I recorded parkour gameplay in Valhalla, aligning it with Mirage's new parkour footage for comparison. After watching this, what are your thoughts on Mirage's parkour gameplay compared to Valhalla's?
@@Smoldering_Ratiolith That's funny that now they are trying to bring back old fans to the game like this, after they said "We don't care" And also funny that people happy about Assassins stuff .. not magic.. a hope Ubisoft realize that old fans more than they think, and they should consider it and make a normal game about parkour and assassinations using stealth, but I dont think they can develop any game now..
The difference in parkour movement seem subtle if any. I guess they mainly changed the environment to facilitate parkour more in Mirage compared to Valhalla.
Right on target. The movement isn’t really any different aside from being sped up. But if you look closely in the mirage footage there is actually alot of points where you can branch off of whatever path your on. To go up, down, left, and right. Which you don’t see in Valhalla. There is only one path you can go down and it doesn’t much matter weather you want to go up or down. Where in mirage you can see two times where the player manually goes down allowing you to transverse through 3 dimensions. Up, down, left, and right.
@@nikshakya7389o watch the developers video on that, they literally just speed up the movement and add some parkour features that were in Origins but lost in Odyssey and Valhalla.
It’s because they aren’t. What makes Mirage an improvement over Valhalla is the fact that there is simply more options with parkour than Valhalla. It’s the same parkour system, just a better world design to go with it.
They look identical to me, I don’t know what they mean by making the parkour faster or smoother. Maybe the vaulting is smoother but that’s about it for the parkour.
There's a definitely a difference as Basim is clearly faster but the difference isn't huge at all. Though Baghdad is more compact and buildings are designed with parkour in mind so there's gonna be a lot more opportunity to parkour.
just started playing through original and ezio games again, realized how much more attention to detail and complex parkour level design are in those compared to the new trilogy. They are so much more dynamic with ejecting and catch ledge.
Some people overlook it because the animations aren't as flashy as something like Unity but from a mechanical standpoint we never saw that level of depth and freedom again.
you are correct, in the Ezio trilogy you could get some what creative with the parkour. The new ones became to easy creating a one way path of scaling.
the Altair and Ezio games had the best challenging parkour system all the latest games does parkour with just moving forward on one button and always jumps towards ledge or places designed as spots but the older games had more reacting parkour , one wrong jump and you can fall off
Hey game dev here, it seems what they’re missing in this game is shorter animation transitions hopping across the bars. There’s like a little pause instead of being a smooth blend into the following jump. Which makes the character feel weighty and kills illusion of flow. Also when the character is walking across a narrow platform, he does this slow crouch walk that also kills momentum completely. It’s basically the same parkour from Valhalla
thanks, i was looking for this. I dont have that much problem with the new games except the way they "pause" when they run through beams. I know it's supposed to mimic how parkour people pause and regain balance but Assassins are supposed to be as fast as the wind you won't even notice their shadow. but still, as long as they give a good story, I'm go for it.
@@DayNineteen369I share the same opinion, people talk so much about the AC1 has the most realistic climbing... Because of how slow climb is... But, seeing real life parkour videos, they seems far more fast in climbing than Altair 😂 The only thing that is anormal its the "infinite stamina" of assassins, but nobody want stamina system... Yes, ubi has window to make even more animations of parkour... We are talking about masters of parkour
The 'climb up'-animation is faster with Basim. He just immediately jumps up, whereas Eivor briefly pauses, or simply climbs up slower. Although, I hold on to my theory that his parkour improves as his rank improves. Besides, the gameplay shown was in still in development, so maybe they'll hear the people complaining, and modify it to be faster.
@@maxm.m.7219 I was having the same thoughts of the parkour improvement while ranking up but I am not sure because it is not mentioned by any of Ubisoft Devs
As I can see, the parkour is still the same in both the games and I finally realised that Valhalla's environment was the main problem that why people hated it's Parkour. Also the fluidity and complexity mechanics are absent from the old AC games like Unity, Ezio trilogy, etc. I am not hoping anything but I still wish the devs could add the parkour physics and animation from Unity and older AC games as Mirage is still a work in progress (or they can add it as a future update in the game).
The map design will show players how mechanicly dry and unfun the rpg parkour system is. It will certainly improve the experience a bit, having a huge dense city to climb around, but having no real way to do anything unique aside from following the set pathes, it will not be as good as the old games.
If you think that’s why people hated it’s parkour then you’ve really haven’t been paying attention. Compare Unity’s parkour to Origina, Odyssey and Valhalla. Then you’ll understand why people hate it. Look at the combat in All the AC games starting from Unity and before Unity and compare it to Origins-Valhalla. Then you’ll understand. For some reason Ubisoft thought if they downgraded the parkour and changed to combat to some weird World of Warcraft style of combat then people would like it. Strange.
@@Regalieth9143 Ironically enough, people did like it because of the combat changes lol... the new rpg trilogy is only hated on the internet, it increased the franchise popularity by a lot. So not strange at all.
@@Noctuam734 Really? Show me who these people are then, because all I’ve been hearing, mainly when Odyssey came out is how much they steered from the older games. How they’ve downgraded the Free Flow parkour and changed the combat. Out of 20, there’s probably 2 people That’ll say they like the games. You’re one of the very few.
@@Noctuam734 I’ll get 15 individuals right now to hop on this thread and tell you how much they disliked those new mainline rpg assassin’s creed games.
Honestly the parkour was fine in Valhalla to me, the issue was the cities weren't designed for it so we didn't really use it too often. With this game, Baghdad was specifically designed for parkour in mind so it feels smoother and since there's so many buildings and connection points between them, you can actually stay off the ground in Mirage where as I felt that was harder to do in Valhalla.
Nah. I’m convinced sheep like u aren’t real gamers and are Ubisoft community reps spitting the same old shit they been saying. It’s bad it’s a bad system irrespective of the environment
My only main issues with Valhalla’s parkour was the little hop Eivor does when climbing a ledge up, the recovery when dropping down, and not being able to roll from average height like Origins. So far, Mirage doesn’t have that little hop, and the recovery is faster which is relieving (for me at least)
Literally nothing changed about the parkour, but that's not a bad thing. I'm just glad you can traverse the city without having to touch the ground anymore which was always one of my favorite things about Assassin's Creed.
Honestly, I keep noticing a pattern within the AC fanbase where whenever a new game is announced they always try to look at the minor details to predetermine whether it's good or bad and regardless they hate on it anyways. From the look of it, Mirage's movement is more fluid and responsive but that could also be due to a change in environment.
The entire time Basim was free running he was doing so at a jog. I wonder if sprinting while free running gives you a whole different set of animations that weren’t available in Valhalla. Would be a nice surprise but unlikely.
Basim seems a bit lighter and more nimble than Eivor/Eyvar despite the basic animations being the same. I think the tweaking was just enough so as to get rid of the unnecessary weight pulling you down every time you made a leap in Valhalla. Its not the same as Unity, nor will it ever be in an engine like this, but i hope we can have a decent parkour experience with what technical means are available to us.
I have absolutely no idea how Unisoft made perfectly smoothly flapping ropes in Unity, and abandoned it in all new games after it, it is such a huge visual thing, almost like they don't play the game
they look almost similar to me, but im hoping its because its still work in progress for mirage and hopefully they can add a few tweaks by the time the final product arrives. great video btw!
I thought so but you think that UBISOFT gonna do something b4 3 months launch of their game? Never Alas this will have same press A to parkour button with no depth I won't be buying this
One thing I feel nobody has noticed is that every single time they do parkour in the video, it is never at Basim’s full speed. In Valhalla you could jog forward and still parkour, it’s the same for this game. Throughout 99% of the demonstration they never press the sprint button, HOWEVER, after Basim kills the guy who shoots down his bird, he crosses a rope with full speed, scales up a wall pretty fast, and runs foward on the roof stupidly quick. That run speed on the roof right there, IS the full speed on display, they just for some reason wanted to show it slowly first which I never understand why demonstrative videos like these do that but aye, just thought i’d point that out somewhere
They just sped up the animations a little, the only difference is the setting, it's really disappointing, imagine if they reused unity's engine and recreated baghdad within it.
This looks good. But we should all ask ourselves if AC: Mirage itself will be a good game? How many of us want to sit through another disappointment? These are questions we should ask ourselves.
Depends on expectations. If you're expecting a flagship system seller type ac game, then no, it definetly won't be that. It's a spinoff of Valhalla afterall, trying to tie into that story and set up the future of the modern day. I think the story will be better than Unity and Syndicate, but other than that, it'll be a simple game.
It's just slightly faster, hopefully they smooth out the animation a bit because it looks like Basim "sticks" to what he lands on. Other than that it's the city that will make a difference, it's just so much more dense than what Valhalla had
Idk the gameplay looks different than the trailer. Seems as if basims pole swing was also faster at the playstation fest trailer. And that the camera moved along with the swings. This just looked mehh.
I agree, and also on the play station trailer, he is in his master assassin robes. Maybe that implies he will be faster and get better at parkour as he progresses? I would hope but we’ll see
You can tell Basim wasn't moving as fast as he could have. And that's backed by the fact that if you watch the full gameplay they have him jogging through the whole thing until toward the end where, for a brief moment, he begins to sprint. I would say that the pause before leaping to another platform is hopefully because of them not having him moving at full speed in the showcase. But that's probably just how they designed the mechanics honestly. My main pet peeve is with that awful zip-line with almost bare hands, that shouldn't even be a thing.
MESSAGE TO UBISOFT DEV TEAM: the fans and I both see the small changes you made to make Basim faster and are very greatful! But I feel I speak for most of us when I say if you could find the time to increase Basim's top sprinting and walking speeds by a 1.7 factor and somehow shorten the interval of jogging (no one really likes the jogging animations. Kinda makes the stockier, character model look like he is waddling/shuffling his feet) then I think you will see a big increase in fans praising movement. I know I will! Most fans want to either crouch walk, walk very slow around corners, walk fast in a crowd, or all out sprint. Trust me this will make a HUGE difference! Cheers! Can't wait to play!
If they released it as a valhalla dlc, i wouldn't mind at all but since Mirage is a different title, using the exact same animations is a bit lazy and careless on ubisoft's part
How did they lie? Ubisoft's head production director (Anne Laure Condamine) explained in an interview what Ubisoft is doing with Assassins Creed Mirage and she said they are not going back to the old school gameplay mechanics but will will add old features like hiding places and bribing officials and guards, but the game will still have the RPG style movement parkour and fighting, I will have new obstacles and interactive environments plus new abilities because Basim is the reincarnated ISU Loki.
@@anthonygiangreco3621people like to pretend that they never said they would improve parkour. It’s crazy. The whole lead up to this game was about parkour. Wether you all want to deny it like it never happened that’s up to you
@@dionpierre5847 no it wasn't. People need to stop saying Assassins Creed is getting back to their roots, they never left their roots. Ubisoft's head production director Anne Laure Condamine explained everything Ubisoft is doing with Mirage, and she said Mirage is going to be a new version of the RPG style gameplay from Origins Odyssey and Valhalla, it will have more obstacles to vault over and new environments to interact with, and Basim will have special abilities because he is the reincarnated ISU Loki.
@@anthonygiangreco3621 🤣 they never left their roots? First off Ubisoft is the one saying that not the people and it’s clear they left and abandoned what made assassins creed great a long time ago. And what you are referring to is after the gameplay dropped. They can’t drop the gameplay and continue to lie about how parkour was supposed to be improved. And look at you prop up basims bullshi magic that no one likes. Once again abandoning their roots. You sound like an Ubisoft employee or you’re getting paid to promote the game. The game looks great but it isn’t what they said it would be
Well there you have it.. not much difference at all. Wonder if they added ledge grabs and back ejects in Mirage. Because they did say they went back to Ezio's era for parkour.
Technically you can do both of these things, but they're kind of useless. Ledge grabs only kick in at long distance, although their directionality is actually kind of okay. Back ejects just take you straight back or even down, making them useless for stair-seeking upwards
From what the trailers show and what you hear them talk about, they interpreted this aim as a design issue. So the City Design is like in the older games. That's it.
@@Luger0312 I mean it helps but not really what I expected. And they did literally say they were taking it back to Ezio era. So I expected a "high profile" button and and "walk fast/sprint" button.
The fact that we haven’t seen a single Side-Eject in Mirage’s gameplay shows that Ubisoft isn’t listening, older fans want the Parkour to have more player control and we aren’t seeing that at all Unity was headed in the right direction with its Parkour system, it just needed way more development time and player control and it could have been great, Syndicate could have also been great if London wasn’t at a 1:1 scale and it didn’t have the grappling hook I just want Mirage’s Parkour to include more player control like AC1 and the Ezio Trilogy, but also giving less experienced players an option to have Mirage’s normal Parkour
I just replayed assassins creed 3 and it looks identical to that... They rehash the same animations for every game. Every new game is basically just a new map with a new story on the same game.
Parkour is good but AC games should add advanced acrobatic moves (ACB had Ezio jump to beam from horse and do acrobatic flip). Its not fun if player is limited to small number or parkour moves and acrobatics, they should add more in my opinion.
The Ubisoft presentation: "as we can see here the new parlour can cure erectile dysfunction and will back your dad from the milk shop" Reality: it's the same fucking thing as the previous games
In Valhalla, there aren't many good places for parkour except in the Paris DLC. But in Mirage, it seems like they've made lots of areas specifically for parkour. They've also added and improved parkour elements in Mirage, so we're hoping the parkour in Mirage will be really fun to play.
Lets be honest, this is still the same Anvil engine the last 3 games ran on and though it may be updated, it's still the same engine, with the released footage I don't expect parkour to be anything like the Unity games which I think a lot of people (Inlcuding myself) were expecting when they said more "traditional" AC. I'll probably still get it after its released because why not, it's still old school AC nonetheless.
Keep in mind that this is the parkour system when Basim is still an apprentice. According to ubisoft, he is going to be way faster and fluent as a master assassin.
The parkour could be so much better if they did just one thing make it so he doesn’t lose all momentum when he lands on something it just completely destroys the flow of parkour
Some people like myself will just play this game because it’s a new game and what not I believe people have had they’re fill with Valhalla and Odin whispering in your ear every damn time.
All they need to do is remove that pause when he lands, or speed it up faster than the rest of the animation. That way the parkour can feel more floaty vs sticky. They made the combat floaty as hell for the last few games so it should technically be easy to make parkour floaty too.
Honestly I just want to play an AC game where my protag is an actual member of the creed no proto or ally to them. Unity is still peak of freerunning you can go up and down smoothly honestly these freerunning animations look like 2007
I’m glad the environment better suits this style of parkour because both of these games have the same animations. But Basim being “the fastest Assassin yet” is just not true, from what we’ve seen. Arno is still the fastest and most fluid when it comes to parkour. I don’t think they can too Unity’s parkour system and design.
Im an old fan of the old Parkour system back in the Altair and Ezio generation. I also think The Black Flag Edward parkour system also very good too. I dont like Unity parkour for some reason: + Animation very decent but lack of realistic approach - Superhuman jump , climbing too fast - There a re no sign of holding breath between each climb -> made it ver fake and not keen in the eyes. + Glitchy Parkour up and down system. The Fourth AC generation (trio modern ac from Origin to Vahalla) reduce flashy move and comback to old school ac - for me thats good but some environment feature have been cut off for a suitable era so they also cut down climbing time , thats why higher edge very easily reach by only one push with their legs - totally killing immersive for me. Altair and Eizio trilogy still hold the best for excellent and aiming for a more calculated climb, you will failed if you not careful enough. EDWARD Black Flag is the best example of how flashy animation should head to - slow, require thought again - fixed most of Conor Parkour issues (Too fast and glitchy). A realistic parkour system still the best - don’t like flashy move at all with too fast height reaching - like we dont actually thinking at all when climbing. AC MIRAGE will be ok if it can balance things between realistic and fun + calculating time and effort to reach for higher height as well as no superhuman jump and glitchy system too many flashy move. Each jump require body power to move on so a slight pause between jump is good for me.
Playing the recent RPG ac titles, made me go back to the old ones, and i really think Ubisoft recycling this crap just so we could appreciate the previous titles
Nothing will top Unity in my opinion unless they build off Unity but they won’t. Anyway, I think some of the animations look sped up in Mirage and the city looks like it was actually designed with parkour in mind but we will have to see.
Where in Valhalla you’d have to find areas where you could attempt parkour (Paris dlc), I’d assume in mirage they have created more parkour opportunities with a map that has that in mind.
Didnt need this video to let me know it was an exact copy of the horrible parkour in Valhalla. The clothing physics have the same issue as Valhalla. You'll be charged full priced for a dlc
s. There’s like a little pause instead of being a smooth blend into the following jump. Which makes the character feel weighty and kills illusion of flow. Also when the character is walking across a narrow platform, he does this slow crouch walk that also kills momentum completely. It’s basically the same parkour from Valhalla. They should’ve upped the speed of everything x2. Assassins creed would benefit from some borderline Arcady anime like parkour. This heavy realism stuff is no bueno
Similar for certain, but after watching more closely, it's definitely not the same animations. I'll be honest, Valhalla having any climbing or traversal is news to me.
@@theghostlydude7057 yes of course, all the ac games uses anvilnext2.0 and AnvilNext but the animations are indeed optimized and changed over the years.
Do any of you guys think it would be cool for once you enter on Alert mode, enemies should spawn in front of your path so you have to be forced to turn around/take the side path/Hop off etc.? Also, do you think it would be fun if we had to press a button based on the timing of jumps to earn some kind of boost? Like a speed boost or just the most efficient technique of parkour? Idk I'm tired of holding R2 forward
Dynamic checkpoints spawning is classic AC behavior, but that second part is actually an interesting idea. In the past the depth came from redirecting off of walls and in midair to change your direction at any time, including up and down, and parkour will *never* be good again until these return. Once that happens however, some timing challenges could be interesting. Rhythm has always been an important part of game feel, but I never considered also making it inherent to the controls
Since this is a work in progress and there's still time to tweak a few bits here and there. I think the jumping speed from horizontal bar to horizontal bar as well as the speed of swinging from one bar to a platform should be sped up. I have no issue with the Assassin focus and think it looks cool as hell, but I also think maybe an option to not have the Assassin focus could be helpful to those who think it breaks immersion (similar to how you could choose to turn on/off the ability to assassinate anyone regardless of level in Valhalla.
They changed the dodge animation in Origins due to fan reaction from the E3 gameplay trailer. They don't have time to make any big changes obviously but they have time for smaller changes. It says 'WORK IN PROGRESS' for a reason.
@@milten76 Changing the jumping speed from one bar to the next slightly is not a 'different mechanic'. In fact, you can argue its less work than reworking a whole dodge animation. I didn't ask for AC1 or Unity parkour, I just asked for a slight change in movement speed.
I recorded parkour gameplay in Valhalla, aligning it with Mirage's new parkour footage for comparison. After watching this, what are your thoughts on Mirage's parkour gameplay compared to Valhalla's?
not good, both not good
Don't see anything different besides they added the swing and pole vaulting.
Arno: *Laughs in French
When they said "going back to the roots", they meant sitting in benches.
@@Smoldering_Ratiolith That's funny that now they are trying to bring back old fans to the game like this, after they said "We don't care" And also funny that people happy about Assassins stuff .. not magic.. a hope Ubisoft realize that old fans more than they think, and they should consider it and make a normal game about parkour and assassinations using stealth, but I dont think they can develop any game now..
The difference in parkour movement seem subtle if any. I guess they mainly changed the environment to facilitate parkour more in Mirage compared to Valhalla.
Right on target.
The movement isn’t really any different aside from being sped up.
But if you look closely in the mirage footage there is actually alot of points where you can branch off of whatever path your on. To go up, down, left, and right. Which you don’t see in Valhalla. There is only one path you can go down and it doesn’t much matter weather you want to go up or down. Where in mirage you can see two times where the player manually goes down allowing you to transverse through 3 dimensions. Up, down, left, and right.
@@Fck_the_atfman, I don't even see it being sped up. The movement seems bulky just like in valhalla.
@@nikshakya7389o watch the developers video on that, they literally just speed up the movement and add some parkour features that were in Origins but lost in Odyssey and Valhalla.
@@nikshakya7389 its not as smooth but it is sped up. At least the climbing is. The free running might be the same speed.
And dont forget about work in progress buddy...
Never fall about that in Ubisoft gane
I have to tell you the truth, the two games look no different
Im gonna be fr i did not realize that it showed valhalla until the he showed them side by side
It's because Mirage is originally an expansion to Valhalla but became a Stand-alone DLC like Freedom Cry from Black Flag.
It’s because they aren’t. What makes Mirage an improvement over Valhalla is the fact that there is simply more options with parkour than Valhalla. It’s the same parkour system, just a better world design to go with it.
@@murder_maestro123ur right but still the same thing
They look identical to me, I don’t know what they mean by making the parkour faster or smoother. Maybe the vaulting is smoother but that’s about it for the parkour.
fr😂😂
lmao this a 60$ game and unity still looks miles better
@@spacemanf3070 50$ 🤓☝
There's a definitely a difference as Basim is clearly faster but the difference isn't huge at all. Though Baghdad is more compact and buildings are designed with parkour in mind so there's gonna be a lot more opportunity to parkour.
@@Gody66 regardless it’s not worth the price when i guarantee 70% of the assets are going to be reused
If you compare it directly to the Ezio games, they dont have this “pause” whey Ezio hop from bar to bar. The animation in Mirage feels “unsmoove”
Yeah, and i've noticed that anytime basim is on a wire/fence walk type obstacle he doesnt exactly rush / run on it like ezio could.
Along with not showing any wall ejects, manual jumps or grasping, I wish the beam hopping had a smoother leap like in the Ezio and Kenway games.
That's better, so be more realistic
@@Dr9Os no they are just lazy
The game isnt finished yet
just started playing through original and ezio games again, realized how much more attention to detail and complex parkour level design are in those compared to the new trilogy. They are so much more dynamic with ejecting and catch ledge.
Some people overlook it because the animations aren't as flashy as something like Unity but from a mechanical standpoint we never saw that level of depth and freedom again.
you are correct, in the Ezio trilogy you could get some what creative with the parkour. The new ones became to easy creating a one way path of scaling.
right now i am playing brotherhood and the opportunity of parkour in that game is so much i am overwhelmed
That’s why I didn’t like Unity’s parkour as much.
the Altair and Ezio games had the best challenging parkour system
all the latest games does parkour with just moving forward on one button and always jumps towards ledge or places designed as spots
but the older games had more reacting parkour , one wrong jump and you can fall off
Hey game dev here, it seems what they’re missing in this game is shorter animation transitions hopping across the bars. There’s like a little pause instead of being a smooth blend into the following jump. Which makes the character feel weighty and kills illusion of flow. Also when the character is walking across a narrow platform, he does this slow crouch walk that also kills momentum completely. It’s basically the same parkour from Valhalla
To be fair the crouch walk is not new, it's just oddly really slow in the newer games
thanks, i was looking for this. I dont have that much problem with the new games except the way they "pause" when they run through beams. I know it's supposed to mimic how parkour people pause and regain balance but Assassins are supposed to be as fast as the wind you won't even notice their shadow. but still, as long as they give a good story, I'm go for it.
still bad
Finally an actual good comparison.
Just looks like valhalla in origins setup
Barely discernable was softer swing-offs, snatchy pole grabs instead of swingy arches, and dynamic clothing.
Basically less air when possible
Something about the running seemed slow to me, now it’s obvious it’s a reskin
Unity raised the bar so high I don't think any ac game will ever get to that level of parkour fluidity even if they tried
Just reuse that wtf!!!
Too many flashy move - glitchy parkour system and superhuman jump - It will be a disaster.
@@fauken1994 too many flashy moves aha have you ever done parkour in real life
@@DayNineteen369I share the same opinion, people talk so much about the AC1 has the most realistic climbing... Because of how slow climb is...
But, seeing real life parkour videos, they seems far more fast in climbing than Altair 😂
The only thing that is anormal its the "infinite stamina" of assassins, but nobody want stamina system...
Yes, ubi has window to make even more animations of parkour... We are talking about masters of parkour
Mirage cloth physics👌🏻
I dont see any differences the only difference is Basim used his hand on the rope while Eivor was, smarter he used his axe..
Basim used his glove to prevent his hands from burning at least
The 'climb up'-animation is faster with Basim. He just immediately jumps up, whereas Eivor briefly pauses, or simply climbs up slower.
Although, I hold on to my theory that his parkour improves as his rank improves. Besides, the gameplay shown was in still in development, so maybe they'll hear the people complaining, and modify it to be faster.
@@maxm.m.7219 I was having the same thoughts of the parkour improvement while ranking up but I am not sure because it is not mentioned by any of Ubisoft Devs
Well, at first i'm hoping for the parkour will be smooth and fluid like unity, but here we go, just the same as the past 3 games before.
As I can see, the parkour is still the same in both the games and I finally realised that Valhalla's environment was the main problem that why people hated it's Parkour. Also the fluidity and complexity mechanics are absent from the old AC games like Unity, Ezio trilogy, etc.
I am not hoping anything but I still wish the devs could add the parkour physics and animation from Unity and older AC games as Mirage is still a work in progress (or they can add it as a future update in the game).
The map design will show players how mechanicly dry and unfun the rpg parkour system is. It will certainly improve the experience a bit, having a huge dense city to climb around, but having no real way to do anything unique aside from following the set pathes, it will not be as good as the old games.
If you think that’s why people hated it’s parkour then you’ve really haven’t been paying attention.
Compare Unity’s parkour to Origina, Odyssey and Valhalla. Then you’ll understand why people hate it.
Look at the combat in All the AC games starting from Unity and before Unity and compare it to Origins-Valhalla. Then you’ll understand.
For some reason Ubisoft thought if they downgraded the parkour and changed to combat to some weird World of Warcraft style of combat then people would like it. Strange.
@@Regalieth9143 Ironically enough, people did like it because of the combat changes lol... the new rpg trilogy is only hated on the internet, it increased the franchise popularity by a lot. So not strange at all.
@@Noctuam734 Really? Show me who these people are then, because all I’ve been hearing, mainly when Odyssey came out is how much they steered from the older games. How they’ve downgraded the Free Flow parkour and changed the combat.
Out of 20, there’s probably 2 people That’ll say they like the games. You’re one of the very few.
@@Noctuam734 I’ll get 15 individuals right now to hop on this thread and tell you how much they disliked those new mainline rpg assassin’s creed games.
Thanks for putting this together
Same parkour animations, the only difference is that Basim is faster than Eivor.
Not really...
Honestly the parkour was fine in Valhalla to me, the issue was the cities weren't designed for it so we didn't really use it too often. With this game, Baghdad was specifically designed for parkour in mind so it feels smoother and since there's so many buildings and connection points between them, you can actually stay off the ground in Mirage where as I felt that was harder to do in Valhalla.
In fact, there are many hidden parkour routes in Valhalla, you just need to find it and get a sense of accomplishment
@@user-qe8ty8un6o I know there are but my point is that it wasn't the norm, so while you could, it wasn't the standard.
Nah. I’m convinced sheep like u aren’t real gamers and are Ubisoft community reps spitting the same old shit they been saying. It’s bad it’s a bad system irrespective of the environment
True!
I'd prefer a parkour system with more agency, this is just lame.
My only main issues with Valhalla’s parkour was the little hop Eivor does when climbing a ledge up, the recovery when dropping down, and not being able to roll from average height like Origins. So far, Mirage doesn’t have that little hop, and the recovery is faster which is relieving (for me at least)
they need to remove frames from the parkour animations in mirage. its WAY too stompy
They could've used any animations and they chose to use the shittiest ones
@@lordnix6255he same can be said about the dialogue scenes as well.. shitty animations 🤦
@@guts4300 very true
so they literally took all that time making an environment built for parkour, but didn’t implement a good parkour system? 💀💀💀💀
ah yes, the "unity parkour" ubisoft told us about..
they should have used origins parkour
@@cordisdie8109 they should've used the parkour from any of the games before origins*
"basim will be the most fastest & agile assassin ever in the series" 🧢🧢
They said they were inspired by Unity's world, not unity's parkour itself.
@@hawken796 well they should've used the unity parkour engine.. NOt this shit and crap, that looks like a slow moving man
Literally nothing changed about the parkour, but that's not a bad thing. I'm just glad you can traverse the city without having to touch the ground anymore which was always one of my favorite things about Assassin's Creed.
People are just upset that it’s not gonna be as flashy as unity people forget those at the original creators of unity don’t work at Ubisoft anymore
Honestly, I keep noticing a pattern within the AC fanbase where whenever a new game is announced they always try to look at the minor details to predetermine whether it's good or bad and regardless they hate on it anyways. From the look of it, Mirage's movement is more fluid and responsive but that could also be due to a change in environment.
@@mariox7070 you hit the nail on the head. You’re right the van base is toxic and they have nothing better to do than to complain about a new game.
The entire time Basim was free running he was doing so at a jog. I wonder if sprinting while free running gives you a whole different set of animations that weren’t available in Valhalla. Would be a nice surprise but unlikely.
Basim seems a bit lighter and more nimble than Eivor/Eyvar despite the basic animations being the same. I think the tweaking was just enough so as to get rid of the unnecessary weight pulling you down every time you made a leap in Valhalla. Its not the same as Unity, nor will it ever be in an engine like this, but i hope we can have a decent parkour experience with what technical means are available to us.
Can’t help but notice the ropes getting jumped on being absolutely stiff like steel beams. But I guess this is the case in both games.
I have absolutely no idea how Unisoft made perfectly smoothly flapping ropes in Unity, and abandoned it in all new games after it, it is such a huge visual thing, almost like they don't play the game
I saw it myself and started to searching some comparisons like that. Nothing changed. Our dreams about Unity parkour system will stay only dreams.
they look almost similar to me, but im hoping its because its still work in progress for mirage and hopefully they can add a few tweaks by the time the final product arrives. great video btw!
I thought so but you think that UBISOFT gonna do something b4 3 months launch of their game? Never
Alas this will have same press A to parkour button with no depth
I won't be buying this
One thing I feel nobody has noticed is that every single time they do parkour in the video, it is never at Basim’s full speed. In Valhalla you could jog forward and still parkour, it’s the same for this game. Throughout 99% of the demonstration they never press the sprint button, HOWEVER, after Basim kills the guy who shoots down his bird, he crosses a rope with full speed, scales up a wall pretty fast, and runs foward on the roof stupidly quick. That run speed on the roof right there, IS the full speed on display, they just for some reason wanted to show it slowly first which I never understand why demonstrative videos like these do that but aye, just thought i’d point that out somewhere
Like an unstoppable force meeting an immovable object .
They just sped up the animations a little, the only difference is the setting, it's really disappointing, imagine if they reused unity's engine and recreated baghdad within it.
It is Unity's engine, which is the Anvil engine
This looks good. But we should all ask ourselves if AC: Mirage itself will be a good game? How many of us want to sit through another disappointment? These are questions we should ask ourselves.
"Expect Disappointment and you won't be Disappointed"
- MJ
@@ANI-lv7lf---TBH I'm asking these questions because I feel someone needs too.
@@ANI-lv7lf---But thanks for the advice.
@@ANI-lv7lf or from Kratos.
Depends on expectations. If you're expecting a flagship system seller type ac game, then no, it definetly won't be that. It's a spinoff of Valhalla afterall, trying to tie into that story and set up the future of the modern day. I think the story will be better than Unity and Syndicate, but other than that, it'll be a simple game.
It's just slightly faster, hopefully they smooth out the animation a bit because it looks like Basim "sticks" to what he lands on. Other than that it's the city that will make a difference, it's just so much more dense than what Valhalla had
Idk the gameplay looks different than the trailer. Seems as if basims pole swing was also faster at the playstation fest trailer. And that the camera moved along with the swings. This just looked mehh.
I agree, and also on the play station trailer, he is in his master assassin robes. Maybe that implies he will be faster and get better at parkour as he progresses? I would hope but we’ll see
It reminds me of the routes you could take in 2 which is pretty cool
Cannot wait to use Altair's outfit in Mirage
with the ac1 filter
@@dfgffdvfvvf7909 of course!
Unfortunately, parkour from unity is unlikely to be repeated, maybe it was so hard to make... especially considering that it was 2014 then..
I wish they just recreated the Ezio trilogy parkour mechanics: wall ejects, manual jumps, grasping.etc
Looks the exact same lol
Yep, still the same. I mean, I’m still stoked but to all those who wanted unity style parkour…I bid the farewell :/
You can tell Basim wasn't moving as fast as he could have. And that's backed by the fact that if you watch the full gameplay they have him jogging through the whole thing until toward the end where, for a brief moment, he begins to sprint. I would say that the pause before leaping to another platform is hopefully because of them not having him moving at full speed in the showcase. But that's probably just how they designed the mechanics honestly. My main pet peeve is with that awful zip-line with almost bare hands, that shouldn't even be a thing.
MESSAGE TO UBISOFT DEV TEAM: the fans and I both see the small changes you made to make Basim faster and are very greatful! But I feel I speak for most of us when I say if you could find the time to increase Basim's top sprinting and walking speeds by a 1.7 factor and somehow shorten the interval of jogging (no one really likes the jogging animations. Kinda makes the stockier, character model look like he is waddling/shuffling his feet) then I think you will see a big increase in fans praising movement. I know I will!
Most fans want to either crouch walk, walk very slow around corners, walk fast in a crowd, or all out sprint. Trust me this will make a HUGE difference! Cheers! Can't wait to play!
why hating??? people forget that ac mirage was suppose to be valhalla's dlc well ofc they have the same parkour mechanics lol
it was on paper , things doesn't go that messy when making a project
It’s the AC community. What did you expect?😂😂
If they released it as a valhalla dlc, i wouldn't mind at all but since Mirage is a different title, using the exact same animations is a bit lazy and careless on ubisoft's part
You just answered your own question. If (Valhalla) = (Mirage), then (hate Valhalla) = (hate Mirage). Simple math my guy.
because they advertised fast and fluid parkour ?
I'm honestly lost in what I'm suppose to see because Ubisoft said that the parkour system was going to be similar to Unity's.
Valhalla looks smoother but i hope since its still in development….mirage will be better 🤞🏻
this makes me really worried for mirage. Ubisoft is literally lying to our faces
How did they lie? Ubisoft's head production director (Anne Laure Condamine) explained in an interview what Ubisoft is doing with Assassins Creed Mirage and she said they are not going back to the old school gameplay mechanics but will will add old features like hiding places and bribing officials and guards, but the game will still have the RPG style movement parkour and fighting, I will have new obstacles and interactive environments plus new abilities because Basim is the reincarnated ISU Loki.
@@anthonygiangreco3621people like to pretend that they never said they would improve parkour. It’s crazy. The whole lead up to this game was about parkour. Wether you all want to deny it like it never happened that’s up to you
@@dionpierre5847 no it wasn't. People need to stop saying Assassins Creed is getting back to their roots, they never left their roots. Ubisoft's head production director Anne Laure Condamine explained everything Ubisoft is doing with Mirage, and she said Mirage is going to be a new version of the RPG style gameplay from Origins Odyssey and Valhalla, it will have more obstacles to vault over and new environments to interact with, and Basim will have special abilities because he is the reincarnated ISU Loki.
@@anthonygiangreco3621 🤣 they never left their roots? First off Ubisoft is the one saying that not the people and it’s clear they left and abandoned what made assassins creed great a long time ago. And what you are referring to is after the gameplay dropped. They can’t drop the gameplay and continue to lie about how parkour was supposed to be improved. And look at you prop up basims bullshi magic that no one likes. Once again abandoning their roots. You sound like an Ubisoft employee or you’re getting paid to promote the game.
The game looks great but it isn’t what they said it would be
@@anthonygiangreco3621as someone who loves the rpg gameplay i am more hyped
Finally thank you
Thanks for watching :)
Finally somebody did this video, now what are going to say those AC fans which said Mirage has a different parkour
Well there you have it.. not much difference at all. Wonder if they added ledge grabs and back ejects in Mirage. Because they did say they went back to Ezio's era for parkour.
Technically you can do both of these things, but they're kind of useless. Ledge grabs only kick in at long distance, although their directionality is actually kind of okay. Back ejects just take you straight back or even down, making them useless for stair-seeking upwards
From what the trailers show and what you hear them talk about, they interpreted this aim as a design issue. So the City Design is like in the older games. That's it.
@@Luger0312 I mean it helps but not really what I expected. And they did literally say they were taking it back to Ezio era. So I expected a "high profile" button and and "walk fast/sprint" button.
The fact that we haven’t seen a single Side-Eject in Mirage’s gameplay shows that Ubisoft isn’t listening, older fans want the Parkour to have more player control and we aren’t seeing that at all
Unity was headed in the right direction with its Parkour system, it just needed way more development time and player control and it could have been great, Syndicate could have also been great if London wasn’t at a 1:1 scale and it didn’t have the grappling hook
I just want Mirage’s Parkour to include more player control like AC1 and the Ezio Trilogy, but also giving less experienced players an option to have Mirage’s normal Parkour
Having him zipline across the rope with his hands is ridiculous
Bayek did the same thing
I just replayed assassins creed 3 and it looks identical to that... They rehash the same animations for every game. Every new game is basically just a new map with a new story on the same game.
How you hided the the weapons and sheild in ac valhalla plz reply
Parkour is good but AC games should add advanced acrobatic moves (ACB had Ezio jump to beam from horse and do acrobatic flip). Its not fun if player is limited to small number or parkour moves and acrobatics, they should add more in my opinion.
I just want Unitys parkour system
The Ubisoft presentation: "as we can see here the new parlour can cure erectile dysfunction and will back your dad from the milk shop"
Reality: it's the same fucking thing as the previous games
* "parkour"
I feel like Mirage has the same movement sets as in Valhalla but is more fluid and feels more natural
At this point ill just believe that Arno is just in fact the best in parkour within the series. If that's what they want to portray 🤦🏻♂️
I kinda like what I see in valhalla in your vid
In Valhalla, there aren't many good places for parkour except in the Paris DLC. But in Mirage, it seems like they've made lots of areas specifically for parkour. They've also added and improved parkour elements in Mirage, so we're hoping the parkour in Mirage will be really fun to play.
Idk y but these parkour looks so.... unnatural
AC3, BF, Rogue had the most natural parkours (Unity & Syndicate was something different)
Can we talk about the cloth physics in Mirage though? They're so good, glad the outfit sticking to you didn't carry over from Valhalla
Yep they both have same engine means same parkour (slow in my opinion) i mean like can we get an ac unity type parkour i really loved it ..!❤❤
Lets be honest, this is still the same Anvil engine the last 3 games ran on and though it may be updated, it's still the same engine, with the released footage I don't expect parkour to be anything like the Unity games which I think a lot of people (Inlcuding myself) were expecting when they said more "traditional" AC. I'll probably still get it after its released because why not, it's still old school AC nonetheless.
Keep in mind that this is the parkour system when Basim is still an apprentice. According to ubisoft, he is going to be way faster and fluent as a master assassin.
Shouldn't parkour in Mirage be reminiscent to Unity or the older games?
The parkour could be so much better if they did just one thing make it so he doesn’t lose all momentum when he lands on something it just completely destroys the flow of parkour
They haven't changed anything in the parkour except making the vault a bit smoother, Typical Ubisoft always talk and no action.
Some people like myself will just play this game because it’s a new game and what not I believe people have had they’re fill with Valhalla and Odin whispering in your ear every damn time.
All they need to do is remove that pause when he lands, or speed it up faster than the rest of the animation. That way the parkour can feel more floaty vs sticky. They made the combat floaty as hell for the last few games so it should technically be easy to make parkour floaty too.
You'll be playing as Eivor but in Basim clothes
Honestly I just want to play an AC game where my protag is an actual member of the creed no proto or ally to them. Unity is still peak of freerunning you can go up and down smoothly honestly these freerunning animations look like 2007
I’m glad the environment better suits this style of parkour because both of these games have the same animations. But Basim being “the fastest Assassin yet” is just not true, from what we’ve seen. Arno is still the fastest and most fluid when it comes to parkour. I don’t think they can too Unity’s parkour system and design.
Honestly I think they should make AC more grounded. Make combat harder and a better stealth mechanic overall.
I really wish they will make the ropes move, It was stiff asf
OH MY GOD. That’s it unity was a peak. They will never going to make a game like it. It’s so frustrating I swear
Of course the parkour and movements are identical, it's made on the same engine, only the gameplay is changed it's more stealthy
I thought people said the parkour would be more like Unity’s?
Im an old fan of the old Parkour system back in the Altair and Ezio generation. I also think The Black Flag Edward parkour system also very good too.
I dont like Unity parkour for some reason:
+ Animation very decent but lack of realistic approach - Superhuman jump , climbing too fast - There a re no sign of holding breath between each climb -> made it ver fake and not keen in the eyes.
+ Glitchy Parkour up and down system.
The Fourth AC generation (trio modern ac from Origin to Vahalla) reduce flashy move and comback to old school ac - for me thats good but some environment feature have been cut off for a suitable era so they also cut down climbing time , thats why higher edge very easily reach by only one push with their legs - totally killing immersive for me.
Altair and Eizio trilogy still hold the best for excellent and aiming for a more calculated climb, you will failed if you not careful enough. EDWARD Black Flag is the best example of how flashy animation should head to - slow, require thought again - fixed most of Conor Parkour issues (Too fast and glitchy).
A realistic parkour system still the best - don’t like flashy move at all with too fast height reaching - like we dont actually thinking at all when climbing.
AC MIRAGE will be ok if it can balance things between realistic and fun + calculating time and effort to reach for higher height as well as no superhuman jump and glitchy system too many flashy move. Each jump require body power to move on so a slight pause between jump is good for me.
i think they're saving Unity parkour for the Assassins Creed 1 or 2 remake
look identical, but mirage feel a little bit fluid and the parkour is bit lighter than valhallla
Playing the recent RPG ac titles, made me go back to the old ones, and i really think Ubisoft recycling this crap just so we could appreciate the previous titles
Nothing will top Unity in my opinion unless they build off Unity but they won’t. Anyway, I think some of the animations look sped up in Mirage and the city looks like it was actually designed with parkour in mind but we will have to see.
I swear I see no differences between the two
Where in Valhalla you’d have to find areas where you could attempt parkour (Paris dlc), I’d assume in mirage they have created more parkour opportunities with a map that has that in mind.
is it just me or does jumping down/falling look unaturally quick like the gravity is stronger than it should be
Yes because this game using god damn Valhalla parkour
It's the same parkour which makes sense since they're using the same game engine.
The only difference will be where it happens.
Didnt need this video to let me know it was an exact copy of the horrible parkour in Valhalla. The clothing physics have the same issue as Valhalla. You'll be charged full priced for a dlc
The clothing are way better wdym
One job unity parkour animation and Ubisoft could of had something special with this one
They should have just done a capcom like remake of AC1
"Basim is much more agile then for exaple Eivor" (the devs said)
Yeah, hes like 1.10 times faster.😅
Should’ve used basim outfit in valhalla
I just hope hes fast the last couples of games felt way to slow paced hopefully they leave out that RPG style combat mechanics
Ubisoft are not serious with Mirage, if they were they would made a new engine or used AC UNITY's old engine
Idk man, I can't wait to play Mirage but at the same time it feels old and more of the same
This is valhalla dlc, still every ac games are masterpices
s. There’s like a little pause instead of being a smooth blend into the following jump. Which makes the character feel weighty and kills illusion of flow. Also when the character is walking across a narrow platform, he does this slow crouch walk that also kills momentum completely. It’s basically the same parkour from Valhalla. They should’ve upped the speed of everything x2.
Assassins creed would benefit from some borderline Arcady anime like parkour. This heavy realism stuff is no bueno
Similar for certain, but after watching more closely, it's definitely not the same animations.
I'll be honest, Valhalla having any climbing or traversal is news to me.
From AC Origins to Mirage they all use the same movement / engine of course.
Unity is the same engine too btw
@@theghostlydude7057 yes of course, all the ac games uses anvilnext2.0 and AnvilNext but the animations are indeed optimized and changed over the years.
Do any of you guys think it would be cool for once you enter on Alert mode, enemies should spawn in front of your path so you have to be forced to turn around/take the side path/Hop off etc.?
Also, do you think it would be fun if we had to press a button based on the timing of jumps to earn some kind of boost? Like a speed boost or just the most efficient technique of parkour?
Idk I'm tired of holding R2 forward
Dynamic checkpoints spawning is classic AC behavior, but that second part is actually an interesting idea. In the past the depth came from redirecting off of walls and in midair to change your direction at any time, including up and down, and parkour will *never* be good again until these return. Once that happens however, some timing challenges could be interesting. Rhythm has always been an important part of game feel, but I never considered also making it inherent to the controls
Anything would be better than the "Hold forward + parkour button" system we have in the new games.
Since this is a work in progress and there's still time to tweak a few bits here and there. I think the jumping speed from horizontal bar to horizontal bar as well as the speed of swinging from one bar to a platform should be sped up.
I have no issue with the Assassin focus and think it looks cool as hell, but I also think maybe an option to not have the Assassin focus could be helpful to those who think it breaks immersion (similar to how you could choose to turn on/off the ability to assassinate anyone regardless of level in Valhalla.
Bro, what you see is what you will get, they won't change anything till October, it's Ubisoft were talking about
@@Vsprivatei dont get how people always say that. The game is done. They wont change the parkour system this late in. People dont think.
They changed the dodge animation in Origins due to fan reaction from the E3 gameplay trailer. They don't have time to make any big changes obviously but they have time for smaller changes. It says 'WORK IN PROGRESS' for a reason.
@@MrHazz111 dude did you just compare a simple dodge to a whole different mechanic?
@@milten76 Changing the jumping speed from one bar to the next slightly is not a 'different mechanic'. In fact, you can argue its less work than reworking a whole dodge animation. I didn't ask for AC1 or Unity parkour, I just asked for a slight change in movement speed.
Literally the fastest assassin wow