Ezio being a Hero or a Bully ?

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Assassin's Creed II
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Assassin's Creed II is a 2009 action-adventure video game developed by Ubisoft Montréal and published by Ubisoft. It is the second major installment in the Assassin's Creed series, and the sequel to 2007's Assassin's Creed. The game was first released on the PlayStation 3 and Xbox 360 in November 2009, and was later made available on Microsoft Windows in March 2010 and OS X in October 2010. Several minor game-related features could be redeemed on Uplay and three downloadable expansion packs, including two story expansions, were released on Xbox Live and later to other platforms. A three-part live-action short film, titled Assassin's Creed: Lineage, which serves as a prequel to the main story and stars most of the game's cast, was produced and released on YouTube to promote it ahead of release.
The game's plot is set in a fictional history of real-world events and follows the millennia-old struggle between ...
The Assassin's Creed games are centered around one or more fictional members of the Order of the Assassins, whose memories are experienced by an in-game character in the modern-day period through the use of a device called the Animus and its derivations. The Animus allows the user to explore these memories passed down via genetics. Within the context of the game, this provides a diegetic interface to the real-world player of the game, showing them elements like health bars, a mini-map, and target objectives as if presented by the Animus. Additionally, should the player cause the historical character to die or fail a mission, this is rectified as "desynchronization" of the genetic memory, allowing the player to try the mission again. The Animus also imparts special abilities to the modern-day character that helps them to see their target in a crowd or other unique points of interest.
While playing as the Assassin characters, the games are generally presented from a third-person perspective in an open world environment, focusing on stealth and parkour. The games use a mission structure to follow the main story, generally assigning the player to complete an assassination of public figureheads or a covert mission. Alternatively, several side missions are available, such as mapping out the expansive cities from a high perch followed by performing a "leap of faith" into a haystack below, collecting treasures hidden across the cities, exploring ruins for relics, building a brotherhood of assassins to perform other tasks, or funding the rebuilding of a city through purchasing and upgrading of shops and other features. At times, the player is in direct control of the modern-day character who by nature of the Animus use has learned Assassin techniques through the bleeding effect, as well as their genetic ability of Eagle Vision, which separates friend, foe and assassination targets by illuminating people in different colors. Through the Animus interface, the player can go back to retry any past mission already completed; for example, in Assassin's Creed: Brotherhood, the player achieves better synchronization results by performing the mission in a specific manner such as by only killing the mission's target.
The games use the concept of "active" versus "passive" moves, with "active" moves, such as running, climbing the sides of buildings, or jumping between rooftops, more likely to alert the attention of nearby guards. When the guards become alerted, the player must either fight them or break their line of sight and locate a hiding place, such as a haystack or a well, and wait until the guards' alert is reduced. The combat system allows for a number of unique weapons, armor, and moves, including the use of a hidden blade set in a bracer on the Assassin's arm, and which also can be used to quietly assassinate targets.
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