Assassin's Creed: Brotherhood


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I haven't got the game, but it is on my Christmas List, woo!

But I wanted to ask how it compares to AC2?

I'm playing through AC2 again on my 360 (did AC1+AC2 before on my PS3) and I had forgotten how much I enjoyed the game, was wondering how this new one compares given the quick release, and how long is it SP wise?

I like it better that AC2. The fighting is much better and easier to do combos but the AI is better at dodging and blocking. Also, you have to rebuild the town by renovating shops. Like you did with the Villa in AC2. So thats your source of income. And having an army of assassins at your call is nice as well.

As far as game length, I played for a few hours a night for a couple of weeks until I beat AC BH. I dont go straight thru the game tho and take my time doing side quests, leveling, and getting new/better items. I am still playing it doing missions that I didnt complete. Looking forward to the next AC next year. :)

The game on a whole is about the same as AC2 but the main quest line i found is shorter than AC2 more enjoyable. AC Brotherhood has a tonne of side quests and other distractions which will fill up your time.

I'm doing as much of the side missions I can while I randomly do a main story mission every now and then. It's got loads of things it's pretty crazy.

I'm doing as much of the side missions I can while I randomly do a main story mission every now and then. It's got loads of things it's pretty crazy.

I renovated the shops as soon as I could. Nice having a steady steam of cash coming in. Makes for buying meds, weapons, and armor much easier and I always have money for repairs. I get like 20k every 20 minutes now. The only problem now is, I bought everything, I have the good armor/weapon that never gets damaged, and I get my meds/ammo from downed enemies. So now I dont need the money. :)

Anyone else

Think it was stupid that after you got Brutus's armor they would take it from you all the time when completing other quests, not to mention unlike other armor you could not change the color.

Anyone else

Think it was stupid that after you got Brutus's armor they would take it from you all the time when completing other quests, not to mention unlike other armor you could not change the color.

huh? What are you talking about? The only time my armor was taken away was doing the Christine Quests. Other than that, I always had it after I got it. Changing color is a bit annoying, but I can work with that.

I renovated the shops as soon as I could. Nice having a steady steam of cash coming in. Makes for buying meds, weapons, and armor much easier and I always have money for repairs. I get like 20k every 20 minutes now. The only problem now is, I bought everything, I have the good armor/weapon that never gets damaged, and I get my meds/ammo from downed enemies. So now I dont need the money. :)

Did you finish the shop quests as well? I still haven't done any of those, don't have all the items needed so I'm going around opening up as many chests as I can trying to find everything.

Anyone else

Think it was stupid that after you got Brutus's armor they would take it from you all the time when completing other quests, not to mention unlike other armor you could not change the color.

Altaiir's Master Assassin Armor could not change color either in AC2.

If you play Project Legacy on facebook, you can train your Brotherhood assassin's up higher, unlock a couple of capes, and earn florins in both the facebook game and regular game by buying landmarks.

http://assassinscreed.wikia.com/wiki/Assassin's_Creed:_Project_Legacy#Linking

What a confusing ending, it made my brain hurt trying to figure out what the hell was going on right at the last section of the game, i understand its part of a trilogy but damn you cant just say any old rollocks and expect people just to buy the next game to figure out what the hell is going on.

People are going to buy the next game regardless of if they do or do not understand the ending or story. I haven't finished the story yet so I'll let you know what I think when I get there.

i'm only like 14% through and it's already dragging on...even the beloved glyphs aren't as much fun. first off, they're a lot harder to find. then they're even harder to figure out than AC2's. thirdly, you get that annoying scrambled video as a reward. great. AC:B is not even nearly as enjoyable as AC2, including the horse it literally rode in on!

They haven't been hard to find for me, it does the same thing it did in AC2 any landmarks/buildings that have one show the red eye icon when you get near them. Then just switch on eagle vision and find it. I've got around 4 or so go find still iirc.

lingwo, hope you're right and the ending is worth it...

GP i know the mechanic is the same as before, but a lot of them are now on these massive aquaducts and crap, makes it a pain to find them. i don't like that.

lingwo, hope you're right and the ending is worth it...

GP i know the mechanic is the same as before, but a lot of them are now on these massive aquaducts and crap, makes it a pain to find them. i don't like that.

Well, it's true you can't get to some until you repair something that helps you get up there, but I dunno, it doesn't seem that much of a poin. I've pretty much fixed and upgrade everything so far, I think i've got like 2 landmarks and 4 or 5 shops left still to fix/upgrade. I also have 2 or maybe 3 clusters left to find, I'd have to check again on that though cuz I don't remember.

The rest is finishing the story, a few more side missions (though I finished the courtisen ones last night) and finding the rest of the flags etc.

sounds like you're well on your way to finishing it...i'm not saying it's a bad game or anything, i appreciate the amount of content they've crammed in there. but AC2 was so smooth, streamlined and logical. i loved that game. this one... i like at best.

i'm only like 14% through and it's already dragging on...even the beloved glyphs aren't as much fun. first off, they're a lot harder to find. then they're even harder to figure out than AC2's. thirdly, you get that annoying scrambled video as a reward. great. AC:B is not even nearly as enjoyable as AC2, including the horse it literally rode in on!

I know this might take the fun out of finding them (and solving them) yourself but I created a locations guide last month on them and how to solve them (video included too): http://www.videogamesblogger.com/2010/11/18/assassin%E2%80%99s-creed-brotherhood-rifts-locations-guide-puzzles-answers-for-subject-16s-the-truth-included-xbox-360-ps3.htm

But I say wait until the end of the story to do this but that's your decision. I also have other guides out for the game if you were interested at all either such as the Shrine and Feather Locations among other stuff.

thanks much mistical! i've bookmarked the glyph cluster guide and will refer to it for help. those are quite the challenge, both to find and to solve. won't be looking for the feathers, flags and other stuff tho, they're not as rewarding and intelligent as the glyphs. the amount of work they put into those is truly amazing, too bad they're so annoying to find this time! but thanks again!

Well I just finished the final story mission, and that ending, talk about unexpected. I now have to go back and run the truth since I found all the clusters but waited till after I finished the game to do that since people said it's better that way.

I preferred to see it beforehand and you'll probably understand why when you see it because

it just states the obvious if you've already seen the ending

Well I'll know later today once I fire the game up. BTW what do you think about

few lines that are said as the credits start?

I read in an interview that they are characters we haven't met yet, but personally i think it is either just a reason so it explains why we are back in the animus after the credits or it is someone from the assassin order to get Desmond and everyone else back to "hq" with the piece of eden. Another theory could be they were captured by Abstergo. The whole thing about him being in shock, i think it is just a reaction from the whole being controlled by Juno.

I read in an interview that they are characters we haven't met yet, but personally i think it is either just a reason so it explains why we are back in the animus after the credits or it is someone from the assassin order to get Desmond and everyone else back to "hq" with the piece of eden. Another theory could be they were captured by Abstergo. The whole thing about him being in shock, i think it is just a reaction from the whole being controlled by Juno.

Makes sense to me,

the only question I have is who they are, assassins or guys from Abstergo again which complicates things.

Either way, can't wait for the next game now. I really enjoy the story they have going here.

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    • Hello, Hope all is well. I am in UK.  
    • I'm not happy with myself for it, but I've gone and got hold of it. Just another 45 minutes and I'll be Bond, James Bond. In my defence, IO's Hitman series is awesome, and I'm a sucker for 007. So while it might seem a bit simplified compared to Hitman, I'm sure I'll be right at home.
    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. It’s a tight cast, all with incredibly good voice acting and personalities that quickly grew on me. The casting for Bond himself is also an excellent one. From showing his iconic soft spot for women to the condescending smiles that get a rise out of enemies, I had no issues getting immersed into this universe as this new face of James Bond. The missions take place in a wide range of locations as MI6 sends Bond to tackle dangers that are growing everywhere from the UK to Africa. These aren’t unrelated adventures where MI6 is sending secret agents, which is an angle I would love to see in another game, but a part of a bigger conspiracy affecting the entire world. Some of the twists and turns were all too predictable, and the character that Lenny Kravitz played made me cringe a little too much. But all in all, I enjoyed the campaign’s storyline that sets the stage for this new agent joining the illustrious “00” program. Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. Choosing the armaments before a mission enhanced the super spy feeling quite a bit. As I mentioned, stealth comes in as a very viable option for most of the missions, letting Bond sneak past foes or knock them out silently. While it is satisfying to clear entire areas of goons and walk away without any alarms, the way of accomplishing this could have been done better. Bond can lure enemies, sneak up and knock them out, or use a gadget to disorient them before dealing a nasty blow. Bodies cannot be moved or hidden afterward either. It’s a very simple system, which I wish were more exciting to pull off. Perhaps more stealth-orientated gadgets, distraction options, or multi-takedowns could have helped here, I think. Getting caught while attempting to be in stealth does not mean a game over. Other than getting into a fist fight, an interesting twist of 007 First Light is the bluffing option. While an enemy is confused as to what you are doing in a restricted location, Bond has the option to improvise and persuade them that you are exactly where you’re supposed to be. These are fun little dynamic interactions with unique dialog depending on the mission and location, giving a few extra moments for Bond to go past suspicious guards smoothly. It’s the first time I’ve witnessed this system in a game, and I hope to see more. License to Kill Bond isn’t just dealing with security guards or civilians. From time to time, entire gangs of gun-toting mercenaries show up in levels looking to take down our protagonist. It is then that License to Kill mode is activated for Bond, letting him use firearms with no restrictions. I was surprised by just how tight gunplay is in 007 First Light. The weapons feel powerful and satisfying to fire, with single bullets capable of taking down an enemy with a headshot. Ammo is scarce, and enemies don’t drop weapons with full magazines most of the time. This forces a hectic kind of gameplay where I am always advancing towards enemies to take their weapons after they are downed. Things like shooting legs to immobilize, aiming at the hands to make their weapon go flying, blowing up nearby fire extinguishers for cover, and using gadgets to halt a goon in their tracks while I reload, make up enjoyable levels. I had to hold back my disappointment when the enemy count in these action sequences dropped to zero and I had to go non-lethal again. Speaking of action sequences, First Light isn’t just offering sandbox levels to complete at the player’s own leisure either. Each level comes with specific linear and directed scenes to move the story forward and put Bond in tight situations. These usually end up with high-octane chases or driving sections, offering the chance to witness chaining explosions, hails of gunfire, and scripted parkour scenes that remind me of Mission Impossible movies more than Bond. Elements like seeing James Bond jump out of a plane without a parachute or drive through buildings in London inside a trash truck were fantastic and always left me at a high point when finishing a mission. The classic James Bond theme is sprinkled in here too, which only happens a handful of times in the game, but at just the right moments. Visuals and Performance Compared to Unreal Engine 5 games we are seeing nowadays, 007 First Light isn’t flexing a huge amount of realism when it comes to graphics. The models, textures, and effects all feel a little dated, with the starting mission that I mentioned being the most visually striking. However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. Traveling around the world chasing conspiracies, using high-tech gadgets disguised as everyday accessories, and improvising on the spot to fool foes all give a fantastic feeling of being a super spy. For an origin story, IO Interactive has done a great job at introducing the character and his motives for doing what he does. The satisfying combat animation and fantastic voice acting are definitely high points, with the License to Kill moments being my favorite. Not being able to move bodies and the simplistic stealth of mechanics does hurt its presentation a little. The NPC logic and intelligence is easy to manipulate and trick, repeating the same actions over and over again if I keep making distractions. The lack of an FOV slider was also a pain (quite literally) at times, and the FSR implementation is quite poor. These are things I hope the studio will improve upon with updates. Even with its faults, IO Interactive and James Bond are a match made in heaven. The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
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