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Vidya Game Reviews
Topic Started: Feb 26 2011, 03:27 AM (11,988 Views)
LightningBolt
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I have to think that rating is just a tad bit generous. I would have definitely given it something like a 9.5-9.7 during the main game, but the post game was completely underwhelming and this was the first Pokemon game that I didn't make it to 100 hours, let alone 200 hours which I think I've achieved in every game since Gold and Silver.

Probably something like an 8.7-9.0.
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Snowman
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Reviewing Portal 2 and stuff.

OVERVIEW:
You are Chell. The same Chell that was the mute star of the first game. You're back somewhere in Aperture, and then you meet Wheatley. You head back inside to the test chambers, and then stuff happens that involves spoiling part of the plot.

GAMEPLAY:
The basic gameplay, as you might expect, is the same. You are equipped only with the Aperture Science Handheld Portal Device (ASHPD/Portal gun) and those special boots that let you survive when you jump off of high places. However, Aperture Science has changed. In addition to the buttons and cubes of the first game, there are more puzzle elements.
One of the first that you encounter is the Thermal Discouragement Beam, also known as a laser. Lasers serve three purposes: Activating "sockets", destroying turrets, and annoying your co-op partner. Lasers can change direction by being aimed through portals or using the new redirection cube.
Another new thing is the Aerial Faith Plate. You walk on it, and it shoots you at a target. There is a visible target so you know where you will be shot at. Often times, you shoot one portal at the target, and another somewhere else, to give you momentum without a high drop.
Panels are new, but they're usually not a puzzle element. Panels are tiles that form the test chambers, but they move around, making it seem like the test chamber is living. Often times, panels are activated by using a button, laser, etc. When activated, panels can form anything, but usually a staircase to the exit. They can also rotate or slide somewhere else to reveal a portal-able wall.
Hard light surfaces, or light bridges, are... well, solid surfaces made of light. These surfaces can be infinitely extended using portals, and because they are made of light, portals can be shot through them. These are, of course, used to reach places that are otherwise unreachable.
And next there is gel. There are three types of gel, plus a clear liquid that I've always assumed is water, which is used to erase gel. The first type of gel, Repulsion Gel, is blue. It causes the player to jump higher and, when shot on walls, you can bounce between walls, like wall-jumping in Mario, except you don't need to push the jump button every time. The next gel is acceleration gel, which is orange. When you walk on it, it speeds you up. This is used to build momentum and for running off of ramps and landing somewhere else. The last gel... I don't remember its specific name, but it's white, and it lets you shoot portals on it.
Excursion tunnels are the last new thing. They're similar to light bridges because they can be extended indefinitely. When a player walks in one, they slowly float one of two directions. The direction can sometimes be reversed by standing on a button.

SINGLE-PLAYER:
I made a new section because I didn't think "GAMEPLAY" should last forever. Single player in Portal 2 is quite similar to the first, which, in my opinion, is both good and bad. It's good because when new puzzle elements are introduced, they often start with very basic levels and get more difficult as the game goes on. Like the first game, many people will not find all of the puzzles very difficult. The game fails to combine very many puzzle elements at a time. The gels are almost always alone. The entire singleplayer campaign probably lasts the average player anywhere from four to eight hours.

CO-OP:
Co-op is only for two players. This is a good number, in my opinion. Anyways. Co-op is quite a bit similar to single-player in terms of difficulty. There is a central hub, from which you select one of currently five sets of test chambers. The first DLC, free for PC, PS3, and 360 this summer, adds more levels, and probably a sixth door in the hub. I thought co-op was very fun, even if it wasn't insanely difficult. More puzzle elements are combined here because there are two people. There's a backpack system quite similar to Team Fortress 2's, but with a lot less items.

ENDING STUFF + NUMBERS:
Overall, it's a very fun game. If you liked the first, there's more to like in the sequel. I don't think it's worth its launch price of $60 on consoles and $50 on PC, because after beating singleplayer and co-op and repeating a bunch of co-op levels, I've only played it for ten hours. Knowing some of Valve's history, there will be a lot more DLC that could make this worth more than $60/$50, but the game itself will be a lot lower in price on Steam. It's not the best game for difficult, time-consuming puzzles, but it's still great. The only thing I disliked was how short the game is, but if they add enough puzzles, there's going to be levels that look awfully similar to previous levels, and then it feels like they didn't try. I'm happy with the game length because of this.

9.4/10
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MrMarill
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Lightning, I would agree with you, but I look at Pokemon differently to how you might look at it as, despite the fact they killed multiplayer, competitive is so much fun I don't even know how to describe it. By breaking EVERYTHING, they fixed it xD

Snow, I liked your review, but I feel that it focussed on what happened in the first one and not everyone's aware of the gameplay mechanics of the first or have played it.

And on that subject I want to do another review now because I really enjoy doing them. I'm to Chapter 11 on FFXIII, so I'll probably get sucked into it now and play it like crazy. During the Summer I can finish all my gaems so it'll all be good =D
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Snowman
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MrMarill
May 24 2011, 09:20 PM
Snow, I liked your review, but I feel that it focussed on what happened in the first one and not everyone's aware of the gameplay mechanics of the first or have played it.

Hmm yes, I never explained what the Portal gun does.

YOU CAN SHOOT TWO PORTALS. WALK THROUGH ONE, COME OUT THE OTHER.

Also, I didn't have much to compare it to. It's hard to find popular games to compare Portal to. I can't really think of any. I didn't mention much of the plot because of lolspoilers.
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tfghost92
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I'll post an L.A. Noire review sometime in the next couple weeks after school is done. No time right now to sit down and do that.
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MrMarill
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Halo Reach
Xbox 360
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Halo Reach is Bungie's last Halo game, and instead of finishing the series it gives a prequel to the entire series of Halo.

Reach is the last line of the human's defence against the Covenant. You are a Spartan, and you, along with your team "Noble" must help stop the invasion!

That's one of the ways the game falls short. This was my first Halo game and, simply put, for the first few missions I was really confused. Call me stupid, but the story doesn't explain who the "Covenant" are until the third mission or so and it never once says what a Spartan is, except seemingly Spartans wear big suits and still drown in a teaspoon of water.

The story takes some twists and turns, and is very enjoyable for the most part. I say "for the most part" because some sections of the game seemed really forced. Sorry for the vagueness, but basically one cutscene feels like they just had it there because they could.

On that note, for the love of God never watch "Zero Puncuation's" review of this game before playing it. I watched it after, and he flat out tells you what happens at the end and throughout the game, stating it's "pretty obvious". I would never have seen the ending coming, and it would definitely spoil it for some people. It's truly a fantastic ending, to a fantastic, yet brief Campaign. It's around ten hours to complete, and the missions are all varied enough to be fun. There is an annoyance in that at some sections you seem to die for literally no reason, and some points in the game the odds are so far stacked against you you're literally saying "YOU WHAT" at the screen as the fourth Brawler or whatever they're called smashes you into a wall.

So the Campaign is fun, but as this is a FPS, most people will skip it completely and run screaming to the "Matchmaking". Bungie definitely doesn't disap- Wait hang on, how do I play offline?

This is a thing which MAJORLY annoys me about today's games. It took me about half an hour to work out how the hell you simply play offline with friends. Anyway, moving on, the multiplayer in this game is fantastic.

There are so many options to choose from it's mindboggling, but it's not to the point that you have no idea where anything is. Bungie have made an intuitive menu system that is easy to use and find everything. I haven't once found myself scrolling through options wondering where the hell everything was (except offline multiplayer, I guess xD). In addition, by pressing "Start" at any time you can bring up your character profile including Challenges, Spartan Colour and Armoury. Oh yeah, did I mention your character is fully customisable? You get "credits" for doing EVERYTHING and you can then spend these in the armoury to unlock more aesthetic changes to your character. You can even check this stuff in loading screens which is really cool. This is a cool system as it shows who's typically a better player (better playing gets you more credits) without spoiling the better players with powerful guns (Call of Duty style). Y

ANYWAY, I keep getting distracted. Gameplay in Halo Reach is simple. They changed the control system from old Halo games AFAIK, but you can change it back easily. I use the Halo Reach control system which is probably going to hurt me for previous games but honestly it's far easier. You have "RB" (R1 to PS users) to Melee instead of "B" (circle) which is far handier.

More distraction. Basically, you have guns, you walk around the place, you shoot guns. You have "shields", and then after those have been shot down you have just your normal health, which is when you die fairly easily. It means you DON'T get killed in one hit, which is definitely a good system in my book. It's an FPS, but in addition to the typical Death Matches (KILL THE WORLD) you've got loads of different modes. These include "Team Slayer" (Team Deathmatch), "Multi-Team" (Four teams of three take on objectives), "Capture the Flag" (er, Capture the Flag) and of course "Big Team Battle" (two teams of eight). All the modes are different and fun. Inside each "playlist" when you play online you can play more extra modes (like "King of the Hill" inside the typical Slayer playlist). Every map/mode is brought up randomly by the game and then vted for and it's very easy to use. The amount of gameplay modes is staggering, and going on for a quick session on "Invasion" could have you playing a huge Team Battle.

Some of the moments in gameplay are downright hilarious. At my friend's house, we had three players so we tried out "Multi-Team" described above. We got given a mode I'd never seen before which put you all into a Warthog (jeep-thing) and gave you all rocket launchers. It was the drivers' job to race around while the others shot at people. Now, the vehicles in Halo have INCREDIBLY broken physics, but that is only really apparent for the jeeps and whatnot. By incredibly broken physics, I mean you get hit by a rocket launcher and you do about twenty flips in the air in the space of half a second. Bungie even make fun of it, giving you a "Flips Counter" at the bottom of the screen. We could barely play this mode we were laughing so hard.

In addition to the normal Matchmaking modes, there's "Forge" and "Firefight". "Firefight" pits you and up to three teammates against a wave of zombies Covenants increasing in strength with a certain amount of lives. Now, the best way to do this is take the east door and get the MP40-

Okay, I'm not sure which came up with it first, but "Firefight" is a hell of a lot like Nazi Zombies... which wasn't that original a mode to start with, come to think of it. I don't really care either way, because "Firefight" is a hell of a lot of fun, and it is more different then I'm letting on. The teamwork required to beat some of the later rounds is great, and taking down Wraiths (tanks, I believe) is immensely satisfying.

On the complete flipside, "Forge" is a calm mode where you make your own map and game modes. In addition to the insane amount of game modes Bungie included, you can now make your own battle maps, racetracks and God knows what else. It all works brilliantly, and it's a really great system to use that could have you putting hours into it without realising it. The only real boundary is your own creativity.

There's also a "Theater Theatre" mode I neglected to mention. At any time, you can save one of your matches you played to your system memory to watch at any angle, or at any speed. The main problem this mode suffers from is that you have to manually fast forward through everything at a painfully slow "x2" speed. Considering matches sometimes take ten minutes or over, this is an incredibly annoying thing that could easily be fixed. Anyway, you can then upload these to the Bungie website for anyone with Bungie Pro to watch or download. Bungie Pro is 300 MP a month or something like that, so it's not a bank-breaker. In addition, other players can download it to their games to watch and laugh at you failing.winning. Before uploading, of course, you can choose a certain section to record, so not everyone will have to watch four minutes of nothing happening.

Closing then, the game has hundreds of customisable options and incredibly diverse gameplay. You can swap modes in seconds and it's very easy to do anything you want. If you can think of something to do in Halo Reach you can probably already do it; or someone else has made it in Forge; or YOU could make it in Forge. You could play this game for a week and not realise the depth to this game. The shield system works well in addition to everything, and I haven't even touched the fun maps and insane weapons. If you like FPS's, you owe it yourself to have this game. If you don't, like me, I suggest you try it out; you may surprise yourself.

Pros
-Incredible customisation
-Fun Campaign
-Forge is great
-Theatre mode is brilliant

Cons
-Annoying Story at times
-Offline Play hidden

Score: 9.0
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Romanticide
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I'd call this Gaylo Reacharound if I could edit my OP. >.>

No, kidding. But on that note, mods can make themselves useful and update my OP with their own reviews/everyone else's.
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Snowman
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+1 woot for KRIS.
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MrMarill
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If I get the time/can be bothered, I'll do it :P
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KRISTOFFA
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I DID IT YOU LOSER.
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MrMarill
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Romanticide
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Game: Persona 3: FES
Genre: RPG
Platform: PS2/PSP
Score: 9/10

Before the release of Persona 3, the Shin Megami Tensei series as a whole languished in obscurity in the West. And why would it ever be popular? Persona 1 and 2 were archaic games, with battle systems that make me think "what is this I don't even". The other SMT games were and are still amongst the hardest and darkest RPGs ever made. Persona 3 made the series easier while still maintaining some semblance of challenge, and also did something to differentiate the series from other RPGs out there by adding social links, which are pretty much relationships that have tangible effects on gameplay.

You have your usual RPG staples. Turn-based battles? Check. It's so easy to get the first attack in that you should ALWAYS make the effort to do so. You only control the main character. This leads to rage when your partners do something you don't want them to do, and they often will. Need to be healed of poison? Watch as someone uses Dia on you, which does nothing for the poison. Let's not speak of MARIN FUCKING KARIN. The AI is built up to be more annoying than it is; it's just those few game overs you get due to their mistakes WILL stick in your mind. The PSP version luckily corrects this mistake and allows you to control everyone, like in Persona 4. Other than that, the battle system is very fast. No overly lengthy animations exist and you can knock down pretty much every enemy to ensure victory in 1-2 turns. Grinding isn't such a pain in the ass with such a fluid system. Also, you have one dungeon and it's the game's centerpiece. It's a 250+ floor tower called Tartarus. Each floor is randomly generated every time you come to it, so mapping the floors is useless (not that you need to). Every five to fifteen floors, there is one floor with a boss fight on it. The game allows you to return to these floors when you're ready to fight. You can also return to these floors to continue your exploration, so it's never like you must go from floor one to 250. As for the usual RPG staples like equipment and such, they're here too; it's just that your Personae will generally determine success or defeat.

Oh right. Personae. Pretty much every Persona has its origins in one of the world's mythologies and its appearance is oftentimes inspired by said mythology. Each character has his or her own Persona. They can summon their Persona in battle to use various skills. Now, the difference between you and them is that you can switch between up to twelve Personae and they are limited to one. Obviously you should try to have Personae that can use every element and every kind of attack because you will need to take advantage of any weaknesses your enemies have. Don't neglect healing or passive skills, either. Much like characters, Personae level up too, but they do so at such a slow rate that raising them generally isn't worthwhile unless you have a skill you're aiming for. Eventually they stop learning skills, and this is a great time to fuse them and make stronger Personae with stronger skills. It's pretty much a requirement to win in an SMT game, so don't get too attached to whoever is beating a lot of ass.

As for social links, the short explanation in the intro pretty much describes what they are: relationships with an effect on gameplay. The relationships level up if you choose the right choices in conversations with them, which sounds duller than it really is. Don't worry too much and just pick the choices you feel are *right*. Looking at a guide to pick the "right" choice on your first run isn't fun. Your character can have a girlfriend, or boyfriend if you're the female protag in the PSP version. However, don't try dating two girls. Every girl in this game is a fucking psychic and knows immediately when you start seeing another girl. When that happens, the link of the girl you're cheating on is reversed and will no longer increase until that's undone. As your relationships grow stronger, the Personae you fuse grow stronger as well. You're told this pretty much at the start of the game. It saves so much grinding time (literally an hour-plus or more) to fuse a stronger Persona right off the bat, so don't neglect those links!

Story tiem? Story tiem. Your character just moved to a new city and new high school. By day, you and your dorm friends are normal high schoolers. By night, you're a group dedicated to hunting and exterminating Shadows, aka any other RPG's "monsters". Okay, so you hunt Shadows during the Dark Hour, the basic concept of which is explained early in the game. Whatever. Your major goals as a group are to make it up the tower, and later on, exterminate the twelve special Shadows that appear during full moons. Eventually you DO defeat those twelve, and what happens... Haha, that's a huge spoiler. Suffice it to say that's not the end. After that, your group is faced with a major choice, and making it/dealing with the fallout is what the rest of the game is dedicated to. A problem that many people have with this game is the PACE. Sometimes it just feels like literally fucking nothing is happening, which I can empathize with at certain points.

You aren't getting high-end graphics in any SMT game (P5 might break the mold, being the first SMT game we know of on a 7th gen console). Just the way of the world, much like death and taxes. Does that mean the games look awful? Fuck no. Atlus makes up for this with an excellent artstyle. Said artstyle is very anime-esque, so if you don't like anime/the art in general, no way will you like the game's aesthetic. I like my games to look like games (sports games being the exception), so I don't mind this at all.

As for music, Shoji fucking Meguro. Enough said IMO. He's never put out a bad soundtrack and he doesn't disappoint here, though I'd say this is a tad below Persona 4 in quality. Which is still damn good. Standout tracks here would include the final boss theme (The Battle For Everyone's Souls), the regular battle music (Mass Destruction), the second semester school theme (Changing Seasons), amongst many others. Unfortunately you are not given the soundtrack with FES, which is a major downer. It's the reason I'm seriously considering pre-ordering Catherine, a game I can't play at the moment.

More so than most JRPGs, there are reasons to replay Persona 3. With so many social links, you aren't maxing them all out on the first playthrough without a guide. I guess if you're really that OCD, you can DO IT, but the only reward other than the loss of sanity is a bragging rights Persona. At the least, you'll have unfinished social links to work on in another playthrough. Hard mode is added in a second playthrough, which I guess is cool. It makes the game more challenging if you're not playing NG+. If you ARE playing NG+, you'll roflstomp everything anyway - Your levels carry over, which is so cheesy. A secret area and a new boss encounter open up, which is pretty much the game's way of saying "we're not playing around anymore". You can still die in this place at level 99.

And then there's The Answer. I'ma keep this short. It's much the same as the main game, but I'd say it clocks in at 1/4th to 1/3rd of the length of the main game (I beat it in 30 hours) and is mostly a dungeon crawler. It's supposed to "resolve the story", but it... doesn't. Oh yeah, Yukari turns into a major bitch and kicking her ass is the only satisfying part of it all. You're really, truly better off watching the story scenes on YouTube. PSP version eliminates this because lolspace.

I'm having a really hard time concluding this. Suffice it to say that Persona 3 (and 4 too, but that's a whole other game) kicks your ass and you owe it to yourself to at least PLAY IT if you're into JRPGs.
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cscrocker
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I agree with your review 100%.
Quote:
 
As for music, Shoji fucking Meguro. Enough said IMO. He's never put out a bad soundtrack and he doesn't disappoint here, though I'd say this is a tad below Persona 4 in quality. Which is still damn good. Standout tracks here would include the final boss theme (The Battle For Everyone's Souls), the regular battle music (Mass Destruction), the second semester school theme (Changing Seasons), amongst many others.

This and may I add:
Burn My Dread (Opening Theme)
Memories of the School (Third semester theme)
Memories of You (Ending Theme)

Quote:
 
And then there's The Answer. I'ma keep this short. It's much the same as the main game, but I'd say it clocks in at 1/4th to 1/3rd of the length of the main game (I beat it in 30 hours) and is mostly a dungeon crawler. It's supposed to "resolve the story", but it... doesn't. Oh yeah, Yukari turns into a major bitch and kicking her ass is the only satisfying part of it all. You're really, truly better off watching the story scenes on YouTube. PSP version eliminates this because lolspace.

That's pretty much what I've been doing. Still trying to find out why they made the Evoker look like a gun.
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SaiyanShredder
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Before I begin my review of Assassin's Creed: Brotherhood, I'd like to note the following: /SPOILERS AHEAD!/.

After the events of Assassin's Creed 2, Desmond Miles, along with Rebecca Crane, Shaun Hastings, and Lucy Stillman, are fleeing to Monteriggioni after their old hideout was broken into by Vidic and his Templar Agents. Once in Monteriggioni Desmond and Lucy travel through the catacombs of the Villa Auditore to find a suitable base for their team. Desmond is once again tasked with reliving the memories of Ezio Auditore da Firenze in order to locate the Apple of Eden, which is hidden somewhere in Rome.

The gameplay in Brotherhood is largely unchanged. Many of the same commands still work, as well as new additions to fighting like kicking and kill streaks to liven up the gameplay. New weapons such as the Crossbow help Ezio navigate areas without having to engage in hand-to-hand combat. You can practice certain moves or gameplay mechanics in the new Virtual Training courses. You can earn Gold, Silver and Bronze medals for each challenge in Virtual Training. (Achieve a gold medal in every task in the Virtual Training course to unlock a special in-game costume) You can now exit the animus at any time and talk to your team. You can also explore Monteriggioni and find certain artifacts hidden around the area.

A major new edition to the campaign is the ability to rebuild or purchase certain parts of Rome. Ezio can rebuild shops and purchase landmarks (such as the Pantheon) around Rome. Doing so will earn revenue in the bank (much like it did in Assassin's Creed 2). There are many different kinds of shops around Rome. You can purchase pouches and dye your clothing at tailors, Blacksmiths will repair your armor and sell you weapons and armor, Art Merchants will sell you paintings and treasure maps, doctors will heal you and sell you medicine and poison. Other stalls, such as banks, will log your current progress of how much of Rome you've rebuilt and will hold all revenue you acquire until you withdraw your money.

One of the many new aspects of Assassin's Creed: Brotherhood are the different types of guilds you can build and manage. The Thieves Guild, run by La Volpe, will supply you with thieves who can distract guards for you. The Mercenaries Guild, run by Bartolomeo will let you hire mercenaries which will help you fight off guards. The Courtesans Guild, run by Claudia and Maria Auditore, will allow you to use courtesans to distract guards. Besides being readily available at their guilds, you can renovate certain buildings for each of the 3 guilds, if you decide you want a different type of party there, you can easily re-renovate the current building for a different guild. Each of the 3 guilds have optional missions. Once you unlock one of the guilds you can perform certain guild-specific tasks (i.e. kill x number of guards with x weapon or perform x number leaps-of-faith). Each guild has 10 specific tasks which, if you perform them all, can unlock something.

Ezio's fight to liberate Rome will require more than just the help of his allies, Ezio must build an elite group of assassins to aid him in his battles. Once you unlock the option to recruit assassins, you will be able to do so by helping citizens fight off guards, in return, they'll join your order. You will be able to have a total of 12 assassins in your guild max. Each assassin can be leveled up by having them go on missions that span across Europe or by directly aiding you in fighting or killing guards. Doing this will earn each assassin experience, there is a leveling system for the assassin's guild, once an assassin levels up, they earn points that can be spent on armor or weapons. Aside from leveling them up you can also customize each assassin's clothing color.

Ezio can take on assassination contracts that can be accessed through certain pigeon coops (pigeon coops can also be used to keep track of your assassins). Also you can take on certain missions that have you locate and destroy war machines made by Leonardo Da Vinci (such as a tank and machine gun).

There is so much to do in the single-player campaign alone that how Ubisoft managed to include online multiplayer in Brotherhood is astonishing. The single-player alone offers 40+ hours of gameplay, and the multiplayer offers over 70+ hours, if not weeks of gameplay. The multiplayer ties in nicely with the single-player story, Warren Vidic, one of the leaders of the templars, is assigned with the task of training an army of agents using the animi (plural for animus) as a training tool. Agents are assigned to kill certain targets while they are being hunted by other agents (to keep them on their toes).

There are several multiplayer types, such as Wanted (deathmatch), capture-the-chest (capture the flag), Manhunt, and Alliance (team-deathmatch). The multiplayer features several maps (such as Florence, Vienna, Tuscany, Rome and Venice). Many of which feature special 'chase-breakers', certain things in the map that can help you escape a persuer (such as a lift or a gate). There are a motley crue of characters to play as too (a courtesan, a doctor, an executioner, a blacksmith, a harlequin/hellequin...).

With Revelations on the horizon, this game is a must-have for any fan of the franchise. It took the formula from Assassin's Creed 2, polished it and added many new and exciting features.

The overall range of Brotherhood is impressive, but it still suffers from a few shortcomings. While the game itself manages to keep things fresh, the gameplay (specifically the fighting) can feel repetitive over periods of time, and while scaling large structures can feel exhilarating, climbing can feel slow at times. Also, one of the new aspects of the story missions is also one of most irritating. In order to completely synch story missions you must do certain things while playing the mission (do not be detected, kill your target with x weapon). This new gameplay mechanic is more of a burden than a blessing...

The game has DLC readily available, such as patches for the multiplayer and extra story missions (both of which are free). As well as the latest DLC pack: The Da Vinci Disappearance.

Pros:
-Many new mission types
-Online Multiplayer
-Excellent story and voice acting
-Free DLC available

Cons:
-Some mission requirements are a pain
-Gameplay can feel repetitive at times

Final Synopsis: 9/10
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CALJR_8760
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I realize its an old post, but...
@Marill
No mention of Zombies and Cops and Robbers, the two best multiplayer game modes ever? Fail
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