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{{Era|Real}}
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[[File:782480_2.jpg|thumb|A game at the Carnival.]]
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'''Assassin's Creed II: Multiplayer''' is a multiplayer game based on ''[[Assassin's Creed II]]'', released for the {{Wiki|iPhone}} and {{Wiki|iPod Touch}}. The game puts up to four players in an all-out deathmatch. The game is played from the top-down perspective, and features three different maps based on ''Assassin's Creed II.''
{{Revamp}}
{{Game Infobox
|name = Assassin's Creed II: Multiplayer
|Developer = Ubisoft
|Publisher = Ubisoft
|Genre = Action-Adventure
|Game modes = Multiplayer
|Platform = iOS
|Media = iOS App
|image =AC2 Header.jpg
|Website =
|US Date Released = 1 March 2010
|UK Date Released = 1 March 2010
|ESRB = Mature (M)}}
'''''Assassin's Creed II: Multiplayer''''' was a multiplayer game based on ''[[Assassin's Creed II]]'', released for the {{Wiki|iPhone}} and {{Wiki|iPod Touch}}. The game put up to four players in an all-out deathmatch. The game was played from the top-down perspective, and featured three different maps based on ''Assassin's Creed II''. Players were matched with other [[Assassins]] online and are given live players as assassination targets. Following this, the player wandered around the map until they found their given target. Attempts to assassinate the wrong target reveal the player, but a successful kill garnered points. The game contained several different power-ups, online leaderboards, a friends system, and other features.


Players are matched with other [[Assassins]] online and are given live players as assassination targets. Following this, the player wanders around the map until he or she finds the given target. Attempts to assassinate the wrong target reveal the player, but a successful kill garners points. The game contains several different power-ups, online leaderboards, a friends system, and other features.
==Gameplay==
==Gameplay==
The game requires an active wifi connection, since cellular data isn't compatible for the game. It is played from a top-down perspective. To move, the player taps a single time on a location in the screen; to run, the player can double tap the area. Running, however, risks exposure to other players in vicinity. The player has an interaction zone and can do actions to other individual within the range of the zone, such as assassinating and stunning. When the player runs, the interaction zone becomes slightly smaller. All the actions in the game are done with a simple tap.
The game required an active Wi-Fi connection, since cellular data was incompatible with the game. It was played from a top-down perspective. To move, the player tapped a single time on a location in the screen; to run, the player double-tapped the area. Running, however, risked exposure to other players in the vicinity. The player had an interaction zone and could only perform actions to other individual within the range of the zone, such as assassinating and stunning. When the player ran, the interaction zone became slightly smaller. All actions in the game were done with a simple tap and performed on ground level, with the sole exception of leaping down from a rooftop to assassinate unaware targets below, which resulted in an aerial kill that could unlock an achievement. The game's objective was to gather as many points as possible within the five-minutes time of the gameplay, while unlocking achievements and climbing up the world ranks along the way.
 
However, players on the ground cannot kill players standing on a roof; but the player on the roof can assassinate another player on the ground, resulting in aerial kill (count of this kill can unlock an achievement)
 
The point of the game is to gather as many points as possible within the five-minutes time of the gameplay, while unlocking achievements and climbing up the world ranks along the way.
==Maps==
==Maps==
The game features three maps based on'' Assassin's Creed II'':
The game features three maps based on'' Assassin's Creed II'': [[Venice]] Carnival, the Slums of Venice, and [[Rome]] Cathedral. Each map was unique: the Carnival offered small tents in the map's upper and lower edges in which players could hide in ambush. Due to its flat topography and the absence of certain map-exclusive mechanics, this was where all entering players were considered equals and battled through skill alone. The Slums of Venice had a tower in the middle of the field that gave a [[Viewpoint|wide view]] of the arena, but players who used it risked their location being temporarily identified to everyone on the map. Similarly, the Rome Cathedral had a large [[church]] in the field that had the inverse effect, instead making players who entered it suddenly become invisible from outside. The Carnival and Slums also featured water canals. Player could cross them to reach the maps' respective buildings, but could only exit the canals through dedicated exits and typically could not move against the currents.
*Venice Carnival
==Power-ups==
*Slums of Venice
There were several different power-ups featured in the game:
*Rome Cathedral
*Gun: Increased the interaction zone. This power-up could stay active while the player could store another power-up. It notably enabled a grounded player to kill someone on a roof and was the only way to kill from a lower elevation.
Each map has its own uniqueness. The Venice Carnival has no special features, and is often regarded as the arena where the players battle with pure skill. The Slums of Venice has a tower in the middle of the field that gives an amazing view of the arena, like a [[View Point]]. If an enemy is within the range of view from this tower, he/she will also be marked temporarily. The Rome Cathedral features the big cathedral amidst the gaming field. A player who goes inside the cathedral is invisible from those looking at the cathedral from outside.
*[[Eagle Vision]]: Revealed other players in the vicinity.
 
*Swimfin: Let players swim against the canal's current.
The Carnival and the Slums also feature water canals. Player can cross this to get to the place across quickly, however player can only exit the canals through dedicated exits and cannot move against the flow (unless the player has a Swimfin power up).
*Bomb: Detonated upon an enemy interacting with it, resulting in an assassination.
==Power Ups==
*[[Smoke screen bomb|Smoke bomb]]: Disoriented anyone who entered its cloud.
There are several different power ups featured in the game:
*Cloak: Made the wearer completely invisible to other players.
*Gun: increases the interaction zone. This power up can stay active while the player can store another power up. This also enables a player to kill someone standing on the roof from the ground (without this powerup, the valid possibility is the other way around).
*Eagle Vision: reveals other players in vicinity.
*Swimfin: lets player swim against the canal's current.
*Bomb: detonates upon interaction from an enemy, resulting in an assassination.
*Smoke bomb: disorients anyone who enters its cloud.
*Cloak: makes the player completely invisible to other players.
 
==Trivia==
*''Multiplayer's'' gameplay resembles the online game mode [[Wanted]] in the [[Multiplayer|multiplayer]] of ''[[Assassin's Creed: Brotherhood]]'' and ''[[Assassin's Creed: Revelations]]''.
*The spiritual successor to this game is ''[[Assassin's Creed: Multiplayer Rearmed]]''.
*Unlike the Multiplayer Rearmed, the players in this game take the role of Assassins instead of Templar initiates.
 
==Notes and references==
{{reflist}}


==Gallery==
<gallery captionalign="left">
<gallery captionalign="left">
AC2 multiplayer 1.png
AC2 multiplayer 1.png
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AC2 multiplayer 3.jpg
AC2 multiplayer 3.jpg
</gallery>
</gallery>
[[Category:Games]]
 
[[Category:Assassin's Creed Series]]
==Trivia==
*''Multiplayer's'' gameplay resembled the online game mode [[Wanted (multiplayer)|Wanted]] in the [[multiplayer]] of ''[[Assassin's Creed: Brotherhood]]'', ''[[Assassin's Creed: Revelations]]'', ''[[Assassin's Creed III]]'', and ''[[Assassin's Creed IV: Black Flag]].''
*The spiritual successor to this game was ''[[Assassin's Creed: Multiplayer Rearmed]]'', though unlike that entry, players in this game took on the role of Assassins instead of [[Templars|Templar]] initiates.
{{ACSeries}}
[[Category:Assassin's Creed series|II: Multiplayer]]
[[Category:Real world video games|II: Multiplayer]]

Latest revision as of 06:17, 18 June 2026


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Assassin's Creed II: Multiplayer was a multiplayer game based on Assassin's Creed II, released for the iPhone and iPod Touch. The game put up to four players in an all-out deathmatch. The game was played from the top-down perspective, and featured three different maps based on Assassin's Creed II. Players were matched with other Assassins online and are given live players as assassination targets. Following this, the player wandered around the map until they found their given target. Attempts to assassinate the wrong target reveal the player, but a successful kill garnered points. The game contained several different power-ups, online leaderboards, a friends system, and other features.

Gameplay[edit | edit source]

The game required an active Wi-Fi connection, since cellular data was incompatible with the game. It was played from a top-down perspective. To move, the player tapped a single time on a location in the screen; to run, the player double-tapped the area. Running, however, risked exposure to other players in the vicinity. The player had an interaction zone and could only perform actions to other individual within the range of the zone, such as assassinating and stunning. When the player ran, the interaction zone became slightly smaller. All actions in the game were done with a simple tap and performed on ground level, with the sole exception of leaping down from a rooftop to assassinate unaware targets below, which resulted in an aerial kill that could unlock an achievement. The game's objective was to gather as many points as possible within the five-minutes time of the gameplay, while unlocking achievements and climbing up the world ranks along the way.

Maps[edit | edit source]

The game features three maps based on Assassin's Creed II: Venice Carnival, the Slums of Venice, and Rome Cathedral. Each map was unique: the Carnival offered small tents in the map's upper and lower edges in which players could hide in ambush. Due to its flat topography and the absence of certain map-exclusive mechanics, this was where all entering players were considered equals and battled through skill alone. The Slums of Venice had a tower in the middle of the field that gave a wide view of the arena, but players who used it risked their location being temporarily identified to everyone on the map. Similarly, the Rome Cathedral had a large church in the field that had the inverse effect, instead making players who entered it suddenly become invisible from outside. The Carnival and Slums also featured water canals. Player could cross them to reach the maps' respective buildings, but could only exit the canals through dedicated exits and typically could not move against the currents.

Power-ups[edit | edit source]

There were several different power-ups featured in the game:

  • Gun: Increased the interaction zone. This power-up could stay active while the player could store another power-up. It notably enabled a grounded player to kill someone on a roof and was the only way to kill from a lower elevation.
  • Eagle Vision: Revealed other players in the vicinity.
  • Swimfin: Let players swim against the canal's current.
  • Bomb: Detonated upon an enemy interacting with it, resulting in an assassination.
  • Smoke bomb: Disoriented anyone who entered its cloud.
  • Cloak: Made the wearer completely invisible to other players.

Gallery[edit | edit source]

Trivia[edit | edit source]