AC Mirage | Movement Concepts
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- čas přidán 28. 06. 2024
- Assassin's Creed Mirage has a fairly simple movement system that you can get a good understanding of in a few minutes. With this in mind, Baghdad's density allows the basic movement of the last few games to shine in more situations than you'd commonly see before.
More smooth walls, combined with higher density and closer objects mean more eject opportunities, including some height-gains and a few climbs that would be impossible without them. It's not even close to AC1-Rev, but there are a handful of scenarios where knowing the rules of movement will actually help meaningfully.
If I had to name the most crucial change Mirage makes from previous games, it's that we can now detach / freefall off a wall without automatically grabbing back on, which is something we haven't been able to do in almost ten years. This makes releasing a wall, falling almost to the bottom, catching a handhold and ejecting away the fastest way to descend the sides of tall buildings again.
Scope in Gaming's Slopes Video
• AC Mirage New Movement...
0:00 Intro
0:20 Sprint: Default or Hold
1:11 Parkour Up
1:32 Parkour Starters
1:54 Ejects and Dismounts
3:08 Wall Release and Catch Ledge
3:49 Vaults and Shortfall
4:27 Slides and Rolls
4:48 Focus for Movement
5:27 Final Thoughts
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#AssassinsCreedMirage #RogueAcademy #WallDetachCatchLedge - Hry
Dallin's Video:
czcams.com/video/-2aLbk75jZc/video.html
Thank so much for sharing this!!! You are one of my inspirations so it means a lot!
Did you see the mod that increases eject height for back and side ejects (functionally adding them to the game)? Seems like a game changer
Parkour feels really nice and smooth and the parkours animations and basic parkour moves which is satisfying to pull off and flowing
Parkour definitely isn't perfect in this game, but it's definitely a step in the right direction and overall feels better than what we've had over the last few games. If it had more fluidity, it could work with the CREEDPG engine and make the parkour experience feel more enjoyable.
There's always room for improvement, and this time I'm glad some marginal improvement _was_ actually made. Some people will choose to ignore that, of course, but that's fine. I hold onto hope we all get something even better since they've shown they _can_ give us genuine upgrades even working under a paradigm and framework that is obviously horrible for parkour. Imagine what's possible when they're _not_ beholden to this anymore.
Diagonal climb leaping and side eject is ny favorite climb style
Get off it 😂
i’m hoping they take the improvements from mirage into AC Red and we get more assassination animations that are more fluid so we can keep our momentum whilst running and assassinating
I truly feel there's has been an improvement in parkour. Both in opportunities and fluidity. Also, it may seem silly, but the simple fact that you can bind R2 - Hold to Sprint does wonders
I would love to see a return to the original parkour system that was created in the first 4 games (AC1-Revelations) but slightly blended with Unity's parkour system. The freedom of movement and choice we had in the Altair/Ezio Quadrilogy (ejects, climb leap, catch ledge) mixed with the parkour up/parkour down mechanic from Unity as well as a few other features like wall-running would be amazing to have.
I think that's most people's favorite idea, yeah. Certainly mine. Not sure if we'll ever see anything like that again, so at this point I'm just hoping for depth and satisfying complexity to explore whatever shape it might take. It doesn't _have_ to be the exact brand of auto-parkour AC1-Rev had, but it _does_ have to at least meet that level of freedom and potency for me to properly enjoy it.
And a trick button!
I wanna mix cartwheels and backflips into my parkour.
Hell yeah. Being able to tick off of walls/objects at will would be crazy too.
For me, Kenway Saga, mostly AC3 (for what we have now) kinda does this things
ofc not perfectly but you still have the freedom of AC1-Rev (side ejects and cancel abillity) and fluidity and flare of ACUnity, like parkour up and down, vaulting, house trasversal, spins, consecutive 'monkey bars', tree parkour and mountain climbing.
And pole vaults if we are in a Middle Eastern stetting again
I can tell anyone looking to make this game's movement feel better, use Leo's button binding. It feels so good, smooth and reliable. It's also wonderfully nostalgic for fans of AC1 - Revalations
Kind words! I can definitely recommend it for likeminded players or those who feel similar to me, but I'm sure there are some insane sprint-toggle ninjas out there.
Wich are ?
Definitely agree. Once I figured out what felt right after moving sprint to RT, everything else just fell into place.
@@JohnArceane I find it lets me stop thinking about using different controls vs what's baked into my brain, and gives me the ability to focus more on the pathing, guards, tools and just the game in general. For an old school fan like me at least.
@@newidpending1109 He posted a short while ago about Mirage and he talks about button binding. I forget which one.
i'm so glad catch ledge is usable in this game
Honestly, same.
I'd like to point out that this game introduces an alternative input for vaulting, which i found more consistent than holding parkour down. Simply using parkour up while holding sprint (no need to be actually sprinting to do it) will let you vault over any object, even when the camera goes into "cover" mode when behind a cover.
Also something I noticed when playing the RPG games: there's a new type of eject, which is a hybrid between back and side ejects. The input to perform it is way easier on M&K. When hanging off a wall, press a direction + back (towards camera) + parkour up. Sometimes this will make you go further down, but other times it actually makes you gain height, or it's a viable way to jump towards beams and start swings. If there's a wall diagonally between a direction and the camera, you will eject towards it.
And as always, great video Leo!
Really sick.
I was so shocked when i jumped backwards into a hay stack and Bassim did a gainer back flip of faith, felt so nice to have a nice animation like that in a game that im loving so much and i hope one day we get the fluidity of unity back.
It's a small thing, but I also love the forward-moving backflip off a horizontal bar you can do into haystacks in some parts of the game. Looks really cool.
Pretty sure even Bayek had the backflip of faith though...
Kassandra had that too…
@@natchu96 its all the RPG titles basically
Didn’t realize there was catch ledge 😮Thanks for the lesson Leo!
I really love parkour in this game
Love is a strong word! :P Still, if there's something you didn't know from here, I think you're about to like it even more.
Really feels great to have Rogue Academy back and having an AC game deep enough for creators to make vids like these. Pleasantly surprised when the devs said there weren’t ejects/catch ledge but here we are
Movement is the shallowest system, to be fair. There's still not that much going on here but it is _definitely nice_ to be able to even say this much. When the devs mentioned they'd lack pre-Unity era ejects they definitely still meant that. 😅
I'd like to add that for diagonal wall climbs, you must move parallel with a wall to climb up then press parkour up. Its much more tighter now and we cannot simply run at an angle towards a wall to diagonally climb. Great video
I found this to be very consistent when Basim is on a non standing object like a beam or a wall, parkour up + left/right input on a perpendicular surface always results in a diagonal wallrun
YES, This is what you do BEST. Love the Video and Thank you.
I hope people check out your stuff!
Exactly
great to see this quick and comprehensive video. Hoping we can see some creative Mirage runs in the future
Perhaps ^_^
I'm not really passionate about any movement system except AC1-Rev but if you're looking for cool stealth stuff, I might be your rogue.
*So in summary, the stuff that's new is (at least just in this video):*
You can now release from a wall into a freefall by holding Parkour Down then releasing it. 3:08
Shortfalling off of ledges now requires other input other than just moving forward. 3:57
Assassin's Focus can be quite useful for traversal. 4:48
Even tho I've been playing since it came out, I knew this video would still help me. The stepping down roofs and catch ledge are something ive accidentally done but couldn't replicate. Thanks for the video 💕
Nice, happy to help.
Great video as usual, keep it up man!
You too.
Also, I just recently did a binge sesh of your old AC marathon. Man, I wish I was there in those streams. I love hanging out, having fun, and discussing this franchise with those who are equally if not more passionate than I am.
It was an interesting time, for sure.
@@LeoKRogue Oh yea, I bet. I'll catch some future streams at some point. Definitely looking forward to more of your content and opinions on AC as well as other games man. Keep it up, dude! :)
You and Dallin are the greatest. I'm glad they took some of your (and possibly others') feedback and made minor improvements. I wish parkour had a bit more consistency/was less contextual, and for more cancelable movement (and a manual jump) but overall its been pretty fun. I really like Baghdad, might be one of my favourite cities in AC.
Thank you, thank you.
Next game, as we always say. v_v
I really didn’t know this much about the movement. Thanks Leo!
Like other AC games you don't really _need_ to know most of this, but it can be fun to use, anyway.
The video I have been waiting for lets go
Can't wait for your video talking about the new update!!!!!
I don't have that much to say about it for now, but it is really good and I'm glad Bordeaux keep proving they're so wonderfully different from other Ubisoft studios in terms of how much they listen to players.
Side ejects are so inconsistent for me (on console) and I don't understand what I'm doing wrong. Also having trouble with parkour down/drop. I guess I'll just keep on trying. Thanks for the video by the way, I love it!
It's mostly all context and distance. It's just stricter than it might first seem.
This was more expansive than I thought. Well done.
Thanks.
Watching these videos showcasing Mirage's nuances gives me hope and makes me want to buy the game, though I'll probably wait for the steam release. Thanks Man :))
Glad you like what you see, but I will note that it's still far from what we want it to be, in terms of movement. It _is_ the weakest part of the game, for sure.
@@LeoKRogue I agree with that sentiment although it's a step towards the right direction. And with movement being a weakness, it's quite enjoyable watching people come up with creative ways to bypass/mitigate it; Using Assassin Focus, although it's pretty limited in what it can do but we make do with what we have. :DD
It’s like trying to find the fun from splashing in a puddle after swimming in an ocean.
Oh how we’ve fallen.
This is true. What's also true is that it _is better_ than Origins-Valhalla and even gives back some of what they took away, which no one even expected, I feel. We haven't had wall-detach for just about ten years and now it's back which is kinda nice!
But. Yeah. This game was never going to be in a position to revamp movement effectively, it's shocking that it even tries as much as it does since there's just no way.
Curious about Red (somewhat), and VEEEERY curious about Hexe as another paradigm-jump.
Awesome guide! I had no idea about the alternative breakfall roll.
Apparently only works on controllers which is a weird bug.
Been waiting for your mirage videos amazing tips
Thanks for watching. I wanted to put something simple out, since I'll be away from CZcams for a week and won't be able to work on anything.
@LeoKRogue makes sense can't wait to hop on mirage again in a few
@LeoKRogue always great information mentor😃
Thank you.
Hey I'm actually a little impressed with this. It seems like there is some amount of depth. Also very happy to hear that there's more on the way. I might actually buy this to study it.
I really, honestly wouldn't expect that much. I think other than maybe one or two minor discoveries this is about it. This game doesn't even have a manual jump button and that limits a lot. :[
yes the video I have been waiting for
I hope you're able to pull something useful out of it. Really just check out the sections associated with the topics in the thumbnail. Everything else is whatever.
@@LeoKRogue it was really useful actually, I haven't played ac since origins and there were some things I didn't know yet
Great you gave me hope in this game
It does enough to warrant a little bit of hope, I feel. :)
Thank you so much. I didn't even know there was a different breakfall that you have to time. And that you have to input specific parkour down for going down without catching the ledge on the bureau entrance. And back and side ejects. I need to practice. Will make gameplay much smoother.
Shouldn't take too long to learn, you'll be alright.
Thank you for this info, I accidentally did the short drop and high fall roll and have been trying to replicate it again with no success, now I will try these!
Hope it helps, let me know.
On a sidenote, i found out a few months ago that you can vault any object by inputing one of the two: as you mentioned, holding down sprint and parkour down, or you can hold sprint and parkour up, it confused me a bit since it's the rpg creed's engine and anytime you hold parkour up near a small obstacle your character would just hop on it, but it seams the tweaked it a bit in mirage so you can do it both ways, doesn't really matter which type of input you're using as it's results are identical, i just found space+shift to be way more natural for me since holding c+shift would often make basim slide or crouch which can disrupt the flow of your run a lot
On keyboard it can definitely feel a bit weird, yep. I like that they let you do it with both methods, if you wish.
How are you doing this?
I was thinking today:
"Let's ask Leo for Mirages movement guide!"
And here you are!
Magic man.
Thanks for your videos! As always: clear voicing,
Informative, well paced and structured!
😊❤
I'm psychic.
Lol I asked him in his previous vid as well.
Just got AC Mirage and I gotta say I missed learning and applying what I've learned from the mentor again 🙏
Nice, I'm glad. Just wish I had a little more to teach, but I have a few (small) concepts I still want to talk about. They're more universal, for all stealth games, rather than just for Mirage, but of course you can apply them to that game.
Great take on the varying movement mechanics and nice tip with binding sprint to a button you hold down.
I like the introduced elements of parkour on this rendition of AC, but it does feel a bit orchestrated and options are limited. Looking forward to how they hone back into this feature as they develop more games.
It's definitely very limited, yeah. Doesn't feel _that_ great, but we'll see how things develop.
Movement always felt like the most complex thing in older ac games, from the way our character interacts with environment to the inputs themselves.
Considering how little time and resources they had I think it was a good choice to instead focus on improving other areas more like tools and stealth. Even then I am pleasantly surprised with the fact that they have tried to improve parkour and not just from an environment perspective.
There is a clear want to improve this system and with how much they seem to have listened to the community, I can't help but wonder what they might pull off in terms of movement if they had that necessary time and resources.
Fingers crossed, let's hope we soon hear about another classic ac game being done by this team.
Tools and Stealth are the best parts of this game, so, isn't that exactly what they did?
@@LeoKRogueyeah, that's what I meant. It's good that they focused more on tools and stealth instead of focusing on Parkour which might take too long or be too resource intensive to improve significantly.
Sorry English isn't my first language, so it might have been confusing.
Nice video. I was awaiting this. Also, it is possible to do a side eject with parkour up with places aligned with Basim's height or level.
If it's off a smooth wall, yes.
The focus hunt is definitely a really good move for movement, especially at the walls of the round city where the means to climb them are few but guards are plenty you can just teleport your way to them
I actually really like this game. Even the basic parkour feels great due to how Baghdad is built. I never ran into a situation where I had to jump down because there is no platform or rooftop to jump to. The stealth is also really good in m opinion. Finally feels like I'm playing an ac game. I'm gonna even go as far as saying this might be my third favourite game of the franchise gameplay wise
I'd be curious to see how my thoughts change over time but right now it's also my third favorite. Mostly for how good stealth feels.
i rebinded my sprint button to R2 right away the first time i played mirage because thats what it always was for the original games and i always felt the most comfortable with holding R2 and x to parkour i also put my tool wheel to L3 it just feels right for me
I find it works really well. I've honestly always preferred Hold to Sprint in any game, especially since I started out as a PC gamer decades ago even before I got my PS3.
Hi leo I love your videos and i enjoy watching your videos when can u do a prince of persia warrior within no damage
I am sad to say Warrior Within No Damage is not happening -- the game is very sloppy and makes "perfect" play essentially impossible, compared to SoT and TTT. If you can find a player who is good enough to do that, please link me because it's a run I would love to watch, myself. I am _not_ good enough, however. 😅
I’m happy to see that the Ubisoft dev team working on this haven’t forgotten how to make a map that is basically a playground for fun and interesting parkour routes :)
Happy about that too. I do wish the base mechanics just _felt_ a little better, but it's alright. Next time. v_v
Ngl, knew abt catch ledge, didn’t know you can drop as far as you want like the old days, also thanks for teaching the break fall roll, I had bought it & wasn’t doing it
All good. Sorry I couldn't stick around, I had to go get ready for bed. Was fun today though.
I haven't got the game yet, but it really gives me confort to know that you can change your settings to make it feel like you can be in high profile or not, like the classic concept
It's made a difference in _my_ enjoyment, definitely.
I really LOVE assassin focus for target control or clear movement space. I feel like I’m manipulating the entire “blackbox” or making my own opportunity window
Feels sick, honestly. One of my favorite mechanics in years, and leans into the Present Day layer of Assassin's Creed so hard. Love spooky distortion, love glitchy disturbing Animus visuals and sounds, love it all.
@@LeoKRogue the best part about it visually to me is the little line that you see running across the screen like a broken tape is being played. A lot of times I just use assassin focus to do a double assassination too lol
Yeah, the screen tearing and the audio "ripping" apart is so damn sick.
Another thing I noticed is that because you don't get detected during focus and you straight up teleport, you could use the ability to maintain reaper stealth very well if you time with your surroundings. It's a very cool ability and I like it even if it's not Arkham level of fear takedowns@@LeoKRogue
Edgedrop is so weird in this. I'm still not sure why the controls are so finnicky. I feel like basic side hops would have been a good fit for this too even though Dallin already covered them. I see a lot of opportunities for side hop into hang specifically where you can get an extra wallrun. Not sure it's worth it for the time it takes to pull yourself up, but it's at least more flowy than climb leap
This video was needed thanks. Could you make a video showing all your inputs as if you just change inputs eagle vision and lock interfere and it’s all a bit confusing
My Lock is Left DPAD.
Great content Buddy!! Just wanted to Ask what software u use for gameplay recording ?
All of the footage I used here that's mine, actually came from a PS5's built-in recording feature at 1080p60fps. Otherwise I use either Shadowplay or OBS on PC.
Binding sprint to R2 truly was a game changer. My only big problem with Mirage is the lack of feedback as to what I'm doing. Sprinting should've honestly felt more faster, maybe even added haptic feedback to the controller. I fixed it, on PC, by plugging in my Dualsense, added trigger resistance in DualsenseX app, so that I can actually sort of feel the difference in my fingers when I sprint.
Nice little DIY.
man i miss the puppetering concept so much...
Fortuna, same... I ache for it. I go back to play AC1-Rev and it's all immediately so intuitive and crunchy.
its a bit sad because Basims movement animations and his robes looks so good thanks to i think her name is Anika Mercier but the controls is so clunky and stiff, i make the parkour work as best as i can @@LeoKRogue
I dont know if u made a video but i would like your opinion if the profile movement came back what would want each button to do (Right Trigger) (Parkour Up) (Parkour Down) and what should happend if u added in double presses and single taps for each i think it would be very insighful, thanks for all your videos Mentor (fist-across-chest) @@LeoKRogue
WALL EJECTS ARE BACK THANK GOD
Kiiiind of. They're still pretty weak and don't feel as good as they did in AC1-Rev at all. :(
Still, with a bit of luck and practice we can actually use them sometimes to get around which can be nice.
The movement has felt a little choppy but I've implemented a few things from the video especially the dropping off the edge of buildings and not jumping off of them and its been a noticeable difference in how much more control i have thanks leo
Nice, glad you could take something from it.
Hey leo, really great video. What do you think about the decision they put parkoutär down on the same button as crouch? I find it higly in efficient caus everytime i want to drop to ground level basim ends up in crouch mode. But im really glad that there is another way to roll which does not look like amateure 😅
Mm. It's been that way since Origins back in 2016 and I guess they haven't felt the need to change it until now. I don't love it too much but it is what it is.
If you put the weapon wheel on hold L3/LS, and the dodge on tap L3/LS, you can put assassinate on square/X
You sure can. Not my personal preference, though.
Great tutorial! I haven’t gotten to play it yet bc I’ve been finishing Lies of P but I’ll probably buy it this week
Just a quick question, didn’t you used to use KBM to play AC? I swear you’re the one that got me into doing it instead of controller
I did. I think KBM is not great in Mirage, honestly. It's one of the rare games I would strongly recommend controller for based on what I've heard from many players.
@@LeoKRogue interesting. I’ll have to experiment around and see what I like best. Thanks!
There's an interesting spot in the bazaar where you can perform a decent height gaining side eject to a bar hang. It's only achievable from what I've tried by pressing parkour down and will not work with a parkour up press. I'll tweet a video of it to you if you'd like
At first I thought my PS5 was glitching while watching your vid. I watch CZcams sometimes on my PS5 and right before this I played Yugioh Master Duel und you use the music of the game in your video😂😂😂
lol
I really fucks with you Leo, u really changing the assassin creed game for me, I'm dead serious about committing to learning the parkour from ezio trilogy and this one.
Ezio Trilogy / AC1-Rev come highly recommended by me.
Thank you for this video and it really helps alot. I do wanna ask which is more effective in both stealth and climbing. Is it good if I place parkour down/crouch to hold instead of toggle?
You're basically choosing one to be your weakness.
Hold is better for movement since you have fine control over when you're crouched or descending.
Toggle is less mentally exhausting in stealth.
Try out both and go for whichever one you value more.
I find stealth has more meaningful consequences for failure than movement in this game so I focus stealth comfort.
@@LeoKRogue Thank you for your advice .
It's worth noting that for a free Side Eject onto a platform to work, you also must not be too close to the platform. There is kind of a sweet spot distance that you just have to figure out. Once you got that, it is quite easy.
Really good note.
2:21 I tried this multiple times because of the muscle memory from the old games but didn't managed to pull it off once. Is there a precise timing in order to side eject onto a target or is it just inconsistent?
Also, thanks for pointing out just how useful Assassin Focus is as a movement tool, I probably wouldn't have tried to use it in creative ways otherwise (yeah I was one of those people who got really worried when this ability was revealed). It just feels so good to use it in mid-air and I've seen people like AltairStealth using it in even crazier ways, it's a really nice break from the usual "smoke guards and wipe them out in the cloud" routine.
For ejects, a valid target-object has to be close enough, otherwise you'll usually just stall out and fall back down. It's not really a timing thing. You can mash jump while pointing at the ledge you want to grab the entire time as soon as your wallrun starts and get it pretty reliably as long as your surroundings are adequate. Probably what you're feeling is that the distance to valid target-objects (walls/ledges) is just smaller than you expect. That's the rough part of how limited this system is.
As for Assassin Focus, it's so, so cool. It even _adds_ to the "smoke guards and wipe them out in the cloud" routine since now you can instantly dash to a group you've smoked without wondering how you'll get there. :D
If i were to imagine a modern classic assassins creed game i would probably change up the parkour system completely. I would have there be a little dot indicator that goes to the nearest platform and the one in camera postion to the character, like the indicator's for the grapple locations in Syndicate and have R1/RB be used to have the character go to that platform. R1/RB could also be held to continue doing it as you move forward, so if you face forwards and run forwards and hold R1/RB you would parkour just like before, but with the indicator, when you slowed down or wanted to be more precise you would literally choose exactly where you wanted to go from anywhere you are by aiming and pressing RB. I think it would fix pretty much every janky issue the parkour has had in the series. I would then allow additional skills which you can unlock in a skill tree that can be done on various platforms that are done by pressing a face button as soon as you get to a platform. For obstacles on the ground it would lead to a vault like we've seen before, but if you did it on a leadge or a beam you could add so many cool looking skills thay would make the parkour experience so much newer and so much more fun to play.
I definitely think we need a completely new movement paradigm that hasn't been seen before.
The best thing you can do with assassin focus is use it to exfiltrate straight from a target kill. You kill the enemies in the order you mark them so if you mark your target in the middle of a crowd and then mark a lone enemy on a roof you can end the chain on the guy on the roof and be halfway escaped.
It's so good.
Cormac's Templar robes would fit in perfectly into HEXE!
We don't know anything _about_ the game, so how do you figure?
You can time the slide over and over again while carrying jars or people to move faster than you would be normally able to.
That's tech for sure
Speaking on controls, I found I was able to move sprint to R2, the wheel to left dpad, and I switched assassinate to L1 and had no issues with control interference
Where’d you put the parry button?
@@Danno5894 the parry button remains L1 because assassinate is a contextual action. I won’t lie it takes a little bit to adjust if you’ve been using R1 for assassinate your probably going to press it a few times before you get the hang of it, but it makes sprint assassinations work without having to do any awkward hand movements
Hi leo! Are you gonna post some kind of playtrought of the game? Id'love to see you play it!!
I will, yeah. I'm gonna be very busy for a week starting tomorrow, but when I'm back we'll start doing stuff like that.
Let's hope this game is successful and give a chance for the studio to make the next assassin creed game to be more like upgraded unity in gameplay but with complete game, less bugs and glitches and even a great story
By what Ubi have posted on Twitter it seems to have done well enough for itself.
I have dodge and heal on left stick. Click to dodge, double click to heal. You can't move if you want to heal, but I tend to stay in stealth anyway. I tried binding sprint and parkour up together, but that felt like I had less control.
Definitely have to find a setup that feels good for you.
Hi guys, I've got a fully tried and tested control schem and it's entirely accessible.
Sprint - R2
Eagle vision - Toggle L3
Select target - □
Light attack - □
Heavy attack - □
Assassinate - Press □
Parry - L1
Dodge/Roll - R1
Tools wheel - Hold L3
This scheme completely works and doesn't cause any unnecessary animations or unwanted inputs, enjoy guys!
(The game will say that follow road and heavy attack wont work together, when they do. Pay no mind to it)
I bound both sprint and parkour up to RT. The game would tell you there are conflicts but still let you do it. Made the game play a bit like AC3. There are a few subtle movements you can't do as easily with this mapping, but I like its simplicity.
Super cool, I kind of like how you can do that.
Just like Vahalla, i bind both Sprint and Parkour button to X (playing on ps5) the movement feel alot smoother if you know how it worked.
Am I stupid? Is this a…. Movement Guide? 😂 Thank you so much Leo!
It was highly requested so I figured I'd collate what I actually know.
@@LeoKRogue Fair enough. I really hope Ubi takes into account with more transparent button contextual actions as I feel Unity’s parkour up/down system does work really well in such an environment.
Hey Leo, I just watched the new gameplay overview of AC Nexus and immediately noticed they kinda included something you've been asking for years: a seperate quote on quote safety mode for parkour, automatically choosing a path for you, which makes sense for a VR game if you're not comfortable with engaging with the system yourself. However, you also have the option to do everything manually. This reminded me of something you've mentioned multiple times and I'm now reaching out because I'm interested to know what you think of this and if you have the opportunity to try it yourself
I will have some very interesting Nexus content soon.
I found side ejects are much easier to execute by keeping hold of PkUp and flicking the stick left or right, rather than tapping or spamming it while on the wall
True! That makes some amount of sense. Sidehops in Unity kind of worked the same way.
I just wish there was a way to bind parkour down and crouch to separate keys so I can basically play it like Unity but otherwise I'm loving this game
I hear you. I kind of feel the same but do my best to make do.
Man I hear you, I really want a update to fix this, if possible, separate parkour down from crouch like can be done in AC Odyssey, I didn't understand why mirage is not like that
So basically we're (almost) back to AC1 Parkour mechanics.
I probably wouldn't go _that_ far, heh.😅
Contracts were the best additional feature in Basim’s Creed. But they can be better. Perhaps tie side characters into contacts to give them a narrative like side quests in Bayek’s Creed & Malaka’s Odyssey
Contracts are a sticky topic for me. On the face of it, I generally like the idea of adding more narrative to level design segments, but on the other hand it runs the risk of getting in the way of gameplay if it's over-indulged, and the whole point of Contracts in Assassin's Creed is that they're very "raw" gameplay pieces that you can enjoy without interruption.
Very nice guide about the movement in Mirage...but I can't get over how Yu-Gi-Oh master duel bgm is playing xd
IT'S GOOD MUSIC OKAY
Hey Leok, I really enjoyed this game and am nearing the finale. What can I do after beating the game? Should I just play through again?
Play through again and notice how much better and faster you are, how much more confident than your first playthrough. It's a short game, so replaying it several times isn't arduous.
I like how his jumping animations are similar to altaïr
A tiny little bit, yeah.
Assigning sprint to R2/RT made me feel like the Low/High Profile mechanic was back. It sadly is not, obviously, but still it was a nice, well… mirage😂
Sliding at a ledge you wont short drop from will still give you a faster start tk climbing down as wel
Really sick. So it seems worth doing anyway as long as you actually _hold_ PkDown the entire time instead of just tapping out the slide and letting go.
you can slide down and make Basim not just jump on the ground u can slide down ang grab the edge of a building then decend even if it a small building,it's a bit tricky but it does work when you get the timing...so basically you need to slide to an edge,let go of the all the movement inputs and as you get close to the edge of the building you need to hold forward and parkour down and Basim will slide down on it and catch it,just like you could in Valhalla
Very cool.
I'm about 5 hours in and enjoying my time with it so far. Pole vaulting is a nice new addition and probs the only one implemented into traversal from the last 3 titles but having more interaction with the enviroment like being able to split bags open and create dust clouds or collapse stuff creating debris to fight or fend off enemies is stuff this series should be seeing, on top of that AI actually having sight lines is such a game changer when it comes to stealth along with the feeling of being incentivised to flee from the scene instead of just slay them all it's satisfying to see. That's not to say it's not optimal at all thanks to 1 hit kill timed parry counters. Which makes Mirage feel even more like AC1 but with a mix of Origins due to the god awful game engine and just overall aesthetic/setting but boy did Ubi Bordeaux do well with what they had to work with my only real gripes so far is modern day seems to lack any meaning think it's only had any screentime once at the start in the space of 4 to 5 hours having a sync bar instead of HP bar would have been very fitting too.
Yeah, this game was very honest and upfront in its marketing campaign that Present Day wouldn't be a part of the experience. Sucks but I never expected it since they said so early on.
@@LeoKRogue Yeah it's a shame, The game is still great at encapsulating that assassin fantasy with the teachings of the creed and what u do in many ways but I miss modern day having more meaning to why we are accessing the animus like idk if I missed something but there is no real implaction on who William is even speaking too in the intro unless it's just some unamed modern day assassin because it wouldn't make sense for me for Basim to relive his own memories, anyway I look forward to seeing you work more of you're magic on Mirage in the near the future :)
Based on Ubi surveys for potential settings and where the next two games take place. Higher chance of us getting Genghis Khan & Joan of Arc games. Chinese assets in place from Jade and Asian aesthetic already built by Red. Joan of Arc and France is close enough to HEXE’s Germany. And the Black Death rose during this time. So there’s witchcraft elements to play around with. Plus Ubi is French and progressive. Joan was France’s female hero. Ghost made me want a historical Mongol game, but the more I think about it the more I think Joan next up to bat. As HEXE is the start of a new direction while Red is the end of an era.
Interesting ideas.
The only thing that's a point against both of those is that is that for as long as Assassin's Creed has been a series, Ubisoft have never liked reusing previous settings/characters in their main games, and the novel AC Heresy already covered Joan of Arc, so that makes me think it's unlikely we see that in a game.
The Khans are a similar vibe. Altair, Maria, Darim and Qulan Gal already took Genghis Khan down in one of the comics, so there's no more story to tell there.
If we see settings like those, they'll tell a different story surrounding different characters.
I essentially bound my Sprint movement to my right mouse button instead of Shift, somehow it feels better, like I'm playing Traditional AC.
Finding inputs that feel good for you is key.
@@LeoKRogue Indeed. So far, I'm really loving this game, Basim is a really intriguing character. I didn't play much of Valhalla so I'll probably end up watching the cutscenes to get more of his story.
Aside from that though, this game is pretty great, and I love how it forces you to plan out your approach to Stealth, and you can't go in swords swinging. The fact you are a glass-cannon Assassin, rather than a Viking brute is really refreshing.
Question: AC Nexus parkour guide at launch ?😂 kidding aside, the new nexus video actually shows some flow to parkour, great potential it seems for the future.
I will have some very interesting Nexus content soon.
@@LeoKRogue will be looking out for that, though I don’t have the vr headset, presumably also alongside mirage video with parkour mod on? 😉
I hope Red characters are dual wield katana & wakizashi. Real life Musashi was unique for his dual wield style. This is a good way to keep Basim’s Creed/Cormac’s Doctrine sword and dagger mechanic while distinguishing it for the setting. No tanto because it’s pretty much a dagger and our char already has the hidden shank
That makes a lot of sense to me, I'd like that.
to do the better looking roll, you need to release parkour up and press and hold it just before impact with the ground. You don't need to mash it
You can do both, yes. Mashing is just a lot easier for the average player, but I tend to hold it when I do it since the timing is fine for me.
How are your hands on the keyboard to make holding Shift feel comfortable?
I used toggles in all games and change sprint to a side mouse button, just because it feels horrible to press, especially hold, Shift and Control with my pinky.
Hmm... Not sure. I've just never had issues with it so I've never had to think about it. I've played tons of PC games that used Hold Shift to sprint for a really long time and just got used to it, I suppose. I crouch and slide with CTRL in Destiny 2 as well... 😅
Got 100% and the plat trophy. Really wish the game had a replay mission option or a new game plus. Was only able to use my cool new master assassin outfit for about 30 minutes before credits rolled.
We're almost guaranteed getting NG+
What binds do you use? i find it way to hard to tell the difference between sprinting and not
R2 Hold Sprint. Change everything else as you see fit.
Try setting your tool wheel to left hold on D-pad
My control setup is already perfect for me. ^_^ I do encourage others to try this out if they think it'll work for them though, yep.
That comment was more directed to everyone my bad thank you for replying
I would like Ubisoft to update some mechanics through patches. It most likely won't happen, but i wish they would do it, and here's what i'd like to see. Seperate inputs for crouch and parkour down, the ability to parkour roll from pretty much any height (like in Unity), and the ability to aim a tool by holding the aim input and throw it by releasing the aim input (also like Unity, yes i really like Unity). I would obviously love to see a lot more like proper side/back ejects, or faster recovery for Basim because he constantly loses momentum and it takes him way too long to reach his full speed again, but i feel like the first three thigs i listed could actually be very doable.
Edit: spelling errors
Those are some interesting ideas, I don't know how possible they are either.
@@LeoKRogue Honestly, it's just wishful thinking. I just wanted to get the ideas out there because i think they would improve the overall experience.
Slight more in depth explanation on how the sprint works if you bind it to the (right trigger) a more reliable input for the back ejection works every time if you run up the wall and hold the wall at a pause you can just Tap A on xbox and X along with your sprint button another thing to note is that if you have a separate sprint bind it can decide how close or far the next parkour up action is so parkour up can still be used outside of the sprint certain movements actually give you momentum and automatically starts the sprint you just have to continue the action
You also can back eject down and up from wall to wall I don’t know the input completely yet for the down so just kinda figured it out i still don’t know but pulled it a few times unintentionally but back eject up you can tap parkour up and use it as kind if manual jumping ledge to ledge
I also believe Basims speed feels based on rank each rank you get slightly faster
I'm 99.99999% positive Basim's rank has zero mechanical benefits of any kind, and his parkour or speed never changes from start to end credits. If someone can provide proper proof that these things are real I would be REALLY happy though.
I will check out the other stuff for now. ^_^
Basim is an ambusher. I lure enemies around the map if things go to shit and use guerrilla tactics.
Truly. What's sick about this is, because enemy detection doesn't propagate telepathically anymore, you _can_ actually lure away one or two guards into an isolated room and take them out without anyone else being drawn to your fight.
Picking _where_ you fight or stealth kill is actually a tactical choice in this game, which I really like. AC hasn't really had that before.
It's very simple here but it's present and I enjoy thinking fast in the moment to figure out what I want to do and how.
The direction is good, now imagine if the devs got the time and budget of an actual full-on AC game, complete with new engine and parkour system...
I like what I'm imagining.
Not Ubisoft removing that cool looking Parkour Shoulder Roll we got to do manually
It's still there. You just need to land from a sufficiently-great height. Which sucks. But it's still there.
@@LeoKRogue that's exactly how it started to feel after Odyssey. Even in Origins the required height to do that smooth roll was at least a little appreciated
@@LeoKRogue and to be honest best IRL looking parkour vaults we had were Connor's and Desmond's character unique parkour vaultsfrom AC3, you could feel the mastery behind the stuntman🤌
Desmond's vaults were cleeeeaannn
@@LeoKRogue used to perform his Vaults on a construction obstacle🚧 over and over again on one of the Modern Day missions lmao
Last AC games are lacking that Assassin Athleticism Fantasy for me for real
Upon further thought perhaps Red will be the most AC of the RPG era. Soyhalla got backlash for dysfunctional stealth and being a big empty bore. Ghost came out over 3 years ago. Instead of competing directly with Ghost, Red can differentiate itself by focusing on big cities with parkour. I don’t think Ubi can beat SP when it comes to natural landscapes in Japan. Big cities to parkour, social stealth, and enough rpg elements to make builds via skills & equipment
To be fair, Ghost of Tsushima was a PS4 game. Red is probably releasing for PS5-generation only, so it's very possible they can be competitive with their visuals for those natural landscapes, we just don't know.
Somehow, I don't really believe the Quebec team _would_ go for big cities, not after Odyssey was so popular and successful. I do think they'll probably take _some_ of the most passionate feedback players had. The general dislike for hard stat-gating might be loosened for example, since _so many_ people were angry about that, me included.
And yeah, I'm going to guess that they'll keep buildcrafting, skills and gear just because Odyssey pleased a lot of players doing that and they probably want to keep leaning in the direction of their success.