Older assassins creed games, there was always just one building in the game that was WAY taller than all the other buildings, and it was always tricky to climb because it was a bit of a puzzle. And once you actually climbed it, there was usually some kind of reward, like a collectible, an achievement for eagle diving off of it, or something. New assassin's creed games just don't have that same feeling of accomplishment. I get that they wanted to give players the power to go wherever they wanted, but in their quest for that goal, they sacrificed part of what made it satisfying.
In AC2 (my first game), I'd climb a tall building just to see if I could. Finally getting there FELT good, because it just wasn't straightforward. I still remember coming back to a building I couldn't climb no matter what, after unlocking the long jump upwards, and being so happy because I finally did it. Newer games, though? There's no point. Climbing is just as easy as walking in a straight line. I know I can get up there before even trying, so why waste my time?
Exactly, like if you want to climb the Cathedral of Santa Maria in Florence, you have to climb the tower next to it first (which is also a small puzzle) and then jump over to the roof of the cathedral and find a route to climb to the very top of the dome. AC games nowadays you just hold the climb button and you can climb anything.
You are so right. Climbing felt like you mastered your skill. It was rewarding. Now, there is no brain activity whatsoever in climbing a building. Just hold one button and you're on top. There was skill involved and your thinking ahead
@@Uni0nDirect0r *DCS, arguably Naval Action, Microsoft Flight Sim, Unrecord, arguably Mordhau, Sims 4 (even with the wacky ways of death and cooking), Universe Sandbox, War of Rights, War Thunder (Even with it's Russian Bias currently), and Insurgency: Sandstorm has entered the chat*
@@samhimstone8941 but we are talking about ac with precursor gods. items that manipulate the will of people and so on. so yeah they climb alittle bit faster than they should. but im sorry im on a time schedule. I have people to kill and not climb buildings for like an hour. :D
Older AC climbing is like a puzzle. You have to figure out where to climb. Unlike newest AC games, the characters just climb straight up and it is boring.
@@Godspeed5384 well you are wrong, because that mean you had 5 minutes of havin fun while climbing in the prevoous games. Now the fun part of climbing is almost non existent, like you said, since you seem to view it now like a chore, even if it is only for 1 minute. You already want to get over with it from the get ko. At that point why not just close the game and find something more exciting to do that fits your need for speed standards? Like play spiderman for example.
@@generaldasbananas me... parkour is a very big aspect of AC games (good ones at least). This is like saying i don't want to be stealthy when i can just bumrush and kill everyone in combat.
I loved old AC climbing because it wasn't just mindlessly holding up with no care for anything. Climbing was it's own puzzle. Being able to freely side/backwards eject at any point allowed to create routes that would otherwise not be possible with the modern "parkour" system. And at least for the Ezio trilogy, you had different levels of climbing. Slow, fast and a form of leaping(which required you to actually input different buttons so Ezio could first leap and then catch ledge). The issues those games had, were due to the limitations of the technology at disposition at the time. Not necessarily because they lacked in concept and creativity. Now, it's just hold up+climb up and that's it... and there's no excuse. They did what they did in AC Unity, and instead of polishing the good things they had, they dumbed it down for Syndicate, and then did an overhaul for Origins and what followed, with such a basic climbing system more akin to that of Middle Earth games than actual AC games.
I agree. It really gave higher stakes to climbing some of the really tall buildings because you felt like you had to really noodle around to find ledges and stuff.
Not only did the AC1/AC2 system give the most cotrol and allowed side/back jumps, each game in Ezio trilogy had a bunch of separate levels (catacombs) dedicated solely to the skillful use of parkour.
From what I heard a lot of experienced developers have been continuously let go over the last few years for amateur ones(no hate on new developers). They didn’t know how to fix the problems with Unity and instead opted to remove them and then simplified them in the following games. So at first they had a great idea but lacking hardware, then they updated for better hardware, had the near perfect medium for mechanics and hardware but unpolished then couldn’t polish it and stripped it down to the easiest bare minimum. Just speculation though
This video has faults. 1. Unity climbing is SLOWER than most of AC games to make it realistic not faster. Yet this channel mentions it's faster 2. AC 3 climbing is faster not slower than AC 1 and 2.
@@pizzaparkerhotdogmaguire3225 it is faster, arno does 8 feet jumps. And also wrong in the second one, if you read the text it said it SEEMS to be faster but it isn't
It makes sense. Each game focuses on different gameplay elements. The first couple were puzzle based and had smaller maps. Climbing took time, but that was fine. The newer maps are so big and the games emphasize exploration over puzzle solving, so you gotta move fast to cover as much ground as possible. I like Mirage, since it's a nice hybrid.
I guess they could have just kept Edward Kenway's climbing style. It was fine and it worked great. All the mechanics were great; locking in, marking targets, air assassination, dual assassination, ledge assassination, ship fights, dual sword welding, etc. It fitted well, Black Flag is a huge game. Arno is too smooth, Assassins are smooth but not that smooth. After Rogue, everyone is Spiderman until Mirage. No offense. Just what I think. 🙏
totally agree. its not like the critics arent vallid, is just that its impossible having both aspects done the same way (also considering how ubi prefers money over quality, resulting in less development time). the "RPG era" of AC for me have better combat, exploration, other new aspects. but i like the older mechanics too
Altair, Ezio, and Arno: Actual climbing The Kenways: Sticky fingers The Fryes and Basim: Evolved gorillas Bayek, The Spartan Siblings and Eivor: SPIDER MAN, SPIDER MAN, DOES WHATEVER A SPIDER CAN
You do realize that syndicates climbing is the exact same as unity's right its just more responsive and slightly faster how are u going to praise arno and then bash the frye twins for climbing the same way but better?
@@zer0_effort its not better is just more fast, these comparsions its about details, Arno feels fluid and realistic the twins just jump non stop to be more fast paced, for a game that the parkour was THE THING these details makes diferences
Back in the day when they got rid of the crossbow in AC1 because it didn't fit the time period and invented a new Assassin gizmo when they wanted Ezio to be able to climb even faster, despite his advanced age. There was a tasteful blend between realism and sci-fi in the earlier games that's just missing nowadays.
@doragonsureia7288 definitely true. Crossbows have been around longer than Jesus, though mostly in Asia. With the location of the 1st game and the resources of the Assassin Order, it seems plausible that Altair could've gotten his hands on one.
Ezio with the hook blade was the right combination of having to figure out where you need to go and giving greater upward mobility. Most buildings didn't have that many high walls anyway, and ledges were strategically placed so you had to do a lot more than going up. Climbing the most scenic vistas required some trial and error.
The hookblade also made it look more realistic. The hook could feasibly jam into a crack a human finger couldn't fit into or punch into a soft enough wall even if there were no cracks.
@@vedo.mp4 I agree, hook blade should be in every assassins creed, but should be the last climbing upgrade you can unlock, because an Assassin should be a capable climber before he trys to enhance his climbing capabilities artificially with tools
I loved the climbing in the original games especially in AC 1. The slow pace gives you time to think of your route to take and it feels way more realistic than the latest ones when your character can basically climb straight up anything.
I actually liked the more grounded parkour in the older games even though Unity has the most fluid animations. Odyssey is the worst in my opinion because it feels janky and inconsistent: sometimes it plays like the older games where you actually need specific architectural details to climb, and other times you can't climb what may as well be a ladder. Valhalla seems like an overcorrection to the point you can climb basically anything and any surface as long as it's not a pointy log or icicle, while this is something Mirage actually addressed pretty well.
personally I kinda liked ac3 sort of climbing...but I have never tried unity which seemed like the best mix, more or less the leaping/fast technique likely trained up and developed as a means to help improve newer Assassins over time, due to likely issues with not being able have many hook blades possible, and or favoring the dual hidden blades in terms of offense. which....seemed less likely the class past say connor's era
@@williamvalorious4403 unity's my favorite, it has a little leap jumping but you climb stuff to and the parkour while you're like running on rooftops and not ascending or descending, is really smooth and realistic
There was such a feeling of accomplishment climbing something huge in older assassins creed they were detailed with how you traverse them and were a bit of a puzzle to figure out and then super fun to jump off to the bottom
To be More Accurate they Would Need to Use Rope not climbing. Assassin = Focus on a Specific Target and Kill them While No Ones Around ( Mostly In a Strategic/Specific Area such as a room/a empty house/ an open Area with No Ones Around can be an open spot in the wood or a backyard. ) Accuracy Is Nowhere to be Found in modern Gaming story telling Is Poor, Assassin act as Soldier, like their so called enemies ( templars ) Using Brute force and Exposure Is Not what they are. They Operate in shadows, mostly at night. They do not fight but Flee, using desguise to Confuse enemies and tactics to Instigate Fear. Sure its a Game but Game use to Be Smart and Having Accurate Elements, To Make Sense of their World Design. The hook that Ezio used in Revelations was a Tool given by the branches of assassin operating in the region, thats make sense, But if it was Really Accurate Branches of Assassin would Use Communications to Share Informations within the Gang/Organization/BrotherHood. AC3 Explore a templar father Betraying his order to Save his son *( You can argue all you want but Etham was A Father, He Redeemed Himself. Altaïr Mentor betrayed him, like most enemies in AC they betray the order if not the Player. Kassandra betrayed by Aspasia that dirty b///// got her mother killed. AC valhalla Make the player Be able to be the one betraying His Brother ( the worst type of behaviour. ) You can argue all you want, but back then Story Telling Was A Thing and Needed To Be Supported. That Why by not Supporting their Roots, they drifted/shifted and Gave Us nothing but Crap ( after AC3 ( end of Desmond Story ) begining of Layla Story only Odyssey offer a Decent Narrative. The egyptian mythology Needed to be Introduced in AC3 to Make Sense. Anyway Game aren't just that, if You Spent time Visiting those World you got to Grasp Knowledge Pourred into them, by Carring Soul Working to Make those World a Story to be told
AC1 also was hilarious in the fact that the guards could parkour the same way you can and my first time playing it it was surreal to see guys in plate armor parkouring like that. Still hilarious to this day. To me though, Unity had the most fluid and smooth parkour system, while parkour in AC1+Ezio trilogy were the most realistic.
It certainly looked flashy and the animations were pleasant to look at but it wasn't very engaging since it was way too automated and didn't require any real input from the player (except pushing the joystick maybe). I wish we would get an actual parkour system with timed inputs, several moves you'd have to learn through the game, a margin for error in all those moves to feel rewarding when you master them, etc. I really hate how the games have turned out, now we just zone out while the game plays itself for us (which is why I can"t play new AC games after 10 hours), it really feels like doing an uninteresting job playing those games sometimes, mindlessly clearing items from a checklist with the bare minimum amount of inputs.
@@Hibbzon Assassins creed games up until unity all had a way to be creative with parkour, namely side and back ejects. It allowed for freedom of movement. Unity is much more dependent on animations, so you wont have *as* much freedom to instantly change directions, however you will be able to do it in a smooth and satisfying way. I really enjoy Unity (there are tons of unexplained movement mechanics which are skill-based), however i also love the kenway games for their intuitive and simplistic parkour mechanics. I really dont think the newer games' parkour is special. It's degraded from parkour to just climbing. No real depth to it at all. 100% a "zone out while the game plays itself for us" thing.
@@ProfessorCat-lf1tm Definitely, the last games have been dumbed down even more when it comes to parkour, but to me the parkour system got dumbed down after each entry since AC3. The only somewhat engaging system was AC1/Revelations and even then, I wouldn't have minded a bit more depth with more abilities to unlock for traversal/climbing with timing based inputs. The things is, the more new entries we got, the more simplistic and hand holding parkour system we got. Just look at AC1/revelations, you could walk normally with the joystick, walk fast holding A, move people aside holding B, run slowly holding the right trigger, run fast holding right trigger + A (at the risk of bumping into people and falling) or run less fast with right trigger + B but shoving aside people. There was a clear decomposition of the character's movements and control over it, along with crowd playing an actual role and making you engage with the game to decide if you stayed on the ground while having to take care of not bumping into people or go on the roofs at the risk of getting shot at by the archers. With AC3 they removed most of the inputs for running around, now the trigger was all it took to start sprinting and the character shoves aside civilians automatically (turning the crowd into a decor instead of a gameplay mechanic you had to engage with) and the character automatically climbs buildings by pushing the joystick with way less emphasis on back/side eject. Then with Unity they made everything automatic so now the character can't really fall down because you made a mistake, essentially holding your hand on everything, with the character floating his way up/down while pushing the joystick. While Notre Dame certainly looked stunning, climbing it was the most forgettable 10 seconds experience where I just pushed the joystick up till Arno was done, no puzzle to find your way up (they could have forced you to go inside the building and find an hidden passage leading you to the roofs) or any ability to use to get up there (like pressing A + B to grab higher ledges in AC2/Revelations). The animations looked flashy, true, but the parkour system was not very engaging and I really hated the lack of error margin, where's the fun of a gameplay loop if you can never "fail"? It certainly looked better than what we got in the newer games and you could engage with some traversal mechanics but it was not an improvement from AC2/Revelations system in my opinion.
@@Hibbzon I can agree with the points you're making, however I think it's a personal preference thing for me. Yes I recognize that Unity's parkour's flaw is that there's not a lot of opportunity to fail, but ACUFixes improves on some instances of this. And for me when it comes to climbing, I would much rather have there be a smooth, intuitive way to get from point A to B. Paris has a lot of balconies and whatever else there may be jutting out of buildings, and side ejecting onto them feels very smooth and is faster than if you were to just push the button up. I also think Unity weaves it's movement mechanics into stealth much better than any of the other games. The parkour up/down buttons do wonders in giving you control, and I don't think it's holding your hand as much as the newer games. I think this is the kind of parkour I prefer - the flashy moves are totally feeding my "badass assassin" conception, for example being able to shoot your hidden blade while sliding over an obstacle. Love that shi lol I think there is a lot more to talk about than just the climbing aspect in the kenway saga and unity - because if we are only talking about climbing walls and buildings, I would say AC2 does that best. In those games, there's also a lot more depth to the actual running mechanics as you say, but I think I've gotten used to the 1-button freerun. A little less complexity is fine by me. In the end, I can definitely appreciate all the systems for their differences. Maybe I just really want to love assassins creed parkour lol
I like how in AC2 and Brotherhood the heavy and spear guards will throw rocks at you to get you down, as well as the other guards when they cannot reach you
It's a videogame, it doesn't need to be realistic or slow. It needs to offer options to the player. And in this regard AC 2 and Unity (when it doesn't bug itself) offers the best overall system. I doubt we'll see it again, since the series switched to a more rpg aspect.
AC1’s slow climbing speed forces you to think more “strategically” (for lack of a better word) about where you choose to climb. Sure, you could just scale a building vertically, and 9 times out of 10 you’d have enough windows and wooden stakes to make it up, or you could take a second to look around for a ladder or boxes/wagons to keep your momentum going. This is especially important during chases, where guards will chuck rocks at you and knock you down if you’re climbing within their view for too long.
True, if you pay attention, you'd see the entire city is comprised of small parkour mini-levels There are often times i would just parkour to keep the flow going and end up on another part of the isle lol
You look at real parkour experts and they're not going to scale something fast just by climbing it they use their surroundings to make the decent faster
The first game also heavily encouraged parkour be done when necessary only. Since the guards would be unto you if you went around platforming all the time in the city.
The main problem with AC Parkour is that there is no "failing". You can't fall off something. And you can't fail at climbing. the most rewarding was in AC2 when you had to grab the ledge when jumping up, or grab ledges when you let yourself fall down. that was good stuff.
@@Zerashadow this sht is HILARIOUS 😭😭 VERY much so an "IYKYK" kinda dealio😩😩 I genuinely wanted to SHATTER my controller a couple times after a number of those unfortunate "desync plummets" to the ground fuckin around w/ AC1 🤣😫
I'm Brazilian and I'm using Google translate because I wanted to say that your videos are very good and are reaching a huge audience and I never gave up man, keep going, you can do it, I was thinking
It’s getting more unrealistic and quicker because the average person’s attention span is dwindling significantly. Most of the people who enjoys scrolling through tik tok would probably have an aneurysm trying to pay OG AC
@@Dutch_Vander_Linde_ that was the first t AC I ever played and the first game I ever got to 100%. I love everything about it except for that one spot in that templar temple where Ezio kept jumping the wrong way and took me half an hour just to get right
Well, if they don't have time to play the game, they shouldn't. But it seems they have plenty of time to play through repetitive boring checkmark missions and side missions and extra side missions and extra extra missions.
Did parkour for over a decade. I completely agree with your take. Problem is people want a faster game feel, not a parkour sim. A parkour sim would go hard though
Yeah people want it easier. I have discovered very recently that most people play their video games on easy mode, that was eye-opening. I always play on hard mode, but we are so few that developers slowly but surely stop taking us into account. Why would you create a hard or very hard mode if only 5% of your gamers are going to play it ? Everything is getting easier.
Origins technically doesn’t let you climb everything, there does need to be some tiny semblance of a handhold, even if it’s just a vertical line in the design of the building. Odyssey was the first game to truly let you climb anything regardless of visible handholds
One time in Odyssey, I was climbing a smooth metal statue. I didn't see any handholds, but I was climbing it like I was Spider-Man. The devs weren't even trying with that one.
I do give Origins some leeway due to the nature of ancient Egyptian architecture. The devs probably didn’t want the ledges for Bayek to grip onto to be really obvious. I *do* however, find it irritating that I can climb the rock face in Siwa in nearly a straight line up to the top, if you start from nearby the temple. That was absurd. At least AC3 you had to think when Connor was climbing rock faces out in nature.
Honestly, if the gameplay was solely about parkour, I would go for realism any day. But since I'm roleplaying as a master assassin, I want the parkour to be flashier and faster. And you can't have the luxury of taking your time climbing walls when you're being pursued by guards.
They should model their climbing like speed rock climbers, crazy fast but not just leaping around, more realistic but still the fantasy of being a physically elite assassin
Leap jumping while rock climbing is actually real. It is known as "Dyno" in rock climbing. Today's longstanding official world-record dyno is 2.85 meters (9 feet, 4 inches), set by Denver climber Skyler Weekes (height: 6-foot-5; ape index: +6 inches) on July 3, 2010, at the Cliffhanger Games/World Cup event in Sheffield.
Considering almost all the mainline Assassins have high-concentration Isu DNA, they might have greater athletic abilities and repeated10-foot dynos might be possible; especially for Bayek when the gene pool would have more Isu DNA. Furthermore, Kassandra is a literal demigod, she might as well jump up onto the roof of any building in one go.
@@armourvgyt people need to stop using random lore plotpoints to justify lazy game design decisions also Ptolemeic Egypt isn't closer to anything, a thousand years is nothing in term of genetic cesspool; it's like saying your soup which as been getting cold for 4 hours was clearly more hot a minute ago... also Dynos cannot be chained like that as they require an enormous amount of strenght and energy to pull out - that's why they were manually doable throughout the Ezio trilogy and felt great when successfull because they emulated that combinaison of strenght and timing
@@adamibnal-alam8917 I'm sorry, I didn't necessarily mean to justify the game design in its entirety; I just want it to be maintained that they _have_ Isu DNA, to keep it in mind for traceurs that the moves in AC are gonna be a bit exaggerated in terms of stamina and power and that its not something to look up to when starting out; it's like if someone who just started illustration wanted to be just like Stan Lee, or if a beginner film student wanted to be just like Quentin Tarantino(I apologize for these examples, they're off the top of my head and those are subjectively skill-based fields. I would have gotten better ones but the notification tab closes on YT if I go to another tab). About the Egypt thing, I don't know a ton about genetics, but I think it depends on the original concentration of Isu DNA in Adam and Eve, how Bayek's lineage looks, and just how potent Isu DNA actually is. From what I've heard, at the minimum nearly every human being in the ACU can eventually unlock eagle vision, though most don't and some learn it faster or with high concentration are born with it. I'm also pretty sure Bayek is unrelated to any of the other mainline characters, so his specific lineage could just be of higher concentration. I don't like that they retconned the ability to see through an eagle's eyes with eagle vision, since that was never a thing before Origins yet they made it in a comic that apparently Connor could do that(even though we never got to do that in AC3 lol). About Dynos, I haven't been able to find many videos of what the Dynos in AC look like; most of the videos are talking more generally about dynos in climbing, which can be very short and are only classified by a specific loss of contact(??not 100% sure what qualifies as a dyno, but none of what i found looked like the massive vertical leaps in AC. I would like to eventually test it myself but I don't have a good spot at the moment).
I hardly ever climb like this in the earlier games up to Brotherhood, save for on viewpoints where that is the point. There are so many opportunities for free-run sequences to reach the rooftops and wall ejects to replace the often very slow movement of clambering onto the top of a beam, ledge or building. This makes things much less boring. A lot of Connor's, Edward's and Arno's newer animations like sliding and vaulting are welcome additions but the lack of control in every other aspect took away a lot of the fun. And the leap jump is like watching paint dry. My advice for Ubisoft is to remove that, and bring back free-run sequences and everything demonstrated in the first virtual training in Brotherhood.
Unity if you learn how to use the parlour mechanic and not just hold down rt and a to free run it is insanely realistic and has more control then any other AC game, the problem is most players won't see that and say oh it is just another leap jumper when doing that is the worst way to scale buildings, I compare Unity to AC1 and AC2 where the parlour is a puzzle and you have alot of control and options.
Unity's parkour isn't bad and there is definitely more to it than the leap jump, but I still find it fiddly and don't understand the logic at times, compared to the original Anvil system where even if I make a mistake I know what I did wrong. But I have replayed the early games the most so perhaps shouldn't be surprised that I feel the most comfortable with that system.
@@Reaperfighter04 Unity's parkour is definitely flashy, but the amount of control you have over Arno is much diminished over when you can do in Ac1-Rev, that being the ability to cancel climbing animations into side/back ejects and being able to catch ledge omnidirectionally
@@Reaperfighter04 Yeah but Unity removed the margin for error, like you actually have to try real hard to "make a mistake" and have the character fall out. On top of that, everything is automated and the character just climbs his way up on his own while you push the joystick and zone out (like Notre Dame was so well modeled and impressive to look at, yet it just took me 20 seconds pushing the joystick to go on top, what a let down). A game which rewards you without any risk or holds your hand by not having you engage with mechanics doesn't feel rewarding. The idea of being able to go down building as quickly as climbing them in Unity seems cool on paper but it should have been based on timing inputs or something and be prone to making errors to actually have to engage and learn a game mechanic (something the series has lost in almost all of the gameplay loop).
To be fair, Bayak is still grabbing at ledges between those stone slabs and pillar segments. Same in Valhalla, the character is still visibly grabbing at ledges in the footage you showed. But mechanically they did simplify and broaden what counts as a valid ledge throughout the games.
Slow & boring climbing was one of the reasons i did not finish playing ac2 and revelations. A slow game with ancient graphics was enough for me to uninstall the game.
I'm a fan of AC since the first game and I can remember they said, they made the climbing easier in Origins, because they wanted everyone to have fun and climb where they want. I like the system in Mirage the most and it is also my favorite out of the newer AC games.
I think the reason why Connor is slower is because of his huge physique. Also I just like how we don't have much control on his parkour since it seems like he is much too stubborn to climb calmly like previous assassins did. So he just brute force his way up rather than sticking to his skills with patience.
This is really important. A big part of AC back in the day was climbing and finding your path. Now it's like sprinting, it's just mindeless. AC hasn't been good in more than a decade.
It started being annoying when they just added all kind of crap, like helicopters and tanks and whatnot. The nail in the coffin was when they never delivered the long promised Assassins Creed 3 and the continuation of the story of Desmond in the "real world". That would have been some Matrix level stuff. Now it's just tickboxes/checkboxes, jumping/sprinting walls, running around fighting everyone, marvelization, black samurais in Japan and so on. And Ubisoft as a company is failing, no wonder.
I still hold that Unity has the best, most fun, and coolest parkour system of the entire series. There's so many animations and movements you can do and have fun with if you do more than just simply hold the parkour up button
Technically, if you look closely, they all still need grabbing points to hold onto. It's just that in some games like Origins, Bayek can grab onto even the tiniest gap between bricks, which is unrealistic. Also, Odyssey seems to break the "backward trend", emphasizing on firm grabbing points and not overusing the leap climb. Maybe that's why there are no comments on Odyssey? I think climbing the rocky cliffs and statues in Odyssey are the real ridiculous parts. They were pretty smooth surfaces and should not be climbable at all, while the cliff climbing in AC3 was quite realistic though. But honestly, it would be a huge pain to do "realistic climbing" in the massive world of sands and rocks in Origins and Odyssey. So I really don't mind it that much.
Infidel? Infidels are the ones who are worshipping animals , statues , or false idols, and they don't have any real religion to belong to, which is similar to most the world right now and they mostly end up in hell for not worshipping Allah during their lifetime
a climbing puzzle is good when the puzzle is different. but when the dev copy and pastes the same borgia tower across the map its hard to enjoy "solving" the puzzle.
there is one thing that I guess is important, but not everyone notices... the size of the buildings. Jacob's London buildings are insanely tall for example; I guess this is one of the reasons they changed it in more recent games (it probably would've be very tedious to climb in London if it was more realistically done). Same for Bayek. Basim's buildings are smaller, so, it's easier to do as in the original games...
Yeah, particularly climbing a pyramid where Bayek can't just climb anywhere. Even then it's not tediously slow like the early games. Besides, with all the other ridiculous sci-fi aspects of the series, climbing realism isn't needed.
same with Odyssey and Valhalla, characters do use some kind of handholds, but sometimes it's just a slight crack or a bit of Ivy, and the devs put them everywhere (like that pillar in video, character is using the gap between each section of pillar)
I’ve no problem with it not being the most realistic climbing mechanics. That slow ass climb can be frustrating, at the end of the day it’s. A game and designed to be fun. I live realistically every day. 😏
Exactly, and it's not like the old systems were sophisticated simulations. One had to figure out what the game supports, not what the environment would have supported if you were really there. Plus all the tragic mistriggering of unintended animations and jump targets. Unity was great overall but navigating was such a pain in the neck at times. Died many times because I missed the intended aim by a fraction of a millimeter. Not fun at all.
Except they aren't fun anymore. It's just boring checkbox missions and huge maps with no purpose. Sometimes it's about enjoying the journey, not the destination.
Every clip you showed from Origins onward had them using ledges etc. they are just built into nearly every building, and buildings are way more textured, so they stand out less.
Assassins creed 1 was one of the best games for me to play on Xbox. Every game after that felt less like a game and more like I was being forced through a tunnel. Videos like yours help me understand more details as why I like games over others.
leap jumping on game with the big ben and massive cliffs and structure probably is fine, I would like to see you climb the big ben using Altair's climbing mechanics.
0:19 as a Mirage defender you can’t blame the game for spamming X/A/ whatever key bind you have for jumping. If you jump while climbing Basim will jump up to the next thing. If you just move the stick up he’ll climb normally.
This is why I rarely used the leap jump during my many playthroughs of AC Unity. The parkour mechanics made me fall in love with Assasin's Creed because you had to be good at the game to actually use parkour and escape successfully from enemies or get around smoothly. Made me feel like a badass.
People complain about these changes but you can find videos of real human beings climbing buildings like the later games with the leap-jump and it doesn't look possible. I'd like to think the characters we play as are particularly good climbers and are athletic (or in some cases, canonically demigods), not just ordinary human beings with strong forearms. The later climbing also matches the playstyle of the later games. The wirlds are larger and you need to be able to traverse them faster with increased freedom
Dyno is a thing but usually you'd do it once in a route at the crux towards a reasonable grip and it'd be very much hit or miss and very physically demanding. Dynoing your way up a building between tiny cracks three meters apart, sorry that doesn't resemble anything in the real world. Not saying that it has to, but it really doesn't.
@@hydrocharis1 So exactly like AC2 did, you can do this tricky move but you have to somewhat engage in it by having to time an input and cannot easily chain it (which was easy to do still but at least required the player to do something and play the game) unlike new entries where there's minimum input required for the character to fly his way up. The issue with the entries after AC Revelations is not entirely that they are unrealistic, it's that they require no brain function from the player to climb up a 10 story building, just push the joystick and wait. No wonder people have pushed for it to be quicker and quicker after each entry if it's that dumb and unengaging of a parkour system. They need to build up a good parkour system requiring timed inputs, specific input combos, etc. with some new abilities you would learn along the way with a skill tree (this way we'd have a more engaging skill tree with new mechanics which change the gameplay loop instead of unlocking some stat improvements). Something as simple as pressing B when hitting the ground to do a roll and get less fall damage in Unity is what I"m talking about, no need for it to become a game for TRUE G@M3RS and tryharders, we need both simple and somewhat complex mechanics like these unlocked throughout the player's progression and move away from a game which plays itself after pressing one button, an actual game, not a glorified cinematic with a checklist of repetead actions to clear.
@@HibbzonThere are plenty of buildings/structures in Origins/Odyssee where you cannot just press "up" but have to navigate a path. Not sure why people like this kind of "puzzle" as it is so simple. There are some towers in Far Cry that are actual puzzles, give me those any day, but the brainless search for what the game considers to be climable or not in the older AC games is just tedious instead of interesting.
@@coolcat23 That's because the climbing system in Origins/Odyssey is just too automated. If you had one like in AC2/Rev where you have to jump sideways, jump backward, jump and reach for higher ledges, etc. it would be less annoying. The main issue with Ubisoft open world games is the lack of depth in their gameplay loop, in 10 hours you've seen everything the game has to offer but they want you to repeat the same thing for the next 90 hours. Plus, I don't recall observation points with some kind of "puzzle" in Origins/Odyssey, most of the time it was just pushing the joystick forward and seeing the guy climb everything, rince and repeat.
Those games lack player input and thus engagement from the player. Since they look to appeal to even the less skilled of players, they make a gameplay loop so easy to manage that most of the actions are automated and require little input from the player, hence why the games are boring and repetitive.
In defense of Origins. That was the first game where players hsd the opportunity to scale buildings as large as the Pyramids or the Lighthouse of Alexandria. Say what you want about the "realism", but im happy it doesnt take 20 minutes or more to scale these impossibly large structures.
People talk realism and yet in assassins creed unity you can climb down from Notre Dame in like 5 seconds (not talking about leap of faith here)… Arno is making 30 meter jumps only to catch a flagpost with his one hand without even flinching… realism…😂
In Origins you need to figure out the way to climb even when I climbed the Alexandria Big Tower he stopped at some point and I had to figure out different route to climb.
I was thinking these days that no single person is greater than our capacity, you know, I just wanted to say that and thank you for this entertainment, thank you
I also liked how in the older games you actually had to judge whether you could make a jump from one building to the next. I also swear the games made you hold and release the shoulder button at times to progress upwards, but that may have been my imagination. Thinking that was the case, at least, added a lot of tension and vertigo to long climbs.
I never liked the climbing in AC1. Not only because it was slow, but mainly because how AC1 was heavily advertised on its "freedom of movement" and then most buildings and towers have this one linear path you are forced into finding to climb.
Personally I find AC2s climbing to be the best, I often did find myself getting frustrated by how slow altair was in AC1 but I still like having to plan out how I would get to somewhere and traverse around a building as I was climbing it to find a way up instead of just spiderman running up flat walls
I'll take unrealistic climbing that improves quantity of life over hyper realistic climbing that makes the game feel like a chore especially in a game who's controls are as god awful as AC 1
Just to have an actual story and explorations and mission switched with chores and checkmarks.. I'd rather have slow climbing and a good story, interesting setting and all that good stuff from the first games, than fast climbing and boring missions/story.
I don't mind the hook blade, it was an unlockable achievement that you had to grind for to get, I do like the fact that in certain games you have to find a place to grab onto that I like, but I also like climbing pace of ac2 the best.
The parkour in rev feels so fluid to me maybe I’m biased as that’s my favorite entry in the series or maybe it’s the satisfying feeling I get when that hook blade pops out and it makes the unsheathing noise but it feels amazing
"the climbing is slow, and I like it cause its realistic" I mean compared to the millions of gamers who prefer faster climbing, Ig your opinion is valid?
Faster climbing and more and boring missions and slow and pointless stories. Personally I'd prefer spending less time with boring story, and spend more time climbing and moving, and have the devs spend more time making good stories with a good flow.
I've seen people say that OG AC has the best looking climbing in the franchise, but I'd argue that AC2 has the best balance between realistic and fun. I remember the parkour puzzles being challenging but fun (with a few exceptions, some of them had jumps that were way too tight).
It's just trading realism for a better user experience. The older games looked better, but it was more restrictive. That style just wasn't compatible with the more open world games. It would have made the game far too cumbersome.
The weird thing in syndicate is they merged the leap to the high profile button (unlike in unity where you need to hold the jump button) and made it the default climb, so if you let go of the high profile button, the twins would climb exactly like arno.
I am so saddened by the direction they went with Syndicate's parkour after arriving to such a nice (if underdeveloped) concept in Unity. All it needed was further refinement. More control, and added complexity so that players were dependant on both their skill and timing to decide where to go next. Instead, they got cold feet and streamlined the parkour further. Imagine how much better it would be if AC Unity and Syndicate's parkour allowed you three different states of parkour (going up, going down, and maintaining altitude), while also allowing us to decide how to interact with beams. Targeting them so we could decided whether we wanted jump off them, or grab them, or even grab and reverse direction from them.
The change they made to the parkour system in 3, and then in Unity gave players less control, I don't know what Ubisoft was on but it was clearly nothing good.
@@AdemDjeghaima-x1t Oh yeah, either way, that honestly makes very little sense to nerf the ability to a gauntlet in a sequel, when he already knew how to do that beforehand without it
The reason why the newer climbing system is much less refined is because they’re emphasizing freedom of traversal more. In the recent games you can practically scale up any terrain imaginable to adjust to the bigger maps and to allow more freedom of exploration they took out the more puzzle-like climbing system of old. Mirage seemed to try and go back to roots as you can no longer climb anything and it would have you think twice while looking for climbing points.
And they pretty much removed the assassination systems as well and replace them with action oriented combat to the point that the games shouldn't really be called Assassins Creed anymore. The old games were good, had actual story and mystery and exploration going on too. And your objectives were usually assassinations and staying hidden, and there were actually ways to do that. Getting discovered was crap, because usually you wouldn't want to be fighting 1 guy against 5 guys, which pretty much makes sense. Actually, in summary: the old games made sense.
I like the fact that you dont need Getting Over It experience to scale buildings in AC i mean if that gives them more time to spend on world building and npc interaction then I don't care. Good video btw
My personal favorite is AC1. I like how the climbing is slow and encourages you to use the much faster side ejects, one of my favorite mechanics. I don't know why I like side ejects so much, but it just is a dopamine machine for me.
Older assassins creed games, there was always just one building in the game that was WAY taller than all the other buildings, and it was always tricky to climb because it was a bit of a puzzle. And once you actually climbed it, there was usually some kind of reward, like a collectible, an achievement for eagle diving off of it, or something. New assassin's creed games just don't have that same feeling of accomplishment. I get that they wanted to give players the power to go wherever they wanted, but in their quest for that goal, they sacrificed part of what made it satisfying.
In AC2 (my first game), I'd climb a tall building just to see if I could. Finally getting there FELT good, because it just wasn't straightforward. I still remember coming back to a building I couldn't climb no matter what, after unlocking the long jump upwards, and being so happy because I finally did it.
Newer games, though? There's no point. Climbing is just as easy as walking in a straight line. I know I can get up there before even trying, so why waste my time?
Exactly, like if you want to climb the Cathedral of Santa Maria in Florence, you have to climb the tower next to it first (which is also a small puzzle) and then jump over to the roof of the cathedral and find a route to climb to the very top of the dome. AC games nowadays you just hold the climb button and you can climb anything.
Well said. I think the climbing puzzle is one aspect of the game that's had less emphasis over time.
You are so right. Climbing felt like you mastered your skill. It was rewarding. Now, there is no brain activity whatsoever in climbing a building. Just hold one button and you're on top. There was skill involved and your thinking ahead
Good point.
People got mad that the older climbing was slow. But when was climbing a building suppose to be fast?
When was a video game suppose to be realistic?
@@Uni0nDirect0r *DCS, arguably Naval Action, Microsoft Flight Sim, Unrecord, arguably Mordhau, Sims 4 (even with the wacky ways of death and cooking), Universe Sandbox, War of Rights, War Thunder (Even with it's Russian Bias currently), and Insurgency: Sandstorm has entered the chat*
@@samhimstone8941 but we are talking about ac with precursor gods. items that manipulate the will of people and so on. so yeah they climb alittle bit faster than they should. but im sorry im on a time schedule. I have people to kill and not climb buildings for like an hour. :D
@@Uni0nDirect0r you really like to dig your own grave eh
@@samhimstone8941plus NBA/WWE/Top Spin/Tennis Elbow/Full Ace Tennis as well as Assetto Corsa/BeamNG and the 👑 Richard Burns Rally
Older AC climbing is like a puzzle. You have to figure out where to climb. Unlike newest AC games, the characters just climb straight up and it is boring.
Nothing more boring than climbing a synchronize tower in 5 mins when you can now do it in 1
@@Godspeed5384 well you are wrong, because that mean you had 5 minutes of havin fun while climbing in the prevoous games.
Now the fun part of climbing is almost non existent, like you said, since you seem to view it now like a chore, even if it is only for 1 minute. You already want to get over with it from the get ko.
At that point why not just close the game and find something more exciting to do that fits your need for speed standards?
Like play spiderman for example.
@@GamerDisturbed That's the point, who has fun looking for a way to climb a tower for 5 minutes straight in an action game?
Maybe AC games is not for you anymore, you need to go find another climbing simulator
@@generaldasbananas me... parkour is a very big aspect of AC games (good ones at least). This is like saying i don't want to be stealthy when i can just bumrush and kill everyone in combat.
I loved old AC climbing because it wasn't just mindlessly holding up with no care for anything. Climbing was it's own puzzle. Being able to freely side/backwards eject at any point allowed to create routes that would otherwise not be possible with the modern "parkour" system. And at least for the Ezio trilogy, you had different levels of climbing. Slow, fast and a form of leaping(which required you to actually input different buttons so Ezio could first leap and then catch ledge).
The issues those games had, were due to the limitations of the technology at disposition at the time. Not necessarily because they lacked in concept and creativity.
Now, it's just hold up+climb up and that's it... and there's no excuse. They did what they did in AC Unity, and instead of polishing the good things they had, they dumbed it down for Syndicate, and then did an overhaul for Origins and what followed, with such a basic climbing system more akin to that of Middle Earth games than actual AC games.
I agree. It really gave higher stakes to climbing some of the really tall buildings because you felt like you had to really noodle around to find ledges and stuff.
Not only did the AC1/AC2 system give the most cotrol and allowed side/back jumps, each game in Ezio trilogy had a bunch of separate levels (catacombs) dedicated solely to the skillful use of parkour.
From what I heard a lot of experienced developers have been continuously let go over the last few years for amateur ones(no hate on new developers). They didn’t know how to fix the problems with Unity and instead opted to remove them and then simplified them in the following games. So at first they had a great idea but lacking hardware, then they updated for better hardware, had the near perfect medium for mechanics and hardware but unpolished then couldn’t polish it and stripped it down to the easiest bare minimum. Just speculation though
Edward can climb on broken window glass without a scratch, well just like he told bonnet, "every finger is a fish hook, that how u tell a true sailor"
Edwards callouses must be like linoleum.
haha I literally thought of this line when he mentioned the glass
This video has faults.
1. Unity climbing is SLOWER than most of AC games to make it realistic not faster. Yet this channel mentions it's faster
2. AC 3 climbing is faster not slower than AC 1 and 2.
@@pizzaparkerhotdogmaguire3225 it is faster, arno does 8 feet jumps.
And also wrong in the second one, if you read the text it said it SEEMS to be faster but it isn't
@@LiamRoasts2465 was about to make this comment
It makes sense. Each game focuses on different gameplay elements. The first couple were puzzle based and had smaller maps. Climbing took time, but that was fine. The newer maps are so big and the games emphasize exploration over puzzle solving, so you gotta move fast to cover as much ground as possible.
I like Mirage, since it's a nice hybrid.
Too me the scale of the maps is such an obvious explanation but everyone except you missed so far.
I guess they could have just kept Edward Kenway's climbing style. It was fine and it worked great. All the mechanics were great; locking in, marking targets, air assassination, dual assassination, ledge assassination, ship fights, dual sword welding, etc. It fitted well, Black Flag is a huge game.
Arno is too smooth, Assassins are smooth but not that smooth. After Rogue, everyone is Spiderman until Mirage.
No offense. Just what I think. 🙏
this is the only comment that had a brain behind it.
totally agree. its not like the critics arent vallid, is just that its impossible having both aspects done the same way (also considering how ubi prefers money over quality, resulting in less development time). the "RPG era" of AC for me have better combat, exploration, other new aspects. but i like the older mechanics too
Altair, Ezio, and Arno: Actual climbing
The Kenways: Sticky fingers
The Fryes and Basim: Evolved gorillas
Bayek, The Spartan Siblings and Eivor: SPIDER MAN, SPIDER MAN, DOES WHATEVER A SPIDER CAN
😂
For the last ones this is exactly ehat I was playing in my head. It’s so dumb almost to the point of being genious.😂
You do realize that syndicates climbing is the exact same as unity's right its just more responsive and slightly faster how are u going to praise arno and then bash the frye twins for climbing the same way but better?
@@zer0_effort its not better is just more fast, these comparsions its about details, Arno feels fluid and realistic the twins just jump non stop to be more fast paced, for a game that the parkour was THE THING these details makes diferences
@@erickmendonca6349 arno has the same animations but slower and clunkier
Back in the day when they got rid of the crossbow in AC1 because it didn't fit the time period and invented a new Assassin gizmo when they wanted Ezio to be able to climb even faster, despite his advanced age.
There was a tasteful blend between realism and sci-fi in the earlier games that's just missing nowadays.
But crossbows were invented a hundred years before AC1 takes place. But i guess it was used almost only in europe...
@doragonsureia7288 definitely true. Crossbows have been around longer than Jesus, though mostly in Asia.
With the location of the 1st game and the resources of the Assassin Order, it seems plausible that Altair could've gotten his hands on one.
Crossbows were too OP in AC1. That’s why they removed it. Not because of historical inaccuracy
Because according to some modern-day people, it's okay to break the lore/mechanics within a fantasy/sci fi setting because it is not realistic anyway.
@@doragonsureia7288 They were invented much before that though in China. It was used to a limited extent in other parts of Asia too.
Ezio with the hook blade was the right combination of having to figure out where you need to go and giving greater upward mobility. Most buildings didn't have that many high walls anyway, and ledges were strategically placed so you had to do a lot more than going up. Climbing the most scenic vistas required some trial and error.
They should bring back hook blade to make it look less ridicilous instead of jumping up 10ft while climbing.
The hookblade also made it look more realistic. The hook could feasibly jam into a crack a human finger couldn't fit into or punch into a soft enough wall even if there were no cracks.
But last characters are too strong and thats possible with thier stregth and ac creed game never was a realestic game
Jumping up that height while climbing is an actual technique though
AC Shadows brought it back
@@vedo.mp4 I agree, hook blade should be in every assassins creed, but should be the last climbing upgrade you can unlock, because an Assassin should be a capable climber before he trys to enhance his climbing capabilities artificially with tools
I loved the climbing in the original games especially in AC 1. The slow pace gives you time to think of your route to take and it feels way more realistic than the latest ones when your character can basically climb straight up anything.
Ac is my relaxation game so i prefer unity
I actually liked the more grounded parkour in the older games even though Unity has the most fluid animations. Odyssey is the worst in my opinion because it feels janky and inconsistent: sometimes it plays like the older games where you actually need specific architectural details to climb, and other times you can't climb what may as well be a ladder. Valhalla seems like an overcorrection to the point you can climb basically anything and any surface as long as it's not a pointy log or icicle, while this is something Mirage actually addressed pretty well.
personally I kinda liked ac3 sort of climbing...but I have never tried unity which seemed like the best mix, more or less
the leaping/fast technique likely trained up and developed as a means to help improve newer Assassins over time, due to likely issues with not being able have many hook blades possible, and or favoring the dual hidden blades in terms of offense.
which....seemed less likely the class past say connor's era
@@williamvalorious4403 unity's my favorite, it has a little leap jumping but you climb stuff to and the parkour while you're like running on rooftops and not ascending or descending, is really smooth and realistic
the older AC games were peak gaming and we didn't even know it
There was such a feeling of accomplishment climbing something huge in older assassins creed they were detailed with how you traverse them and were a bit of a puzzle to figure out and then super fun to jump off to the bottom
To be More Accurate they Would Need to Use Rope not climbing.
Assassin = Focus on a Specific Target and Kill them While No Ones Around ( Mostly In a Strategic/Specific Area such as a room/a empty house/ an open Area with No Ones Around can be an open spot in the wood or a backyard. )
Accuracy Is Nowhere to be Found in modern Gaming story telling Is Poor, Assassin act as Soldier, like their so called enemies ( templars )
Using Brute force and Exposure Is Not what they are.
They Operate in shadows, mostly at night.
They do not fight but Flee, using desguise to Confuse enemies and tactics to Instigate Fear.
Sure its a Game but Game use to Be Smart and Having Accurate Elements, To Make Sense of their World Design.
The hook that Ezio used in Revelations was a Tool given by the branches of assassin operating in the region, thats make sense, But if it was Really Accurate Branches of Assassin would Use Communications to Share Informations within the Gang/Organization/BrotherHood.
AC3 Explore a templar father Betraying his order to Save his son *( You can argue all you want but Etham was A Father, He Redeemed Himself. Altaïr Mentor betrayed him, like most enemies in AC they betray the order if not the Player.
Kassandra betrayed by Aspasia that dirty b///// got her mother killed.
AC valhalla Make the player Be able to be the one betraying His Brother ( the worst type of behaviour. )
You can argue all you want, but back then Story Telling Was A Thing and Needed To Be Supported.
That Why by not Supporting their Roots, they drifted/shifted and Gave Us nothing but Crap ( after AC3 ( end of Desmond Story ) begining of Layla Story only Odyssey offer a Decent Narrative.
The egyptian mythology Needed to be Introduced in AC3 to Make Sense.
Anyway Game aren't just that, if You Spent time Visiting those World you got to Grasp Knowledge Pourred into them, by Carring Soul Working to Make those World a Story to be told
Fluid parkour like Assassins Creed 2 with a few special animations like Unity would be PERFECT
AC1 also was hilarious in the fact that the guards could parkour the same way you can and my first time playing it it was surreal to see guys in plate armor parkouring like that. Still hilarious to this day.
To me though, Unity had the most fluid and smooth parkour system, while parkour in AC1+Ezio trilogy were the most realistic.
It certainly looked flashy and the animations were pleasant to look at but it wasn't very engaging since it was way too automated and didn't require any real input from the player (except pushing the joystick maybe). I wish we would get an actual parkour system with timed inputs, several moves you'd have to learn through the game, a margin for error in all those moves to feel rewarding when you master them, etc. I really hate how the games have turned out, now we just zone out while the game plays itself for us (which is why I can"t play new AC games after 10 hours), it really feels like doing an uninteresting job playing those games sometimes, mindlessly clearing items from a checklist with the bare minimum amount of inputs.
@@Hibbzon Assassins creed games up until unity all had a way to be creative with parkour, namely side and back ejects. It allowed for freedom of movement. Unity is much more dependent on animations, so you wont have *as* much freedom to instantly change directions, however you will be able to do it in a smooth and satisfying way. I really enjoy Unity (there are tons of unexplained movement mechanics which are skill-based), however i also love the kenway games for their intuitive and simplistic parkour mechanics.
I really dont think the newer games' parkour is special. It's degraded from parkour to just climbing. No real depth to it at all. 100% a "zone out while the game plays itself for us" thing.
@@ProfessorCat-lf1tm Definitely, the last games have been dumbed down even more when it comes to parkour, but to me the parkour system got dumbed down after each entry since AC3. The only somewhat engaging system was AC1/Revelations and even then, I wouldn't have minded a bit more depth with more abilities to unlock for traversal/climbing with timing based inputs.
The things is, the more new entries we got, the more simplistic and hand holding parkour system we got. Just look at AC1/revelations, you could walk normally with the joystick, walk fast holding A, move people aside holding B, run slowly holding the right trigger, run fast holding right trigger + A (at the risk of bumping into people and falling) or run less fast with right trigger + B but shoving aside people. There was a clear decomposition of the character's movements and control over it, along with crowd playing an actual role and making you engage with the game to decide if you stayed on the ground while having to take care of not bumping into people or go on the roofs at the risk of getting shot at by the archers.
With AC3 they removed most of the inputs for running around, now the trigger was all it took to start sprinting and the character shoves aside civilians automatically (turning the crowd into a decor instead of a gameplay mechanic you had to engage with) and the character automatically climbs buildings by pushing the joystick with way less emphasis on back/side eject.
Then with Unity they made everything automatic so now the character can't really fall down because you made a mistake, essentially holding your hand on everything, with the character floating his way up/down while pushing the joystick. While Notre Dame certainly looked stunning, climbing it was the most forgettable 10 seconds experience where I just pushed the joystick up till Arno was done, no puzzle to find your way up (they could have forced you to go inside the building and find an hidden passage leading you to the roofs) or any ability to use to get up there (like pressing A + B to grab higher ledges in AC2/Revelations). The animations looked flashy, true, but the parkour system was not very engaging and I really hated the lack of error margin, where's the fun of a gameplay loop if you can never "fail"? It certainly looked better than what we got in the newer games and you could engage with some traversal mechanics but it was not an improvement from AC2/Revelations system in my opinion.
@@Hibbzon I can agree with the points you're making, however I think it's a personal preference thing for me. Yes I recognize that Unity's parkour's flaw is that there's not a lot of opportunity to fail, but ACUFixes improves on some instances of this. And for me when it comes to climbing, I would much rather have there be a smooth, intuitive way to get from point A to B. Paris has a lot of balconies and whatever else there may be jutting out of buildings, and side ejecting onto them feels very smooth and is faster than if you were to just push the button up.
I also think Unity weaves it's movement mechanics into stealth much better than any of the other games. The parkour up/down buttons do wonders in giving you control, and I don't think it's holding your hand as much as the newer games. I think this is the kind of parkour I prefer - the flashy moves are totally feeding my "badass assassin" conception, for example being able to shoot your hidden blade while sliding over an obstacle. Love that shi lol
I think there is a lot more to talk about than just the climbing aspect in the kenway saga and unity - because if we are only talking about climbing walls and buildings, I would say AC2 does that best. In those games, there's also a lot more depth to the actual running mechanics as you say, but I think I've gotten used to the 1-button freerun. A little less complexity is fine by me.
In the end, I can definitely appreciate all the systems for their differences. Maybe I just really want to love assassins creed parkour lol
I like how in AC2 and Brotherhood the heavy and spear guards will throw rocks at you to get you down, as well as the other guards when they cannot reach you
It's a videogame, it doesn't need to be realistic or slow.
It needs to offer options to the player.
And in this regard AC 2 and Unity (when it doesn't bug itself) offers the best overall system.
I doubt we'll see it again, since the series switched to a more rpg aspect.
This kind of mentality i need
AC1’s slow climbing speed forces you to think more “strategically” (for lack of a better word) about where you choose to climb. Sure, you could just scale a building vertically, and 9 times out of 10 you’d have enough windows and wooden stakes to make it up, or you could take a second to look around for a ladder or boxes/wagons to keep your momentum going. This is especially important during chases, where guards will chuck rocks at you and knock you down if you’re climbing within their view for too long.
True, if you pay attention, you'd see the entire city is comprised of small parkour mini-levels
There are often times i would just parkour to keep the flow going and end up on another part of the isle lol
You look at real parkour experts and they're not going to scale something fast just by climbing it they use their surroundings to make the decent faster
THATS WHAT IM SAYING
The first game also heavily encouraged parkour be done when necessary only. Since the guards would be unto you if you went around platforming all the time in the city.
@@ColasTeammakes sense because in these time periods they’d probably think your doing witchcraft or some shit
The main problem with AC Parkour is that there is no "failing".
You can't fall off something. And you can't fail at climbing.
the most rewarding was in AC2 when you had to grab the ledge when jumping up, or grab ledges when you let yourself fall down.
that was good stuff.
The beauty of AC1 was mastering the side eject mechanic
"And not jumping straight backwards to your death" you mean? :P
Every game older than Unity has side ejects.
You mean not accidentally jumping to the side and dying?
@@KIRA-ic3uo unity has side ejects too tho afaik?
@@Zerashadow this sht is HILARIOUS 😭😭
VERY much so an "IYKYK" kinda dealio😩😩 I genuinely wanted to SHATTER my controller a couple times after a number of those unfortunate "desync plummets" to the ground fuckin around w/ AC1 🤣😫
Unity/Syndicate was peak climbing. Everything after was downhill
I'm Brazilian and I'm using Google translate because I wanted to say that your videos are very good and are reaching a huge audience and I never gave up man, keep going, you can do it, I was thinking
Thank you! 😃
Suddenly caralho um brasileiro
a porra de um br outta nowhere
Faaaala meus manos
@@frreal calma aii paizão ele nem encostou nela
As much as I love realism, imagine climbing a two three story building at the rate of a snail basically. It's not challenging but it's much more easy
Ac2 is the best balance in my opinion
Especially chase event oof
I prefer Arnold's or Kenway's game
That's kind of the idea. You *don't* climb vertically, instead you run up using boxes/signs as a staircase
@@Yorick257 huh
It's not evolving backwards. It's returning to monke
😂LOL
So... Like evolving... But backwards?
@@Luis-gz3oo There's no such thing as backwards evolution
@@theviniso oh no fucking waayyyy, really???? Haven't noticed at all!!!
@@theviniso you evolved backwards during this comment 😭
It’s getting more unrealistic and quicker because the average person’s attention span is dwindling significantly. Most of the people who enjoys scrolling through tik tok would probably have an aneurysm trying to pay OG AC
true 😔 goddam tiktok
My first assassins creed was ac2. I still love it.
@@Dutch_Vander_Linde_ that was the first t AC I ever played and the first game I ever got to 100%. I love everything about it except for that one spot in that templar temple where Ezio kept jumping the wrong way and took me half an hour just to get right
Not true.
They just lost their balls and don't dare to make games realistic anymore. They lost their ways. The whole industry did b
Well, if they don't have time to play the game, they shouldn't. But it seems they have plenty of time to play through repetitive boring checkmark missions and side missions and extra side missions and extra extra missions.
Did parkour for over a decade. I completely agree with your take. Problem is people want a faster game feel, not a parkour sim. A parkour sim would go hard though
Watch dogs 2
Mirror's Edge?
@@kylespevak6781 free running for the ps2 was a excellent parkour Sim.
just get rooftops and alleys it pc exclusive tho
Yeah people want it easier.
I have discovered very recently that most people play their video games on easy mode, that was eye-opening.
I always play on hard mode, but we are so few that developers slowly but surely stop taking us into account. Why would you create a hard or very hard mode if only 5% of your gamers are going to play it ?
Everything is getting easier.
My favorite climbing was in AC Syndicate thanks to the grappling hook.
Origins technically doesn’t let you climb everything, there does need to be some tiny semblance of a handhold, even if it’s just a vertical line in the design of the building. Odyssey was the first game to truly let you climb anything regardless of visible handholds
Odessy honestly just felt like ubi throwing everything at a wall and hoping we'd like it
You can't climb everything in Odyssey either. For example city wall and obviously trees
One time in Odyssey, I was climbing a smooth metal statue. I didn't see any handholds, but I was climbing it like I was Spider-Man. The devs weren't even trying with that one.
@@NinjaPieceLOL bro is demigod ;)
I do give Origins some leeway due to the nature of ancient Egyptian architecture. The devs probably didn’t want the ledges for Bayek to grip onto to be really obvious. I *do* however, find it irritating that I can climb the rock face in Siwa in nearly a straight line up to the top, if you start from nearby the temple. That was absurd. At least AC3 you had to think when Connor was climbing rock faces out in nature.
Honestly, if the gameplay was solely about parkour, I would go for realism any day. But since I'm roleplaying as a master assassin, I want the parkour to be flashier and faster. And you can't have the luxury of taking your time climbing walls when you're being pursued by guards.
They should model their climbing like speed rock climbers, crazy fast but not just leaping around, more realistic but still the fantasy of being a physically elite assassin
3:17 to be fair tho Arno is the most agile out of any other Assassin protag.
Leap jumping while rock climbing is actually real. It is known as "Dyno" in rock climbing. Today's longstanding official world-record dyno is 2.85 meters (9 feet, 4 inches), set by Denver climber Skyler Weekes (height: 6-foot-5; ape index: +6 inches) on July 3, 2010, at the Cliffhanger Games/World Cup event in Sheffield.
Considering almost all the mainline Assassins have high-concentration Isu DNA, they might have greater athletic abilities and repeated10-foot dynos might be possible; especially for Bayek when the gene pool would have more Isu DNA. Furthermore, Kassandra is a literal demigod, she might as well jump up onto the roof of any building in one go.
@@armourvgyt exactly!
@@armourvgyt people need to stop using random lore plotpoints to justify lazy game design decisions
also Ptolemeic Egypt isn't closer to anything, a thousand years is nothing in term of genetic cesspool; it's like saying your soup which as been getting cold for 4 hours was clearly more hot a minute ago...
also Dynos cannot be chained like that as they require an enormous amount of strenght and energy to pull out - that's why they were manually doable throughout the Ezio trilogy and felt great when successfull because they emulated that combinaison of strenght and timing
@@adamibnal-alam8917 I'm sorry, I didn't necessarily mean to justify the game design in its entirety; I just want it to be maintained that they _have_ Isu DNA, to keep it in mind for traceurs that the moves in AC are gonna be a bit exaggerated in terms of stamina and power and that its not something to look up to when starting out; it's like if someone who just started illustration wanted to be just like Stan Lee, or if a beginner film student wanted to be just like Quentin Tarantino(I apologize for these examples, they're off the top of my head and those are subjectively skill-based fields. I would have gotten better ones but the notification tab closes on YT if I go to another tab).
About the Egypt thing, I don't know a ton about genetics, but I think it depends on the original concentration of Isu DNA in Adam and Eve, how Bayek's lineage looks, and just how potent Isu DNA actually is. From what I've heard, at the minimum nearly every human being in the ACU can eventually unlock eagle vision, though most don't and some learn it faster or with high concentration are born with it. I'm also pretty sure Bayek is unrelated to any of the other mainline characters, so his specific lineage could just be of higher concentration. I don't like that they retconned the ability to see through an eagle's eyes with eagle vision, since that was never a thing before Origins yet they made it in a comic that apparently Connor could do that(even though we never got to do that in AC3 lol).
About Dynos, I haven't been able to find many videos of what the Dynos in AC look like; most of the videos are talking more generally about dynos in climbing, which can be very short and are only classified by a specific loss of contact(??not 100% sure what qualifies as a dyno, but none of what i found looked like the massive vertical leaps in AC. I would like to eventually test it myself but I don't have a good spot at the moment).
Ubisoft: YEAH...that's the inspiration for the uhm, change. Yup that's it, thanks.
Says Bayek doesn't use cracks or ledges as he's climbing by using cracks.
still too slow. should just teleport to the roof.
Likely to happen in the next one
@@rafalmorgas could actually see that happening with smoke bombs or a grappling hook lol
Well you have a grappling hook in syndicate
I bet the next game they'll just hand you a teleporting Piece of Eden to do just that. From that point, it'll be just bad parody of Dishonored.
@mahpell7173 It's Ubisoft, so anything is possible. After all Ubisoft is famous for knockoffs
Really shows a greater emphasis on getting the player to check boxes than exploring the world
I hardly ever climb like this in the earlier games up to Brotherhood, save for on viewpoints where that is the point. There are so many opportunities for free-run sequences to reach the rooftops and wall ejects to replace the often very slow movement of clambering onto the top of a beam, ledge or building. This makes things much less boring. A lot of Connor's, Edward's and Arno's newer animations like sliding and vaulting are welcome additions but the lack of control in every other aspect took away a lot of the fun. And the leap jump is like watching paint dry. My advice for Ubisoft is to remove that, and bring back free-run sequences and everything demonstrated in the first virtual training in Brotherhood.
Unity if you learn how to use the parlour mechanic and not just hold down rt and a to free run it is insanely realistic and has more control then any other AC game, the problem is most players won't see that and say oh it is just another leap jumper when doing that is the worst way to scale buildings, I compare Unity to AC1 and AC2 where the parlour is a puzzle and you have alot of control and options.
Unity's parkour isn't bad and there is definitely more to it than the leap jump, but I still find it fiddly and don't understand the logic at times, compared to the original Anvil system where even if I make a mistake I know what I did wrong. But I have replayed the early games the most so perhaps shouldn't be surprised that I feel the most comfortable with that system.
@@Reaperfighter04 Unity's parkour is definitely flashy, but the amount of control you have over Arno is much diminished over when you can do in Ac1-Rev, that being the ability to cancel climbing animations into side/back ejects and being able to catch ledge omnidirectionally
@@Reaperfighter04 Yeah but Unity removed the margin for error, like you actually have to try real hard to "make a mistake" and have the character fall out. On top of that, everything is automated and the character just climbs his way up on his own while you push the joystick and zone out (like Notre Dame was so well modeled and impressive to look at, yet it just took me 20 seconds pushing the joystick to go on top, what a let down).
A game which rewards you without any risk or holds your hand by not having you engage with mechanics doesn't feel rewarding. The idea of being able to go down building as quickly as climbing them in Unity seems cool on paper but it should have been based on timing inputs or something and be prone to making errors to actually have to engage and learn a game mechanic (something the series has lost in almost all of the gameplay loop).
Out of all the assassins Creed games, 3s climbing mechanics enraged me the most
At this rate the next Assassins Creed you play as a vampire and can walk on vertical walls and the ceiling.
It would seem the next AC you will be playing a Samurai and a Ninja
I'm for it😂
I mean the next will be about witches...
That sounds more interesting than assassins creed
Unironically, I would actually be interested.
Ezio’s climbing without the hook blade is the best. Perfect balance of speed and puzzle solving.
Yeah and taking forever to get to the top. Realism isn't everything and puzzle solving is annoying
To be fair, Bayak is still grabbing at ledges between those stone slabs and pillar segments. Same in Valhalla, the character is still visibly grabbing at ledges in the footage you showed.
But mechanically they did simplify and broaden what counts as a valid ledge throughout the games.
Assassins Creed origins is such a vast world you'd be climbing forever with the climbing style you like
Climbing wise, I like AC3 the most.
Though I did "walking on rooftops" most in ACunity, with the armor/outfit we slapped on, it just feels incredible.
I agree, ac3 i think looks the best and is the most pleasing.
Slow & boring climbing was one of the reasons i did not finish playing ac2 and revelations. A slow game with ancient graphics was enough for me to uninstall the game.
I'm a fan of AC since the first game and I can remember they said, they made the climbing easier in Origins, because they wanted everyone to have fun and climb where they want. I like the system in Mirage the most and it is also my favorite out of the newer AC games.
I think the reason why Connor is slower is because of his huge physique.
Also I just like how we don't have much control on his parkour since it seems like he is much too stubborn to climb calmly like previous assassins did. So he just brute force his way up rather than sticking to his skills with patience.
This is really important. A big part of AC back in the day was climbing and finding your path. Now it's like sprinting, it's just mindeless. AC hasn't been good in more than a decade.
It started being annoying when they just added all kind of crap, like helicopters and tanks and whatnot. The nail in the coffin was when they never delivered the long promised Assassins Creed 3 and the continuation of the story of Desmond in the "real world". That would have been some Matrix level stuff.
Now it's just tickboxes/checkboxes, jumping/sprinting walls, running around fighting everyone, marvelization, black samurais in Japan and so on. And Ubisoft as a company is failing, no wonder.
I still hold that Unity has the best, most fun, and coolest parkour system of the entire series. There's so many animations and movements you can do and have fun with if you do more than just simply hold the parkour up button
Technically, if you look closely, they all still need grabbing points to hold onto. It's just that in some games like Origins, Bayek can grab onto even the tiniest gap between bricks, which is unrealistic.
Also, Odyssey seems to break the "backward trend", emphasizing on firm grabbing points and not overusing the leap climb. Maybe that's why there are no comments on Odyssey?
I think climbing the rocky cliffs and statues in Odyssey are the real ridiculous parts. They were pretty smooth surfaces and should not be climbable at all, while the cliff climbing in AC3 was quite realistic though.
But honestly, it would be a huge pain to do "realistic climbing" in the massive world of sands and rocks in Origins and Odyssey. So I really don't mind it that much.
At least climbing went back to the roots for Mirage. Though he has to climb normally otherwise people will call him an infidel.
I have not played AC2 but damn that looked the most realistic in any game I have ever seen
Shame the game was otherwise really boring
Love the reference!!
Infidel?
Infidels are the ones who are worshipping animals , statues , or false idols, and they don't have any real religion to belong to, which is similar to most the world right now and they mostly end up in hell for not worshipping Allah during their lifetime
a climbing puzzle is good when the puzzle is different. but when the dev copy and pastes the same borgia tower across the map its hard to enjoy "solving" the puzzle.
Exactly. A well-designed navigation puzzle can be fun, but it just gets tedious after one has gone through the same motions for the umpteenth time.
2:50 "Every finger's a fish hook, mate."
Really nice video. Very much work put into it, obviously. With a show of love for the AC series
there is one thing that I guess is important, but not everyone notices... the size of the buildings. Jacob's London buildings are insanely tall for example; I guess this is one of the reasons they changed it in more recent games (it probably would've be very tedious to climb in London if it was more realistically done). Same for Bayek. Basim's buildings are smaller, so, it's easier to do as in the original games...
When it comes to parkour, Prince of Persia to Assassin's Creed was already a step backwards lmao.
when i play origin, i notice bayek move to a part where the walls has a texture that can be use as a climbing point
Yeah, particularly climbing a pyramid where Bayek can't just climb anywhere. Even then it's not tediously slow like the early games.
Besides, with all the other ridiculous sci-fi aspects of the series, climbing realism isn't needed.
Crying about nonsense, you're the worst kind of gamer always finding something to whine about
@@Metallian81 i find it helpful, it give you more escape chance and give quicker way to finish mission
same with Odyssey and Valhalla, characters do use some kind of handholds, but sometimes it's just a slight crack or a bit of Ivy, and the devs put them everywhere (like that pillar in video, character is using the gap between each section of pillar)
Finally someone is talking about this ,i've been saying this for years
I’ve no problem with it not being the most realistic climbing mechanics. That slow ass climb can be frustrating, at the end of the day it’s. A game and designed to be fun. I live realistically every day. 😏
Exactly, and it's not like the old systems were sophisticated simulations. One had to figure out what the game supports, not what the environment would have supported if you were really there. Plus all the tragic mistriggering of unintended animations and jump targets. Unity was great overall but navigating was such a pain in the neck at times. Died many times because I missed the intended aim by a fraction of a millimeter. Not fun at all.
Except they aren't fun anymore. It's just boring checkbox missions and huge maps with no purpose.
Sometimes it's about enjoying the journey, not the destination.
Thanks for renting all these AC games to capture the gameplay for us!
Every clip you showed from Origins onward had them using ledges etc. they are just built into nearly every building, and buildings are way more textured, so they stand out less.
Assassins creed 1 was one of the best games for me to play on Xbox. Every game after that felt less like a game and more like I was being forced through a tunnel. Videos like yours help me understand more details as why I like games over others.
leap jumping on game with the big ben and massive cliffs and structure probably is fine, I would like to see you climb the big ben using Altair's climbing mechanics.
Who wants to wait 10 minutes to climb up a building we have work to do and climbing can be fast in real life. Fast climbing should be a perk though.
0:19 as a Mirage defender you can’t blame the game for spamming X/A/ whatever key bind you have for jumping. If you jump while climbing Basim will jump up to the next thing. If you just move the stick up he’ll climb normally.
It was great part of the first games, to find edges on the buildings, while you running away from guards.
Syndicate: “Climbing is wasting time”
This is why I rarely used the leap jump during my many playthroughs of AC Unity. The parkour mechanics made me fall in love with Assasin's Creed because you had to be good at the game to actually use parkour and escape successfully from enemies or get around smoothly. Made me feel like a badass.
People complain about these changes but you can find videos of real human beings climbing buildings like the later games with the leap-jump and it doesn't look possible. I'd like to think the characters we play as are particularly good climbers and are athletic (or in some cases, canonically demigods), not just ordinary human beings with strong forearms. The later climbing also matches the playstyle of the later games. The wirlds are larger and you need to be able to traverse them faster with increased freedom
Dyno is a thing but usually you'd do it once in a route at the crux towards a reasonable grip and it'd be very much hit or miss and very physically demanding. Dynoing your way up a building between tiny cracks three meters apart, sorry that doesn't resemble anything in the real world. Not saying that it has to, but it really doesn't.
@@hydrocharis1 So exactly like AC2 did, you can do this tricky move but you have to somewhat engage in it by having to time an input and cannot easily chain it (which was easy to do still but at least required the player to do something and play the game) unlike new entries where there's minimum input required for the character to fly his way up.
The issue with the entries after AC Revelations is not entirely that they are unrealistic, it's that they require no brain function from the player to climb up a 10 story building, just push the joystick and wait. No wonder people have pushed for it to be quicker and quicker after each entry if it's that dumb and unengaging of a parkour system. They need to build up a good parkour system requiring timed inputs, specific input combos, etc. with some new abilities you would learn along the way with a skill tree (this way we'd have a more engaging skill tree with new mechanics which change the gameplay loop instead of unlocking some stat improvements).
Something as simple as pressing B when hitting the ground to do a roll and get less fall damage in Unity is what I"m talking about, no need for it to become a game for TRUE G@M3RS and tryharders, we need both simple and somewhat complex mechanics like these unlocked throughout the player's progression and move away from a game which plays itself after pressing one button, an actual game, not a glorified cinematic with a checklist of repetead actions to clear.
@@HibbzonThere are plenty of buildings/structures in Origins/Odyssee where you cannot just press "up" but have to navigate a path.
Not sure why people like this kind of "puzzle" as it is so simple. There are some towers in Far Cry that are actual puzzles, give me those any day, but the brainless search for what the game considers to be climable or not in the older AC games is just tedious instead of interesting.
@@coolcat23 That's because the climbing system in Origins/Odyssey is just too automated. If you had one like in AC2/Rev where you have to jump sideways, jump backward, jump and reach for higher ledges, etc. it would be less annoying. The main issue with Ubisoft open world games is the lack of depth in their gameplay loop, in 10 hours you've seen everything the game has to offer but they want you to repeat the same thing for the next 90 hours. Plus, I don't recall observation points with some kind of "puzzle" in Origins/Odyssey, most of the time it was just pushing the joystick forward and seeing the guy climb everything, rince and repeat.
Those games lack player input and thus engagement from the player. Since they look to appeal to even the less skilled of players, they make a gameplay loop so easy to manage that most of the actions are automated and require little input from the player, hence why the games are boring and repetitive.
In defense of Origins. That was the first game where players hsd the opportunity to scale buildings as large as the Pyramids or the Lighthouse of Alexandria. Say what you want about the "realism", but im happy it doesnt take 20 minutes or more to scale these impossibly large structures.
People talk realism and yet in assassins creed unity you can climb down from Notre Dame in like 5 seconds (not talking about leap of faith here)… Arno is making 30 meter jumps only to catch a flagpost with his one hand without even flinching… realism…😂
@@elwingylmao
In Origins you need to figure out the way to climb even when I climbed the Alexandria Big Tower he stopped at some point and I had to figure out different route to climb.
I was thinking these days that no single person is greater than our capacity, you know, I just wanted to say that and thank you for this entertainment, thank you
❤️😍
I also liked how in the older games you actually had to judge whether you could make a jump from one building to the next. I also swear the games made you hold and release the shoulder button at times to progress upwards, but that may have been my imagination. Thinking that was the case, at least, added a lot of tension and vertigo to long climbs.
I never liked the climbing in AC1. Not only because it was slow, but mainly because how AC1 was heavily advertised on its "freedom of movement" and then most buildings and towers have this one linear path you are forced into finding to climb.
Personally I find AC2s climbing to be the best, I often did find myself getting frustrated by how slow altair was in AC1 but I still like having to plan out how I would get to somewhere and traverse around a building as I was climbing it to find a way up instead of just spiderman running up flat walls
I'll take unrealistic climbing that improves quantity of life over hyper realistic climbing that makes the game feel like a chore especially in a game who's controls are as god awful as AC 1
Just to have an actual story and explorations and mission switched with chores and checkmarks.. I'd rather have slow climbing and a good story, interesting setting and all that good stuff from the first games, than fast climbing and boring missions/story.
I don't mind the hook blade, it was an unlockable achievement that you had to grind for to get, I do like the fact that in certain games you have to find a place to grab onto that I like, but I also like climbing pace of ac2 the best.
Is there a graphics mod on the older games or do they really look this good for this day and age?
Black flag and 1 Yes. 3 isn't very consistent with its graphics quality. And unity is peak even though it's nearly 10 years old now.
@@Nightxx9199 The cloth in Unity looks so good
Reminds me of how swinging in Spider-Man games has evolved backwards since the first Spider-Man 2
"Climbing without anything to grab onto" **shows them grabbing ledges, outcrops, and gaps between bricks**
Yep a little funny, but it's so small and it's everywhere, it's no challenge
Kinda wish for a series where you can't simply climb everywhere on certain locations, but requires to find a path to the way up.
3:37 I am looking at this and think, wtf is Syndicate doing...
The parkour in rev feels so fluid to me maybe I’m biased as that’s my favorite entry in the series or maybe it’s the satisfying feeling I get when that hook blade pops out and it makes the unsheathing noise but it feels amazing
5:11 this has to be the highest unrealistic leap in the entire series
I remember in the first AC actually having to look around for places to climb from, and paths upwards.
"the climbing is slow, and I like it cause its realistic" I mean compared to the millions of gamers who prefer faster climbing, Ig your opinion is valid?
Faster climbing and more and boring missions and slow and pointless stories.
Personally I'd prefer spending less time with boring story, and spend more time climbing and moving, and have the devs spend more time making good stories with a good flow.
I've seen people say that OG AC has the best looking climbing in the franchise, but I'd argue that AC2 has the best balance between realistic and fun. I remember the parkour puzzles being challenging but fun (with a few exceptions, some of them had jumps that were way too tight).
1:51 you got me😅
@@jacksparrow380 same here. I miss that hook someone needs to make a mod
@@98f5 Yeah Hook blade is so cool! 🔥
Games shouldnt be realistic, its an escape from reality and it should be primarily fun, which i find the climbing in latest AC’s way better
It's just trading realism for a better user experience. The older games looked better, but it was more restrictive.
That style just wasn't compatible with the more open world games. It would have made the game far too cumbersome.
The weird thing in syndicate is they merged the leap to the high profile button (unlike in unity where you need to hold the jump button) and made it the default climb, so if you let go of the high profile button, the twins would climb exactly like arno.
I am so saddened by the direction they went with Syndicate's parkour after arriving to such a nice (if underdeveloped) concept in Unity.
All it needed was further refinement.
More control, and added complexity so that players were dependant on both their skill and timing to decide where to go next.
Instead, they got cold feet and streamlined the parkour further.
Imagine how much better it would be if AC Unity and Syndicate's parkour allowed you three different states of parkour (going up, going down, and maintaining altitude), while also allowing us to decide how to interact with beams. Targeting them so we could decided whether we wanted jump off them, or grab them, or even grab and reverse direction from them.
The change they made to the parkour system in 3, and then in Unity gave players less control, I don't know what Ubisoft was on but it was clearly nothing good.
@@eneco3965 They wanted more speed and dynamics but like I said, it came at the cost of control.
As someone who got annoyed with chase events and tailling events
I'm fucking glad they can climb fast ine black flag
1:20 that can only be done with that gauntlet, without it he can only climb normally
@@chickenpotpieare3things that was in Brotherhood, in ac2 he can do it without the gauntlet
@@AdemDjeghaima-x1t Oh yeah, either way, that honestly makes very little sense to nerf the ability to a gauntlet in a sequel, when he already knew how to do that beforehand without it
Yes AC 1 is the most realistic, ask me, I've tried applying the climbing styles in real life😉 anything after black flag is way too exaggerated
Not everything has to be realistic. I much prefer Origin's climbing than any other games
Really glad there are people who understand that
Unity had the best parkour and I'll die on that hill
The reason why the newer climbing system is much less refined is because they’re emphasizing freedom of traversal more.
In the recent games you can practically scale up any terrain imaginable to adjust to the bigger maps and to allow more freedom of exploration they took out the more puzzle-like climbing system of old.
Mirage seemed to try and go back to roots as you can no longer climb anything and it would have you think twice while looking for climbing points.
And they pretty much removed the assassination systems as well and replace them with action oriented combat to the point that the games shouldn't really be called Assassins Creed anymore. The old games were good, had actual story and mystery and exploration going on too.
And your objectives were usually assassinations and staying hidden, and there were actually ways to do that. Getting discovered was crap, because usually you wouldn't want to be fighting 1 guy against 5 guys, which pretty much makes sense.
Actually, in summary: the old games made sense.
I like the fact that you dont need Getting Over It experience to scale buildings in AC i mean if that gives them more time to spend on world building and npc interaction then I don't care. Good video btw
Honestly, I personally like faster and more dynamic climbing even if it's unrealistic.
once you try climbing and bouldering in real life you really begin to apprechiate the early games
back again in another episode of "what nostalgia blind should i discuss today"
My personal favorite is AC1. I like how the climbing is slow and encourages you to use the much faster side ejects, one of my favorite mechanics. I don't know why I like side ejects so much, but it just is a dopamine machine for me.