@tolkoto Over the last few months of ’99 and the first few of 2000, I had the option of picking up Planescape Torment a number of times. The little game store down the road had it on the shelf within the proximity of the games I ended up getting during that time period. I had read it reviewed very well, but each time my hand hovered over it, my digits twigged like a dowsing rod and I ended up in a preferred sci-fi heaven with Homeworld then Imperium Galactica II: Alliances. Maybe I did it wrong, but – full disclosure, something @angryjedi has mentioned to the Inquisition – Bioware stuff never did anything for me, especially any sort of fantasy. But, I’ve made a promise to play Torment at the end of the year. So, since ’99 I’ve been doing it “wrong” in the eyes of many people, but will redeem myself in December.
If you’ll excuse a fraction more gushing over Assassin’s Creed: Brotherhood, I’d like to do a bit of a micro @beige-esque rundown.
There’s something very satisfying about this game, something that trumps all the usual tenets of an action-based multiplayer experience. Camping, for instance – the bane of many FPS gamers – is augmented in such a way with Brotherhood that placing yourself on a bench to scope out your mark is only something that can be applauded when you stand up to shank them as they walk past, completely unaware their killer was staring at them from the time they turned the corner into the piazza.
What’s also the terrific balance is tracking a target, but knowing you’re someone else’s mark at the same time. This is only one mode – Wanted – but even then, making the judgement on just how fast you allow yourself to move in on your mark is worth considering, especially with a premium of points put upon a clean and quiet despatch. However, as you can guess, the luxury of stalking a mark is hindered by the possibility of anyone around you being a human…sidling up through the crowds to slip a blade between your vertebrae. If you make any sudden and unnatural movements in the immediate vicinity of your target, it triggers an automatic awareness that they are being pursued and undoubtedly they begin to make their escape – thus, the chase begins. There was something missing from ACII for me that made such events feel tepid, but knowing that I’m leaping over rooftops and down into cobbled streets after another human, one who is doing his or her damnedest to throw me off the trail via a number of feats, it feels much more invigorating.
So, if broken down, it’s a much better Renaissance-flavoured Hitman simulator, at least in multiplayer, than what I experienced in the single player of ACII. For all the pomp and beauty of ACII, the streets filled with citizens milling about, there seemed very little in the way of “life”. At least I know there are sharks amongst the throngs with this one. Goes a long way.