“It isn’t a game you can hope to master in a weekend. It takes a lifetime to get good at it.”
If you haven’t managed to tame StarCraft yet, don’t worry: now you can get started on StarCraft II: Wings of Liberty, which promises a deeper experience with an epic storyline, three carefully balanced factions, and a wide variety of maps and missions that test your strategic thinking. Hopefully it won’t take two lifetimes to master.
“The definition of balance is how long a game is fun,” Browder explains. “If it stops being fun after a week because you’ve figured out all the strategies, then the game wasn’t balanced very well.”
The Swarm Cometh. Terrans try to hold off a Zerg invasion.
Unanswered Questions
At the convergence of StarCraft II’s balancing act lurk the Zerg, Protoss, and Terrans. (See the sidebar “A Tale of Three Races” on page two to learn more.) The three factions look more impressive than ever before thanks to the latest technology, which Browder says has “caught up to where we can do StarCraft in 3D. Only in the last six to seven years did it become possible to do the game the way we wanted to, with the massive scale of combat we had envisioned since we did the original game.”
“[StarCraft] isn’t a game you can hope to master in a weekend. It takes a lifetime to get good at it.”
- Dustin Browder, game director
Wings of Liberty focuses its single-player campaign on hard-nosed Terran commander-turned-rebel Jim Raynor, who is still battling his former boss, Arcturus Mengsk, the leader of the autocratic Terran Dominion. “With the storyline, we’ve had a chance to revisit unanswered questions from the first game,” Browder says. “For example, Jim Raynor hasn’t gotten payback yet [for what Mengsk did to him]. He’s the protagonist of the game, and everyone revolves around him.”
Incoming. Terran battlecruisers play offense.
Unfortunately, Browder adds, Raynor also finds himself in a dark place: “After seeing way too much carnage, Jim has lost a lot of his fire for combat. He’s grappling with the loss of his friend, Sarah Kerrigan, and he’s dealing with alcohol problems. How does he handle his new situation? Will basic survival be enough, or will he be destroyed?”
“Each [mission] is a unique mini-game, and you don’t know what we’ll throw at you next.”
- Dustin Browder, game director
The game’s non-linear campaign follows Raynor’s Raiders as they take on mercenary missions to earn the cash they need for their struggle against the Dominion. Browder elaborates: “We have a lot of crazy scenarios in StarCraft II: one mission might have you fighting zombies, and another might deal with something at the heart of the universe that’s threatening its very existence. Each one is a unique mini-game, and you don’t know what we’ll throw at you next.”
One if By Land, Two if By Sea. A group of Protoss Colossus units come ashore.
Back to Game Development School
The wide variety of StarCraft II’s missions comes from lessons learned while developing scenarios for Warcraft III and its Frozen Throne expansion pack, both of which many of Browder’s team members worked on. Looking back at the original StarCraft proved useful too.
StarCraft is considered a polished game,” Browder says, “but we learned a lot from it that we applied to the sequel. For example, the starting experience is now much different: we do in-game cinematics that immerse you in the story, and we let you walk around the bridge of a starship, where you can talk to other characters. It takes the game to a new level.”
The Fiery Depths. There’s wide variety in StarCraft II’s maps.
He points out that those lessons were key to figuring out not only what worked, but also what didn’t: “We tried a lot of different things during development. For example, we tried cover systems, which have been used in first-person shooters and other strategy games, but StarCraft II is so fast-paced that they didn’t work. They made the game become stagnant.”
The team also drew on the thoughts of the many StarCraft players who fervently play the game today. “Those fans were able to educate us on what is happening now in the StarCraft world, and what they wanted to see from the sequel,” Browder says. “They helped a lot during the Beta. They were involved from the earliest stages, and they really helped us fine-tune the game based on the way the original StarCraft is currently played.”
Choose Your Path. Between missions, use that hard-earned cash to improve Raynor’s Raiders before deciding where to go next.
Fresh Strategies
Browder notes that the original StarCraft has “evolved over time as players learn more about it, even though we did very little in the way of game balancing through patches. I’m sure players will develop build orders for StarCraft II, as they did for the first game, but those will mostly fall apart when they make contact with the enemy and must adapt to a unique situation — that will make it feel fresh each time.”
He concludes: “Every time you sit down to play a game, your experience will be unique, between the differences between the races, which map you choose, and where you start. You’ll have to use all the knowledge at your disposal every time and figure out your strategies on the fly.”
You thought this planet was abandoned. You were wrong. Well, from a certain point-of-view: a computer that calls itself Entity is now in control of this inhospitable chunk of rock. Luckily, it’s benign. Unluckily, an alien invasion force has arrived, and Entity’s defense grid is offline.
“Ah, the aliens are back, are they?” Entity asks in a nonchalant voice as you scan your surroundings. “Yes, well, we knew this day would come, and so it has,” the computer adds, as if it’s talking to a long-lost friend. There will be time for a round of “How do you do?” and raspberry tasting later; you have work to do.
The Rub
The objective seems simple enough: place towers along the aliens’ path and blast them to smithereens. At first you only have access to basic gun turrets, but soon Entity provides others to choose from, including cannons, flame-throwing towers, spinning structures that slow down enemies, and more. As you gain resources from eliminating aliens, you can upgrade existing towers with more powerful attacks and wider ranges of fire, or buy new ones. Do you want to inflict a few devastating blows, or death by a thousand paper cuts?
Of course, the aliens come in 15 different varieties, each with unique movement rates, levels of shielding, degrees of strength, and other qualities to consider, so you can’t simply place a series of gun turrets and sit back to watch the carnage. Some of the aliens even fly, and certain weapons are useless against them.
The aliens want your power cores, and if they carry all of them off the map, they’ll prevent the defense grid from going online. Wise tower defense strategists would be wise to heed Entity’s advice: “Be merciless. They are.”
Tips and Tricks
When you place a tower, it takes a few seconds for the structure to rise out of the pad, so make sure you’re not relying on it to take out a final alien that’s about to exit the map with a power core.
And when you upgrade a tower, you need to give the process several seconds: the old tower lowers out of view, and then the new one rises. Your best time to do that isn’t when you need that tower to destroy some aliens in the next few seconds.
Pay close attention to towers’ ranges of fire: place the ones with smaller ranges closer to the path, and let the long-distance guns sit back. Meteor towers are perfect for out-of-the-way spots, since they can cover long distances.
You can click on an alien to check out its stats and monitor its health level. That’s a handy way to know if you should beef up some last-minute defenses before it reaches the exit.
Make sure you’re prepared for boss aliens when they arrive. (The bar along the top of the screen tells you what types of enemies are on their way.) Because the bosses are so powerful, you won’t earn many resources for a few minutes while your existing towers work on taking them down.
You’ll need quick mouse moves to survive the game’s higher levels. From the main menu, select Help and Options, then choose Controls. The first tab lets you change the mouse sensitivity: fill the bar to let your cursor move as fast as possible around the screen; empty it for the slowest speed. You can choose anything in-between to fine-tune the setting, but note that you won’t see the effect of your choice until you resume gameplay.
Don’t place temporal towers where their ranges overlap each other; they seem to cancel each other out.
Each tower or group of towers has a force field. Aliens must go around the force field, unless their path is completely blocked. Keep this in mind as you look for ways to lengthen the aliens’ path; the farther they have to go, the more opportunities your towers have to shoot at them, and the longer it takes for them to get away with power cores.
Blacklight: Tango Down (Xbox 360) Zombie studios have created a cheap, multiplayer focused first person shooter that is a fantastic value for money. It contains 12 maps and multiple game modes including Black Ops mode which is a Co-op mode made for up to four players and has you trawling through levels killing enemies just to get to the end of the level.
Blacklight: Tango Down tells of the fight between the US Blacklight Special Forces and the US ex Special Forces called the Order. You get to play as either of these sides in a fast paced battle to the death. In order to accomplish this task you are given a few items that can help you, amongst these is the Hyper Reality Visor (HRV).
The HRV works like an upgraded version of Splinter Cell Convictions Sonar goggles allowing you to pinpoint enemies, friends and health stations by the icon or coloured dots that appear on the screen whilst activated. So you can easily spot where the battle is after respawning or find that sneaky enemy trying to hide in a corner. It has a cool down timer that stops you using them continuously to help balance out the game.
Digi Grenades create a sphere of energy that cause blindness in the area which is a worthy upgrade to a flash grenade but it affects you as well as you can’t see into the energy sphere to kill the enemy that you have just blinded, instead try spraying the area with bullets in the hope you’ll drop the enemy.
To stop enemies camping, the static spawn points the bases contain automated machine guns and players have a few seconds of invulnerability which doesn’t sound like much but on these fast paced levels it is all you need. The level design is great with lots of tight enclosed alleyways as well as open spaces for the snipers amongst you.
As you earn Kills and Assists you are awarded experience points which unlock extra weapons, tags and parts. Weapon Parts come in four types Barrels, Stocks, Scopes and Magazines, These all have a bearing on how the weapon handles. Tags are small key ring like objects that are attached to your weapon and give you extra abilities or further increase your weapons statistics e.g. Faster Reload, Quicker Health Regeneration or a bonus to the damage, but you can only have one tag on a weapon at any one time so careful choice is required.
There are a few points that could have been addressed or need tweaking such as maybe the possibility of multiple spawn points on a map and more emphasis on the story rather than finding it in a how to play option in the menu screen, but you are getting the best looking Xbox Live Arcade game. As long as this title is well supported in DLC this is a lesson to developers on how an Xbox live game should be done with great graphics, simple game-play and enough content in the weapon customization to keep you playing until well after midnight.
StarCraft II: Wings of Liberty (PC) StarCraft 2 is great, it picks up from StarCraft and whilst it is only one single campaign, the Terrans, it is a highly polished and thoroughly engaging game from start to finish. Hardcore StarCraft fans may not agree with that of course, expecting more than just one campaign but when you actually play the story from start to end, experience the content as it is, it's a meaty package and adding other campaigns may well have pushed the development schedule too far into delay.
Damnit Jim, I'm a farmer not a revolutionary!
From its grinding sci-fi western inspired soundtrack for the Terran Campaign, to the lush visuals and dramatic battles, science fiction RTS' have never sounded or looked so good. StarCraft 2 has been at least 10 years in the comin' but now it's here, it is every bit as frenetic and fun as the original and has some of the best single player storytelling in a game, since Mass Effect 2 from Bioware. This is really how you do a sequel to a popular game franchise.
Jim Raynor is struggling with his inner demons whilst trying to ignite the fires of revolution across the sector, against the Dominion led by the avaricious and power hungry Arcturus Mengsk, this is the stuff of classic good vs. Evil with a dash of wild west Firefly space adventure thrown in as you battle across the extensive single player campaign and watch the story unfold, you are Jim Raynor and you choose what battles you undertake and where.
Aboard the massive flagship Hyperion, a huge battlecruiser, you're not alone, you have a legion of supporting characters and in a decidedly rpg-lite twist you get to talk to your crew, learn about their motivations and fill in the gaps of the story between missions. You also get to accrue money and research points. The former is funnelled into the Terran tech tree between missions and the latter goes to purchasing special units, or abilities that make your army even more formidable - be warned though, once you research one particular tech, the other is locked out so...choose wisely.
You have various locations aboard the Hyperion, the Bridge, the Cantina, the Armoury, the Lab and so forth, each of these locations provides a backdrop for the story, characters and even more as you travel from mission to mission. Many of the game's in-engine cut-scenes take place in these key locations and serve to draw you deeper into the narrative and immerse you in the StarCraft universe. This is where the game triumphs over the bog-standard rts, the storytelling and the characters are excellent, you get a feel for Jim Raynor and his crew more than you normally would, we started to care about what happened in the plot, even though it can feel a little contrived at times.
Hey, is that a zerg or are you pleased to see me kekekekeke ^_____^
Outside of the main narrative, we come to the gameplay, where Blizzard has taken time to balance the units extremely well. There's a distinct rock/paper/scissors aspect to the game and each unit has a particular strength, a role, a unit counter and so on. It may take time to learn their various aspects, the use of their special abilities and what unit does what in what circumstance, but it's a rewarding experience and once you learn the ins and outs of the game and how it's changed from Starcraft, you should find you're back on old and familiar ground even if you are a StarCraft veteran.
Base building is back and there are a plethora of new options for defence, the supply depots can be lowered into the ground to allow units to walk over them. A clever tactical player can make use of those buildings to impede the march of an army, allowing them to fire ranged and area effect attacks with Siege Tanks or Thor's over the buildings and into the mass of their opponents forces. It is a familiar game but the resource gathering and base construction are much faster than before, allowing you to build a huge army as long as you have the resources, getting into the thick of battle much quicker.
In the single player story, you move from mission to mission, selecting them from a map screen and allowing some freedom of choice. There are also a few missions where you can choose to side with a particular faction or character over another, this alters the narrative and provides a moral dilemma for Jim Raynor. It also influences a few unit unlocks. You can collect resources and cash; find Zerg or Protoss research strewn across the maps, allowing you new research opportunities. The missions are also varied, we won't spoil the types of missions that you can undergo, but don't expect them to just be Army A vs. Army B, there's more to StarCraft 2 than just a basic rts even in the single player campaign, which numbers around 30 missions.
In multiplayer things are just as good, there are extensive matchmaking tools, Blizzard's brand new BattleNet 2.0 is much better than before and it has a great deal of user friendliness as well as good quality voice comms. There are a variety of game types, settings and full AI unit support across the numerous modes. With the option to build your own maps and create your own game types, the game is fully moddable, Blizzard have even snuck in a top down scrolling shooter in the Cantina to prove just how moddable it really is. You cannot play over LAN but in this day and age, it seems the online support is just as good, we never had a problem with waiting for matches and those matches we did play were great fun.
I've said it before and I'll say it again, Blizzard does some pretty-pretty CGI and they seem to be rivalling Square-Enix in that respect. The CG movies for StarCraft 2 are extremely well produced and very well directed, adding to the story and forming a good solid narrative. The in-game engine cinematics are very good and they have a great deal of character to them, especially when they involve the interactions between Jim and his crew. The actual in-game graphics with their fixed camera and solid colour palette are excellent as well, with a high level of detail on the various units that can be missed during the frenetic pace of the game itself. But it is there, from the Ghosts to the mighty Terran Battlecruiser, everything looks well textured and well made.
Lightning and shadow are used to good effect, the level design and map design is beautiful in many of the locations and whilst I never really was a StarCraft fan, I can truly say that 2 has actually converted me with its design, story and production quality. The physics are par for the course with explosions and bits of debris from the various destroyed buildings, it all comes together nicely in one eyecandy package of destruction and war.
Seems to be pretty intelligent too
The AI is good enough, the Zerg are troublesome when allowed to expand and the Protoss are sneaky. Terran AI seems very good at direct assaults and will usually probe your defences lightly before bringing in some seriously deadly firepower. Pathfinding on a whole is not broken and whilst we did get some odd unit movement from time to time, it worked out the path pretty quickly.
Sounds like a good one
The sound in StarCraft 2 is definitely good quality, everything has a nice meaty audio to it, from the weapons, the battles, the units themselves and the ship-board ambience aboard the Hyperion.
I dig them tunes Jimmy, I dig them real good
With a mix of various rock tracks and so on in the bar/Cantina, to the Firefly inspired western guitar twang of the Terran soundtrack, StarCraft 2 delivers a great musical experience across the whole soundtrack. It is at times suitably dark and grim, then sweeping and dramatic.
Now that's some mighty fine voice you got there!
Married to the music is the solid voice acting, everyone does their part extremely well, the voice acting is some of the best in the industry and it's great to hear StarCraft voices return, including the voice actor for that of Jim Raynor, who lends his suitable vocals to bring the hero to life in a very believable manner.
It's all good until someone loses their spleen
StarCraft 2 is a worthy successor to StarCraft and whilst it is certainly not the best ending out there, falling a bit flat, nor does it answer a lot of the questions you might have about the Terran side of the story, it sets up for a nice sequel (2 of them in fact) and provides a wild ride from beginning to end, one that you'll want to repeat to see some of the outcomes and unlock the other units. Of course, there's also the various tech upgrades as well as some other surprises - which we won't spoil.
The past cannot be rewritten, but the future still stands a chance!
The 5th KING OF IRON FIST TOURNAMENT ended with Heihachi Mishima missing and Jin Kazama as an eventual winner.
Jin, becoming the head of the Mishima Zaibatsu started to use the special Tekken force units for propaganda and manipulative acts all over the world. People became upset, and the Mishima Zaibatsu saw an opportunity to conquer the world, as riots and finally war started amongst nations. But all around the globe people still believe someone is able to stand in its way. The G-Corporation! As well as started an open war against the Mishima Zaibatsu the G-Corporation offered a reward on Jin Kazama’s head. No long after and as anyone could have expected, the announced for the 6th “King of Iron Fist Tournament” was under way.
Many different ideals and goals gather while the tournament is unveiled. Those that want to make a name for themselves, those that seek money and those… that want revenge!
Monday sees the launch of the Master League online test. For those lucky enough to be chosen you will be emailed with codes so you can join in.
In Master League online players compete in the same league playing matches against each other. To make the most out of the test we want as many people to play online at the same time.
As the test is only open for 10 days we suggest that all players where possible play each night at 7pm BST, this is to ensure we have enough players online at once to experience the full Master League Online.
After the PES 2011 first look tests we opened a Q&A thread which clocked up over 400 posts so, with the success of that in mind, we've decided to adopt the same approach now that we've had our hands on the preview code.
All we could share before was our impressions based on a few hours of gameplay, from a relatively small section of the game, but now we've had our fill of the finely-tuned code that looking to fix the documented bugs/glitches - and also offered up a healthy dose of Master League, Editing, BAL and everything else you can expect to see in the full title which will be released in a couple of months (barring online capabilities). As before, myself and Fury have written a few articles to pass on our new-found knowledge, but if there's something that you want to know about that you feel we've missed off, or if you want something clarifying - feel free to give us a shout.
We'll try to get back to everyone - but, please be patient... There's only a few of us - and a lot of you. Questions may build up - but like we did in the last one, we'll clear them out when we get chance. Apologies if we miss any as we work through, and if you know the answers already (from previously asked questions etc), you're welcome to share them on our behalf - which a number of you did in the last thread (and it was much appreciated - PES Fan community spirit for the win!).
Without further ado, lets have it...
How many camera angles are they and can they be tilted?
Eight camera angles in all inlcuding: Wide, Normal, Long, Short, Player, Broadcasting One, Broadcasting Two and a horizonatal angle.
There are no tilt options.
Can the red and blue bars above the player be removed/replaced?
All on screen icons can be removed apart from the radar.
Crossing - Does double / triple tapping :circle: still work? Are :l1: crosses still in and are they less powerful?
All crossing mechanics seemed to be the same and I think more playing time would be needed to see if :l1: crosses are more powerful.
How much can you mess around with the controller configuration?
Changing controller buttons is the exact same as before.
In exhibition mode, is it possible to play at 'Home stadium' by default?
No
Do replays state date, difficulty goal was scored on?
It does show the date, but not the difficulty.
Does training have a rewind function?
No
Can we perform all the tricks individually without using the Link-Feint system?
99% yes.
What tricks can be performed with the right stick only?
Upper Body Feint Matthews Faint Step Over Dummy Reverse Step Over Fake Step Over Pull Through Step Over Out Step Over Fake Reverse Step Over Fake
L2 + Right Stick tricks
Bring the ball back to feet Roll ball left/right L Feint Drag Back Turn Backheel Feint Inside Bounce Inside Bounce dribble (formerly known as Long Step) Flip Flap Reverse Flip Flap Roulette Out-Footed Roulette Crossover Turn
The rainbow flick can be done from a stationary position by pressing L2 and R3 x2
Do certain players perform tricks better than others?
Tricks can be done with any player it seems. The Boss telling me he was able to the a rainbow flick with a goalkeeper.
Can R2 and L1 still be used for basic stepovers and sidesteps?
Confession: Until Arc Rise Fantasia I've never played more than an hour of any Japanese RPG. It's not that I hate them, but rather that I've never been that intrigued by their art-style and what appeared, to me, to be a very slow style of play.
Now, after having dedicated innumerable hours of my life to playing Arc Rise for review, I've discovered something about myself -- I actually don't mind JRPGs after all. In fact, I think I might enjoy them. Especially if, as so many people tell me, there are JRPGs that are much more intriguing than the relatively dull grind of this, my first adventure.
More Arc Rise Fantasia Info
Arc Rise has all the pieces of JRPGs that I'd come to fear over the years. From an utterly predictable, cliched story involving typical things like magic, dragons, and teenage love, to a complex, garish menu system that's hard for a newcomer like me to navigate, this game is clearly designed for a very RPG-literate audience. I think fans of these games are more inclined to forgive the awful localization (misspellings in subtitles, for instance) and quirky, kiddy moments the characters share in the game, but for me they just made the story something to laugh at, as opposed to laugh with. I mean you don't have to tell a completely new story to make it interesting -- see any game BioWare does, for example -- but this story feels like they hardly even tried. Still, despite eye-roll inducing narrative, I found that I mostly enjoyed what I had previous assumed would be tedious turn-based combat.
Combat systems are, of course, a huge deal in any JRPG, and Arc Rise's is just complex enough to make it interesting during the more intense fights. The four members of your party all draw upon the same pool of Action Points (AP) to do anything and everything (fight, use spells, move, etc.) during their turn. This means that you have to strategically decide which characters are going to participate in the battle, sometimes choosing to have one character use up all the points while the others just stand there. The finite AP resource also makes for hard choices: at times making you choose to simply defend or do nothing for a turn, in order to save up the points you need to enact more powerful moves in subsequent turns.
On top of AP, combat is made deeper still by giving you several other things to manage on the fly. For instance, physical positioning of your party members is important, as standing spread out might allow you to avoid damage to multiple characters from a single spell, while having them standing next to one another could allow them to assist each other's attacks. Additionally, casting spells costs MP, and each level of spells has its own MP. Then you're special powers are spent using SP, which builds up during the course of battle (all other stats outside of AP are for each individual, not in a collective pool). I'll admit, as a newcomer, having to manage so many stats and variables -- as well as just focus on keeping my party alive -- can be overwhelming, but it also makes a hard-won victory all the sweeter.
Arc Rise Fantasia at IGN.com
The only problem is that battles are hardly ever challenging. Besides the boss battles -- which are often so difficult that you have to go back and grind for an hour just to get past them -- combat is so easy you can pretty much put your party on autopilot and do something else. Maybe that sounds appealing to some people out there, but for me it's problematic when a large portion of how I spend my game time is mundane enough that I find myself searching the Internet or chatting while it goes on. And please don't confuse my complaint for some strange desire to have each battle be an epic struggle, I just wish that combat could have been better balanced overall instead of a series of far-too-easy fights followed up by a sometimes frustratingly difficult boss battle.
Closing Comments
The oddest thing about my time with Arc Rise, though, was that I actually kind of enjoyed my time with it despite the terrible story and boring stretches. Something about maxing out my characters' abilities, equipping them with the right armor, and manipulating how they cast spells really appealed to me, and I find myself genuinely interested in trying out more of a genre I’ve missed out on for more than 25 years. Who knows, perhaps this is the start of something new for me, and, if nothing else, I can thank this mediocre game for helping me jump into a number of worlds I’ve previously avoided.
I'd normally be a bit upset at a game reusing art and assets from another, previously-published title from the same studio -- but I kinda dig this "Absolute" brand so far. Absolute BrickBuster kicked off the franchise on DSiWare a few weeks ago, offering an fast and frantic Breakout clone wrapped up with some electric Japanese music, menus and cast of playable characters. Chess, as a slow-paced, thinking man's strategy board game, is about as far away from Breakout as you can get. And yet Absolute Chess has the exact same presentation -- music, menus and playable cast. I'd normally be upset, but this time I'm just amused.
Probably because the chess itself is so good. Separated into several different difficulty levels that actually play like their descriptions suggest (from novice on up), the player-versus-computer matches here are satisfying and well-presented. It's probably my favorite chess download on DSiWare – which isn't that tough a title to claim, seeing as the only competition has been the ugly Chess Challenge! (which was easier to recommend back when it came out in May, when there were zero other competitors to compare it against.)
You'll also get support for DS Download Play to take on human opponents, and a whole set of missions to accomplish in a separate Challenge Mode -- tasks like completing the current game in under a set number of moves, or before a countdown clock runs out of time.
The interface is nice too, offering both D-Pad and stylus control and good art that highlights how each of your pieces is able to move.
N.B. This is a preowned video game. It comes Boxed and may include original Instruction manual. It is also guaranteed to work on your Playstation 2 video game console.
4x4 Evolution takes a unique approach to off-road racing. Most off-road games from the past feature arcade gameplay complete with turbo boosts and weapons. 4x4 Evolution makes its mark as a simulation by allowing you to purchase new parts to upgrade your vehicle. There are 70 licensed trucks in 4x4 Evolution from manufacturers like Dodge, Nissan, Lexus, and Ford, and you may upgrade your truck’s appearance, chassis, engine, suspension, electronics, and drivetrain. The upgrades are expensive, and you often have to invest in several prerequisite parts before you can purchase a significant upgrade. For instance, in order to jump up to a new engine size, you must first install a high-capacity fuel pump, a new air filter, and a race exhaust. This ridiculous amount of customization is impressive, but it really only motivates you to save your money and buy new trucks altogether instead of piddling it away on parts.\
Specifications Region: PAL Version. The Format for UK, Europe, Australia & New Zealand
N.B. This is a preowned video game. It comes Boxed and may include original Instruction manual. It is also guaranteed to work on your Playstation 2 video game console.
Enter the world of Crow and Judas, professional hit men who handle all the "dirty work" for the Tonio Family, a powerful crime syndicate based in Rome, Italy. Having lost his mother at a young age, the aimless Crow was taken in by Papa Tonio, and was raised to serve the syndicate as one of its members. For his entire life, Crow had only one goal in mind: to avenge his mother‘s death. He also possessed a secret power. The power of "Gunslinger": who could foresee the future. With his powers and determination for revenge, Crow matured to became the finest hit man in town. Though understandably a loner, Crow eventually found himself a friend in Judas, a fugitive from France. Judas taught Crow how to “manipulate the trigger like a pro”. Features
Control four deadly "Gunslingers" such as Crow, Alice, Dragon and Boris Enhance your sense, feel the "Bullet time", froze the time and master all the special tecniques Each Gunslinger has it‘s own ability path fully customizable an upgradable Furious full-action-shooting-adventure trought an impressive sets of scenarios
There's no doubt that Death-smiles is bound to garner some attention for its clearly underage witchy schoolgirl protagonists who must battle through evil hordes and demonic forces in provocative attire. However, this gothic-themed Lolita shooter isn't haphazardly slapped together by just anyone. It's a finely honed bullet-hell shoot-'em-up crafted by Cave--the Japanese developer responsible for a remarkable number of insane arcade shooter games in the east. As such, the game is less about catering to pervy-minded gamers who get cheap thrills from a few up-skirt shots and more about delivering a seriously palm-sweat-inducing ride through a deadly hailstorm of insurmountable bullet fire. It's a bit of a rare treat for stateside gamers to get a shot at surviving the psychotic deluge dished out by Cave games, short of importing them at a high price. Games like Deathsmiles make it well worth the wait because the glut of play modes, crazy gameplay, and over-the-top boss battles draw you into a twitch-laden vortex from which it's brutally hard to escape. And you won't want to escape.
As an arcade game that revolves around sending throngs of satanic beasties to their doom, Deathsmiles doesn't concern itself with the most elaborate of plots, and that's fine. A handful of little girls have mysteriously been plucked from their normal existences in the mortal realm and dropped into a twisted alternate dimension called Gilverado. There, these young "angels" develop mystical powers and the ability to summon friendly demonic familiars to their side. Capable of unleashing a potent array of firepower, the girls are enlisted to help the king keep peace in the kingdom. Unfortunately for them, it's not long before the gates of hell are thrown open and a torrent of rampaging creatures is unleashed across the land. There are scores of vile monsters storming your way, and you need to blast the living hell out of them.
After selecting the girl of your choice, you set off to slay monsters across dank swamplands, creepy castles, molten crevices, rancid graveyards, and other terrain. Every location throws a swarm of gnarly creatures at you, and enemies approach from all four sides of the screen, forcing you to frequently change your firing direction to compensate. The left and right triggers switch up your shooting direction, and the face buttons can also be used to engage a more powerful attack in either direction. The trade-off for using these heftier blasts is a slower movement-response time, but it's necessary during boss battles and when facing larger enemies. Your handy little familiar helps out as well. It floats around and fires along with you, so you can position it strategically to block some bullets and blast at enemies approaching from blind spots. And because no bullet-hell game would be complete without a screen-destroying explosion button to wipe out everything in sight, Deathsmiles has that too. Monsters drop glowing skulls that you'll gather to boost your score and your kill meter. When it maxes out at 1,000 kills, you can trigger a power-up mode that substantially boosts your score and firepower for a short time.
The opponents themselves aren't as troublesome as the frenzy of small purple orbs they emit in vast quantities. On the lowest difficulty setting, the bursts of bullets are simply hard to avoid; on a higher difficulty, the screen is almost completely obscured by them most of the time. While dodging the sprays of bullets and swirling death that shoots forth from fanged ogres, mighty serpents, tree beings, demonic entities, and other adversaries gets a lot harder the further you venture into the game, you only take damage if a bullet hits the smaller glowing heart area in the center of your character. This gives you some decent leeway to stay alive when you're frantically trying to squeeze through tiny open spaces amidst blizzards of flying bullets. Death is inevitable, but unlimited continues will keep you from putting your fist through the screen. Not having to worry about running out of lives also keeps the frustration to a minimum, and even though this soften the impact of the game's overall difficulty, there are still high scores and leaderboards for players who want to further challenge themselves.
It's entirely possible to blow through Deathsmiles' short smattering of levels from start to finish in about an hour. While that's painfully short for a retail console release, there are a lot of reasons to go back and play through the game numerous times. For starters, the four main playable characters have a unique visual style; their own familiar, method of attack; and minor special story elements. This makes playing through repeat sessions with each character a different experience. Additionally, there are three ways to play the core game. You can play a straight-up port of the original arcade game; a cool "arranged" mode that lets you control your familiar independently from your main character with the thumb stick; and a graphically enhanced Xbox 360 mode that has extra visual polish. Stages can be tackled in almost any order, which further keeps replays feeling fresh. On top of all of that, there's a Mega Black Label setting for each of the three core modes. This adds one of the bosses, Sakura, as a fifth playable character; includes a new ice-palace stage; and adds an optional supermasochistic fourth difficulty setting called Level 999 that literally bathes the screen in gratuitous gunfire. When you throw in some crazy local and online multiplayer co-op, a Score Attack mode, and the ability to record and watch your replays, it all adds up to one hefty package.
The fast-paced shooting action is intense, frantic, and a lot of fun. Getting pummeled and dealing out some death of your own along the path through each stage is rewarded with some incredible boss fights. These tough encounters are memorable because of the spectacular assaults you face and the general weirdness of your towering opponents. One stage has you fighting a giant cow head with Borg-like cubes floating around shooting at you. Another has you battling a half-buried undead giant whose face eventually rips off and tries to chomp on you with its skeletal remains. Two-headed dragons, a hefty tree demon, and some little dude without a shirt are among other big baddies that will try to drown you with flying debris and bullets. On the higher difficulty settings that feature a lot more bullets onscreen, the Xbox 360 chugs a little to keep up with the action. Though it's minor, the slowdown isn't entirely unwelcome because it gives you an extra split second to try to weave through the tiny openings in the walls of death cascading around you. As niche as it may be, Deathsmiles is a top-notch shooter that brings the crazy Japanese arcade action in spades with a great presentation and a lot of options for bullet-hell buffs.
The annual arrival of Madden signals the end to the summer sports doldrums. The newest entrant in the long-running franchise doesn't offer a substantially different experience from last year's edition, but a number of small tweaks make this the best game yet in the series. Improved artificial intelligence on both sides of the ball eliminates much of the frustration from previous games, and a streamlined play-calling system keeps everything moving at a steady clip, letting you focus on pulling off spectacular plays rather than futzing around in menus. Commentary has also been improved, largely because the interminably dull Tom Hammond has been replaced by the vibrant Gus Johnson. But there are still a number of issues that keep Madden NFL 11 from cruising through the playoffs. The new Ultimate Madden mode is little more than a novelty and a number of odd quirks during games are real head-scratchers. Even with those problems, though, this is a great replication of the hard-hitting sport.
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Gameflow is the most obvious addition to Madden NFL 11. This feature allows you to call your offensive and defensive plays with just one button press, which may sound sacrilegious to those who enjoy choosing the perfect play from a list of hundreds but is a welcome option for those who just want to focus on the action. The game does a good job of picking a reasonable play based on down, distance, and game situation, and there is enough variety in the play calling to ensure your opponent is kept on his heels. Even though gameflow offers an intelligent play most of the time, there are still some issues with this feature. Draws and screens are called on consecutive downs too often, killing the element of surprise, and the computer tends to favor the passing game even when you're tearing things up on the ground. You can always audible out of a bad call if you need to or tweak your game plan beforehand to ensure your favorite plays are called more often, but there is one other hurdle: the wildcat formation. This is as predictable in Madden NFL 11 as it is in real life, and all too often, it results in a wasted down because you can't audible to something worthwhile. Even with these issues, gameflow is a welcome addition to the franchise.
The other changes are less noticeable than gameflow, but they have a much larger effect on the action. Artificial intelligence has been greatly improved. In previous games, cornerbacks had trouble covering slant routes, but that's no longer an issue here. On the harder difficulty levels, you need to run a variety of routes to have any sort of success, so you can't just rely on a few money plays to march down the field. The offensive line is also much smarter this time, especially in run blocking. Linemen move with a purpose during plays, making it easy to follow them through a hole and giving you confidence that they'll pick up the linebacker in your path. There are still times when they turn around to block a player who is no longer a threat or simply stand still while you get flattened by a safety, but, for the most part, the improved line play makes running much more enjoyable.
As good as the offensive linemen are on running downs, they can be lousy on passing plays. There are far too many times when your five linemen will remain immobile after the snap of the ball, letting defenders crash into your quarterback like bloodthirsty barbarians. This is especially noticeable while running play action. By the time you fake the ball and get ready to pass, a linebacker will be breathing down your neck, giving you little choice but to throw the ball away and live another day. There are also strange flubs that ruin the illusion that this is real football. Quarterbacks will sometimes throw a cover-your-eyes, Jamarcus Russell-caliber pass on what should be a simple dump off in the flat, and these unfathomable passes occur even when you're standing still without a defender in sight. The ball also does not conform to real-life physics. If a safety knocks the ball away from a receiver, the ball will sometimes bounce wildly between the players, resting on the backs of their necks or helmets, which looks completely ridiculous. None of these issues are problematic enough to destroy the fun, but they are annoying and can lead to bouts of anger if they crop up during an inopportune moment.
The improved physics and animation make this the best-looking game yet in the franchise. Nevertheless, for the first time in ages, Madden is behind the competition in this area. The recently released Backbreaker still has the most vicious, realistic-looking hits, but even though Madden NFL 11 is runner-up in this area, it's certainly no slouch. The revamped physics system gives you more subtle control in your offensive repertoire. All of your jukes are mapped to the right stick, and you can twist and contort your body to pull away from a grasping defender. The sprint button has also been disabled (though you can turn it back on in the options menu), which sounds like a strange thing to remove but makes carrying the ball feel more realistic. Your speed is automatically increased if you hit a hole and can pull away from a defender, but for the most part, you just have to focus on evading opponents. You also won't outrun your blockers nearly as often, and it is fun to use them as a shield until you can break free for a touchdown.
Last year, Ultimate Team mode was offered as DLC after Madden NFL 10 was released, but it's included in Madden NFL 11 from the get go. In this mode, you create your own team and then receive a collection of random players to fill out your rosters. These players are doled out as if they were football cards, with their pictures on the front and their statistics on the back. You use this collection of athletes against either the computer or friends to earn coins that allow you to buy more players for your team. It's a neat concept, but it's not very interesting in practice. The initial assortment of players is comprised of second-tier talent that won't be recognized by anyone but dedicated NFL fans. And it takes a lot of time to unlock anyone you would actually care about. The best part of the Madden games has you taking control of your favorite franchise with your favorite players and turning them into Super Bowl champions. Ultimate Team takes away that appeal. Even though you unlock household names by winning some games, it's not worth the effort.
Madden Moments is a much more enjoyable alternative to Ultimate Team. In this mode, you replay dramatic contests from last season. Sometimes, you try to reenact improbable victories; at other times, you have to change history by coming up strong where the real-life team fell short. For NFL fans that lived through these intense situations last season, it's a real rush playing them all over again. Remember when Peyton Manning threw that embarrassing pick six in the Super Bowl? You have a chance to mount a comeback that the reigning MVP could not pull off. But there are still some issues in this mode. The most glaring problem is that you can't restart in the middle of a contest. If you throw a stupid interception or fail to recover a crucial onsides kick, you either have to go through the motions until the clock mercifully runs out or go all the way back to the main menu and reload. More troubling for big-time NFL fans is that the rosters aren't accurate. Even though these moments all took place last season, you have to use this year's rosters. It's downright laughable trying to mount a Rams comeback as Sam Bradford, when the prodigious QB was still in college last year.
Despite other modes vying for your time, Madden NFL 11 is still at its best when you're taking on a friend in competitive play. The online action is incredibly intense and downright exhilarating at times. The ebb and flow of professional football is captured beautifully here, and there's nothing like pulling out a last second victory against your gridiron equal. There is a bit of lag, which is particularly noticeable during the kicking game, but it's generally smooth and tons of fun. Cooperative action is a cool gimmick, giving you the ability to team up with up to two other friends on the same side. Each person controls a specific group of players, like linebackers or running backs, and you upgrade your abilities by completing objectives. However, it's strange to lose full control over your team. Playing as the quarterback is still much more interesting than any other position on offense, which only makes cooperative play entertaining for a few games before you just want to disband your loyalty and take your buddies on head-to-head.
Commentary is greatly improved in this edition mostly because the monotonous Tom Hammond has been relieved of his play-by-play duties by the effervescent Gus Johnson. The excitable commentator does not quite match the overwhelming joy he exhibits in real games, but he still infuses games with much needed energy. His color man is Cris Collinsworth, and though he does repeat himself a bit too often, he provides heady analysis that gives these digital events the feeling of something much larger. Unfortunately, elements of the presentation are not handled nearly as well. In Franchise mode, you can watch a weekly wrap-up show called The Extra Point that goes over the key games from the previous week and previews the upcoming slate of games. But the details are so vague that it's completely worthless. You get a box-score breakdown of the biggest games, but you won't hear any specific details on how the game played out (such as a big comeback or questionable referee call) or get any highlights.
Despite the gameplay quirks and presentation hiccups, Madden NFL 11 is still a great football game. The improved AI and enhanced physics system makes the on-field action even better than before, and the realistic commentary makes your quest for victory carry that much more weight. The changes are generally subtle, so casual football fans may not notice all the tweaks to the core gameplay. But for those who live for football and get pumped for granular changes, Madden NFL 11 once again hoists the Lombardi Trophy.
Spring training begins with the wide-open promise that accompanies each new season. As the exhibition games commence, you tweak your lineup, trying out newcomers in different slots and attempting to account for off-season losses, including a Cy Young Award-winning pitcher who left for greener pastures. Then you receive a message all managers fear: your owner, who is tight with cash, demands a playoff spot and has little patience for team rebuilding. He wants you to produce a winner now.
April:
The season progresses as spring training did, full of missed opportunities and struggles to build team chemistry. An injury to your best outfielder puts him on the disabled list for four weeks, forcing you to juggle your lineup when setbacks extend his recovery time. A key starting pitcher acquired in a blockbuster trade fizzles when his breaking ball loses its snap, putting your job on the chopping block. Looking through the list of available free agents, you notice an aging player who is past his prime but whose leadership skills could boost your flagging clubhouse. You offer him a basic one-year contract. He accepts, happy to be playing again.
May:
Your lineup and pitching rotation intact once more, you now contend with the daily dilemmas brought on by the vagaries of hot and cold streaks: Do you bench a player whose performance begins to tail off, or do you stick with him and hope he turns it around? What if that player is your star third baseman, who signed a very expensive contract during the off-season? And how do you handle a rising star whose popularity drops when he’s suspended after an on-field fight?
There are no simple answers to these questions, but the ability to pull up side-by-side player comparisons gives you the opportunity to make some informed decisions. You write up notes for each player based on what you see and set reminders so you can prompt yourself to revisit your thoughts later in the season.
June:
The team’s first — and hopefully only — prolonged slump of the season accompanies the start of summer. Six games into a losing streak, you leave a starting pitcher in too long and he gives up an eighth-inning grand slam that seals yet another defeat. You turn to your Scouting Director for help. His team of scouts assembles reports on key players; that information proves vital in making decisions. You swap a few players in your lineup and rearrange your starting rotation, hoping to ignite a spark.
Meanwhile, the annual First-Year Player Draft gets underway, with prospects from more than 1,700 colleges and over 17,000 high schools available. The loss of that Cy Young winner still smarts, but as compensation, you received the top pick for the team that signed him. You make careful decisions throughout the 50-round draft, keeping in mind the fact that many draftees never even get playing time at the highest level, and few of those make enough of an impact to earn spots on a big-league roster.
However, that doesn’t stop your draftees from demanding signing bonuses, particularly those chosen in the first two rounds. Negotiations can be tricky: a draftee might snub you entirely and sign elsewhere, or even decide to go to college, if they were drafted out of high school. First- and second-round picks who don’t sign a contract earn you an extra selection next year as compensation.
July:
Your fortunes begin to turn around. An eight-game winning streak puts you within striking distance of first place. Your key starting pitcher, whose rise through the minor league farm system was overseen by you, produces two sterling games. That star third baseman earns back-to-back Player of the Week honors, capping those games with a ninth-inning, game-winning double in front of a cheering home crowd. Your closer converts all nine of his save opportunities during the month, putting those two walk-off homers in May behind him.
August:
The dog days of summer bring you a tie for first place, neck-and-neck with your toughest division rival. Sifting through the voluminous statistics at your disposal, you notice something interesting: your back-up second baseman has fared much better against right-handed pitchers than the starter, despite the fact that both bat right-handed. Going with your gut, you start him during a key three-game series and he drills four home runs. Perhaps a platoon at second base is in order.
And you discover something else about that back-up: in a late-inning situation, during a close game, you decide to send him home as he rounds third on a shallow single to right field. Knowing the outfielder’s arm isn’t very strong, you hope your runner’s average speed is enough to allow him to score. You’re right.
September:
The race for the division title heats up. In your league, one division leader has a 15-game edge, all but ensuring a playoff spot. The other division is closer, while yours continues to swing back and forth. Your team seems to click as the month draws to a close. A seven-game winning streak, punctuated by your best starting pitcher’s masterful one-hit shutout of your division rival, gives you a two-game edge heading into the final weekend.
One of your top minor league prospects, who you summoned when rosters expanded on September 1, delivers two key hits during the streak. You also uncover something intriguing about him: during a lopsided win for your team, you give that prospect some late-inning pitching, figuring he can’t do much damage while giving your bullpen some rest. He walks two batters and allows a hit, but he also strikes out one and shows poise in working his way out of a bases-loaded jam with a lone run allowed. Maybe you’ll work on converting him into a much-needed middle reliever during the off-season.
October:
The final series of the year, against your division’s last-place team, turns out to be free of drama, thankfully. You sweep them in three blow-outs, securing the division title and allowing you to focus on the playoffs. Round one breezes by in a three games to one victory, putting you in the League Championship Series against your arch-rival.
Down two games to none, your team limps home for the crucial middle three games of the series. You take two of the three as your line-up comes alive with timely hitting. Now you face the daunting task of taking games six and seven on your opponent’s home turf, but you pull off the feat, a 12-3 laugher capping the series.
Moving on to the World Series against the other league’s champion, game one sees your star third baseman go down with a devastating injury while fielding a sharply-hit ball. He’s out until next year, but his teammates soldier on. His back-up provides key support to your hitting attack, and your pitchers excel in their starting and relief roles. The teams split the first two games, but the next three belong to your club, ending a 20-year championship drought. You had recorded all of the games in the series for posterity, allowing you to relive those thrilling moments any time you want, complete with the roar of the crowd and animations charting the trajectories of batted balls.
There’s little time to bask in the glory, however. You have contracts to negotiate, free agents to peruse and pursue, and strategies to formulate. Already your opponents are crying: “Wait ‘til next year!”
is an interesting experiment. While it looks just like the 2D Castlevania games we've grown accustomed to since Symphony of the Night, it's actually very different than any previous entry in the series. This is a multiplayer adventure designed for up to six vampire hunters to jump into the game together. In six maps, they must find and defeat the boss before time runs out. When you get a group of people together and finally figure out how the game works, it's definitely fun. But it's not very enjoyable to play on your own, it fails to explain its mechanics to the player, and most of the assets look like they're pulled straight from existing Castlevania games. This one is for the hardcore Castlevania fans only, but I do think they will enjoy it.
There are six recognizable characters from the series to choose from and each behaves the way you would expect them to. For instance, Shanoa, from Order of Ecclesia, can use her Magnes ability to attach herself to magnets and use them to slingshot to hard-to-reach areas. The game doesn't tell you about the differences between the characters, though, so you may be left wondering why Shanoa isn't learning new spells or can't equip new weapons. That's a problem with the entire game. There is no in-game tutorial explaining how everything works – you're just dropped into the action to fend for yourself. You can read the "How to Play" section of the main menu, but that's not the most effective way of learning a game. Even if you do read the tutorial, it only explains a small fraction of what you can do in Harmony of Despair.
If six maps don't sound like much, know that you'll have to play each one many, many times before you are able to reach the boss and put it to rest. When you first arrive in an area you will be underpowered and ill equipped to battle Dracula's minions. Harmony of Despair is all about finding loot that will make you a little bit stronger for the next time. You don't level up, but you're always finding better and better equipment and are slowly becoming more powerful. It is an addictive formula, but I wish it were even deeper and included an experience system like that of Symphony of the Night.
The maps are intricate and you'll have to spend some time with them to learn the best path to the boss. Harmony of Despair is definitely designed to be a multiplayer game, so you may find a switch that one player can stand on to douse a fire so that another player can access a new area. Try to go it alone and you can't use these shortcuts, making the game considerably more difficult and denying the player the use of these fun devices. Solo players cannot add bots to help them.
Closing Comments
There have been many 2D Castlevania games in recent years and they're all rather similar, so I applaud Konami for trying something new. Xbox Live is also a great place for multiplayer games, and Harmony of Despair is quite enjoyable when you have a posse backing you up. But I'd have to say this Castlevania experiment is only a modest success and there is definitely room for improvement. The focus on multiplayer came at the cost of the single-player experience. With so little of the game explained, some players may find themselves confused or, worse, frustrated. And because assets seem to have been plucked straight from previous games, that $15 price tag is questionable. But, Castlevania fans will definitely have fun with Harmony of Despair. It's basically a six-player time attack mode with all your favorite characters, and there isn't anything else quite like it on Xbox Live Arcade. If Konami ironed out the kinks, a follow-up to this could be really great.
Assassin's Creed always felt like a rough diamond. It had an interesting storyline, a spectacular game engine and a massive sandbox to play in, yet it was ultimately just a tad repetitive. For the sequel, UbiSoft has kept the engine and most of the basic elements of the sandbox-style gameplay intact and concentrated on stealth aspects of the formula, more varied gameplay and on the actual story. Yes, in Assassin's Creed 2 you will still ultimately end up stabbing a bunch of people, but that is just a small part of it all. Oh, and the PC version comes with a brand new form of DRM...
Animus 2.0 allows Desmond and the Assassins to explore the past by reliving memories embedded in the DNA.
The story so far? You still play as Desmond Miles, a present-day descendant of a long line of assassins, captured by Abstergo Industries, the modern day front for Templars. In the first game, Desmond was captured and forced to live the memories of Altar, his ancestor, seeking information about a "Piece of Eden" from memories encoded in his DNA while Altair worked his way to redeem his status as an assassin in the late 12th century Holy Land. Eventually Abstergo got what they wanted out of the memory sequences and dispatched a team to recover the "Piece of Eden" in the present day, ending the game in a cliffhanger, with Desmond still a prisoner.
The sequel starts off right where the first part ended and anyone who hasn't played through the first game will probably be a bit confused early on. Lucy Stillman, a modern-day assassin who had infiltrated Abstergo staff as a technician returns and helps Desmond to escape from the Abstergo facility, explaining that the Assassin order of the present day needs his help. Desmond may have experienced the key moments of Altair's life and may have a fine line of ancestors, but he's not yet a trained assassin. With Animus technology, this is not a problem - Lucy takes Desmond to a hideout equipped with an upgraded Animus device and the plan is for Desmond to explore the memories of another assassin ancestor in order to learn the skills through the "Bleeding Effect" of the Animus. Enter our new hero, Ezio Auditore da Firenze, an assassin.
Trailer
Assassino!
Desmond quickly dives into the life of Ezio, starting the journey from Florence, Italy in 1476. The story of Assassin's Creed II is very much the story of Ezio Auditore, following his long career as he plots to revenge the hanging of his father and two brothers. Like Desmond, Ezio is initially unaware of the fact that his father was an assassin and the early part of the story concentrates on Ezio learning about his ancestry and the skills an assassin needs. Numerous real historical figures show up along the way, notably Leonardo Da Vinci, Caterina Sforza, Niccolo Machiavelli, Lorenzo De Medici and Rodrigo Borgia - better known as Pope Alexander VI. As with the first game, minute historical details have been bent to fit the characters into the story. Real historical events are also tied in, with The Pazzi Conspiracy used as major part of the storyline early on. The mixture of real history and a fictional story is even stronger than in the first game and the detailed storyline is what sets Assassin's Creed II apart from the first game.
Pazzi Conspiracy, blending historical events with the storyline.
Much-hyped Leonardo's flying machine plays a small part in the story.
In the first game, you were pretty much sent to stab a bunch of people while learning about the order of Assassins and the actual big picture emerged only at the very end. The sequel merges everything much more closely with real historical figures, events and places and mixes it all with a pretty impressive thread of conspiracy that has apparently been going on for hundreds of years. Sure, it ain't a historical documentary but all the real historical figures, locations and events serve an important purpose, reinforcing the illusion of a "what if?" historical scenario.
The story takes you around Renaissance Italy with sections in Florence, San Gimignano, Forli and Venice, just to name a few. Each major area is also dotted with historic landmarks that are easily recognizable, further immersing you to the locales and wide open areas offer a fresh change of scenery when compared to your average action adventure game that forces you to slug through a predetermined path as if on rails. Yes, the storyline still demands you to visit specific places and perform specific tasks, but the play areas give you plenty of freedom to improvise.
Out-of-Animus parts are kept to a minimum - the events still all tie to the present day "real world" and Desmond, but the action in Renaissance Italy is interrupted only on very special occasions, unlike in the first game where you were constantly taking breaks between separate memories. This improves the flow of action considerably.
Playing In The Sandbox
Assassin's Creed II story is presented in the form of missions - you visit a marked spot on the map and the story progresses with a cutscene and the objectives are spelled out. Mission goals vary a lot - sure, many of them ultimately boil down to assassinating someone, but there is a lot of variety. Gone is the repetitive style of the first game, requiring you to repeat same small pool of investigations to open up an assassination target. Every main story mission in AC2 is unique. As can be expected, the play area is initially limited and city districts and areas open up as the story progresses. Travel between major areas you have already visited is immediate and "manual" travel is used as part of the story and not as a repetitive gameplay element.
Venice rooftops - plenty of room to roam.
Play areas are large and wide areas of countryside surround smaller towns.
The story flows between different cities with later missions opening up new previously inaccessible areas, nicely re-using existing content to maximum effect. You rarely feel boxed in and there is always something to do - so much, in fact, that it is easy to get distracted from completing the main story missions.
Nice weapon, mind if I loan it?
Movement and combat is fluid and easy to control once you get used to the control scheme. PC version disappoints with the generic on-screen prompts - instead of showing a key you are supposed to press, you just get a symbol of the action required - Open Hand, Armed Hand, Talk and so on. The only place where you can find out which key or mouse button corresponds to which action is in the keymapping menu. Fortunately the problem goes away after the first hour or so as you learn the logic of the control system.
Default controls are also pretty much the same as in the first game, so veterans are probably going to be familiar with the setup instantly. Still, Ezio has the same annoying habit as Altair - jumping off buildings if you fumble with the space bar at the wrong moment. It is mostly a matter of learning how the controls automatically adjust to different situations (and when space = jump = bad idea) but it can be frustrating at times.
Still, once you get used to the control layout, AC2 is easy to handle. Combat is much easier than in the first game, even if counterattacks still rule the day. Bigger enemies that are immune to counters can be alternatively tackled by switching to unarmed stance and going for a disarm. Ezio also has the new ability to swim - very handy, considering that large part of the game takes place in Venice.
Gotta Collect 'Em All
Some treasure chests are guarded - well, at least they try.
The storyline missions are only a part of the gameplay - a major part, but there is loads of other stuff to do in all areas. Viewpoints are still around and while you are not forced to climb them to survey the area, they do open up the map uncovering Codex Page locations and easing navigation considerably.
Codex Pages written by Altair are the only mandatory collectibles. They are stored away in guarded boxes that show up on the map. All 30 codex pages include hints about the overall story and they are ultimately needed for the final chapter of the story - should you be missing any at that point, they are added to the map even if you haven't previously uncovered them by visiting a nearby viewpoint.
Optional collectibles include Treasure Chests, Feathers, Seals and Glyphs. Treasure Chests appear on the map once you have purchased a treasure map from the local artist - they are small boxes with money that are often guarded or hidden away. Feathers are the "hidden packages" of AC2 - a harder set of collectible items. There is no in-game map for them and some are in truly bizarre locations that require some creativity to reach.
Seals are hidden away in tombs of assassins. All six are required to unlock the Armor of Altair and while optional, these tomb maps offer a very good set of alternate play areas. Tombs are constructed very much like levels in Prince of Persia games - you have to reach a hidden tomb in an indoor location with a lot of climbing and acrobatics. Tombs are all about figuring out a complex path to a goal. Each major room includes a helpful flyby that gives you a good idea where you should be heading to, but it is up to you to figure out the exact path that will take you there. Some later tombs include complex timed sequences of movement that are probably the only truly challenging parts of the game, forcing you to return to the start of the area at the slightest mis-step.
Hidden tomb of a past assassin.
Famous landmarks contain Glyphs that help unravel the conspiracy.
Glyphs are a mysterious set of objectives that seem out-of-place. They blend the line between reality and ancestral memories experienced in the Animus. They apparently did not exist for Ezio, but are instead "glitches" in the Animus 2.0 representation of the era, hacked in by "Subject 16", the previous assassin that the Templars used to dig into the past. All glyphs are tied to major landmarks and when located, trigger a puzzle sequence with some truly strange conspiracy-related imagery and hints. Each completed glyph unlocks a fragment of a "Truth" video sequence that is central to the whole Templar/Assassin storyline.
Glyph puzzle: Moon landings - obviously part of the Templar plot.
Glyph puzzle: Yep, JFK and Dallas, they all tie into all this too. Tinfoil hat recommended.
Early Glyph puzzles are very easy, but the complexity of the puzzles ramps up nicely - to a degree that the only time I reached for a walkthrough was to solve a couple of the Glyph puzzles that got really complicated. Technically they are wholly optional, but for me the Glyphs were actually the driving force for completing the game - each puzzle was a nice change of pace from the action and the conspiracy backstory is both bizarre and entertaining. It is just like "Da Vinci Code" - a story about a conspiracy so strange that it goes beyond all the mundane events of the game - at least until it all ties together when... ah, but that would be spoilers.
Villa Auditore
The fact that Ezio collects and uses money seems strange at first but there is a whole economic element to the game and suddenly it all makes sense. After the initial story missions force you to flee with your family, you end up basing your operations out of Villa Auditore in the town of Monteriggioni. The Villa is initially in a state of disrepair and as an additional goal you can renovate the Villa and the surrounding town with the money you collect in your journeys. There is a clear benefit in doing so - local shops, when upgraded, sell to you at a discount and with some work the Villa becomes a money-making machine. Every 20 minutes of play time you get a share of the revenue that grows with the value of the holdings.
Upgrading Villa Auditore and the surrounding town.
Collected weapons are all on display at the Villa.
The Villa also functions as a gallery for your collections - all the weapons, armor, paintings, codex pieces, seals and feathers are stored here and most collectible items also improve the value of Villa Auditore, providing more revenue and allowing you to buy better weapons and armor. Villa also acts as a map to explore on its own, with a set of treasures hidden in the area, some which are available only after certain renovations are completed. Villa map also includes Auditore Family Tomb, a seventh tomb map that is unlocked with Uplay points.
The Villa management is a nice distraction but the system breaks down in the late game, leaving you with massive piles of money and nothing to spend them on. I mean, if one includes a constant money faucet into the game that grows larger as you spend money to upgrade it, unsurprisingly the end result is that money eventually doesn't matter. Not a huge deal, but a flaw anyway.
Tools of an Assassin
Ezio receives the signature weapon of the assassins - the hidden blade - early on and soon obtains a second one for some juicy double-stab action. Other melee weapons include daggers, swords and maces which you have to purchase from weapon merchants. While each weapon does have a set of stats and the later, more expensive ones are theoretically better, in reality you can complete the whole game with just the hidden blades.
Now with dual hidden blades for twice the stabbing power.
Sorry. I know... I'm a pain in the neck...
Armor works the same way - merchants both offer sets for sale and repair them - but armor upgrades are actually useful, at least until you gather up all the seals and obtain the Armor of Altair. Stores also offer consumables - throwing knifes, smoke bombs, medicine, poisons... all kinds of little things that allow you to get creative when completing your tasks. Smoke bombs are especially handy (and overpowered), allowing you to stun a large pack of enemies - either for a quick getaway or for a quick series of deadly stabs.
What really sets AC2 apart is the attention to small detail. Corpses can be looted for some extra money, many items can be used as temporary weapons in a pinch and you can toss money around to create a distraction in crowds. You can also pickpocket money and consumables with obvious consequences if you linger too long near your victim. These are all minor details that are technically irrelevant, yet they further enchance the immersion to the game world - something far too many games tend to forget these days when trimming "unimportant" features during development.
"Keep looking at those... assets... while I just walk by here..."
There is also a notoriety system that determines how guards react to you. As you assassinate people during your missions or in order to secure codex pages and treasures, your notoriety level raises. Get too famous and guards will start recognizing you on the streets, leading into chases - stacks of hay are still quite useful. To get rid of any unwanted infamy, you can destroy posters, pay off heralds or assassinate officials that have witnessed your handiwork - all help reduce the notoriety level. You can also obtain capes that effectively disable notoriety in certain areas, usually once you are done with the area in question. Handy for completing side jobs with less harassment from the guards.
You can avoid detection through blending - no, you don't have to hold down a button to look like you are praying all the time or to walk real slow (ugh, that was annoying in the first game) - all that is required in the sequel is to move normally between crowds of people. Each time you enter blend mode by mixing into a group of people, any nearby guards stop investigating as they lose track of you in the crowd. You can also hire courtesans, thieves and mercenaries to take care of the guards, either by distracting them or by fighting them while you do your job.
Minor Jobs
In addition to the storyline missions, each area has a number of optional side missions. There are four types of optional missions available.
Races - Beat the clock while traveling a path dotted with glowy targets, usually on foot, sometimes on horse. Can take several tries as you learn the route. Beat Up Events - Women with sob stories about their unfaithful husbands. Just find the scumbag, put your weapons away and just beat up the guy in hand-to-hand combat. Courier Missions - Your average delivery boy job, run around to deliver letters under a time limit. Assassination Contracts - Find target. Apply pointy hidden blade. Profit.
Importantly, each side mission is still an unique, if short, story piece. They are not part of the main story, yet they all do contribute towards full 100% completion of the game and offer some much-needed challenge that is otherwise not really present in the main story. All side missions and collection tasks can still be completed once you have finished the main storyline, so if you are eager to see the conclusion of the main story, you can safely skip them and fill them in later.
Console Conversion
Compared to the first Assassin's Creed, graphics options are more limited. There are still multiple things to change - Environmental Detail, Character Detail, Shadows, Reflections and so on. They just don't change things that much. When comparing the visuals between maximum and minimum settings, you lose some post-processing effects that soften things a bit, you get lower-resolution shadows, no reflections on the water surfaces and... that's about it. The overall lighting on lowest setting is noticeably worse, but in general, lowest possible setting is comparable to "Medium" setting in the first Assassin's Creed. This also means that the practical minimum has gone up considerably when compared to the first game, even if the engine is mostly the same.
Minimum settings.
Maximum settings - most noticeable difference is with shadows.
Minimum settings.
Maximum settings - water and reflections are much improved at maximum detail.
Visual quality is similar to the first game but it appears that the game world is even more detailed than before. The engine has also gained some new bells and whistles, supporting full day/night cycle, reflections, water and better spot lighting and there is more unique building pieces in the different play areas. This does improve the illusion of a real city, even if you still do tend to notice that the world is mostly pieced together from a limited number of "generic" building parts. Unfortunate casualty appears to be the quality of shadows. The shadow resolution drops dramatically fairly close to the main character and there is no way to push it higher in the visual settings. Buildings also drop to a lower level of detail fairly close to the player - an obvious flaw when you start looking at it, but hardly noticeable in normal game play. Such compromises are understandable for a console game, but it would have been nice to be able to push LOD range and shadow resolution up on high end PCs. Still, this is mostly a cosmetic flaw and doesn't matter one bit when playing.
Four guards dead before the first one has fallen to the ground. Very detailed character animations.
When compared to the first Assassin's Creed on the PC, something is also missing - there is no DX10 rendering path. This is not a a big loss - the only noticeable difference between DX9 and DX10 in the first game was that the DX10 codepath handled texture caching slightly better and the sequel seems to work just fine in this regard with no visible stuttering when moving to new areas. It probably just wasn't worth the effort to include a DX10 renderer as the content is all done to Xbox 360 limitations anyway.
Animation can't really be praised enough - it was already superb in the first game and the same is true here. Movement and combat includes massive number of animation sequences and they all blend together almost seamlessly as you roam and fight. NPCs react fluidly, there is ton of variety, especially during combat and while the level of detail found in some minor character models isn't that great, the sheer number of characters that may appear simultaneously, all moving about doing their business (or trying to kill you) is very impressive. Too many games these days fail at animation and AC2 deserves every bit of praise here.
Reasonable Requirements
Publisher's minimum requirements are just a tad fuzzy - a "256MB Shader Model 3.0 card". This would theoretically qualify something as ancient as GeForce 6600GT, but in reality the game is unplayable on such hardware. If you want to play at 1280x720 at a reasonable framerate (matching the consoles) you'll need at least GeForce 9600 GT or Radeon HD 3870 and even then you will have to tweak down the settings a bit.
On the processor side, a dual core CPU is mandatory - and it should really be a fast dual core. Assassin's Creed 2 is fairly heavy on the CPU and can easily max out a low end Core 2 Duo if paired with a modern video card. The engine threads fine for up to 8 threads and even a modern Quad like Core i5-750 will show more than 50% total load across four cores.
Our recommendation for play at maximum settings and constant 30fps+ is to have (any) quad core CPU paired with GeForce 9800GTX 512MB or Radeon HD 4850 512MB and there is something to do even for high end cards - even a Radeon HD 5870 can't quite keep things locked to 60fps at 1920x1200 with everything maxed out and AA in use.
Exceptional, But Just a Port
Bonfire of the Vanities DLC - built in, but just a series of stealthy assassinations.
Assassin's Creed II is a superb game. It mixes a strong storyline with tons of activities and places it all into a detailed environment that is teeming with life. Small hooks like famous landmarks and notable historical figures help you to immerse in the world, each adding a little bit to the mix until it all just weaves together to form an exceptional experience. The play areas are massive, fast travel system ensures that you are not forced to spend time on horse and there are so many things to collect and do that it is easy to get sidetracked from the main story for hours at a time.
I guess the biggest downer is that the PC version doesn't really differ from the console versions. Higher resolutions, better framerate, some token graphical options and that's about it. It is a very good port, but still just a port, with all the visible shortcomings ported intact. At least the two DLC packs are included as standard on the PC - even if they are not that remarkable to begin with.
Sure, there are some things to complain about, but they are mostly minor. Difficulty level could have been set higher. Now the only bits that truly challenge you are some of the side missions and some of the tombs. It is nice that the volume of fighting has been toned down and the vast majority of killing can be done properly, with a sharp stab to the gut. Yet it is sad that if you choose to go toe-to-toe against the guards, just a couple of tricks will defeat every single one of them without much effort and any failure to counter or disarm can be easily undone with a quick medicine bottle. I would have preferred to see the game pushing you more towards being an assassin and being more harsh when you fail. There are some missions that do require stealth, with the memory desynchronizing the moment you are detected and I enjoyed them immensely, but for the most part the only reason not to just chop up everyone in melee is "effort" - it is usually faster to be quiet and insta-gib everyone with backstabs. Either way, combat is just as easy - it really takes to some truly monumental fail to actually die in the game.
Still, the whole is such a solid and playable game that all the issues are easily forgiven. Even if you couldn't stomach to finish the first Assassin's Creed (or never played it), you should definitely not miss Assassin's Creed II. It is effectively a "quadruple-A" title, pushing the envelope in detail, polish and production values. And no, the DRM is not a big deal - unless you are a pirate and were hoping to play this for free.
Summary of YouGamers Hardware Testing
The publisher of this game state the following specifications for their minimum and recommended requirements:
NVIDIA GeForce 6600GT series 256MB / ATI Radeon X1800 Series 256MB
GeForce 8800 GT / ATI Radeon HD 4700 Series
Free Disk Space
8 GB
8 GB
Net Link
Broadband - constant online connection to UbiSoft servers required
Broadband - constant online connection to UbiSoft servers required
To learn more about how YouGamers performs its hardware testing, click here. Through our extensive gameplay and hardware testing across the full spectrum of PC configurations, YouGamers suggests that one should use the following guidelines for an appropriate minimum and recommended setup:
Component
YouGamers Minimum
YouGamers Recommended
Processor
Intel Core 2 Duo E6600 / AMD Athlon 64 X2 5400+
Intel Core 2 Quad (any) / AMD Phenom X4 (any)
Memory
2048 MB
2048 MB
Graphics Card
NVIDIA GeForce 9600 GT 512MB / ATI Radeon HD 3870 512MB
NVIDIA GeForce 9800 GTX 512MB / ATI Radeon HD 4870 512MB
Free Disk Space
8 GB
8 GB
Net Link
Broadband
Broadband
Scores
To learn more about our scoring methodology, please click here.
Gameplay
93
Gameplay has evolved in countless different ways, trimming off the bits that didn't work and adding in more variety. Smooth, playable and interesting to the very end with tons of things to do.
Graphics
89
Exceptional animation quality and massive detailed cities, yet there are some small flaws stemming from console hardware limitations that could have been addressed on the PC. Instead, we get a direct port.
Audio
94
I've always appreciated Jesper Kyd for great music that fits the game and it is true here as well. Voiceovers use the "spice things with Italian phrases" trick too much but overall the voice acting is solid.
Technology
90
Technologically pretty much flawless - no bugs, glitches or instability. The OSP DRM system is arguably an issue to some, but as long as it works to keep pirates at bay, it is an acceptable deal. Internet connection required.