AC should have a momentum gauge or some kind of hidden mechanic where you move faster and play faster animations when you play smoothly and is diminished when you do things like climb straight upward, run into npcs etc. momentum could also speed up your stealth movement and play fast assassination anjmations.
@brucemustdie27 күн бұрын
That would be awesome
@JelloFluoride27 күн бұрын
That WAS a mechanic in the older games lol They just didn't tell you. There's some videos of people out there essentially doing "tricks" in the games because they're so damn good at it.
@Ithat1guyl27 күн бұрын
reminds me of dying light 2
@nishikantpanda821127 күн бұрын
There used to be some of those. AC3's sliding comes to mind
@siddharthasreenivas319327 күн бұрын
@@ZackThoreson I feel like this would get cumbersome really quickly, and wouldn't work well with the open ended level design- you're constantly switching directions at right angles, and maintaining momentum would be a pain in the ass over the period of a playthrough
@thebulletkin839327 күн бұрын
For a game about movement, practically every jump killing your momentum is like you taking damage whenever you land a hit on someone in combat, it kills the reason to do it. The architecture alone already looks like it has little room for directional changes, ejects and general pathfinding, looking like a rooftop running game rather than one about fine control and movement, but if trying to diversify and take a different route causes constant slowdowns and stutters, it makes it almost pointless. What we truly need is momentum. Reward careful pathfinding and efficiency with speed, and don't slow things down for no reason. Honestly at this point I'm doubtful we will ever get a parkour system that feels truly perfect. We got so close more than a decade ago but it's just straying further from what made it so good to begin with. Create as many animations as you want, but it's the feel of control that matters the most.
@btchiaintkidding783727 күн бұрын
Darksiders 2 has better platforming/parkour than this in terms of momentum or animations during frontflips/backflips/side ejects/ledge runs etc. this is dogsh0t
@lesudanais554726 күн бұрын
@@thebulletkin8393 the best parkour system since then in my opinion was watch dogs 2
@Dutchy456426 күн бұрын
Imagine in mirrors edge if you jumped over to a wall and your wall run was regular walking speed
@thebulletkin839326 күн бұрын
@@Dutchy4564 I know right! How can a game about movement commit the one cardinal sin of a movement games - not preserving momentum
@BlackTeenMonkey12 күн бұрын
Good movement should make it make feel light and smooth. Like Unity. And ground momentum is different, but why is the air momentum the same thing. If it's no different, then why would you be swinging?
@jellyman130327 күн бұрын
All I need from the parkour is manual control for side and back ejects. I never realised how much I used it in the Ezio & Kenway trilogies once it was gone in the RPG games.
@Noir-c9k27 күн бұрын
I highly doubt ejects will gain height in this one
@gweedus27 күн бұрын
@@Noir-c9k fr. asking too much of Ubisoft at this point.
@jeff_727427 күн бұрын
@@Noir-c9k They fixed the eject height in mirage.
@Noir-c9k27 күн бұрын
@@jeff_7274 that’s developed by Bordeaux
@marcosescobar534827 күн бұрын
The side eject might be a tall order but I see no reason they can't implement some sort of back eject. It seems like something that should be standard with any third person game that has climbing mechanics.
@scissors000926 күн бұрын
After 15+ titles theres really no excuse for parkour that feels anything short of buttery-smooth. I understand that they changed engines and things over the years, but climbing and jumping traversal is a pillar of the series and by this point we should be seeing significant improvements over the earlier titles, and there simply hasn't been much.
@SPexHoS213723 күн бұрын
They are still on anvil though. I think they shouldn't resign from prioritizing parkour in a series, in which that was the main form of traversal.
@Kodaiva15 күн бұрын
Improvement? The earlier titles were some of the best parkour in the series
@protectbabysif27 күн бұрын
I also like the flair, but the lack of ability to maintain momentum makes it look pretty unsatisfying. When she reaches top speed on rooftops during her ninja sprints, it looks very fun, and if you could keep that flow and flip into her runs more smoothly I think it would be perfect for what the game is offering
@JelloFluoride27 күн бұрын
The system gives you no reward for mastering it because there's nothing TO master. You just aim in a direction while holding the "parkour/ constant ninja flip" button. At least in the earlier games, timing and momentum MATTERED.
@gweedus27 күн бұрын
Thats it how felt in mirage to me. It looked fast, but felt like you had zero control. The ezio-kenway games were great because you could side ejects, change paths quickly, and it just looked better. It really baffles me how they once had a really good system, and decided to completely throw It out the window
@Captain_Grogg27 күн бұрын
@@gweedus not gonna lie in black flag the parkour was kind shit it didnt feel like there was enought oportunites and buildings were also very far apart not sure about the other kenway games so far ive only played ac1 ac2 half of brotherhood ac4 black flag and the majority of oydssey. i played ac4 then started odyssey got burnt out as it was to big and started the older games. dont get me wrong black flags naval combat was great and so was the land combat and story but the parkour was horrendous in some points it was okay but it didn't feel free as the tree tops were just a layed out path and the ships sails and masts were good but last time i checked alot of the game is on land too
@protectbabysif27 күн бұрын
@@JelloFluorideI mean yes but these RPG titles aren't focused on movement so you shouldn't expect something that has a high skill ceiling akin to the earlier titles. All I'm asking for is something functional that doesn't get in my way or aggravate me
@geosweet_27 күн бұрын
@@JelloFluoride How do you know that?
@mrmeme291727 күн бұрын
I liked the stickiness in Valhalla actually it made sense for a 200 pounds viking woman carrying an axe on her back to parkour that way , but for a 100 pounds ninja it should be way smoother
@Kiara.step-daughter27 күн бұрын
this game just keeps getting worse
@QuiGonJack1027 күн бұрын
@@Kiara.step-daughterworse, if anything it’s actually making improvements
@Shzy.27 күн бұрын
Those are words of Mutahar right?
@Kiara.step-daughter27 күн бұрын
@@QuiGonJack10 true. but there’s still a main problem with the game, from a particular samurai lol
@QuiGonJack1027 күн бұрын
@@Kiara.step-daughter haha yeah true. But I don’t like to care about that. I’m going to enjoy the game regardless of the race of the samurai
@IndyMiraaga27 күн бұрын
The removal of a dedicated jump button has made AC's parkour worse imo. Being able to jump and actually time your movements properly was what made the parkour feel smooth, only once you mastered it of course. It's why some players loathe Unity's parkour and others love it, if you master the mechanics it is one of the best with some exceptions but if you don't then it feels generally like a downgrade.
@zayam540127 күн бұрын
Ubisoft and Bethesda- are never gonna change.
@techveee27 күн бұрын
Ubisoft did change. For worse. That is how we got to this point.
@PHossain-zz3xo27 күн бұрын
Not their fault actually, when the consumers are ready to buy anything and everything they put out. Why should they change? They are making millions with minimum effort.
@anotherdaytobetheslayer709127 күн бұрын
Blame the dumb fanboys buying these games 😂
@chalkenjoyer26 күн бұрын
throw in Activision as well
@alienlvni842623 күн бұрын
@@techveee agreed but they’ve only got more successful since the rpg change. in their mind it’s for the best .
@callmeivan206427 күн бұрын
The stickiness comes from where Ubi creates set animations on certain tiles. You have the "ridge tiles" where Naoe runs along, the "edge tile" where Naoe stops and performs a jump/climb. The game basically magnetizes you towards a certain part of the rooftop. This became really obvious with unity with how arno interacts to the world. Even older games are somewhat sticky such roof edges but it doesnt have the roof ridge to magnetize the character towards.
@krejtek965427 күн бұрын
In Unity it was sometimes painfully obvious, as Arno would elevate 5 meters up in a straight line, as he's being magnetically pulled by a ledge. At least the transitions between animations were much smoother than in the newer games
@MrHazz11127 күн бұрын
It's the same system since Origins with a few flips and a grappling hook. Let's overanalyze things when they have a NEW parkour system, maybe with Hexe. Unity's parkour while looking cool is KZbin shorts is a mess, which is why the devs probably don't want to go back and untangle that nightmare. The world also looks far closer to the RPG creeds than the city focused ones, the cities here seem clearly secondary.
@winklenator27 күн бұрын
I disagree on the point about Unity. I think the parkour looks great. I’d love to see newer games to go back to that style, maybe with a little less flash like the spins that Arno did. Personally my favorite parkour system was the Ezio trilogy. You had much more freedom to use different paths and movements to get to one place.
@deepflare102827 күн бұрын
@@winklenatorI agree about the "look" of the parkour, but I think what OP meant is that the parkour had a lot less freedom compared to it's predecessors, Syndicate was a lot worse in terms of freedom though.
@thisbubblygoodness761127 күн бұрын
@@deepflare1028 yeah, Syndicate it was literally missing the feature of not being able to lunge off a building, you can in Unity but for some reason in Syndicate, the game forces you to either use the grappling hook or descend manually, which removed a heap of fun from the parkour, its almost as bad as the RPG 'parkouring'.
@sahar382027 күн бұрын
@@winklenatorIt looks great yet when you will play it, it will feel awful. Due to the lack of freedom you get to actually control the flow of your parkour. Something which AC 1 and The Ezio Trilogy had. It's a shame really.
@user-ee8eo4hi6q20 күн бұрын
@@winklenator sometimes it looks great, sometimes (most of the time) it looks bad. And I'm not talking about freedom and control. It's very unpolished. Just watch some videos at 0,25 speed. Arno's arms and legs penetrate into textures, he floats through the air, and is often magnetized to surfaces. Basically, some of these problems mentioned in the video began with Unity. And with each new game, things get worse and worse.
@Moealex007627 күн бұрын
As someone who’s only been a fan of AC since Odyssey, it’s always fascinating watching people pay such deep attention to animation and feel and spend tens minutes of just saying how “good” the parkour animation is. Don’t get me wrong. I can talk for freakin hours about the themes of the Like A Dragon games, or praise the simplicity side of Far Cry or shout how smooth Mad Max feels as a game. It’s just fascinating seeing my own over analysis be covered by this youtuber or like Whitelight. It’s cool seeing how some people and fans notice things so many don’t even notice.
@glennpaulo715725 күн бұрын
@@Moealex0076 i think maybe because its been more than a decade. People like them who are fans of the franchise , see these little nuances.
@Optimus_Bull27 күн бұрын
I like the flips and the movement of Naoe in a lot of areas. Her crouching animation actually reminds me of Splinter Cell Chaos Theory to some degree. But it's like you said, the flips doesn't carry momentum and looks like she is floating in the air for a short second before she continues falling down. That needs to be addressed.
@VlReaderr27 күн бұрын
At 1:29 she keeps a momentum. She came down from the rope almost vertically and all the momentum was vertical. She had to absorb it and then change direction. If you want to keep the momentum in such a situation, you have control the moment you release the rope and then you have to face another direction while in air.
@jayveeeee27 күн бұрын
I see what you mean but I think she regains control before she jumps to that next segment. She recovers from the jump, she even turns left for a split second before turning right and jumping to that lower wall section. So her losing balance doesn't make the most sense in my head.
@Captain_Grogg27 күн бұрын
@@jayveeeee when shes moves left the right this likely because the player was trying to avoid jumping down since ac games have always been a bit bad for misinterpreting player movement
@btchiaintkidding783727 күн бұрын
1:26-1:27 this looks like dogsh^t and she gains sudden momentum like a magnet. it looks fragmented af. do your eyes work ?
@wesbenarnold198027 күн бұрын
i believe there's small windows for changing direction or delayed input. So to make it dynamic as possible there will be flaws
@jayveeeee26 күн бұрын
Yup I know exactly what you mean
@AnxMa27 күн бұрын
I've been waiting forever for Samurai setting and really hope they do the culture justice... I was so close to visiting Japan at one point. I had experience with modeling and in late 2015 I was in contact with Capcom about the facial likeness role of Leon for the Resident Evil 2 Remake. I failed to mention I also have a voice acting background, in the end I lost the part and I can't forgive myself for wasting such an opportunity to visit place that inspired movies like Akira or Ghost in the Shell and artists like Toriyama San. Great video, as always
@jojocasimir111827 күн бұрын
Don’t worry more blessing where come your way maybe you was meant for something greater
@AnxMa27 күн бұрын
@@jojocasimir1118 Hi, thanks so much for this feedback!
@MS-nb2zg27 күн бұрын
they are not doing the culture justice with how they are doing yasuke in the game, putting hip hop music in the background in his gameplay was defo racist
@fantasy-n3g27 күн бұрын
Me too! I think that's like half of the appeal of this game tbh. Just being here in an AC game is enough for many people. Also, that's really cool about Leon! Of course I'm sorry it didn't work out. I hope you get to visit Japan in the future! I'd love to go someday too
@Kiara.step-daughter27 күн бұрын
we can both visit Japan together one day! i’m a car nerd lol
@Gavinwiggles27 күн бұрын
How many backflips that defie gravity can make this game shittty
@JelloFluoride27 күн бұрын
Seriously, I got annoyed just WATCHING the excessive flipping. We get it guys, she's a ninja. 🙄
@Noir-c9k27 күн бұрын
They should keep the backflips but add more variety to them, the reason why it looks so repetitive is because it looks like it’s the same animation playing over and over
@Kiara.step-daughter27 күн бұрын
it’s been shitty since the trailer dropped
@ajosephkippkao201627 күн бұрын
Shut up about defying gravity plz when the leap of faith has existed since AC1
@YousefMohamedAbdulMoniem27 күн бұрын
wah wah wah cry me a river
@miljanvideo27 күн бұрын
People need to realize that the most of the animators nowadays are using presets with little to no editing, they are told to do so, to minimize cost. A good example of how it should be done is MW2019's animations. They made over 15 different animations for each interaction, and each interaction is connected with dozen of other animations.
@huhwerid316627 күн бұрын
i wonder why they don't stick to what unity have done.
@mrmeme291727 күн бұрын
They can't , Unity's world made that parkour system possible you can't have that in Medieval England or fuedal japan
@HollowBagel27 күн бұрын
Need an actual fully fleshed out city to make it feel good. The last 4 games haven't had that.
@dejuanhickman317527 күн бұрын
Like unity was a perfect game😅
@QuiGonJack1027 күн бұрын
@@mrmeme2917so did Baghdad. Yet that wasn’t as good as unity for parkour
@mrmeme291727 күн бұрын
@@QuiGonJack10 mirage was Valhalla dlc it will be naive of you if you expected them to implen Unity's parkour
@luke.dean270416 күн бұрын
You nailed it on the analysis..that “stuck” feeling is horrible when you should be moving like water across rooftops.
@fyb3rotik13 күн бұрын
Series is done for, can’t believe how far the series has fallen.
@iNINJAgamer21 күн бұрын
Exactly. The same thing I was saying when I’ve seen her movement for the first time. She seems “slow”… to be a “Ninja”. It’s a video game, everything doesn’t have to be super realistic… according to movement in video games. It just gotta feel right.
@mariguana791820 күн бұрын
Leave it to Ubisoft to give a ninja the dexterity of a Viking
@jakeandthebowtie13 күн бұрын
The thing I've discovered playing Mirage, a definite step up from Valhalla, is that you can definitely get it to flow, but only if you know the movements in advance If you're improvising, chances are, unless you're really good (I'm not), you get stuck on things, between places, not going where you want to..
@hellboundchaoscommand756726 күн бұрын
This is what every AC game has looked like this is just more stylish in my opinion
@cy_pher0324 күн бұрын
It looks like she’s defying physics and is moving on rails. The flashy animations are a nice idea but the execution looks really clumsy
@ODEENStealthSurvivalGaming27 күн бұрын
It feels like character have some micro-stumbles or have a fear of stumbles.
@846nick27 күн бұрын
i miss the puppeteer parkour system from ac1-acr
@mattbettcher743927 күн бұрын
YESSS
@ShalThuzar27 күн бұрын
thats what the series should have bee more improving the old not changing for the sake of change and make it worse... old games had tombs and and such that makes us use the parkour at it best.
@donnellfleming26962 күн бұрын
@@ShalThuzaryea aii ppl like you would’ve been complaining that the game is getting repetitive
@justrandomstuff682827 күн бұрын
I love the flips but i agree it needs to be a little less sticky
26 күн бұрын
Aaaaand with this, I'll play with Naoe way more than Yasuke. She's like Evie Frye with the stealth and I simply love that game style.
@JelloFluoride27 күн бұрын
I don't care what ANYONE says. Unity had the BEST Parkour in the series. Syndicate was a stripped down version of Unity's system, and everything after that was the "sticky" that people are referring to. AC was always very fluid with a few exceptions (AC3 and 4 with trees). The fluidity of your movement was more skill based than some are even aware of. If you felt hindered by the system, you were actually just unaware of the more advanced systems of movement not shown to you in a tutorial, but was still very much a part of the locomotion of the game. And Unity is the BEST example of that imo.
@jayveeeee27 күн бұрын
Agreed. I think the new parkour is made to be accessible. They wanted to make something easy to use. If you don't know what you're doing in the older games, Unity especially, it looked awful. That's why there's such a disconnect between people talking about parkour. It wasn't easy before, so people thought it sucked.
@redninja305627 күн бұрын
I disagree unitys was one of the worse ones, ac2 had the best parkour unity just looks good but isn't
@Me_Myself_Maly27 күн бұрын
@@redninja3056may I ask why you didn’t like it
@thatmajestictoad27 күн бұрын
@@Me_Myself_Maly I know I'm not who you're asking but as they said it just looks good but isn't technically the best. Unity went all out on its animations but as a result stripped down some of the ease to pull off the more complex movements. Wall ejects for example were very contextual in general much harder to pull off at times and due to them prioritizing animations and fluidity they kind of harmed the fluidity aspect in the sense that Arno would sometimes have these weird stutters/break in momentum just so the game could do the proper animation which lead to a heavy feeling parkour system. Compared to say the Ezio Trilogy and although to a slightly lesser extent, the Kenway Saga, that had very mechanically in depth parkour at the slight cost of fluidity (which is more of an engine issue) Unity's parkour just felt strange. It was nice but just too animation heavy. Still great parkour just a little limited at times.
@jcers27 күн бұрын
I feel hindered by Unity’s handholding, limitation of depth to contextual actions, and total lack of animation cancelling.
@Vixoro112 күн бұрын
This game looks exactly like ghost of Tsushima, you go the grapling hook, "resolve meter", and 4 equipment slots on each side. 4:24 4:10
@MerciLessSKiLLz22 күн бұрын
I think ac3 had the best fluidity and slow parkour, Conner being one of the slowest assassin in climbing because the most common building being 2 stories tall. I think they nailed the perception of Connor being a fast climber because of the animations and fluidity of parkour.
@TheCarivia15 күн бұрын
my main problem is just the amount of flips that there are. would definitely prefer to feel like the flips are more of a treat rather than a constant thing that happens
@intentpascal201524 күн бұрын
If I do a flip every 5 seconds I’ll be pissed
@aidenhmic145024 күн бұрын
Honestly i like the stylish parkour but the only problem it has is its fluidity considering all the stopping in between parkour
@Pako971321 күн бұрын
to me those graphics are cool. super realistic single fibry hair of NAOE, cool wavy trees, color filter which makes look everything like real life plasticine models. i like it
@flixz269527 күн бұрын
Also the camera feels like it is all over the place. She leaves the frame to often.
@jayveeeee27 күн бұрын
Yeah I don't like that affect either, they started doing that in Origins IIRC
@Samurix1618 күн бұрын
She magnetizes to every surface and her flips have no gravity.
@divinium3327 күн бұрын
removing the high/low profile actions with right trigger was the worst thing to happen to parkour
@FA-me9hf27 күн бұрын
Unity still being untouched as the best parkour in the series 10 years later is just depressing. This is what happens when you layoff the teams that built these systems and the new ppl gotta relearn tons of stuff just to accomplish half of what they managed to do
@P3rtzel27 күн бұрын
Ac1, 2, ac brotherhood and ac revelations would like to disagree with that statement
@noxzaz107626 күн бұрын
Revelations? bro have you tried the hook blade?? also shadows is really floaty, guess what's also super floaty. ac unity unity is floaty asf
@yourbarber673225 күн бұрын
Unity is the flashiest but not even close to “untouched” in terms of best parkour system. It looks good when you get it to work but precision is far less of a factor compared older entries in the series
@nebulaxiii553325 күн бұрын
Unity's parkour is terrible and I'm tired of people pretending it's good just because it has flaahy animations.
@oscarjenkins750525 күн бұрын
In terms of smoothness and responsiveness, AC1, 2, and Brotherhood are easily the best in the series to date. Idc who is working on it, I don’t believe that they’d struggle to recreate (and improve on) almost 15 year old mechanics with the technology we have today. I just really don’t think they’re trying to do so, which blows my mind tbh.
@theadmiral415727 күн бұрын
They didn't even bother to give her another animation other than the flipping lol
@arclicht293024 күн бұрын
if she would do a roll after the flip it would increase the momentum but i still would love if there was actually a momentum system when you go faster the animations are faster and you keep the momentum
@papaberger6427 күн бұрын
I’ve said it before but still this is the only channel speaking on AC games whose opinion I actually trust. I love all your AC review videos and you’re always very fair and honest when something feels good/ looks good or isn’t. Not saying every opinion is always right that’s not a thing but I trust the honesty when it’s good and when it’s bad you don’t encourage us to stay away but to see for ourselves. Can’t wait for what you think of this game I hope it’s the best since origins as far as the new formula goes.
@fantasy-n3g27 күн бұрын
Oh that's very nice of you to say :) I just try to be honest about how I see things. I'm glad it comes through! I'm crossing my fingers, my biggest worry is that it'll feel too similar to Valhalla. Of course I have a pretty negative view on that game so I hope that doesn't affect my enjoyment of Shadows. Trying to go in with an open mind :)
@jakehall-jones27 күн бұрын
I’ve been studying feudal Japan and the sengoku period and shinobi(ninja) wore dark blue for night missions and normal clothes for day missions so that’s something that’s not accurate in ac shadows.
@llama639426 күн бұрын
But she is wearing dark blue.. at least in the cover art of the game.
@RipaStar0025 күн бұрын
u know what else is not accurate in AC games?
@Troll-king2327 күн бұрын
I like how she moving I feel like it’s more realistic gravity is applying
@jamesconnolly84927 күн бұрын
i would be curious to see a comparison to the pre-rpg games once this is out. From what I recall, the older ezio games felt good but were sticky. I would also be interested in a comparison between this parkour and unity parkour. Unity parkour looks great when you put in a good amount of time to practice but it always felt VERY clunky and sticky when starting out imo. I really liked the comparisons you did between origins/odyssey/valhalla and this!!
@jayveeeee27 күн бұрын
I think that would be a fun comparison, maybe I should make it! I made the side-by-side a few years ago because I was arguing with someone on Twitter who told me the parkour was exactly the same across all three RPG creeds... I spent way too much time on it but I had to prove them wrong 😅 Turns out in came in handy later!
@deepflare102827 күн бұрын
Your short description of Unity's parkour system is very accurate, the topic of whether it's a good parkour system or not is very divisive, and you can see that for yourself with the comments of this video or anything involving AC parkour.
@jamesconnolly84927 күн бұрын
@@deepflare1028 all I’m saying is it would be cool to compare shadows parkour to basic and advanced unity parkour
@Messi-rw9ng25 күн бұрын
Ezio games felt good (even though they were sticky) because it had a sense of momentum
@TpRedNinja27 күн бұрын
Tbh when she goes on the thin roof part after she grappled hooked she all of a sudden goes 100mph then she gets off an goes 10mph so...they need to be able to make naoe keep the same speed when she is on something and then going to something else instead of resetting her speed tbh.
@gameboi-fun26 күн бұрын
If yall ever watched any chinese movie of ninja, yall should know they can walk in the air since their moves are light as feather. So it really smooth when seeing Naoe move like this.
@NotTylerT23 күн бұрын
People love comparing it to unity but when u go back and play it there’s stickiness’s in it but the animations are fluid enough to kinda bypass it
@aimzfrr27 күн бұрын
Yeah idk how I feel about this movement, can't we just go back to unity parkour? 😂
@notawehraboo615927 күн бұрын
more like AC2/brotherhood. unity's parkour isn't that good
@cybercery527127 күн бұрын
unity was pretty incosistent, they're having trouble making it consistent and smooth
@aimzfrr27 күн бұрын
@@notawehraboo6159 unity has the best parkour bro, any normal AC player could back me on that, your just blinded by nostalgia.
@notawehraboo615927 күн бұрын
@@aimzfrr the best parkour animations you mean. unity was way too on rails and just straight up felt awkward at times to perform specific moves
@QuiGonJack1027 күн бұрын
@@aimzfrrno. Unity had the best animations but it was often clunky and inconsistent compared to the older games
@victorotaviocardoso95923 күн бұрын
The "stickyness" on valhalla is fine because Eivor is just a brute But in a Ninja? No way they can get away with that I really wish they brought back Unity's parkour, that shit was fire
@GamingHawke27 күн бұрын
The stop start makes sense to me logically depending on the environment. For example in this clip she seems to stop when jumping or flipping onto a platform with less space for her feet. She needs to center herself before she starts running. That being said while thats the logical reason i could see for it being that way it's a vudeo game and I would prefer it to feel and look better than be a litte more realistic. Also wouldve been cool to see them blend ac with watch dogs 2 parkour.
@TheGodofwarkratos1223 күн бұрын
Also, as far as i remember, arno, bayek, and even Jin from ghost of tsushima have climbing animations for steep roofs (i could be wrong with bayek) ive yet to see that in shadows with mostly steep roofs as well
@wesbenarnold198027 күн бұрын
I love the stylish parkour, i will pre-order. Feudal Japan is a great template and wherever the game fantasy takes me I'm down for it ❤
@rafaelorona139527 күн бұрын
I’ve been seeing the footage, didn’t realize about the stop of momentum that much. I realized that with flips the character would’ve to land and then start a different motion. But you’re right, it can be improved. Definitely not a deal breaker for me.
@simonarques520127 күн бұрын
The fact it's so weird is simple, they treat horizontal parkour like climbing. An easy fix would be to keep the climbing movement but make the jumps and traversal moves work differently and never being auto aimed at props. It could ever be something like rooftop and alley, or more animation based like the storror game in the making ( you should check how awesome it seems to be, very animated while giving full control when it matters, and using physics and momentum to link some moves.
@lmaoqasim7 күн бұрын
its stutttery and sticky, yes, but at least they're slowly improving with their animations.
@BooleanCorporation26 күн бұрын
Both ACIII and IV/Rogue had a one parkour button that accommodated the acrobatics easily enough. I'm replaying all the games in order and have reached Unity. I had to do some muscle memory gymnastics to get back the flow I had with those two.
@xhatake108427 күн бұрын
after just beating ac1 and the ezio trilogy it makes me sad seeing the parkour fall off so hard as i continue through the games. assassins creed 3 felt so boring to me without a sprint/climb button or even something as simple as holding B to push people out of my way. the worst decision made was making RT/R2 the button for everything momentum related.
@DirtySam041027 күн бұрын
i think a sped up of 2x would resolve "floaty ness" or "stickiness" of her movements And also yes, I do hope they add some complexity to the controls of the parkour. Hope its not just, press one button and move the joystick in the direction you wanna go. But we'll have to see. I don't think anyone's had a hands-on impression of the parkour yet so... take things with a grain of salt.
@TheWayabo27 күн бұрын
Literally the Ghost of Tsushima at home
@gweedus27 күн бұрын
Fast food ghost of Tsushima
@americasteam211227 күн бұрын
Eh, GoT barely had parkour. I would even call it parkour, since it was just regular climbing. Shadows will give you city to explore while GOT just has forts, one off buildings, and small towns.
@chriscolombie413527 күн бұрын
When do you ever do that in ghost?
@deepflare102827 күн бұрын
@@americasteam2112Let's not forget that GOT barely had a stealth system too, even if you call it one it's pretty barebones compared to AC
@Enoo_27 күн бұрын
@@deepflare1028 ngl AC and GoT both have pretty ass stealth, at least compared to games like TLOU II, Dishonored series, Hitman trilogy, Batman Arkham series and MGSV
@faroazandeen58926 күн бұрын
Does anybody remember the Unity gameplay reveal?? Where Arno is descending down the building? That was PEAK PARKOUR
@RipaStar0025 күн бұрын
remember when u tried to do parkour urself and it barely ever worked? yes, peak
@faroazandeen58925 күн бұрын
@@RipaStar00 That's why I mentioned the gameplay reveal video and not the actual gameplay
@Kdkjdjewerdnxa26 күн бұрын
They need to switch to something driven more by inverse kinematics if they want the parkour to feel smooth and natural rather than keyframe animation for everything. The problem is that no matter what speed you’re running, the jumps are limited by how many animations they’ve made, the game picks a landing point at the beginning of your jump and plays an animation of your character jumping to it, while in a game like mirrors edge you are still in control while jumping and your landing point isn’t pre determined when you jump
@mudai_25 күн бұрын
I think the problem stems from poor transition mechanics. There’s not enough micro transitions designed for the assassins to switch from moving on a free movement surface (ground where you can move in any direction) to a linear movement object (rooftop peaks, ledges, etc). If they switched from snowdrop to UE5, they could totally fix this issue by employing the AI natural movement stuff.
@Whos_Legacyyy24 күн бұрын
Surely its something modders can fix and tamper with further down the line after release
@archiezhep27 күн бұрын
Reason why it was quicker in that one clip when she is sneaking past that one guard is because she was crouched beforehand for some reason.
@cakeassassin627727 күн бұрын
the idea is that you can increase your running speed if you run well. in old games you had tons of people on the streets, beggers, musicians, kids... those npcs would go towards you and stop you, other npcs just wallked arround. you could increse your momentum by just runing, but would be slowed by people. you could shove them out of the way, but you would still loose momentum. it would be faster to go to the roofs. if you climbed you also loosed momentum, but the game was filled with parkour starters and elevators that would quicklly allow you to gain momentum while you climbed. things like jumping, vaulting, jumping sideways, eject, animation canceling... would not affect momentum as much as bumping into a wall and climbing. the game even had special items at right angles that allowed you to swing to do a 90º turn. actually, even stoping and doing a 180º was pretty fast. i think we should go back, the new ac games arent as fluid, since unity that the game actually forces you to stop before you fall, in syndicate you cant even do a jump if the other roof is too far away. in the ezio games, you could jump anywere, and you even have a mecanic were you can swing your arm trying to grab something. also, funny enough, spiderman 2 also has this problem. when walking arround spiderman tends to stick to certain objects. sometimes its hard if you want to place him exactlly in a specific place. its sticky
@Big_Boss_Asenffy26 күн бұрын
i do hope the game is like odyssey in terms of size of the map, with heaps of weapons and armor with chests and side quests to find unlike Ac Mirage..... but im one of the few people the love odyssey and valhalla
@toastbud687026 күн бұрын
Legit looks like an app game with good graphics
@lol-uz8by24 күн бұрын
Good parkour isn't just flips, and the combat in ac Mirage isn't hated enough because he just spins. Ubisoft thinks that style = spins/flips. People are complaining because parkour has always been a part of ac, you'd think after 10+ games they'd stick the landing a lot more. I think the people at Ubisoft has never seen parkour in rl ever.
@joemotionn901027 күн бұрын
STICKY is the perfect way to describe it! I noticed her animations key frame start to finish regardless of the actual distance jumped so in some ways it looks awkward, plus that rope swinging animation looks weird both in shadows and in outlaws. Gonna keep my eye on this one, definitely not a day 1 purchase for me but I am interested
@buffkangaroodog26 күн бұрын
Parkour isn’t where it should be, but I do think there’s promise. Mirage gave us good level design for the first time since Unity really, and now shadows is giving us improved animations and even a new movement mechanic for the first time since syndicate. We still need improved fluidity, stronger mechanics, and for it all to be in ONE system and game, but we went 6 years from origins until it started getting better in mirage. I would take good over better, but I’ll take better over worse any day lol
@gofezproductions202426 күн бұрын
Movement may be sticky and clunky, but that also describes my movement in real life, so this game is 100/100 immersive ;)
@enrawlao255727 күн бұрын
Parkour=move from a to b in the most efficient manner possible=/= flips.
@littlemrh27 күн бұрын
I think the flair is good but she stops way to much even with the flip stops, with the flips they should do something actually closer to how the flips in watchdogs 2 works, adds flair but doesn’t stop momentum
@Messi-rw9ng25 күн бұрын
Feels like they never have a design document detailing features that existed and should be kept and things that worked/didnt work.
@AdamGlory21 күн бұрын
I feel like, with Naoe being a ninja, her parkour should be less like a viking and more like the recent Spider-Man games - not, say, running straight up walls or web-swinging, but how he moves when you auto-parkour over things while sprinting.
@JeseSavignon21 күн бұрын
I wish they would make parkour more compelling, if you've played spider man games or forza horizon or shadow of war you know what im talking about. You earn new moves and abilities that make you move faster or with more flair, you completely control the moves so it doesn't feel like everything just happens as an animation and if you add style points to it is a lot of fun, now it would ve wierd to see those points in an ac game like forza has a circle that fills up and then you earn a point, so instead of that make it more organic, maybe you start flowing faster or your assassinations are faster or something like that 🤔
@coachdraz88668 күн бұрын
Coming directly from Unity gameplay. This parkour looks floaty af. Even worse than recent rpg games.
@athanjace870226 күн бұрын
ubisoft should just stop making the top of the house beams, the protags are magnetized to it hence the small unnecessary hop in the clip
@reg_tings491927 күн бұрын
Looks cool and flashy yes, but it does look like another rpg typa parkour. I miss the jump button along with the high profile button, made you feel like you had more control over your movements and the parkour felt lively that way. Holding one button just puts me to 🥱😴
@zicuvalentin225127 күн бұрын
Played ODYSSEY 4500 hours...already preorder A.C SHADOWS because is UBISOFT QUEBEC
@thewolfdenmark59227 күн бұрын
Understandable reusing animation. The problem is reusing the wrong animation. How hard is it to grab Unity movement animation and paste it to all the other ACs?
@jayjay2415526 күн бұрын
They reuse animation from the games on the same-ish engine so everything from origins onwards uses the same animations. Unity and syndicate use their own animations. Ac4 and ac3 do too. Etc etc I think
@PieknyWojtek21 күн бұрын
I'm only guessing here, but in the older games like Unity characters might have been rigged differently (differently placed bones - which are basically the points in the character mesh that control animations). If that's the case - it's not actually easy to reuse them.
@DeltaSlush27 күн бұрын
Nothing like being a stealthy ninja like a bunch of flashy jumps and flips. I cant wait to be running from guards and having to wait for a jump and flip before making my way to another rooftop.
@RedOctBrock27 күн бұрын
Tbh was playing some Unity today. Everyone is mad about the flashy-ness, but Arno was almost more flashy. Also the parkour in that game had this same sort of “floaty” or “sticky” feel as well.
@-RogueBlade-27 күн бұрын
I know AC is much farther from its realism roots these days, but I still think fluidity is important; its kind of an assassin trait if you will, rewatching a majority of older trailers makes that clear. But gameplay is a lot different, the right balance of style and fluidity is tough to nail. Unity does it quite well though; I actually think in regards to vertical movement Unity is the smoothest
@fakepasta393527 күн бұрын
Great video. Finally someone talks about the lack of fluidity of the movement. I personally hate the magnetized feeling in movement and assassinations. The moment a guy magically shows up in your arms. The problem is that you can see it in all modern UBI titles. If you watch SW Outlaws gameplay, it is there.
@dragoxk45429 күн бұрын
Watch Dogs 2 still has the some of the best parkour in any game.
@ItsWildT18 күн бұрын
I’d have a headache after all those flips tbh 😂😂😅
@ghost_of_a_dead_poet27 күн бұрын
I actually preferred Valhalla to Origins and Odyssey... it didn't feel as weightless and floaty as those two. Sure, the new parkour looks goofy but i kinda understand why. Making fluid parkour is hard. That said... Parkour should be one of the main features of AC and i would love for further games to focus on it and develop some kind of momentum system.
@DonkeyKing27 күн бұрын
It would be cool to see an AC game with the parkour mechanics of 'Rooftops & Alleys.' I wonder what a de-magnetized parkour system would be like in AC-probably a higher skill ceiling, and it could be very satisfying having a certain momentum into a fluid assassination.
27 күн бұрын
She constantly changes her weight. Sometimes heavy asna tank, sometimes light as a female ninja. The animations suck, lacks fluidity, the movement doesn't have momentum. It's a constant stop and go, stop and go. Also why all the flips? Doesn't make sense. Looks cool? Kinda...
@GameofCronies27 күн бұрын
Lmfao you’re reaching.
@dejuanhickman317527 күн бұрын
Just complaining for no reason
@DeftestAphid225 күн бұрын
I want style, but i also want practicality. Like those flips dont help her.
@frenchfriedbagel703527 күн бұрын
I miss the AC3-Rogue animations where everything fluidly synced together.
@GutlesSpice10 күн бұрын
to me it kind of looks a bit like unity when there is a bit of a stop but that's just me.
@lindseymoore446026 күн бұрын
I agree you on this topic! They should fix this tissue.
@booogagaming522327 күн бұрын
I really expect the ac game set in japan to be the most fluid parkour to be honest, I hope this parkour system is good in game.
@unc5427 күн бұрын
Yeah, I agree there isn't much momentum between movements. It feels like they're working off of RPG Creed as a base rather than the full rebuild this system needs.
@donnytonny73027 күн бұрын
i think i just want another tsushima game, it was good i don’t want a decade of every game trying to be it instead- a good sequel would be sick
@Lucidxty24 күн бұрын
We all know there will most likely be a mod to speed her up just a tad
@swapnilmirkale96327 күн бұрын
we do not want realism or gravity pulling parkour....we just want fun and stylish parkour like unity