You can tell Ubisoft Bordeaux attempted to make it fluid, but the stiffer skeleton of Origins/Odyssey/Valhalla is still very much there. It still feels magnetic, like you're clinging onto each step instead of fluidly flowing into them like previous games with better parkour.
Dont tell me youre one of those that says unity parkour is better bc it def isnt. It doesnt look magnetized at all. That is unity with it's low gravity parkour. You obv started out with the rpg games and not ac1 or 2. Play those too.
@@sxrvsvct7911 what are you talking about? I don't mean to be rude but I wouldn't be surprised if you could barely see without glasses because your opinion makes you sound blind. mirage parkour is obviously sticky, and although I agree that arno seems lighter than basim, it's certainly not "low gravity parkour," and I've seen basim rubberband quite frequently throughout my gameplay experience.
@@sxrvsvct7911 Sorry, but Mirage's parkour is sluggish & slow and there's just isn't as much opportunities as in Unity. There are a few fun runs, but even running in straight lines is horribly slow. Play on Hard, get your detection level to max & try to parkour around everyone for 10 minutes (there's a trophy for that), you'll understand ''sticky'' & ''slow''.
some people don't seem to realize that these *are* the "later games". they are literally working backwards, since the fluidity and animations of the parkour were much better in games like unity, syndicate, and even black flag. they are giving themselves new problems to fix with every new game they release, mostly because they are expanding upon their rigid new plastic-y, rpg framework.
As someone that just played an hour of this game. The parkour despite being basic feels so fluid i adore it, if we had back ejects and side ejects it would be even better. Sadly all we can do is something similar to side hops in unity. Which are pretty much just side drops... Yeah its kinda sad. But i appreciate the effort they put into movement
Believe it or not back ejects do exist but in really specific situations. I like the fact that the city is designed for the parkour. I expect the parkour to be like this so I Aint disappointed
Yeah, actually only are limited by your imagination. Adding some rolls,ledges ( could used more...) But essentially it's what AC was built for in beginning
@@jumpkut compared to Valhalla, origins and oddessy when you manage to actually pull off a string of parkour routes without the game being difficult and pushing you off in the wrong direction it is definitely fluid and feels good. No way is it better than the ezio trilogy or kenway saga or the unity/syndicate. But this is the best we've gotten since syndicate, for what little budget they had they did their best. The studio actually cares about assassin's Creed so I'm grateful.
It looks like for some reason Basim just stops running in the middle of all this parkour sometimes. Just out of nowhere, starts walking for one step and then keeps on running
@@freshaf8947 I haven't gotten the game yet because it doesn't look like they put alot of time into animations and so on. Is it worth getting? First AC game I haven't tried since brootherhood.
@@sebbepersson6819 it is worth it imo, the setting and vibe is great and the parkour is smooth. Combat is quite challenging, it's more stealth based. Few minor bugs here and there but nothing major, it is new, will be patched up. What sells it the most to me is the music and vibe of the game. I would say it is worth it. It's quite enjoyable
The moment when jumping from pole to pole is just an illusion, once u aren’t on a pole u go back to ur original speed, momentum in this game only exists when ur jumping from pole to pole
Unity was pretty but had bad level design which capped the potential of it’s technical and innovative movement, Mirage knocks Unity out of the park in terms of level design which is arguably more important!
Played and beaten the game. Ngl, its amazing how i feel that ac1 (which i played recently again) felt more free flowing than this. Orgins was a mistake for the future of assassins creed series.
I know there are tons of people who want to criticize Mirage for very valid reasons but I just feel like a lot of people's expectations are kinda unfair. Lots of comments arguing about the speed and momentum of the old, but Mirage could literally never have that, it had to be in Valhalla's engine and Ubi Bordeaux polished and cleaned up parkour as much as they could. Maybe one day Ubi will work the old style AC game with a better engine and done from the ground up like we all want and deserve but Mirage could never be that.
You say that, but you take the most linear path without much creativity. It looks good still, even if it is missing the precise ejects and manual jumps from the games 9 years ago and prior. Nice video. Let us not let nostalgia cloud our minds. This is Assassin's Creed now.
Not much room to work with besides linear paths in this game, older games had more freedom but there is nothing we can really do about it, we just have to adapt
@@popodafroggo true, though I have to disagree. I see opportunities and pathways everywhere. You could do with more vertical climbing. When I tried practicing the side ejects, eventually I got so used to it that now I can do it pretty efficiently and mostly at command, as well as the diagonal wall runs up.
@@mr.funkalicious5262 just uploaded a video, near the start shows the wall run. It's really f'ed up and contextual, and I'm still trying to figure out how it works exactly. Manged to get some actual distance, but took alot of trial and error. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-p5vnhgqcHEc.html
Have you tried hold to sprint instead of toggle? mapping sprint to RT instead of the left stick and switching to hold to sprint would probably add a lot of control
@@markoweiss1509 I tried out the reWASD mapping software, think I'll pay for it as it allows alot of customization that the Xbox accessories app doesn't. managed to make a sort of low profile and high profile using paddles, and made use of the keyboard manual walk button. Of course only works for PC controller users.
As someone who got 100% in around 30ish hours, I can confirm the parkour is really good for the time and resources they had, being stuck on the Valhalla engine. A very fun game indeed.
I'm not sure if its recency bias or what but the parkour I can't find any different than the RPG games. Not sure what everyone else is seeing but the improvements are negligible at best.
Just bought Unity. Despite the classic assassin's creed "fuck I cant seem to enter the god damn window", the game's parkour is so freaking smooth. I kind of like the autopilot feeling of just doing shit perfectly and not having to worry because the main difficulty in the game is to traverse around the games terrain as fast as possible. And i kind of like that.
And in this game it seems that there are some visible pauzes which definitely makes unity's parkour look and feel better. But overall this game looks kind of sweet too.
For me, the issue is that it has 1 button. No "get in the window" button. No parkour up, no parkour down. So Basim is an independent gal, he does whatever he likes
Hello... I was thinking like you... I really loved unity's parkour system... But you can do something similar in mirage... you have to map the sprint on the RT/R2 button... it's really better to play and you have A/X to parkour up and B/O to parkour down...
Higher sensitivity is the best way to enjoy parkour in Mirage, better turns, youll get stuck less, and you have a little more precise control of where, and how you land
You can tell Ubi Bordeaux did the absolute best they could with this, and it definitely looks like a big step up from the previous 3 games. Had they'd been given more time and a bigger budget I'm sure they would have nailed it, it's just unfortunate they had to work with the shittiest possible parkour system Ubisoft ever made.
I actually like it it’s more realistic compared to unity because unity is a little too much you can kind of float but in mirage Basim has a lot of inertia and weight behind him
I just realized why this looks so bland and awful. It may be different but at the same time it truly is the same shit from the very first assassin's Creed. They legit haven't added anything new to the mechanics like flips, quick wall running or wall vaulting, or really give us any true freedom of parkour with how locked in every jump feels. The game just holds your hand while you jump from post to post. Much like the new spiderman games holding your hand while you swing from your webs.
They've only told us about stealth. So can't say overhyped. Still I understand how you feel. I hope Assassin's Creed red is gonna be good. Nice day brother
@@ariberry1407 ghost of tsushima is good. I've played. Just looking forward to what ubisoft does. Maybe it'll be a disappointment or they actually gonna make a good game. Ubisoft has no consistency. Sometimes they make good game but sometimes they don't.
@@redeyejedi17 This guy begs to differ & for good measure he added a PC mod that allows sequences inputs that pushes the assassinations possibilities farther than the original Unity programming. That's the fluidity I was wishing for. Improve Unity instead of trying to fix the rigid Origin/Odyssey/Valhalla puppet, which can't be fixed, because it's f* slow! ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-kBgcSUTeN4U.html
This is what they expect you to eat, not even funny for real. Why not to take BF/AC3 movement and make it bigger? The basis is already fundamental there. I didn't like Unity's movement despite everyone's praises (catapulting, railways, you know it), and everything after U is pathetic garbage. Save your money buds.