decorated armour, the Templars seemed as deadly as ever and quickly set out to find Ezio. Desilets demonstrated a cool new “death from above” move that lets you execute an enemy by jumping from above and stabbing him with your knife. After taking care of one soldier, he used a smoke bomb to distract two more and chase after a final one, who made a hasty retreat. The Templar was intent on warning his cohorts, and this section features the new chase gameplay. Your aim is to stop him before he can call for reinforcements, by any means possible. These areas don’t appear to be linear, and you can use alternative paths when an enemy creates an obstacle, in this case blocking our way to a terraced balcony by locking a gate. Desilets used a chandelier to swing around the outside of the balcony and through a gap in the wall to kill the Templar, which resulted in another cutscene where Ezio eavesdrops on the meeting. Inspired by real events, the cutscene shows the Pazzi conspirators who planned an assassination on the brothers Lorenzo and Giuliano de’ Medici, co-rulers of the Florentine Republic. There were a number of conspirators named, including the pope, who apparently approved of the Templars’ plot.

Our demo concluded with Ezio finding a chest of money and opening a sarcophagus marked with the Assassin’s logo, and we found a ceramic seal inside. Collecting these, we’re told, will result in big rewards later on. Opening a nearby door, Desilets exited the catacombs and popped back into the world through a sewer grate near a canal. Assassin’s Creed II is dropping onto the Xbox 360, PlayStation 3, and PC on November 17 in North America and on November 20 in Europe. For all of our coverage from Cologne, visit gamescom.gamespot.com.

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Mass Effect 2 Hands-On
Mass Effect 2 Hands-On

masseffectcGamesCom provided us with the first chance to go hands-on with Mass Effect 2, as well as talk more to the producer behind the game.

Mass Effect 2 was originally shown off at E3 2009, and although it was only a hands-off demonstration, it was enough for us to award the game the E3 2009 Best Role-Playing Game award. So when we got a chance to go hands-on with the game for the first time at GamesCom today, we could hardly contain our excitement. The session gave us a chance to try out the new combat mechanics, which developer BioWare claims is its biggest improvement, as well as ask some more questions of producer Jesse Houston.

“One of the biggest improvements we’ve made to the game is the combat,” said Houston before we sat down to play the game. “We’re not trying to make this an action game–it’s still an RPG. But the combat is much better than before.” While the combat wasn’t too bad in the original game, it’s certainly more refined in Mass Effect 2. Running and taking cover with the A button will be familiar to Gears of War fans, while swapping weapons by holding the left bumper and moving the left stick is very intuitive. You can still order your squad members to attack by using the D pad, but everything feels more responsive than before, and the allied AI is smarter. The heat-seeking missiles also help, as they curve around objects and other cover to take out their targets.

The dialogue system has also been improved, although we didn’t get to see this particular feature in our action-packed demo. “A lot of players repeatedly hit the button to get through the dialogue in the original game,” says Houston. “[In Mass Effect 2] we want to give players the option of flying through.” He then explained how you’ll be able to pull the triggers to throw someone through a window if you’re done with them. You’ll also have to make split-second decisions that will have a real impact on the rest of the game, but we’ll have to play more of the game to find examples of these sorts of events.

Split-second decisions and throwing people through a window feed into the overall darker feeling of Mass Effect 2, and BioWare is keen to emphasise that is the Empire Strikes Back of the Mass Effect trilogy. There’s an impending sense of doom that Houston says will be revealed from the off, and by the end of the game, you’ll be leading your team into a suicide mission. How the ending plays out will hinge on the relationships you’ve forged through the rest of the game, according to Houston, so it’s probably not a great idea to screw too many people over.

We’re also impressed with how dedicated BioWare is in its original vision for Mass Effect as a trilogy. If you somehow missed the original game, then you might want to pick it up now, because Houston says there will be little in the way of story recap at the beginning of the sequel. You’ll also have the added benefit of being able to bring your saved game and character into the sequel, with the actions you made in the first game having an impact on what happens in the second.

Mass Effect 2 is looking absolutely stunning in terms of visuals, and BioWare claims to have improved the motion capture, added more polygons to the characters, and overhauled the lighting system. The results are spectacular. That said, we couldn’t leave without quizzing Houston about one particularly sticky issue: Will the long lift sequences be making a return in Mass Effect 2? “Absolutely not,” he says, claiming that the team has become much more efficient at streaming data from the disc as you’re playing.

While our play on Mass Effect 2 was all-too short, it certainly whetted our appetite for the full game, which is set to launch in Q1 2010. According to BioWare, the Xbox 360 and PC versions of the game will launch within days of each other, and the developer claims to have learned lots from its development of the PC version of the first game. We hope to bring you more on Mass Effect 2 in the very near future, so stay tuned to GameSpot.com for more as we get it.

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