When I gave Patrick free reign to tell us what had him excited about the game, he immediately started to discuss plot points. With the marketing and tech budgets at Ubisoft and EA’s disposal for AC2, it is great that the first thing he wanted to talk about was story. I tried to avoid too many spoilers, but if some got through or the editing of quotes looks choppy, I apologize.
“The [new] game picks up right at the end of the first game… It starts with escaping Abstergo.” I was excited that they were finally letting us do what we’ve wanted to have Desmond do all through the first game. “It was important that it stay like that. The reason why is [that in] the first game the motivation of the character was: he was a victim. Desmond was a victim, and in the second one, he is free from Abstergo. He’s been offered to return to the Animus, a version of the Animus that the Assassins have, in order to complete his training as an Assassin…
“That’s Desmond’s side of the story. As you do that, he lives the life of Ezio Auditore. In terms of structure it’s really different than the first one. We start the game at his birth. There is a birth sequence where you see Ezio as a little baby, and we show the player the puppeteering concept where moving the arms with buttons, you know, buttons are associated with parts of the body.” Assassin’s Creed 2, like its predecessor, uses a control system dubbed puppeteering: buttons are mapped to the avatar’s limbs or head: push the right arm button to attack, climb, etc., depending on context and if you have another key pressed. The use of a baby finding their hands as a tutorial ties in really well with this button equals limb idea and seems much more interesting than the Animus fog training session from the first game.
Image from developer's media site.