Welcome to Venice, Ezio. It’s good that you are here. Recently several of my best thieves were injured or killed in a haphazard and ill-advised frontal assault on a public building in broad daylight. Then half of my forces betrayed me, so I need you to kill them. Then the other half were captured. Sadly, my thieves can’t pick locks or fight to save their lives, so you need to free them and slay their guards. And could you also lead them home? They don’t have a very good sense of direction.
So, I basically need you to do everything. But first, you must prove you are worthy by climbing a tower you already climbed.
Still, I’ll take this over the “do these same three quests, over and over, dozens of times” of the original Assassin’s Creed.
AC2 really does seem to change character when you reach Venice. It becomes a lot more “questy”, and driven more by “BECAUSE IT’S A VIDEOGAME” logic. I wonder what brought on this shift in tone and style. For those of you who have played Brotherhood: Is it more like the first half of AC2, or it it more like the Venice section of the game?
Let's ruin everyone's fun by listing all the ways in which zombies can't work, couldn't happen, and don't make sense.
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Back in 1999, I rode the dot-com bubble. Got rich. Worked hard. Went crazy. Turned poor. It was fun.
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There's a new graphics API in town. What does that mean, and why do we need it?
Joker's Last Laugh
Did you anticipate the big plot twist of Batman: Arkham City? Here's all the ways the game hid that secret from you while also rubbing your nose in it.