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Did someone say something mean to you in Fallout 3? Go ahead, slip a live grenade in their pocket. Did someone say something nice to you in Fable II? Go ahead, give them a jewel, or some chocolates. We are given the ability to create our own events in these worlds, and to act out those events in ways that satisfy and entertain us on a deeper level. But in this case, our sandbox is a finely crafted alternate reality, and our toys are swords and bows and magic, or guns and bombs and gadgets. That is essentially what the open-world design gives us. Remember being a kid in an actual sandbox? An active imagination and a few simple toys were all you needed for hours of fun. But as for the open-world type games, there is a reason we have attached the adjective “sandbox” to them. Simple silly-fun games-while great-are another story entirely. A highly linear game generally requires just a suspension of disbelief and a desire to keep playing. The longer answer, obviously, depends on the type of game being discussed. Games are not movies we are supposed to get involved. The short answer is clearly “No.” That is not reasonable. But is it reasonable for us as gamers and consumers to expect every iota of entertainment to be served up on a platter with absolutely no involvement on our end? So where exactly does the division of responsibility lie between the game studio and the gamer in creating an entertaining experience? Clearly the game studio has to produce a quality title, and no amount of personal engagement can save a terrible game. These are more risky than the simple block, parry, block, parry, block, parry-but they are also infinitely more fun, and making your own fun is important. So you might take some damage if you decide to try breaking the enemy’s arm to steal their spear, or if you try to jump up on a ledge and rain throwing knives down upon your pursuers. The drawback is that making use of that variety is not the most efficient way to fight. But if you haven’t played them, here’s a quick explanation: you have the option of simply holding the block button and activating a parry against any incoming attacks, and since parries are also automatic counter-attacks there is no need to fully engage in any battle.īut it should be noted that Assassin’s Creed 2 offers a very wide variety of weapons and gimmicks and tactics to choose from which, if utilized, can produce some really interesting and epic battles. I have heard several people complain that the combat system in the Assassin’s Creed franchise is too boring anyone who has played either iteration will understand what I mean when I say that you can win any fight with one hand.