Assassin's Creed: Brotherhood Preview
Rehashing's a sin?
Ah, middle management. If you're good at something, sooner or later you get promoted out of it and have to admire it from above while you do something less innocent. As Ezio Auditore is discovering in Assassin's Creed: Brotherhood, it happens to the best of us.
Fortunately for the player, however, Ezio is an assassin, and while Brotherhood makes a big deal out of recruiting, developing and deploying a band of brother assassins, he's not averse to a bit of micromanagement either. This is to say he still likes climbing around cities - in this case Rome, three times the size of the last game's Florence - and stabbing people to death while peering out from under that iconic eagle-head hoodie.
Recruitment is done in a few ways. One of them is to help rebellious citizens who are taking the fight to the Borgia - the bullying Templars who have the city under their control - by diving in and mashing up guards who are threatening them. Once a rebel is liberated he kneels and swears allegiance to Ezio.
Ezio can organise his minions from pigeon coops, sending individuals on contract missions around the world - to poison the food of a German monk, for example. The game shows you their odds of success and if they do make it back then they earn money and experience points which you can invest in their growth. If the odds are too long though they may die, even if they're level 10, and that will mean recruiting a replacement and starting over.
The more recruits you have, the more you can deploy in gameplay. In the demo we're shown, Ezio finds himself in front of a boarded-up shopfront guarded by a pair of Borgia soldiers. He whistles and the two assassins indicated by the two segments on his assassin bar in the top left appear on a nearby rooftop, pause, then rain down from above, assassinating the two guards with simultaneous knife attacks to the throat - that telltale blade noise left ringing in the air.
Single-player campaign footage.
You can recruit new assassins by getting rid of Borgia towers too. There are 12 such towers around the city and each has a zone of influence, which suppresses local trade (like our boarded-up shop) and regulates the citizenry. The one we're worried about at the moment is visible up on a ridge. To reach it Ezio has to clamber up crumbling columns in a pleasingly puzzly, circuitous platform approach that eventually hurls him into the catacombs beneath the tower.
The familiar Restricted Area notice appears on the screen - a reminder that we're still within the framed narrative of the Animus - and the map shows us deep within its red boundaries, meaning that guards will attack on sight. In this case there's one just up ahead at the top of a ladder, facing away. Ezio climbs up and pulls him backwards over the edge, leaving him in a pile at the bottom.
A couple of nearby guards at the foot of the ladder are alerted by the commotion and wander over to investigate their colleague, but before they decide to look up Ezio is already on the way down - leaping through the air to assassinate them both simultaneously.
Further inside, however, a Borgia leader spots Ezio and decides to leg it. Ezio has to chase him down and take him out, or else he will need to wait until the changing of the guard at dusk or dawn to try this approach again. So naturally he makes haste, swerving around guards who block his path, hopping athletically over obstacles and eventually pouncing on his prey in trademark fashion.
Now he's almost in the tower. There are more guards to deal with using Brotherhood's refined combat system, which puts the emphasis on striking first and striking fast. Skills beget kills, and if you make a few successive kills then more will follow in fluid fashion - so long as your button input is sufficiently fluent.
Of course Ezio is never alone now, so once the crowd becomes a little large for his liking he whistles and his fellow assassins emerge, pouncing this way and that to dispense with the Borgia minions. There's a cool-down period attached to assassin usage, perhaps because the effect of fighting alongside these fast-moving, balletic death machines is almost as beguiling as Ezio's effortless charm.
Each Borgia tower involves a tricky final ascent, like the viewpoints in previous games. Once Ezio has killed everyone and made it to the top the final step is the tower's destruction, which sends a message to the local citizenry that the Borgia's grip on that area is broken. Ezio torches the building in a cut-scene and it's left burning as he makes his escape - not by diving into a bale of hay, for once, but by using another of Leonardo da Vinci's helpful inventions: the parachute.
The parachute, which looks precarious but does what you'd expect, is manoeuvrable enough that Ezio is even able to land directly on a horse. They can now be used in cities and we see some other good horsey actions too. At one point Ezio leaps from a rooftop to assassinate a Borgia soldier on horseback, taking his ride in the process, and elsewhere he finds an armoured horse. As he passes under some wooden beams he swings himself upwards to land on a nearby ledge.
With the Borgia tower gone the people will be friendlier to Ezio, and he can also take advantage of the reopened shops. It will also be possible to upgrade buildings you liberate. After Assassin's Creed II's wonderful cities, full to the brim with collectables, expect Rome to offer many such diversions - and we're also told to expect moneyboxes again, along with collectable flags.
Collectables will appear in eagle vision and have better marking on the map, so it should be easier to gather the remaining view, rather than having to go painstakingly to every location using a walkthrough. Feathers, eh?
More on Assassin's Creed: Brotherhood
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Face-off: Face-Off: Assassin's Creed: Brotherhood
No more tiny Templar.
Review: Assassin's Creed: Brotherhood
Top of the Popes.
Interview: How Ubisoft Montreal made a masterpiece
Assassin's Creed: Brotherhood's development unsheathed.
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Screenshots: Assassin's Creed: Brotherhood
On top of that you can expect variations on other popular themes. The assassin tombs from ACII won't be replicated exactly, but similar linear platform puzzle sequences will make it in, and Ubisoft hopes to ramp up the replay value in other ways.
You will have the option to replay missions you've completed, and you will also be able to read how Ezio did it - perhaps by pure stealth rather than confrontation. If you can match his feat then the Animus will give you 100 per cent synchronisation with that memory.
Customisation will also feature - whether it's choosing outfit colours for your assassin recruits, or buying specific weapons and upgrades from Leonardo to suit your play style. Coupled with the combat system refinements, hopefully this will encourage a bit more experimentation and variation in battle as well - throwing spears, for example. How many people who completed ACII ever learned how to kick sand in an enemy's face or trip them with a pike?
At the end of the demo, the camera pulls back and shows us the city of Rome sprawling before us. Assassin's Creed: Brotherhood may not be Assassin's Creed III, but Ubisoft has undoubtedly built a huge playground again - and that's to say nothing of the multiplayer modes, either.
Whether fans of the series will accept it as a stopgap remains to be seen, but if this is what Ezio's like when he steps up to a corner office, we can't wait to see how Desmond fares when he eventually brings his skills to bear on the present day after all these years in the incubator.
Assassin's Creed: Brotherhood is due out for PS3 and Xbox 360 on 19th November 2010, with a PC version to follow next spring.
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Comments (34) Latest comment 2 years ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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i enjoyed ACII and was gunning for the platinum trophy when my PS3 died.
no problem i thought. i'll put the game save onto a usb and load it onto my new PS......ONLY IT WONT LET YOU COPY IT!! why??!! what do they think i'm going to do with it? swap it for crack?
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Also I hope they've given the mansion management a bit more depth this time. Collecting paintings was pointless in the AC2. I'd like to be able to manage it a bit more. Not on a SimCity level, but some sort of city management would be nice.
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Pass until they wake up (despite being well up for this and AC2).
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Yeah, I hear that. I moved countries and PS3's and had to lose saves on Need for Speed Shift, Killzone 2, Command and Conquer and Assassins Creed 2 that I can remember. I spent my last few days in England at a tempo collecting feathers like you wouldn't believe. Then they released the add on content - which I would have bought, but to play all the way back through just for that...no thanks.
The locked saves are crazy and a real pain in the arse. If PS+ had allowed online backup of games saves I would have bought it just for that. Of course if Sony would just prevent publishers from having the ability to lock the saves in the first place then it wouldn't be an issue
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Sadly, I sweated my way to Platinum. It left me feeling empty.
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its so annoying isn't it. i lost my Dragon Age saves too and that REALLY pissed me off.
by the way i have PS+ and i think it's good value especially if you don't already own most of the games available from the store. at least it's a choice eh...
the feathers were all i had left to do...so close. DAMN YOU! DAMN YOU ALL TO HELL!!
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I look forward to the true AC3 whenever it comes although with trepidation as Patrice Desilets was the driving creative force behind this game series.
Look at Bioshock2 with no Ken Levine. Its that kind of syndrome. A straight to video film sequal kind of feeling rather than a true sequal Ubi may own the assets but the creative force behind it has left. and so have I.
I may bargain bin this somewhere down the line.
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me! and the feathers, and all the bling.... what can I say, i loved the game!
I love the fact that we will get closure to the Ezio-Borgia storyline, as well as the fact I can stalk my mates in multi player (Instead of in real life!)
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This article shows they are clearly working hard to add new content (specifically single player content because after 2 hugely commercially successful solely single player games, it's clear the audience is happy with the focus, even if some are curious about a possible MP element) and a new take on the gameplay. Yet I'm still not convinced this will feel very same-y.
At present it looks like more than just DLC, but significantly less than a full-price retail release. If their pricing compromises in the middle, I think we can all happily get on board.
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I'm about halfway through AC2 and it's being slightly spoiled for me by the fact that you can muck up, get spotted and still melee your way out of most situations.
Also I call 18th Century France as the setting for AC3. Mark my words!
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I'm not against multiplayer, and acknowledge that for many people the multiplayer is the draw these days. Guess I'm just too old fashioned. Or antisocial.
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The only thing putting me off buying this game, was a problem I had with my trophies from AC2 which currently reads 30%, yet my save file is nearly complete (92%).
The whole OtherOS 3.15/3.21 debacle stopped me using PSN to synchronise prior to moving my saves over to a 2nd Ps3 (250gb slim); and even loading the game again and doing one of the trophies didn't force the others to get updated.
AC2 is a great game, but I don't have the heart to do all the game and trophies again, and without completing AC2's trophies, I'm a little put off starting or buying AC2 Brotherhood.
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Weren't there rumors before the release of AC2 that it was to be based in France during the Revolution? AC2 was ok, but there was no incentive for me to pick it up again once I finished the campaign (unlike, say, RDR) and I also thought Ezio was a bit of jerk.
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It's the PS3 version, they're leading development on PS3 now and it seems it has taken a small graphical leap, this should also benefit multiplatform development overall too. I hope the performance is up to par too in regards to v-sync, framerate and pop-in.
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But that looks a lot nicer if it is indeed the Ps3 version.
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Yeah of course they did. But they also introduced a load of new mechanics to compensate, which themselves had flaws. Leaving aside the obvious issue of Ubi deliberately cutting out content to seel later as DLC, AC2 still had a lot of design issues that could have been sorted had the designers listened to people (I refuse to believe that the issues around collectibles, to name one example, was not mentioned during QA).
Personally, I look at it this way: People doing QA fucking love games. They love games so much that they are willing to spend hours upon hours a week replaying the same gaming sections just to root out some bugs. Along the way, they are bound to suggest some things which could be bad design decisions. But juat because they are QA, they are ignored.
Frankly, I think that designers should pay a lot more attention to QA and less attnetion to their ego, and the whole "iterative design" thing might actually result in fewer sequels and more quality games.
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drxym is on the money. By the time QA see a game, its often too late to add any features. Also, its a shame you feel it just comes down to ego, and you seem to have a negative view of designers. Iterative design is indeed a good idea, and its something that happens in most studios whether they take input from QA or not.
I totally agree that a designer that isn't open to input is not really doing their job properly, but that input has to be qualified and filtered in some way. Coming up with new suggestions for gameplay changes is the easy part - understanding how those changes might impact the entire experience the player has is the hard part, and annoying as it might sound, allowing everyone to have a say usually just results in a sand storm of unusuable ideas. Of course great ideas can come from any quarter, but its just not practical to give everyone a say in the hope of finding those gems.
If someone in QA is really keen on having a say, working their way into a design position and proving they know what they are on about is the best way. Who they work for will determine whether that possibility is real or not, but that is the same with any job (i.e. progress based on ability requires an employer that recognises and rewards ability).
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Probably won't be day on purchase or full price, but I'll be getting this somewhere down the line.