Assassin's Creed II

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


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"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 characterised 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 instalment.

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 likeable firebrand, as passionate about family and honour 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 realised 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 splendour. 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 colour saturation. Both versions are still attractive though, 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.

Make the leap of faith. You'll be glad you did. (Credit: GameSpot)

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 synchronising 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 a 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.

Ezio interrogates his victim. Bonus: death soliloquies are much shorter now. (Credit: GameSpot)

Tombs are more intricate levels in which you must retrieve an important artefact (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 non-existent 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 enamoured 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.

Courtesans possess many talents, not the least of which is distracting guards while you glide past. (Credit: GameSpot)

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 armoured guards and planting it in his head, or skewering another with a stolen spear. If you like, though, 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 armour 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.

A deadly assassination can look like a harmless hug to the untrained eye. (Credit: GameSpot)

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 recognise 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, though, 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 synchronisation (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.

Solve every glyph puzzle to reveal one of the game's many secrets. (Credit: GameSpot)

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 feels so welcoming, you'll be making return trips even after your initial adventure is over.

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Bleach
10
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Bleach posted a review   

DO NOT READ MY LONG COMMENT ABOVE – THIS IS AN EDITED AND UPDATED ONE.

HUGE SPOILER ALERT

Assassin’s Creed: Secrets Revealed

In AC1 at the end when you see Subject 16’s writing on the wall. It’s all encoded. Here are some decoded and explained wordings:
1. Artefacts sent to the sky to control all nations, to make us obey a hidden crusade. Do not help them! – This means that the pieces of Eden are sent to the sky (satellite) and will control everyone in every nation (the whole world). I know this because in ACB one of the clusters from the truth contains a phone call which was between two men, one most likely from Abstergo industries and one unknown. The person from Abstergo talks about sending the pieces of Eden to the satellite to control everyone.
2. They drained my soul and made it theirs. I drained my body to show you where I saw it. – When Subject 16 talks about draining his body to show us where he saw it. He talks about how he drained blood from his own body to write and show the truth and secrets to the next person that would be imprisoned in the room of AC1.
3. 12212012 – This is the barcode on the floor outside of Desmond’s room which actually means 12/21/2012, the end of the world in AC.
4. The Chinese looking writing, which isn’t actually Chinese, translated actually says, the end is coming. 2012 is our final stop.
5. Yona and Guni – This is a Japanese island. This island is most likely where a piece of Eden or temple that Minerva spoke of is located.
6. At the end of AC1 when Altair defeats Al Mualim and takes the apple of Eden and the apple appears to show the globe, the globe has twenty-five small black spots located from all over the world which are the locations of the pieces of Eden.

Assassin’s Creed: Brotherhood: Secrets Revealed

If you all read the scrolls of Romulus in ACB you would figure that Ezio and Desmond weren’t the only two to contain the apple and get through the vault in the coliseum. Marcus Jubius Brutus was an assassin long before Ezio and Altair. Basically, Marcus was planning an assassination of someone named Julius Caesar. Julius Caesar was a Roman General and statesman and he played the important role of the transformation of the Roman Republic to the Roman Empire. He was born on the 13th July 100BC and died on the 15th of March 44BC meaning Brutus was a very old ancestor of Desmond. Moving on, Brutus planned an assassination with his brothers, the assassins, but he had no idea how he would assassinate Julius Caesar so he ordered the commencing a meeting where they would discuss how they will assassinate Caesar. This meeting took place in the coliseum, where his armour and dagger (the armour of Brutus) were locked away in a chamber. This armour was the armour of Brutus that you unlock in ACB. When his brothers left, Marcus realised a small crack in the Earth and a door. Suddenly the door opened revealing the vault where the apple of Eden was. He passed the obstacles that the vault held and spoke the password to the vault door which then lead to the room where the apple of Eden was held. After retrieving the apple he saw visions of Rome falling to pieces. He had hidden the secret from his brothers and chose to not tell them. Then he wrote journals which were the scrolls of Romulus, like Altair’s Codex, explaining what had happened. This journal was split into seven pieces and locked away in six different shrines guarded from assassin’s by followers of Romulus. This is why in ACB the underground shrines you find the scrolls and keys from are called “Lairs of Romulus”. During ACB you only find 6/7 scrolls and all the keys. With the keys you unlock the chamber and take the armour of Brutus along with the dagger, but with the scrolls, the seventh one contains the most important content. Unfortunately it’s missing. The last few words of scroll 6 were something about having to speak aloud a certain word to open the vault door and obtain the piece of Eden. This word was later discovered by Desmond, Rebecca, Sean and Lucy due to Ezio’s writing on the wall at Monteriggioni (Villa Auditore) in the hideout/escape rout. You can only see the message when you turn eagle vision on and without eagle vision you will see thirteen triangles. The image is made from triangles within triangles within a triangle. This triangle is the same triangle as on the door of the vault where the apple of Eden is held. When you turn eagle vision on, the triangle displays the numbers, 14,19,14,20,14,21 and these add up to 72. And on the day Desmond finds the piece of Eden, Lucy says it’s the 10th of October which is seventy-two days from the 21st of December and the game is set in 2012. It’s most likely to be some sort of special number.
Moving on, when Desmond, Rebecca, Sean and Lucy make there move to the coliseum they realise they need a password to open the vault. This is the password Marcus wrote about when he wrote “the next person to approach the vault needs to speak aloud…”. The password was seventy-two and this was figured out when Desmond saw, with eagle vision, the numbers on the wall; 14,19,14,20,14,21. Desmond, at first, thought the numbers were just dates or something but then Sean realised it was to do with the seventy-two names of God. Despite all the numbers adding up and making the number 72, the numbers were also three versus, exudes nineteen through to twenty-one which contained the seventy-two names of God. Then Sean talks about the Coliseum construction starting in the year 72. After they reach the Coliseum, Desmond passes many obstacles and finally after a long wait, finds the piece of Eden at a dead end in the vault. The team approach the apple and Desmond is advised to ask the apple where the temples Minerva spoke of in AC2, that will save the earth from ruins, are and after he does the apple starts to project images of symbols such as the Phrygian Cap/Liberty Cap, which represents freedom and a Masonic eye which represents the all seeing eye and that we are all manipulated and controlled. Sean tells Rebecca, Lucy and Desmond this and the last words he says are “those two come together only in one way”… Then Desmond, without any warning to the others, touches the apple when suddenly time froze leaving Desmond conscious while everyone else is frozen in time. Juno starts to speak to Desmond whilst he is disabled from moving. She says that he’s DNA communes with the apple and that he has activated it. She then goes on to say, “On the seventy-second day before the moment of awakening, you birth from the loins and the loins of our enemies, the end and beginning, who we adore and honour, the final journey commences. There is one who would accompany you through the gate. She lies not within our sight”. The cross darkens the horizon. Then the apple, still controlling Desmond, turns him towards Lucy. “The path must be opened. You cannot escape your part in this. The scales must be balanced. You know very little. We must guide you. Face your struggle”. Then you end up stabbing Lucy before Juno says “It is done. The way lies all before you. Only she remains to be found. Awaken the sixth. Go. ALONE!” When Juno says “Only she remains to be found”, it refers to the descendant of Eve that Desmond is told to search. This is because he is a descendant of Adam. Adam and Eve were the first assassin’s and the first to escape the ones who came before (first civilisation) and become free from the other enslaved humans that were manipulated by the twenty-five pieces of Eden made by the ones who came before.
If you locate all the glyphs and unlock the truth in ACB, you will find out that subject 16 states “she is not who you think she is”. This is most probably in reference to Lucy since she had to be killed when everyone thought she was good. Lucy also was the helper of Desmond, Subject 17, and Subject 16 and they ended up being the most important subjects. Despite this, she also most likely knows about Subject 16 being trapped in the animus and still being alive. Coincidence? The Templar didn’t want Subject 16 to spread the secrets to the world so they trapped him in the animus where he cannot speak a word to anyone. Subject 16 most likely found out everything there is to know about the plans of the Templar order and the secret histories of the earth and the ones who came before, including that Lucy was a Templar. All subjects that go under experimenting in the animus have to be killed due to the strict terms and conditions of Abstergo industries. After the Templar organisation lost there best lead of finding the twenty-five locations of the pieces of Eden through the memories of Subject 16’s ancestors, they chose to use Desmond. Then Lucy lied to Desmond about Subject 16 being dead when he found Subject 16’s warnings in blood all over Desmond’s room and the floor of the room. Also, when Juno says, “It is done. The way lies all before you. Only she remains to be found. Awaken the sixth. Go. ALONE!” When she says “It is done”, she’s probably referring to Lucy and that she had to be killed. When she says “The way lies before you” she’s most likely referring to Lucy being the last obstacle before the path becoming the next stage of being clear which is Desmond going on his quest to find the six temples that will stop the end of the earth. Finally when Juno mentions “Only she remains to be found” she is probably talking about what Subject 16 was as well when he says “Find Eve”.

Assassin’s Creed 3: Secrets Revealed

In AC3 when Desmond makes his move and goes on a quest to find the temples Minerva and Juno spoke of, that will help save the earth; he might discover why the apple made him kill Lucy, why Juno talked about Lucy and what and who Subject 16 was talking about. In the truth cluster file Subject 16 says “It is far later than you know. It’s too late to save them. She is not who you think she is (probably talking about Lucy) Everything you hope to become, everything you hold dear, it’s already gone. Eden. She, in Eden, find Eve. The key. Her DNA”. Desmond then asks Subject 16 to explain and tell him what he’s talking about. Subject 16 says “I cannot. The sun, your son. Hmm. Too weak. Must replenish energy”. Then Desmond asks Subject 16 to wait and not go but Subject 16 replies by saying “I am with you till the end. Find me. In the darkness”. (Probably meaning the animus) The fact that the truth isn’t just a video document in the animus and that it’s an unlocked memory file in the animus where Desmond has to enter the virtual world of the animus and find his way through to Subject 16 is probably because Subject 16 is trapped in the animus and cannot communicate with Desmond any other way. This is because of the encoded writing on the wall in AC1 where it says I entered the abyss and never returned. The abyss is the animus and when he entered it and found out all the secrets of Lucy and the rest of the Templar, he didn’t return, implying that the Templar trapped him in there because they didn’t want for him to reveal their secrets to the world. Subject 16 was most likely aware that he would be imprisoned in the animus after Abstergo was done with him so he set symbols up aware that Desmond will awaken the power of Eagle vision and set up glyphs throughout AC2 and ACB so that Desmond could find them through the memory of his ancestors and communicate with Subject 16.
Possible events of Assassin’s Creed 3:
Desmond could go out into the modern world and try to find the six temples Minerva and Juno spoke of. There might only be five temples left because Ezio had found one in Rome during the Italian renaissance. This was when he had to fight the Spaniard in the vault/temple. The other five temples are in the locations of the small assassin’s creed icons on the world map that was formed when you decipher the formation of all thirty codex pages on the codex wall.
With Brotherhood now released, we have learned more about the possible location of the Key. The Key to opening the Eden Temple is apparently the unknown descendant of Eve, which subject 16 and Minerva talk about when they say “In Eden. Eve. Find Eve” and “Only she is left”, whereas Desmond is a descendant of Adam, both of whom are hybrids of humans and the race that came before. We’ve also learned the location of Eden in Assassin’s Creed 3. Namely, the Phrygian Cap A.K.A Liberty Cap, shown as one of the light symbols emanating from the Apple of Eden at the end of Brotherhood, which symbolizes freedom and the pursuit of liberty. Before the Apple freezes time, Sean is about to tell Desmond, Lucy & Rebecca that a Phrygian Cap and the other symbol, a Masonic Eye, only come together in the Declaration of the Rights of Man and the Citizen, a defining radical document of the French Revolution. This is no reason why Assassin’s Creed 3 should take place in the French Revolution but we never know it could.
It’s highly unlikely but maybe when Desmond (a descendant of Adam) finds the women his been told to search for by the ones who came before (a descendant of Eve) and since she’s the key to opening the door to the temple of Eden he could enter the temple with her and possibly assemble all 25 pieces of Eden in some sort of tablet or pillar, revealing or opening a door to the Garden of Eden or the place/event that Altair wrote of in his journal/Codex when he says “Of all the things I’ve seen, none troubles me more than the image of the flames… Pillars so tall they seemed to pierce the heavens. The ground rumbled and shuddered. Mountains split and crack. Great metal towers splintered, their innards strewn about the ground… And everywhere there was screaming. A chorus so terrible that even now I feel its echoes still. What is this madness I have seen? Is it them, I wonder? Those who came before… Is this where they went? Into the fire? Into the dust? Perhaps this destructive power is what the Templars seek. That they might hold it over us a command devotion. What hope would we have, then, if they held such darkness in their hands – that they could murder the world…”

Thanks for reading and please do not insult just simply comment and give feedback.

duoxanatos
10
Rating
 

duoxanatos posted a review   

The Good:all around improvement

The Bad:not able to get 100% completion

The games flows better than the first and you don't get stuck repeating the same steps trying to solve the missions. Minor detail that i couldn't finish all the secret mission for buying at the wrong store.

RadicalLad
10
Rating
 

RadicalLad posted a review   

wtf John ofcourse it doesnt have online, how the hell would assassins creed work online. it is strictly a single player game, not even co-op would work. youre an **** for even thinking about online

 

Ashy posted a reply   

Actually RadicalLad, Ubisoft is planning to have a co-op and multiplayer mode in Assassins creed 3.

John
10
Rating
 

John posted a review   

The Good:Graphics, new stuff and awesome storyline

The Bad:no online? I mean thats all i can find

Thrilling, absolute blast.

 

sebas posted a comment   

Seriously Awesometown Game.. thanks for the giveaway www.findmebuyme.com.au didnt think id have a chance to win...Im gonna be bust this Xmas Holidays!!!!plus stack on some Kilo's sitting on my cullo playing

Gregre
10
Rating
 

Gregre posted a review   

this game is better than the first. They improved on all those annoying minor faults in the first (you remember those). and ome is it good? yes.




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User Reviews / Comments  Assassin's Creed II

  • Bleach

    Bleach

    Rating10

    "DO NOT READ MY LONG COMMENT ABOVE – THIS IS AN EDITED AND UPDATED ONE.

    HUGE SPOILER ALERT

    Assassin’s Creed: Secrets Revealed

    In AC1 at the..."

  • duoxanatos

    duoxanatos

    Rating10

    "The games flows better than the first and you don't get stuck repeating the same steps trying to solve the missions. Minor detail that i couldn't finish all the secret mission for buying at the wr..."

  • RadicalLad

    RadicalLad

    Rating10

    "wtf John ofcourse it doesnt have online, how the hell would assassins creed work online. it is strictly a single player game, not even co-op would work. youre an **** for even thinking about online"

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