Mercifully the game doesn’t bother with any enforced reluctance on Desmonds behalf or any pointless conversations – you just agree on the spot. Soon enough you arrive at a new and much friendlier looking Assassin safehouse and are filled in with the bare essentials of the plot and encouraged to join up with the Assassins and, as Desmond, oppose the Templars in the here and now. The Templars are planning to take over the world using mysterious relics that Desmond’s genetic memories have pointed them towards, she explains while pushing you out the door. Turns out that she’s one of the good guys (or, less bad anyway) – one of the Assassin order, mortal enemies of the shadowy Templars who are behind Abstergo’s pharmaceutical front. Suddenly one of his more friendly captors, Lucy, bursts in and starts barking orders as she organises Desmond’s escape.
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