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?
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.
Even allegedly smart people can make life-changing blunders that seem very, very obvious in retrospect.
A video Let's Play series I collaborated on from 2009 to 2017.
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.
Game at the Bottom
Why spend millions on visuals that are just a distraction from the REAL game of hotbar-watching?