4. Acrophobia is for Templars
When not stabbing impossibly irritating NPCs, the architecture all around isnt merely for show: when not engaging in the principal plot or one of the myriad sidequests, racing up to a white sheet to begin your unorthodox tour of the city is arguably one of the greatest, exhilarating and satisfying draws of the game. It seems as if all of Desmonds ancestors are the ultimate hipsters, being superhumanly versed in a niche military-cum-civilian exercise that wouldnt be in vogue for centuries. Racing across rooftops, swinging from overhangs and bounding across precarious drops is arguably the way to travel, both for convenience and sheer joy. The parkour system implemented within ACII is fluid, deep and efficient in every locale youll visit, serving as a seriously fun mode of transport from A to B, especially once youve gotten to grips with the system. If youre not using it almost exclusively some way into Ezios quest, you clearly have no sense of audacity, practicality or fun. The sentries, you say? Theyre what throwing knives and hidden blades were invented for.