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How to pass the Assassin's Creed 2 Cemetery (Analysis of Assassin's Creed game)

How to pass the Assassin's Creed 2 Cemetery (Analysis of Assassin's Creed game)

From the perspective of the open world, the exquisite Renaissance Italy in the second generation did not have much content for players to play, but for this reason, all the players' attention was focused on the carefully woven main tasks. If it is not included in assassination contracts, letter delivery, races and hitting people, the remaining interesting and large-scale side missions and collection elements are not too numerous to distract players, and it is also closely related to the main line.

The collection of manuscripts is a necessary condition for the promotion of the main line, and the main line will guide you to collect all manuscripts; the exploration of the six assassin tombs is not only related to the first generation of Altaïr, but also brings very attractive equipment to players. Moreover, the design of these six assassin tombs is very closely related to the core gameplay of the game itself. It can even be said that the gameplay, which is originally purely action-oriented, is linked to puzzle solving; the collection of fonts requires both exploration and puzzle solving. The collection of fonts is pure puzzle solving, and several puzzles are quite difficult. After all, a video will be obtained, which indirectly confirms the information Minerva gave to Desmon at the end of the main line plot. Several parts of the collection and the branch are closely connected to the main plot, and serve the main line from different sides, without leaving the player's too much attention and time. The design idea of the second generation is essentially different from the Assassin's Creed works later.

Then let’s talk about the main line of the second generation. The second generation is actually not very outstanding in both plot and mission design. However, the plot between the two is relatively more outstanding than the task design. The path in the first half of the second generation plot is a bit like the path in the last part of "Red Dead Redemption" which is a sudden release of magnificent emotions after some ordinary and warm daily activities. Specifically, the first half of the second generation plot is combined with teaching, through the interaction between Uncle E and other members of the family, he is familiar with the various designs in the game while doing some errands.

Compared with the period in RDR where Marston left to carry the FBI agent alone in order to protect his family and fell at his doorstep, the second generation's strength was slightly insufficient. After all, the period of getting along with his family was in the early stage of the game, which may only be two hours in total. But Ubisoft took great care to add some more lifelike scenes that are more resonant with players. In real life, there are not many people who can have a past that is as happy as Marston, and who can do it at any time if they are not convinced. But like the second generation, when they were fighting with others when they were young, they had an older brother to protect themselves and watch their younger girlfriend's experience under the cover of their brother. I guess many people will have it.

It is precisely because of this, in the beginning of the second generation, Uncle E and his brother climbed to the top of the tower, smiled and said "May it never change" and "May it never change us" to many people, and the sadness of watching their father and brother being killed but unable to change anythingThe painful scene, the carriage chase of the Apennines road escort Da Vinci to Venice, and the "Ace Air Battle" scene where Da Vinci's glider and the upward airflow brought by the bonfire have entered the Governor's Palace from hundreds of meters away, together with the "Ace Air Battle" scene, which has become an unforgettable collective memory of the second generation. Don’t forget that if the second generation only connects to the main line, it will only have about fifteen hours of game time. It is quite difficult to leave fifteen hours of game time with as many as four scenes that are unforgettable for many years.

Such an excellent plot performance is of course built on many ordinary main tasks. This is why we should talk about the plot and the task design separately. Most of the tasks in the second generation, even if the designer adds various touches, can basically be summarized as "receiving instructions to kill people at location XX". However, there are still many more flowers than the first generation. At least, the non-mainstream infiltration mechanism, "providing cover through specific environments", has established its position in the second generation and indirectly achieved the most impressive task in the Venetian Carnival from the perspective of mission content.

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