Friday, November 20, 2009

Divinity II: Ego Draconis

 Divinity II: Ego Draconis - first look
You’re a dragon slayer. You’re also a dragon. Tricky one


The Divinity series, like its classmate at High Fantasy High School, Gothic, is a big deal in mainland Europe. Until now, neither RPG has made much of a dent in either the UK or US. With its impressive translation, convincing animation, inventive quests, and combat and reward systems reminiscent of Diablo, Divinity II has the best shot yet.



Cast in the role of a Dragon Slayer, your role is, oddly enough, to slay dragons. Once a regular-ish presence in the land of Rivellon, the leathery fire-bastards are largely banished thanks to the efforts of the slayers. But, ack! Some more have turned up for an unexplained reason. Time to get levelling up, offing standard goblins, bandits and miscellaneous undead spooks in an attempt to hone your abilities to a dragon-biffing peak.

Confusingly, on reaching the later levels, the game also promises to let you become a dragon. Cue bemused glances as your silver-eyed slayer wonders whether he’s next in the kill-queue. Those silver eyes come about thanks to your ‘dragon memories’ – a set of implanted visions jammed into your cranium by your obliging trainer early in the game. Conveniently, this means the dragon slayer forgets the previous 20 or so years of hardcore training at the dragon-training dragon-facility. We can only hope he’s still able to tie his dragon-shoelaces after this nasty onset of forced dragonesia. Fortunately for those would-be players who want to craft their own specialized dragon-character, the resulting dragon-slayer is a blank slate, ready to level-up in the usual kill-baddies/get experience dragon-fashion. Dragon.

This baddie-killing is a satisfying prospect, as combat is simple and fast. Very much of the Diablo school of enemy-twocking, speedy clicking is the most effective way to fight. However, it’s not all broadswords and close combat. The first township is a form of training ground, where three of your friends hang around, each with a specialization. Go for the heavily armored chap beating the splinters out of a dummy, and you’ll get the ‘warrior’ specialization, but the classic ranger and mage are also on offer. You’re given time to practice your new-found skills on conveniently provided goblins before leaving the town and selecting your class, but the game also promises the ability to alter your favoured method of bloodshed further along the narrative.



Taking down early enemies is a problem for an unlevelled character, necessitating a good amount of lower-level slaughter to be able to compete. You can be easily swarmed by baddies, and one of the first major foes you’ll need to strike down to progress will stomp you in seconds unless you’ve killed enough boars to keep a particularly fat peasant family fed for life. Fortunately, with combat so unfussy, batting down a small camp of goblins isn’t a chore, at least in the short term.

Quests are, as you’d expect in this comforting duvet of a classic Tolkienesque fantasy realm, pitched between lengthy and serious: investigate a tomb to find an item to kill a dragon! – and short and mischievous: save my pigs because I love my pigs! Most quests appear to have a number of resolutions, from the stereotypically uncaring to the more sneaky. Preview code quests have given us the opportunity to play characters off each other, or employ perhaps Divinity II’s most intriguing addition to the classic RPG template: mind-reading.



Slayers are given the opportunity to muscle their way into the heads of other characters, gleaning either important information or just a bit more background information about the world of Rivellon. There’s a small risk/reward mechanic in such psychic shenanigans: attempting a mind-read will cost one experience point. Small beer, but more hardened discussion partners won’t give away their secrets easily, meaning you could be throwing away valuable XP.

The colorful, almost cartoonish realization of Rivellon is a relaxing hub in which to begin quests. Dappled autumn shades and quaint farmhouses dominate the towns seen so far. When the game decides it’s time for serious business, a slight filter descends, lending the surroundings a darker hue. It’s a nice visual warning, and keeps town-based jaunts jolly in tone.



It’s an ethos that seems to permeate Divinity II. There’s a lot here, but it’s not as po-faced as its competitors. Lightweight in combat and generic in story, it might not grab those looking for a transcendental, truly immersive RPG. But, given the series’ reputation in mainland Europe, there’s enough of you out there that’ll be enchanted by its good looks, customizable loot and sense of fun to while away 40-plus hours looking for mythical beasts to murder.

Lord of the Rings Online Shadows of Angmar

 The Lord of the Rings Online: Siege of Mirkwood
First look: Underappreciated MMO offers a download-only expansion


We haven’t covered LotRO much recently. There’s no dark reason for this, no sinister conspiracy – it’s just that this is an MMO that’s remarkably adept at keeping its head down and getting on with things. On the quiet, it’s accrued a massive and very happy audience. On the eve of its new expansion, it seems a good time to peer at what the game as a whole is like these days, and more importantly, why.



“LotRO is the world’s best PvE game” claims producer/spokesman Jeffrey Steefel. It’s an important distinction – while factional warfare tends to be a big theme of many MMOs, in LotRO everyone’s on fundamentally the same side. Sure, there’s monster play mode to dip in and out of, but the ongoing war is strictly against the big bads of Mordor and assorted Middle Earth beasties. Digital-only expansion Mirkwood builds on that. “There are at least 100 hours of gameplay here,” reckons Steefel. “While most of the content is designed for high-level players, there are several new improvements and content for new players as well, including an upgrade to LotRO’s combat system, which delivers more responsive attacks.”

So, has LotRO become, like EVE or Ultima Online, a tough nut for newcomers to crack? Well, not really. LotRO is made from very familiar MMO systems, and that’s a key reason why it’s been a quiet success: it doesn’t overcomplicate anything. Against this is that it’s possibly been a bit too sleepy. “We have been very focused on what we call the New Player Experience (NPE),” says Steefel. “We’ve gone back armed with feedback from our players and data from over two years of operation, to refine the experience to get players into the world and the story faster.” So, while Mirkwood won’t immediately have much to offer anyone who didn’t stay with LotRO beyond the free trial, the game as a whole is now rather more ‘straight to adventure.’

Perversely, adventure isn’t the most interesting element of LotRO, from where we’re standing. What’s more fascinating is how the game’s community has slowly turned it into a tranquil Tolkien paradise. The music system grew into a major aspect of the game after players pushed it as far as it’d go, while fishing, crafting and, that great wishdream of MMOs, player housing, means there are a whole bunch of ways to be a homely Hobbit if you’d rather avoid beast-stabbing. How much of a focus is this sort of thing for Turbine? “I don’t believe we will have an expansion dedicated to our Music System (Lute Hero?),” says Steefel, disappointingly.

Meantime, a headline feature of Mirkwood (a raised level cap is the biggest of biggies, inevitably) is the henchmen – AI soldiers players can purchase, train and equip for scenarios called ‘skirmishes.’ The skirmish concept is neat – essentially, you create an instance on the spot, which you and your chums can join from anywhere in the game. You can then run it over and over again, thanks to randomised objectives. The soldiers mean you’re able to tackle much tougher stuff than you would be on your own, or even if you were in a small group. It’s going to be a great way to level up.

Any hope of them crossing over into the game as a whole? “By restricting the soldiers to the skirmishes, we can craft our skirmishes with more specificity and provide more unique and balanced AI for the soldiers. To put them on landscape would add orders of magnitude to the balance complexity and would, by definition, require us to dumb-down the soldiers’ AI, which we really do not want to do.” And, perhaps, filling the world with military types might spoil that idyllic fantasy that maintains, even in the face of the impending War of the Ring…



Mirkwood itself is a place of foreboding forests – it’s best known from the Hobbit, as a place where Bilbo ran into a bunch of giant spiders. That said, Turbine are steering away from the events and places of the Hobbit, as they want to store that stuff up to coincide with Guillermo del Toro’s 2011 movie.

Instead, the story-arc of Mirkwood has been compared to a sort of D-Day incursion against the Nazgul, culminating in a 12-man raid against one of said Dark Riders atop a hulking Fellbeast. Yep, essentially Mirkwood is Tolkien porn. “The epic story we are exploring and unfolding in the game is intrinsically tied with the War of the Ring and the players’ epic journey as part of that story – this will always be a big focus for us,” says Steefel, epically.



So Mirkwood isn’t a jumping-on point in and of itself, but combined with two years’ of changes, updates and fan-service, it makes for an uncommonly characterful MMO. There’s a reason LotRO has survived – thrived, even – when so many of its peers have opted for harakiri. Still, we really would love to see Lute Hero.

SSX: On Tour

Take to the powder

SSX: On Tour is a fantastic game... but scratch beneath the surface veneer and it’s definitely an evolution rather than revolution. Yet you’d be forgiven for assuming the latter. First up is the new skiing option. There are those in the boarding fraternity that can’t abide their cousins on skis and imagine that the introduction of the two-footers into their extreme sports games tantamount to collaboration with the enemy. But apart from shelving this outdated view (hey - we all love the snow, dude), whichever you choose, the controls and results are broadly the same.
 

 
In a snide move, EA makes you pick your discipline at the start - boarder or skier - and won’t let you mix it up as you progress on the tour. It’s a cheap shot at replayability and totally unnecessary in our opinion. The main differences are that skiers tend to go faster but have fewer tricks to pull off. But their animations are that much more spectacular and they quickly become our favorite way of carving up the slopes.
 
Surprisingly this means that the core gameplay difference is Monster Tricking using the right analogue stick. Activated when your power bar is maxed out, it slows down your character mid-air and lets you "bust phat stylze" against stunning backdrops. And they do look amazing, giving you the time to put together more complex combos whilst admiring your handiwork at the same time.



Nonetheless, this is mostly familiar stuff for us crrrazy SSX veterans. Although On Tour is noticeably quicker, with longer draw distances and significantly improved runs. You genuinely feel like you’re tricking your way through uncharted territory towards the top of the peak and awesome snow playgrounds at the bottom, all packed with limitless opportunities for making combos and pulling off stunning jumps.

The replay value doesn’t derive from choosing to complete On Tour on boards and then skis, or trying to become whatever the hell a mountain rockstar is - it's the sheer number of secret runs, death-defying jumps and the thrilling attempts to combo between areas that'll make you plough down the mountains again and again and again. This is a bigger, more beautiful, quicker SSX, jam-packed with 'sicker', 'iller' and 'doper' runs - and through the sheer quantity of those runs alone we give this the nod for veterans, as well as piste virgins.

Spartan: Total Warrior

He's no partial warrior. He's a total warrior, which is why they made a game all about him.

Spartan is nothing but a killing machine. We can’t say if it’s because he has no real name, if someone said he'd never make it in a third-person hack-and-slash game because he's not as pretty as Russell Crowe, or what. What we can say is this: the only way his countrymen could have designed a more effective tool for relieving Roman soldiers of their limbs would have been to attach giant razor blades to an airplane propeller.

This meaty brand of third-person action slaughter is executed via the trusted medium of button bashing. The developers will hate us for saying this, because they’ve pointed out to us on multiple occasions the non-bashy, all-skillsy nature of Spartan: Total Warrior’s combat. But put the controller in our hands and those buttons are going to take a spanking.

Yes, we know there’s a fairly workable system in which one button is a forward attack, the other an area attack, and the rest of the buttons switch between magic blasts, arrows, rage attacks, a jump, a rolling dodge, and shield bashes. We still button-mashed. You may well be able to intentionally block an enemy’s blow and deliver an immaculately timed counter, as we often unwittingly did.  But, if you reckon you can do it when you can’t even see Spartan amid the 100-strong crowd of furious combatants swarming around him, you’ve probably been working on the game for the last two years.

Anyway, regardless of how it is achieved, the result is much the same: oodles of rapid-fire killing and the satisfaction of hacking up enemies more numerous than in any console action game that has gone before. Everywhere you look, Romans (and later, skeletons, zombies, and ogre-like “gigantes”) pour over castle walls and invade rooms via unseen doorways. Sometimes you’ll have some dim-witted allies to battle alongside you, but most of the Romans nonetheless go straight to you for the fastest possible ticket to the afterlife.

When you’ve sliced and diced enough people in the current area, you’ll be able to move somewhere else for a battle in alternative surroundings. Health and the little used magic power are replenished by praying at altars along the way, although the sneaky Romans tend to use such moments to start hitting Spartan from behind.

Those rear attacks become annoying, but it almost can’t be avoided. Most of the time you’ll have a full 360° panorama of meat mannequins to hack away at, and the unhelpful camera doesn’t always display the best angles for figuring out who’s next for the chop (hence our rather successful tactic of random flailing).

Before you get the wrong idea, let’s make it clear that there are mission objectives: if you want endless random combat, simply head on over to the Arena mode, where you’re more than welcome to chop till you drop. In the main game, you’ll have to protect certain individuals, sabotage various things, pull levers, climb ladders and find secret items. It’s got everything an ordinary adventure game would have. The battlefields are often multi-leveled cityscapes complete with hidden treasures and interactive killing aids like ballista, racks of spears, and cauldrons full of burning oil.



You’ll also experience some memorable boss battles, courtesy of beasts like a hydra, a dragon, a minotaur and at least one giant metal colossus (though, ironically, he’s more of a mini-boss) that you must make ready for smelting by spearing him with giant ballista bolts.

There seems to be a time limit in some areas that’s either unmentioned or was mentioned too quietly to register through our digital bloodlust. Whatever the cause, the action was frequently and prematurely brought to a halt. Sometimes we ended up losing because we failed to kill a certain enemy. That seems unfair, because we would have gotten to him sooner if we hadn’t been surrounded by other enemies with a death wish. Those Romans may have been civilized, but they were crap at waiting their turn to get skewered.

No matter, because we didn’t need to be asked twice on the Continue screen. Spartan: Total Warrior’s satisfying simplicity makes it easy to lose hour after hour to repeated play-throughs of the same levels in an attempt to max out the combo meter or try wasting a boss with a different type of weapon.



In case you’re interested in technical details, the GameCube version has some special lighting effects that are better than you’ll find in other console versions (yes, even the Xbox). The PlayStation 2 version is, predictably, the most homely of the bunch, but even on that console, the sheer volume of characters onscreen is damned impressive. You can literally become disoriented by the sheer number of dead bodies that can pile up onscreen. So it’s a remarkable feat of programming as well as the most deliciously bloodthirsty thing we’ve played in a very long time.

Yes, it would be nice if your fellow soldiers would open a door on their own once in awhile, and we could definitely do without the oddly paced “stealth” sections. We appreciate the developers’ attempt to mix things up a bit, but this game’s strength is its full-scale battles. Besides, it should be enough that Spartan does things right out of the box that the premeire hack-and-slash series Dynasty Warriors, about to release its tenth PS2 entry, has yet to achieve.

Ratatouille

One rat you'll enjoy in your home

If you haven’t noticed - it’s summer, a time where movie theatres get big-budget actionganzas and your console goes through a bit of a dry spell. Unless you want to start tapping that pile of games you swore you’d get to by now, you can always sniff around for the latest, potentially awful film tie-in starring emo spider-men, ambiguous pirates or… a French rat that cooks? Ratatouille - the latest Pixar anthropomorphic animal flick - bucks this trend and offers a solid platformer that doesn’t feel like Disney’s trying to rape your wallet.

Playing as bi-pedal rat, Remy, you’ll traverse sewers, markets and restaurant kitchens in order to help your family find grub, and assist a nerdy Frenchman in becoming a better chef. Each section of the game is broken up into missions that help your fellow rat get one step closer to fine cuisine such as finding a coin to distract a human, disabling rat traps or stealing a key to open a food locker.



While the pathways to your goals are linear, it never feels too distracting because you’ll often traverse much of the wide-open level in order to reach your destination. Need to shut off the gas main? Just sprint past the crabs, evade the cooks by hiding under tin cans, climb up the broom handle, swing on the hooks, grab the umbrella… and it goes on. The constant “A to B to C” missions do get repetitious, but there’s so much variety, it’s almost a platforming dream.

We say almost because after each jump, you need to hit B to grab a hold of the next object or land on it correctly. That mechanic felt archaic in the original Tomb Raider and that came out ten years ago. C’mon THQ, we like our characters to automatically grab swinging poles or ledges. It just doesn’t feel right because you’re never sure when to hit B, leaving each jump to be a leap of faith that may or may not send you plummeting down a hole.

Before the gameplay becomes boring, Ratatouille serves up fresh minigames, that don’t feel tacked on. Admittedly, the cooking minigames - DDR-style button mashing or correctly matching ingredients to the corresponding buttons - are a bit lame. Seriously, we’ve been playing the GameCube for years and still can’t tell the difference between the X and Y buttons. The chase segments (running at the screen all Crash Bandicoot-like), tunnel sliding and even rafting down a sewer creek, feel fun and don’t outstay their welcome. Our favorite is actually a platforming challenge reminiscent of Mario Sunshine’s bonus stages, where you’ll hop around food-themed, surrealist landscapes complete with rotating carrots and ravioli platforms.



The current-gen versions of Ratatouille - PS2, GameCube and Wii - are almost identical save for some wonky remote physics for the Wii and minor graphical flourishes seen on both Nintendo systems. While the PS2 version suffers slightly from lower quality visuals, the GameCube version pops with sharper imagery. It’s difficult to tell, until you watch both the pre-rendered and in-game cutscenes and notice no grain and smoother character designs. The difference is so slight though, that it hardly matters.

Ratatouille’s defied our expectations by dishing out a solid adventure with loads of extras and minigames. If the missions felt a little less repetitive, then we’d really have film-tie in greatness here. Either way, this is one game adaptation that’s easy to swallow.


Tuesday, November 17, 2009

Lego Indiana Jones 2




Lego Indiana Jones 2: The Adventure Continues Impressions

Lego Indy's back, and this time, he's entering the Kingdom of the Crystal Skull.

The original Lego Indiana Jones was a smash hit, and with the arrival of the Kingdom of the Crystal Skull last year, there's suddenly more material for a sequel. That's the thinking behind Lego Indiana Jones 2: The Adventure Continues, which will also include material from the original film trilogy that didn't feature in the first game.

We got to see reproductions of both new and old films in our GamesCom demo today, both with the diner section from The Crystal Skull and the opening of the ark from Raiders of the Lost Ark. The latter cutscene was particularly memorable, as the Nazis were compelled to perform funky dance moves before disintegrating into thin air. In-game, Indy can now do more with his whip, such as tie enemies up and drag them around, as we saw in the diner fight scene.

Lego Indy 2 also has plenty of upgrades that will please fans of the Lego series. When two players drift apart, the screen now automatically splits in two, letting players do what they want before joining seamlessly together once they're close to each other. There's also a new level builder that allows you to put down boards and pieces just like you might have done with real Legos as a child. However, with this being a children's title, you probably won't be able to share these creations online, although LucasArts is currently looking into this possibility. At least you and a friend can both work on your design at the same time.

The hubs in Lego Indy 2 have also been expanded and improved, with three hubs from the Kingdom of the Crystal Skull and three from the original trilogy. The hubs are themed around different areas in the films, and you can fly around in a plane, parachute out, and then jump into levels straight from these hubs.

Lego Indiana Jones 2: The Adventure Continues is looking almost finished, which is a good sign given how close we are to release. The game will be released on all major platforms in the third quarter of 2009.

LittleBigPlanet




Little Big Planet Updated Hands-On

Sackboy is back on another glorious adventure around the globe, this time on Sony's little big handheld.

Little Big Planet's happy-go-lucky burlap star is making his way to the PlayStation Portable so you can create, explore, and share from almost anywhere. Developed by Cambridge Studio with the help of Media Molecule, LBP for the PSP is very much like the PlayStation 3 version, except modified and squished onto a handheld. The scope of the game may not be as big, but it was hard for us to tell the difference from the newly designed levels because it's just like taking a romp through the 3D hand-crafted world from the original LBP. We spent some time playing through several stages on the PSP and were impressed with all the features that have made it into the game and how it all looks.

As Sackboy--the fully customizable and lovingly sewn together doll--you'll travel across the different continents, starting with Australia and then venturing to the Orient, eventually leaving your mark all over the world. There are 30 new developer-created levels across seven themed locations, and we really enjoyed the new level designs from what we've played. It doesn't look like anything was lost during the transition, other than the fact that you have to play alone instead of with three other players. There's plenty of detail in the environments as you pass through, making it feel like it was a port from a PS3 game, even if it isn't.

After navigating through the harsh lands of the outback, hanging off koalas and jumping on kangaroos, we made our way to the Orient and had to fend off fire-breathing dragons. It's interesting to note that the levels in the Orient progress from right to left. One of the more memorable stages we saw was a level that required us to use a cannon-like device that fires synthetic logs. We hopped onto the back of a rickshaw and went blazing down a steep hill, trying desperately to hold on while using the cannon to keep the dragon at bay. We had to aim for the target inside the dragon's mouth to get it to back off--otherwise we'd be toast. It was a bumpy ride but a lot of fun. All this game needs is some rockets, which we hope will be included in the later levels.

Some puzzle-solving skills are needed to get past some areas, but the game makes good use of its tools, like switches, which are quite prominent in the levels that we played. LBP is generally fairly linear, but we came across a level that has you exploring multiple zones in order to figure out a combination code, which you then input using the switches. Even though the game is now single-player only, it's still tough to run through the levels and track down every single object. There are still an abundance of stickers, objects, and costumes to collect, all so that you can mess with the items later in the creation mode, but you'll have to carefully explore every nook and cranny to locate them all.

Like in its PS3 counterpart, you'll eventually unlock the moon so that you can create your own levels from scratch, using the items that you've found during the main game. And also like in the other version, you need to go into individual tutorials for each component of the Popit menu system before going to town with it. You can easily escape out of these tutorials, but the load times are noticeable, and it's unfortunate that you can't just have access to everything and choose to check out the demonstration later. It's amazing the amount of freedom you have at your disposal, and once you create a level you want to share, you can do so by heading to the PlayStation Network to show the world what you've come up with. LBP is about the community, so you'll have access to an endless supply of content to play through from anywhere.

It's going to feel very much like the PS3 version, all the way down to the controls. Instead of three planes to manage, there are two, so not only do you need to worry about going from left to right (or right to left), but you have to use some of that depth perception to navigate through the background or foreground as well. It's not bad when you're casually trying to find your way through a maze, but it can be tricky if you don't notice it happening and suddenly find yourself walking or jumping into a fire pit instead of on the block that was on the back plane. Luckily, you have an unlimited number of lives, and the checkpoints are much more frequent, so you can keep going until you feel like manually exiting the stage. The Popit menu is still there, so you can swap your outfit on the fly and access trigger stickers to help you get more items.

Because there's so much happening onscreen sometimes, it does take a while to adjust to playing LBP on a smaller screen. Sackboy isn't going to be nearly as detailed as its high-def counterpart, but you can still have him make funny faces with the D pad, and he'll easily win your heart all over again. A nice variety of music is included, and while the tracks may not necessarily fit with the theme of the level, everything so far is catchy and fun to listen to. The game is what you would expect LBP to be on a handheld, but what's impressive is that it doesn't feel like anything was lost or sacrificed to get it to fit on the system. At least, it's difficult for us to tell at this point, so be sure to stay tuned for our review later this month.

For anyone who wants a playground to play, create, and share, the possibilities are endless when Little Big Planet for the PSP is released on November 17.


Assassin's Creed II




Assassin's Creed II Review

Assassin's Creed II is what you'd want an action sequel to be: bigger, better, and more beautiful.


The Good

    * Huge, beautifully realized world to explore 
    * Ezio is a terrific new character 
    * Tombs put a spotlight on the excellent and enjoyable platforming 
    * A greater variety of missions, weapons, and stealth techniques than in the original 
    * Incredible production values.


The Bad

    * Some additions are a little contrived 
    * A few gameplay and visual quirks.

"Nothing is true; everything is permitted." We learned this adage in the original Assassin's Creed, and Assassin's Creed II carries on the tradition beautifully, inspiring you to rethink the conspiracy at the heart of the series--and to reconsider what you should expect from a sequel. The franchise's second console outing is an impressive piece of work. Developer Ubisoft Montreal has addressed almost all of Assassin's Creed's flaws by filling its follow-up with fresh and enjoyable mission types and layering on new and mostly excellent features, while still retaining the joy of movement and atmospheric wonder that characterized the original. These enhancements range from the subtle (you can swim now) to the game-changing (there's an economy), but aside from a few small missteps, every tweak makes for a more enjoyable, more engaging adventure. The cohesive story and a terrific new character will draw you in, and you aren't apt to forget the memorable and explosive ending that will have you eager for the third installment.

Like in the first game, Assassin's Creed II occurs across two timelines: a modern-day chronology starring bartender Desmond Miles, and another featuring one of Desmond's ancestors. When you start the game, you'll catch up with Desmond right where the original left him, though as fans of the original can guess, the Abstergo labs are no longer a safe haven. You'll spend a bit of time with Desmond during the course of the game, though the shoes you most frequently fill are those of Ezio Auditore di Firenze, the charmingly impetuous son of a 15th-century Italian banker. Ezio is an instantly likable firebrand, as passionate about family and honor as he is about wine and women. When you first meet him, Ezio is living a carefree life and has not yet donned his assassin's robe, nor is he familiar with the creed. However, Ezio's devil-may-care freedom is soon cut short by murder and betrayal instigated by the assassins' greatest threat: the Templars.

Assassin's Creed's Altair was an interesting character, but only for the stealthy order he represented, not because you ever got to know the man under the white hood. Ezio is far more appealing, for he's not just quick with a secret blade, but he's a fully realized protagonist. He isn't at the mercy of the plot, but rather, the narrative evolves from his need to uncover the truth behind his sorrows. It's the personal nature of the narrative that makes Assassin's Creed II's story more compelling than its predecessor's. The few modern-day segments featuring Desmond pack a lot more punch this time around as well, and the conspiracies driving that story arc become a lot clearer and, as a result, more provocative. While the original ended on a vague and unsatisfying note, the latest chapter's climax is downright electrifying.

Ezio isn't Assassin's Creed II's only headliner. The Italy he inhabits is a character in and of itself, filled with visual and sonic details that infuse the world with life and elegance. The cities you explore--Florence, Venice, and more--are larger and more detailed than the environs of the first game. Citizens go about their daily lives, and they look authentic doing so. Merchants sweep the street in front of their shops; small groups stroll along, making conversation with each other; and courtesans smirk and cajole as you pass by. These folks aren't cookie-cutter character models. They are dressed differently enough from each other and are animated so expressively that it's as if the population would go about its business with or without your presence. More impressive are the cityscapes themselves as they unfold in front of you, inviting you to take in their splendor. This is an incredibly good-looking game: the lighting is sumptuous, the draw distance is vast, and textures are crisp. The PlayStation 3 version does suffer from some frame rate jitters, more frequent texture fade-in, and lesser color saturation. Both versions are still attractive, however, and apart from a few small flaws, you rarely get the feeling that visual compromises were made to make the game's open world run smoothly.




Assassin's Creed II's sense of place and time isn't due just to its visuals, however. Its high-quality sound design is equally responsible, delivering a busy-sounding Florence while still allowing the little quips of citizens commenting on your acrobatics to shine through. There's a good variety of such dialogue now, so you won't tire of repeated lines, and because the citizen rescues of the original Assassin's Creed have been excised, you won't hear the monotonous whines of complaining peasants. Two aspects of the sound design are particularly noteworthy: the music and the voice acting. The game's splendid orchestral score is subtle and soothing when it needs to be, never intruding on the exploration and never manipulating your emotions with inappropriate musical melodrama. The simple but effective cello and double bass motif you hear when climbing to a perch and synchronizing your map is the perfect example of this smart melodic restraint. As for the voice acting, it is uniformly excellent. Not only is Ezio voiced with charm and energy, but the surrounding cast is mostly superb--though one particular line delivered by Ezio's uncle Mario might make you cringe.

The greatest beauty of Assassin's Creed II's exquisitely detailed environments is that you can run and jump across the rooftops with ease and climb the tallest towers to get a bird's-eye view of the game's glorious vistas. You control Ezio much as you did Altair, though movement feels a bit tighter and even more fluid than before. The game strikes an excellent middle ground between responding to player input and automating actions like leaping from one surface to the next, so it's simple to leap about the city smoothly without worrying that you're going to plummet to your death on the next hop. You'll still encounter a few awkward moments here and there: simply walking off a ledge onto a rooftop a few feet below can still be bit clumsy, for example. But these moments are few, and in fact, you'll pull off some awesome-looking moves without even trying. One of the many wonders of Assassin's Creed II is that the cities look so natural that they don't seem as if they were created for you to jump around in. Yet you might leap onto a wooden outcropping and find yourself skipping across a series of them, swinging and jumping with fluidity and style. Not only are there more opportunities for organic platforming sequences like these than in the original, but there are entire closed environments called tombs tailored to this kind of jumping.



Tombs are more intricate levels in which you must retrieve an important artifact (and if you collect all of them, you are in for a special treat). Some of them are platforming puzzles of the best kind, in which you must figure out how to get from your starting point to the destination, in the manner of Prince of Persia: The Sands of Time. Ezio can't run on walls like the Persian prince, but he's incredibly agile nonetheless, and swinging and hopping about rafters and chandeliers within the tombs is great fun. A few tombs throw some additional challenges at you, such as a time limit in which to reach your goal. The best tombs, however, are those in which you pursue an enemy but run into obstacles that force you to give chase using an alternate route. The chases are excellent, and they require quick reactions, but not so quick as to be unreasonable. Flawlessly keeping up with your target without breaking your momentum is one of Assassin's Creed II's greatest thrills, and as long as you are paying close attention, you can pull it off on the first attempt.

The climbing and jumping wouldn't be as rewarding if Ezio weren't so graceful, but he is one of the best-animated characters yet seen in a game. You'll admire his footwork early in the game in particular, when his assassin's garb does not veil the incredible animations of his legs and feet. When Ezio climbs, his hands are grabbing something and his feet are resting on something. Except on rare occasions, you won't see him pulling himself up using an invisible handle or stepping on a nonexistent ledge. It's a small touch, but it goes a long way toward making these acrobatics look believable. Ezio seems even more nimble than Altair; his legs move inward and cross a bit differently during a climb, and moves connect even more slickly. The only imperfection you are likely to notice is the lack of a transition animation when you bend to loot a body or treasure chest (more on this to come).

Of course, Ezio is more than just a talented gymnast without a fear of heights. He's not afraid to shed blood when the time is right, and he's got a number of ways to exact revenge. The dual hidden blades are his best deadly toy in this regard. You can still stealthily pull off a low-profile assassination (sneak up behind a guard and stab him in the neck) or conduct a high-profile kill (pounce on your target and plunge your blade into him in a single, dramatic move). But the best addition to hidden blade kills are double assassinations: Walk between two unsuspecting guards, sink a blade into each of them, watch them crumple to the ground, and keep walking as if you were none the wiser. If you get really enamored with the dual blades, you can hang from a ledge and wait for an enemy to walk above you, stab him, and toss him to the ground below. It's particularly satisfying to do so above the Venetian canals, because the body will splash into the water and then float to the top. Or if you'd rather conduct your bloody business from above rather than below, you can wait for your target to walk below and then assassinate him in one spectacular move.



If you want to take the direct approach instead, you've got more to unsheathe than a basic sword. One of your brand-new combat moves is the ability to disarm an opponent and take his weapon. For a treat, try taking a giant axe from one of the heavily armored guards and planting it in his head, or skewering another with a stolen spear. If you like, however, you can stick with what you've got and simply pick up your fallen foe's weapon off the ground once the skirmish is done. As before, you can toss throwing knives at pesky archers, but Assassin's Creed II also gifts you with a special ranged powerhouse late in the game. Or perhaps you like to play with your victim before it's time to recite the requiem. If so, stab him with your poison blade and watch him stumble about as he tries to gain his bearings before you slice his throat. If that weren't enough, you can purchase improved weapons and armor pieces from blacksmiths scattered around the cities. By the time you are finished, Ezio may be decked out in some impressive-looking gear--and sporting some highly effective weaponry. The essentials of combat remain the same throughout, however: When battle is initiated, you lock onto targets, dance about each other looking for an opening, and time counter moves to pull off a bloody and satisfying kill. Combat isn't difficult, but the addition of larger-scale battles makes it more exciting in this outing. Nevertheless, it's disappointing that enemies still dutifully wait their turn to attack.

Blacksmiths aren't the only vendors willing to take your cash. Assassin's Creed II sports an entire economy. You earn florins by completing missions, looting treasure chests, pickpocketing strangers, or stealing from dead bodies and covered Venetian gondolas. Your main source of income, however, will likely be your uncle's villa, which serves as your base of operations and is a tourist destination. The adage "You have to spend money to make money" is true. You can spend florins on villa upgrades, such as purchasing a brothel or a church, and in turn, the villa will earn more florins from tourists, and you can take the profits from a chest inside the living quarters. You can then use your florins to dye your garb, purchase treasure maps to point out the locations of all those glowing chests, or buy a new pouch to hold more throwing knives. Most importantly, you'll want to visit a doctor, who not only will inform you that a weekly bleeding is part of a healthy lifestyle (yuck), but will keep you stocked in health packs. That's right: Your health does not replenish on its own any longer, so you'll need to make occasional visits to the doctor to replenish your inventory.



If you'd rather just avoid physical damage altogether, you can still keep a low profile, and there are many improvements in this regard as well. You've still got a few old tricks to rely on: benches to sit on and haystacks to hide in, for example. But contrivances of the original (remember Assassin's Creed's scholars, and walking at a snail's pace in prayer?) have been replaced by more natural and sensible mechanics. If you want to blend with the crowds, you can walk into a group of citizens and be automatically hidden. It's fun to move smoothly from one roving group to another and avoid the watchful eye of nearby guards, though there are sadly few occasions when doing so is essential. Or you can slink past guards by hiring a group of courtesans to distract them with their feminine wiles, or by hiring a group of thieves to engage them. You can even throw smoke bombs and use the resulting cover to sneak past. You can still fight your way through most situations, but there's something uniquely satisfying about taking the stealthy approach.

Yet even if you don't often need to be sneaky if you don't wish to be, you'll still need to stay out of the public eye if you can by keeping your notoriety levels low. Notoriety works much as it does in the Hitman games: The more bad deeds you're caught doing, the higher your notoriety levels rise, and the more likely it is that guards will recognize you. If you want to roam the city without worrying about being chased by every group of guards you pass, you can reduce or eliminate your level of notoriety by bribing town criers or by assassinating key guards. The easiest way to reduce your notoriety, however, is to remove the "Wanted" posters that appear whenever your notoriety meter begins to fill. This is one of Assassin's Creed II's more artificial elements, simply because "Wanted" posters appear in places that no guard would ever see. Nevertheless, "Wanted" posters give you another reason to clamber to the rooftops, which is never a bad thing.

The story missions tying all of this exploration and combat together are vastly improved over those of the original, often stringing multiple objectives together and usually making good use of Ezio's skills. Eavesdropping missions are gone completely, and beat-'em-up tasks are mostly optional. Instead, you will be rescuing prisoners, tailing important targets from the rooftops, assassinating wrongdoers, and plenty more. Some of the best missions act as set pieces and often involve Ezio's ever-positive friend, the resourceful Leonardo da Vinci, who will not only upgrade your synchronization (health) bar, but provide you with a few amusing gadgets, like your poison blade and smoke bombs. In one exciting scene featuring your talented comrade, you drive a horse-drawn carriage at a breakneck pace. In another, you take to the skies in one of da Vinci's flying contraptions, using the heat rising from the city's chimneys to stay aloft while kicking archers out of the way. If you thought Assassin's Creed lacked variety, you'll find plenty in the sequel.



Optional tasks are compelling as well. You can still climb to the tops of towers and make a leap of faith into a bale of hay or autumn leaves beneath, and doing so is just as unrealistic and awesome as it ever was. The flags of the original have been replaced by feathers, which tie in to story events early in the game. New missions include assassination assignments retrieved from messenger pigeons and timed rooftop races, which are always enjoyable in a game that makes the simple act of moving from one location to the next such a pleasure. You also run the risk of being pickpocketed, in which case you can chase after the perpetrator and tackle him, pilfering not just your stolen funds, but the florins of other victims as well. Another intriguing addition is the hidden glyphs you locate on certain buildings by activating your eagle vision. These glyphs tie the story's dual timelines together in an intriguing way and initiate puzzle sequences that in turn unlock short video snippets. The puzzles aren't that great, but the snippets are so weirdly fascinating that you'll want to collect all of them so that you can watch them in sequence. There are enough historical and religious conspiracy tidbits in here to keep you interested, and they're just outrageous enough to delight Dan Brown devotees.

At first, Assassin's Creed II might seem as if it has added more than its foundation was meant to handle, but once all the new features are completely introduced, it develops that magic that so few games can cast. This is the rare sequel that offers fans of the original the basics they would expect, while adding and changing so many other aspects that even those who didn't appreciate the first should take the plunge, without hesitation. A few more contrivances notwithstanding, Assassin's Creed II is a better game than its forebear and is a beautiful and memorable experience on its own terms. But it's more than just a game--it's an escape to a place and a time that feel so welcoming, you'll be making return trips even after your initial adventure is over.


Monday, November 16, 2009

SingStar Latino

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Publisher:SCEA
Developer:SCEE London Studio
Genre:Rhythm / Music
Release Date:Nov 17, 2009
ESRB:TEEN ESRB
Descriptors:Crude Humor, Mild Violence, Suggestive Themes, Use of Tobacco, Lyrics

Kamen Rider Dragon Knight

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Things I Saw in Kamen Rider Dragon Knight or That I Hallucinated Last Night

For the last several weeks, sleep has become an elusive thing for me. After the birth of my first child back in early September, my wife and I have been experiencing the familiar trial of all new parents--figuring out ways to get our daughter to sleep for more than two hours at a stretch...

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For the last several weeks, sleep has become an elusive thing for me. After the birth of my first child back in early September, my wife and I have been experiencing the familiar trial of all new parents--figuring out ways to get our daughter to sleep for more than two hours at a stretch. We've had varying degrees of success but last night was particularly bad--the little one refused to sleep much at all, and the result was me standing in the middle of our bedroom for what seemed like a miniature eternity, gently rocking her and trying to get her to snooze while simultaneously trying to prevent myself from falling asleep standing up.

That miniature marathon of enforced insomnia came on the heels of an appointment I had yesterday afternoon with the fine folks at D3, who dropped by to show off Kamen Riders Dragon Knight for Nintendo Wii and DS. The game is based on a long running Japanese sci-fi television series, which seems to be a mix of an amped up version of Power Rangers and Yu-Gi-Oh-style card collecting with a healthy dose of cartoon violence. The game, and its complex backstory, turned out to be a heady mix, especially in my fragile mental state and, as I stood in the middle of my room last night rocking the baby to sleep, visions of the absurd costumes and hyperspeed action of the game came creeping uninvited back into my head.

So, here's a list of things I either noticed in Kamen Rider Dragon Knight or hallucinated in my sleep-deprived state:

 Mirror World -- There are two worlds in the universe of Kamen Rider, the "real" earth and an alternate dimension known as Ventara. The evil General Xaviax is preparing to invade the real earth, and your goal in the game's story mode is to prevent that from happening by kicking all sorts of butt. Incidentally, I guessed the correct spelling of "Xaviax" the instant I first heard his name. After all, nothing is more devious than a bad guy with two X's in his name.

Ready… Fight! -- Kamen Rider is a fighting game, pure and simple. In story mode, you'll choose your favorite Rider and then progress through a grid of encounters leading up to a final battle against Xaviax. These fights can either be traditional one-on-one brawls as in games like Tekken or Soul Calibur or taking on multiple opponents in 3D brawls. There's also duel modes in both versions of the game, where you can pit various characters against one another.

 Contract Beasts -- Pets in Kamen Rider aren't like your dog, willing to do anything you want even if you treat him like crap. No, in the Kamen Rider universe, your beasts are contractors and, in the game, you can summon them in a fight to attack your enemy. If I was a beast in the Kamen Rider universe, I would demand a signing bonus and the company of many, many female beasts at my beck and call.

 All Hands on Deck -- It wouldn't be a kid's show without some sort of collectible card tie-in, right? In Kamen Rider, every combatant has a so-called Advent Deck of cards which offer him or her special powers in a fight. You have to build up energy to use your cards in combat but they do offer some cool powers like…

 A Dude Became a Tank -- During one point in the game, one of the Kamen Rider fighters played a card in his deck that allowed him to become a tank. Or interface with a tank he had summoned from thin air. Or transform the front of his body into a tank. Something like that. Then the guy/tank nuked my character into oblivion with a 50-hit combo and explosive effects that would have looked like overkill in Mercenaries 2. It was at this point in the demo that I wearily turned to the friendly D3 representative and said, "I don't understand this game, culturally."

 Up Yours! -- At one point, a triumphant Kamen Rider struck a victory pose that looked distinctly like he was telling me to go screw myself. I can only hope the gesture means something else entirely in Japan.

 Yodeling Puppies Wearing Mexican Wrestling Masks -- Okay, I'm 95 percent certain this one was a hallucination.

Kamen Rider Dragon Knight is coming for the Nintendo Wii and DS on December 22.

F1 2009


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 F1 2009: Raising Expectations
 
 
The upcoming F1 2009 for Nintendo Wii from Codemasters comes with a lot of good news, but before we get to that, let's talk about the obvious: on the Wii, F1 2009 is not a great-looking game. I don't really understand why Codies chose the Wii as the platform for its F1 debut--the game is...

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The upcoming F1 2009 for Nintendo Wii from Codemasters comes with a lot of good news, but before we get to that, let's talk about the obvious: on the Wii, F1 2009 is not a great-looking game. I don't really understand why Codies chose the Wii as the platform for its F1 debut--the game is also coming to PSP this year--because the platform just doesn't seem to have the horsepower to portray the sport in all its multicolor, hyperspeed glory. Despite a relatively solid frame rate (at least in the preview build I've played) and a great sense of speed, there's a segment of F1 fans out there that will likely be put off by the Wii version's pixilated cars and bland textures.

Too bad for them. Because F1 2009 drives like a dream.

I first played the game at TGS 2009--driving a few laps at Suzuka--and came away impressed with the default control scheme. Having driven several full-length races in F1's Career mode, I'm left with an even better impression, thanks in large part to a handling model that really conveys the power and agility of today's modern F1 machines. Using the Wii Remote and Nunchuk, you accelerate by pressing the B button, brake with the Z button, and steer with the analog stick on the nunchuk. For cars equipped with the KERS boost system, you can enact eight seconds of boost per lap by holding down the C button on the nunchuk. 

The driving model in F1 2009 defaults to a bunch of assists, such as brake and steering assist, which will help rookie F1 drivers around the course. If you turn those assists off, however, you've got a much more engrossing experience-- one that walks a line between challenging and thrilling. Without the assists, the game does a remarkable job of letting you feel what it's like to drive an F1 car, with its astonishing cornering, braking, and accelerating abilities. Where in most cars, you'd be jamming on the brakes before arriving at a corner, in an F1 2009 ride, you can often take those turns at full speed--or something very close to it. Once you trust your driving ability and your car, you'll chop seconds off your lap time in quick order.

Along with a great control scheme are the little things that Codemasters has modeled into the driving experience of the game. Tire choice matters in F1 2009--during a race weekend you're required to declare a pit strategy before the race begins. You'll have to choose when you come in for refueling and what type of tires you want to use in each leg of the race. These strategic decisions can have a major impact on your race success because there is such a performance gulf between "hard" and "soft" tires in the game.

Soft tires warm up quickly and offer incredible grip (transforming already nimble F1 cars into veritable cornering ninjas), but they don't last very long. Hard compound tires take a long time to warm up, but they can take you much deeper into the race. F1 rules require you to use one set of each kind of tires per race so when and where you choose to use them becomes nearly as important as how you drive on the course. Indeed, because so much care has been taken into how the tires affect your ride, you'll feel the difference between a set of hard and soft tires practically right away. On soft tires, you can take corners at breakneck speeds you wouldn't even attempt on harder compound tires. However, trying to negotiate a track on a set of worn-out tires (which happens all too quickly on the soft compound) can ruin a race completely.

You don't have to be a gearhead to get a good setup for your car; not only do cars come with preset setups for each track, but there are also two methods for alternating your car's attributes. The first option is for basic, no-frills adjustment--you move onscreen meters to adjust for such things as speed, balance, gears, and suspension. If you want to get into the nuts and bolts of tuning, you can progress to other menus where you can adjust specific aspects of the car, such as individual gear ratios, brake bias, ride height, and more.

The fun of driving in F1 2009 is tempered a bit by CPU drivers that aren't always up to F1 levels of talent. Even at the hardest difficulty setting, AI drivers seem to get confused during certain sections of tracks and become Sunday drivers when approaching slower, lapped traffic. That said, fuel and tire strategy plays such an important role that you might lose a race even if you are the fastest driver over a single lap. Call it the Jarno Trulli Effect.

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In terms of game modes, F1 2009 has a lot to offer, including Quickplay, Race Weekend (including all practice sessions and three-round qualifying), Championship, Time Trial, and Career, which will put you in the driver's seat as you try to win the World Championship. My driver's career started with offers for test drives from Torro Rosso and Williams. After getting an offer from the Torro Rosso, you'll have expectations you'll need to meet in order to keep your spot on the team (in the case of TR, my modest goal was to score 20 championship points for the season). Presumably, you'll get new offers from bigger and better teams as you go, and your team's expectations of you will change as well. There are also unlockables, such as new helmets, you can earn by completing specific objectives.

The lack of online multiplayer is another strike against F1 2009 for the Wii--you can play two-player split-screen--so here's hoping that problem is fixed in a big way once Codemasters' F1 series makes its debut on the Xbox 360 and PlayStation 3 in 2010 (20-car fields online, please). Judging from what I've seen of the Wii game, my expectations have been raised.

Assassin's Creed II

Assassin's Creed returns with a new adventure set in the Italian Renaissance.

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Assassin's Creed II Hands-On



We played through the first few hours of Assassin's Creed II to learn how Ezio moves from troublemaker to assassin.

After two years in the development oven, Assassin's Creed II is finally ready to be served next month. To celebrate the game's completion, the development team from Ubisoft Montreal flew out to meet with us in Florence, which is the first city featured in the game. It was a no-holds-barred gameplay session--they let us tear through the first few hours of the game while remaining on hand to answer questions. The game is looking very impressive, with the new locations and the historically accurate setting, and the hours flew by as we played. But, before we begin our preview, here's a substantial SPOILER ALERT: This preview contains some major plot reveals from the beginning of the game.

As has already been revealed, ACII starts out almost immediately after the first game. You take control of Desmond moments after Assassin's Creed ends, and he's lying in his room when Lucy enters in a panic, covered in blood. She has just minutes to get Desmond onto the Animus, the machine that can visualise his genetic memories. This time, though, instead of heading back to the Third Crusade, he wakes up in Renaissance-era Italy. He is literally born as the new character Ezio Auditore, at which point you have to use the face buttons to kick your feet and shake your hands. Just as your father enters the room to meet his new son, Lucy is interrupted and you both have to escape from the lab.

After running to a nearby warehouse, you meet the new team that Lucy has been working with, who are armed with the new Animus 2.0. She introduces you to Shaun Hastings, the spitting image of actor Danny Wallace, and a brand new Animus machine. Using intel that Lucy has stolen, the team uses the new Animus on Desmond to explore more of Ezio's life, so you jump in the machine to rejoin Ezio as a young adult.

The first proper action sequence is apparently an homage to Scorsese's Gangs of New York. Ezio and his friends get into a fight with a rival family, allowing you to get to grips with the combat mechanics in the game. In the Xbox 360 version we played, you can strike with X and grab with B, which allows you to string basic combos together. You can combine the two to hold enemies while punching, kneeing, or head-butting them, or you can just throw them over a nearby bridge or into other enemies. You can also block, and counter incoming attacks with some brutal combos.

With our adversaries dispatched, our brother arrived to find that we had taken a bit of a beating. He instructed us to raid the bodies for cash so that we could pay a doctor. By going over the bodies and holding B, you can rob people for cash, which is important as money plays a big part in the game. You follow your brother to the doctor, who will heal you completely for 50 Fiorinis. However, he'll also sell you healing vials for a premium of 75F, meaning that you don't have to find a doctor if you're in the middle of a battle.

Once we were healed, the next hour of the game was spent getting to know the family. Your brother challenges you to a rooftop race, your sister asks you to beat up her cheating lover, and your father gets you to deliver important letters. In between, you also perform more perfunctory tasks, such as collecting feathers from the rooftops, which will act as the new hidden collectibles in the game, and visiting your girlfriend, where you press buttons in order to kiss her and undress her.

These introductory missions merely act as tutorials for the fighting and exploring in the game. The real thrust of the story is the framing of your family for treason, which results in your father and brothers being taken away to prison. Once you learn of this, you climb to the top of the Palazzo della Signoria (do a Google image search for this incredibly impressive building) to consult with your father. He instructs you to deliver evidence of your family's innocence to a judge called Uberto. However, the next day, you witness Uberto's betrayal as he leads the public execution of your family, and you see firsthand the horrifying sight of your brothers and father hung to die.

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Thankfully, by this point you've picked up your father's assassin equipment--the familiar hooded cape, his armour, and his trusty sword. It's not enough to cope with the huge guards that chase you after the execution, but it's enough to give you some protection from regular enemies, who are stronger than the street thugs from before. Combat looks to be a big part of ACII, but there's always the option of running and hiding, as there was before.

At this point, producer Sebastien Puel jumped a little further into the story to show us the fist "dungeon" area from the game. These dungeons will be optional side quests, but they will extend the life of the game considerably, making this a much larger experience than the first Assassin's Creed. These areas are made up of complex physical exercises--the sorts of things you might see in Uncharted or Tomb Raider--where you have to explore the environment and occasionally beat up a guard. In the first secret dungeon, which is the only one in the game that's compulsory, you make your way down to a sarcophagus and find out Uberto's secret plans to assassinate other prominent Italian families.

Jumping forward through the game again, Sebastien Puel showed off another important feature--your villa. This will act as your home space, but it will grow out to be a home for many other people as you progress. Basically, you can build shops, churches, and even brothels, which will attract non-playable characters who will in turn pay a tax to stay there. This will encourage you to improve the area over time, which will increase your income--proving the old business adage that you need to spend money to make money.

While Ezio may be a wanted man, he still manages to run a pretty pimped-out house at the villa. He has rooms where you can install the best art, show off your weaponry and armour, and fight it out in practice arenas to unlock new special moves. This guy sure isn't modest--his bedroom is decorated with portraits of all the major people he has killed, and his immense basement is filled with statues of famous assassins through the ages. You'll be able to install plaques on each of these statues by playing the aforementioned dungeon missions, which will unlock the statue at the centre of the hall--that of Altair, the character from the original game. Your reward will be access to his armour, which is the most powerful in Assassin's Creed II.

The villa is certainly an interesting new twist to the game. You'll be able to ride your horse there if you desire, but acknowledging the complaints of excessive traveling in the first game, the developer has included travel shops around each city that will take you there for 100F--a relatively small amount of in-game currency. We particularly liked the way your family continues to play an important role--your mother is distraught by the death of your father, while your sister takes up residence in the library, where she handles the finances. The developer also explained to us about your uncle, Mario, who will introduce himself to you by saying, "It's-a-me, a-Mario!"

Our final experience was of Venice, but sadly we're prevented from reporting on most of it. The city looks stunning though, and you can steal a gondola on the huge canal--Grand Theft Ezio, as someone joked. We also got to play around with the different groups of people in the city--hiring thieves to distract enemies or stabbing an incredibly annoying guitar player using our concealed blades. 


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Much has been made about the new setting of ACII, and as anyone who played the first game would expect, the environments look stunning. More than 30,000 images were taken of the real buildings in Italy, many of which have made it as textures in the finished game. The buildings are also much bigger than before, such as the Duomo in Florence, and many of the characters actually existed in the time the game is set. No attempt has been made to hide the seedier side of 15th-century life, either. Characters swear at each other and use extremely crass terminology, and you can hire prostitutes to distract enemies if you so desire.

Assassin's Creed II is set for release on November 20 on the Xbox 360 and PlayStation 3 in the UK, November 17 in the states, and 2010 on the PC. We'll have a full review for you in the coming weeks.

Left 4 Dead 2

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Left 4 Dead 2 Impressions--Hands-On With Hard Rain Campaign

The sky is angry. It's pouring rain, and you can barely trudge through murky, knee-level floodwater. Lightning in the far-off distance signals a worsening storm, and before you know it, a hard wind sweeps by and reduces visibility to a hair above zero. Clearly, things are bad and getting worse--and that's before you bring in the zombies.

This is the type of scene you can expect from Hard Rain, the fourth of five campaigns in Left 4 Dead 2. By now there's a good chance you're familiar with the new setting in this sequel to last year's hit co-op shooter. The development team at Valve has uprooted players from Anytown, USA, and has focused on telling the story of the zombie apocalypse from the point of view of four survivors crossing through the Deep South. The unveiling of Hard Rain comes on the heels of previously announced campaigns, like the daytime New Orleans streets of The Parish, the twisted nighttime fairgrounds of Dark Carnival, and the spooky wilderness of Swamp Fever.

With Hard Rain, the focus isn't so much the setting as it is the nasty weather conditions. Things start out harmless enough. You found your way onto a rescue boat at the end of the previous campaign, but with fuel running dangerously low, your group of survivors has decided to dock and head inland to find a gas station. This quest for diesel begins in a nondescript suburban town as you make your way from zombie-infested backyard to zombie-infested backyard. Aside from having to fight your way through dozens upon dozens of the ravenous undead--an act aided by new melee weapons like the katana, fire axe, and chainsaw--things don't look too bad. There's even a yard sale where VHS copies of '80s comedies have been replaced by ammo caches and silenced Uzis.

Then things go south. Soon that suburban town leads to a series of dilapidated industrial buildings, culminating in a trek through a witch-infested sugar mill. (When we say infested, we mean it. It turns out those witches are attracted to the scent of sugar.) Worse yet, your reward for safely exiting this sugar mill is a blind dash through a sugarcane field with nothing more than a neon gas-station sign peeking up in the distance to let you know you're not running in circles. Think of this scene as a follow-up to the cornfield in Blood Harvest.

It's once you get to the gas station and complete the second chapter of Hard Rain that this campaign's clever design becomes apparent. Rather than head off to a new location, completing the point-A-to-point-B gauntlet of other Left 4 Dead campaigns, you need to retrace your steps and take that gas back to the boat you arrived on. But in the time it has taken to fill up those cans of diesel, what began as a light rain has turned into an outright downpour, resulting in a ground covered in deep pools of water that were only small puddles earlier. Suddenly that quick run through the sugarcane field becomes a terrifyingly slow march through deep water without the ability to see where you're going.

On the run back to the boat, retracing your route step for step means drastically reducing your speed and leaving yourself an easy target for any boss infected waiting around the corner. The best approach is to take the aboveground alternate paths that were there the first time around but you may not have noticed. Catwalks and raised platforms offer a safer but trickier path through the sugar mill, while the best means of quickly making it through the suburban town is to stick to the rooftops and jump from house to house. It's a deviously clever way to take you back through familiar terrain, yet have you totally rethink your path.

There's also a new storm mechanic that will trigger a zombie horde in a scary new way. At certain points, the game's AI director will trigger a sudden increase in storm conditions, which picks up the rainfall and drastically limits your visibility for a short duration--all while sending a new wave of zombies your way. The best strategy during these storms is for everyone to quickly hole up in the smallest building nearby and wait for conditions to pass, because that reduced visibility makes it easy to get separated. It's especially hilarious if you do this with one teammate standing at the doorway to greet every incoming zombie with a revving chainsaw--sort of like the world's least friendly bouncer. If there was ever a melee weapon designed for keeping control of choke points, it's that one.

All this wetness means that fire-based weaponry like Molotov cocktails and the new incendiary round ammo are suddenly much less effective. Thankfully, Valve has seen fit to add a number of new weapons and equipment to help keep you in the game. One that caught our eye was the jar of boomer bile, which lets you play the role of the boomer by attracting the horde anywhere you throw the jar. Want a quick laugh? Throw the bile on the tank and watch his zombie buddies suddenly turn on him. There's also an adrenaline shot to help you run superfast when things get desperate and a defibrillator to revive fallen teammates.

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With some persistence and a healthy dose of teamwork, you'll make it to the fifth and final chapter of Hard Rain. Here the team has to turn on the neon sign of a fast-food joint to act as a signal to let the boat know where to dock, but of course that triggers a swarm of common and boss infected that will last for minutes on end. The final battle here is done much like those in the original game, which contrasts to some of the other Left 4 Dead 2 campaigns, such as the Parish, that end in a point-to-point dash to safety instead of the traditional standoff.

The options in this final standoff include hanging out on the rooftop and leaving yourself open to tanks and chargers knocking you down to the flooded ground below, or hanging out in a small room such as the restaurant kitchen in order to hole yourself up closer to the ammo stockpile. Like in any other Left 4 Dead campaign, all the options work; it's just a matter of how well you stick together as a team. That's certainly what we did--right up until the boat arrived and we made a mad dash to safety that left one of our fallen comrades a mere soaking-wet punching bag for the tank. Hopefully you'll be a better teammate than we were when Left 4 Dead 2 is released November 17. 

 
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