Yep. Wanna know the funny thing? AC3 is really the only Kenway game that actually makes use of that mechanic. The other Kenways, both of which are praised much more frequently for their city design, don’t give a fraction of the support to Inertia/controlled descents as the cities in AC3 do.
Actually, the "more advanced tutorial" is their earlier games (AC1-R). I mean, if you played those games, you'd probably notice the similarities and then experiment on it (if I can do it there, then maybe I can do the same here kind of thing).
Thanks :) Also, I'm glad you liked the controlled descent on the ship, I spent something like 90 minutes figuring out the best way to parkour down from the top of that, lol.
I'm with you on every step of the way on this AC3 Redemption Arc, bro. Loved this game since day one, even though it's far from perfect. AC3's parkour is underrated imo, it's the pinnacle of the series when it comes to combining Style and Responsiveness (though I wish the crappy delay when trying to side-eject early got fixed.) My favorite city to parkour in is NY, lots of potential there for videos. If you ever need any questions about any technical things, you can ask me, I've dissected this game so much. But it seems like you have pretty much almost all of it figured out. Also, I did not know about inertia being a factor in Connor's momentum, good find.
This was a fantastic refresher for my upcoming revisit of AC3, after I finish Revelations DLC that is, so thank you kindly and I can't wait for the stealth overview video. Side note: AC3 has some of the best-looking parkour in the series, in my opinion, so that last controlled-descent down the ship's rigging you tacked on at the end of the video was beautiful to witness.
I’m glad I was able to help out! Also, I agree, AC3 has my favourite parkour animations in AC. I’m glad you liked the controlled descent on the ship, lol. I spent like 90 minutes trying to find the coolest-looking way to do that, so your compliments are much appreciated :)
@@jcers 'Tis my pleasure. Believe me, anyone who's spent time messing around in the rigging of ships in AC3 has to appreciate that last bit. It's kinda crazy to think the AC game least-focused on naval gameplay has the most elaborate ship models, in terms of climbable geometry detail that is.
@@adamkozio5189 I was playing the Xbox One version of the Ezio collection, which includes all the dlc for AC2, ACB, and ACR, so I see no reason the PS4 version would be any different. Word of warning though, Revelations was incredibly unstable and would crash all the time, so I'd look on gaming forums and what not to see if that's true of the PlayStation version as well.
AC3 is the game that got me and my friends into the franchise, so it will always remain among my favourites. I have heard a lot of people complain about glitches in this game, but i never had any, my problem was the optional objectives: 1. As a completionist, nothing is optional 2. First time playing the game i was 13 and had no idea what to do. I actually really liked parkour in the colonial games (i say colonial and not Kenway, because Shay is not Kenway) and i have done the things in this video more than once, tho never conciously, i think. Funniest AC3 story i have is when i went to show my friends on one of their laptops how to completly stealth a fort, only to realize halfway his control bindings were diffrent than mine. You can imagine the hell that broke loose when the entire fort descended on us
Absolutely man, this guide has made free-roaming as well as general movement in AC3 quite fun for me, something which I didn't expect would've happened after I realized how restrictive the side-eject timings could be in this game. I'm sure using these tips will make movement in BF and Ro very fun as well.
I always loved Ac3. The parkour is super smooth and satisfying. When playing as Haytham I found out about the controlled descent and I was so confused about why everyone was freaking about it in Unity when it had already been done 2 years ago.
first off im so glad you made this video, second off i had no idea that it was this fun, ik abt the parkour down drop but i didnt know the parkour system was basically based on it, experiments coming soon
@@arifsalahudin6673 But if you want combat there's many other games that do it way better. No other games have as good third person parkour though (as good as the previous ac games). They sacrificed something to be nothing.
I love the fact some people are still passionate about old school AC games. A lot of those games got shit from normie players but they often have unexpected level of depth that requires a lot of skill and knowledge to play like a pro.
@@jcers People used to complain all the time that those games were "too easy" or that missions were "too repetitive". But compared to modern AC games like Odyssey or Valhalla they had way more depth and way cooler mechanics. Nowadays missions aren't even specially prepared sequences. There's just some generic objective in the open world and the gameplay doesn't deviate from this open world formula of clearing enemy locations and looting stuff. Old ACs had awesome movement, extremely badass combat with a lot of different animations and finishers and multiple tools to mix up the gameplay and unleash your creativity. Every game felt different and had some unique features that made it memorable. Now ACs are samey and boring. But I'm glad people are still talking about and playing the good AC games. I also had an urge to play them recently and I'm having a lot of fun with them. I gotta make some AC videos at some point. Some awesome cinamatic gameplays utilizing mods to make them more interesting.
@@CinematicSeriesGaming totally agree. You should definitely make some classic AC content, it's always great to expose more people to what's possible in these games!
@@jcers Soon I'm starting a certain series and AC games would fit it perfectly. I'll definitely make some AC videos at some point. I was a big fan of the series since 2007 and I'm pretty good at those games so it'll be really fun to shoot gameplays.
Great video !!! It is great to some tech for ac 3 as well, as this is consider middle of road in many ways and there is not much documentation of its freerunning.
Just discovered this in game while doing some courier mission in new york hours ago, btw thx for making this video, this shows that the parkour aint that clunky, it's just the matter of how we play it, if we just mashing button of course it'll be clunky and damn dude, it seems u deserve more subs
Thank you for this! AC3 parkour is definitely overlooked I think. I wasn't aware about how to avoid tackling with parkour down, that was annoying me so much. I think you should do a tutorial on vaulting in AC3. It seems simple and it is but also there's some oddities I've noticed about it. the training center tells you to just A while approaching a low object, and that will work but I find it's really inconsistent. Sometimes it won't work it feels very sensitive to your positioning in relation to the object and I think there's a way to make it work more consistently. Using Xbox controls: Instead of holding A, hold B while you approach a low object. This input will also make you vault and it seems way more consistent than holding A for whatever reason. It seems like if you can do a vault over, you will, it's only if the object & ground are at strange angles that makes a vault simply not possible at all where it won't work with holding B, whereas holding A is very much a coin flip if it will work regardless.
Thanks and you’re welcome! As for vaulting in AC3, yea, holding Parkour Down instead of Jump does tend to be more consistent on most objects, but there are times when you’ll want to use either or. It’s really about learning how to eyeball it for yourself, and I don’t feel like I could really teach it to anyone because, as a band geek, I know that you can only learn how to sight-read by doing it, lol
If you parkour down onto a slanted surface that you slide down you will survive regardless of height. This has saved when jumping off cliffs that i thought were much smaller.
great video! tysm, I plan to buy AC3 Remastered soon once I re-beat The Ezio Collection. Valhalla's parkour and gameplay really make me miss old school AC your style reminds me of Leo K and I hope you grow in the AC Community! Grateful I've subscribed to your channel. :)
2:40 Doesn't make sense, especially when the city guards literally see you diving down INTO the haystack, but hey I'll take it! I hate waiting around for detection to wear off so that'll be useful if I ever play this game again.
Something I’ve found after spending a lot of time playing AC3 is that things not making logical sense has no bearing on how a large portion of the mechanics in that game work, lol
This alone is the reason why I might prefer the Kenway parkour over the Ezio parkour. Being able to do controlled drops so easily was something I missed when going back to Ezio. The cities in the Ezio games definitely fostered bettered traversal though.
this is probably a painfully obvious one but since it's not mentioned here maybe it'll be of use to somebody: you can vault over those rooftop fences, in my experience, about half the animations let you drop down the roof afterward, half of them have connor hang from the fence (where you can then angle a side eject or whatever else to get down)
@@jcers if by consistent you mean you either drop straight down or you hang on the fence with no control over which one it's going to be then yes. it's tied to the vault animation, if it's a spinny vault or a leap/step over it you'll drop straight down, if you do a safety vault type thing or otherwise grab the fence during the animation, you'll hang from it - though those animations had me drop about two stories in some instances before so I can't say the hanging is ultra consistent... I tried it out a bit just now and it does definitely feel like you drop straight down more often than you hang on. it's definitely free style points and pretty useful in some situations though btw is there a way to reliably trigger a vault? it should work with hp+legs and hp+interact but no matter what it feels random if connor wants to jump up and down like in ac1-rev or do a vault; I resorted to holding all three, it seems to work 3/4 of the time now lol
@@oyblech8671 that’s really cool, I was trying it out earlier today and it wasn’t working for me at all. Could you upload some footage so I could try and replicate it?
@@jcers I may be able to upload a really short low quality clip since my internet is absolute arse (like, half an mb download arse), so I'll check. it's not necessarily a rooftop fence as in the ones that surround guard spots (in fact those often don't let me vault at all), my bad for the wording there, what I probably should have said is 'every kind of vaultable object with a drop behind it lets you drop/hang off it'. constructions like on the stern of ships; the way I found it was in ac4, you can do this to vault straight from the wheel down to the captain's quarters, or onto a dock
@@oyblech8671 ohhh yea, I know exactly what you’re talking about. Yea, you can vault from a higher platform down to a lower one as a fast way to parkour down in certain situations. It’s super sick.
Wow this is a really well made video. The thumbnail doesn't reflect that though. You should maybe make the text bigger and thicker, possibly with a shadow. And choose a less gross font. Otherwise good job! Didn't know AC3's parkour down ran this deep so thanks.
@@jcers Try Canva.com. It's free and has a ton of options. Borders are nice, but like that dude said, bigger and thicker with shadows will make the text pop better. You might wanna do the same for the in video text too so it pops over the footage better.
I considered doing that, but it was basically just HP+Loot/Drop for everything other than the poles and the beams from flat ledges. I figured those were simple enough that it wasn’t necessary to include text overlays for the controls, unlike my Unity guide, which was much more complex. This video is much more about world processing than it is specific button inputs.
Agreed. Even though the controls are pretty much the same, having it on screen would be useful, especially for people like me who have an easier time paying attention to text rather than audio.
See thats one thing I didn't like about 3. There was no medicine, so jumping down a height that you can survive from would be fine since you can regen your health back.
Your video is really awesome cuz nobody seems to care about Kenway series parkour and stealth but can you apply everything to Rogue and ac4 (appart from the inertia thing)
Thanks! That’s one of the reasons I made this video; this movement system is often just seen as a slightly worse version of AC1-Rev + treerunning when it’s...really not just that, and I want to help shift public opinion in favour of the parkour in these games. To answer your question, all of the _mechanics_ I detail in this video apply to all Kenway games, including inertia. However, the cities in the later two Kenways are built quite differently than AC3’s, and they don’t have layouts that support the techniques you see in this video as much as AC3 does.
Is there any reliable way to climb up a bar instead of lacheing off of it? I could've sworn I figured out some sort of inverse control scheme from Unity, but lately it doesn't seem to work The default high profile drop unfortunately doesn't take you straight down, per se. If the object you're aiming for is too short or too high, you'll overshoot. Looks like you've found some ways to get around this though, which was definitely the most helpful part for me In real life we sometimes drop to a cat hang and then jump off the other direction to get our feet closer to the ground before making a dangerous descent and get more distance out of the drop to preserve flow across long landing zones. This works in every AC game with multi-button movement thanks to the way the physics engines realistically handle fall damage. The characters usually recovery roll more reliably too, even if you forget to keep holding the moment direction. None of the games have a control scheme that allows you to transition to the cat hang without releasing high profile just before. This can sometimes cause you to snap to something you weren't aiming for if you're too late, or briefly slow to a walk if you're too early, which is dangerous in chases. It's useful when you're stuck with a smooth wall and no other way to get down, though. You can even do a variation of the technique in Unity where you jump after grabbing a handhold halfway down
Thanks for your insights! About being able to climb up on poles, I don’t think so. In AC1-Rogue, you can only swing off of specific objects, and those objects habitually cannot be landed on with one’s feet. However, clothing lines in AC3 are a hybrid object that you can swing off of and run across. Also, there is actually a game that lets you transition straight to a hang from a flat ledge! Hold HP + Empty Hand when running at a ledge in Revelations, and Ezio will use his Hookblade to swing down onto the ledge.
Wait does Haytham also use the same animations when doing controlled descent. I've noticed it's very hard to do with Haytham and even when I get it to work he doesn't do the actual vault animations like Connor.
Is inertia exclusive to ac 3 and 4 as I been trying to do it in rouge but shay just stays at beam waiting for next input I let go of HP and hold movement direction but nothing happens
i’m replaying them all and my biggest issue is how little control i feel like i have. i understand there are little gimmicks like this video to do exactly what you want but idk just feel like it’s so complicated and needs videos to even understand it.
Is there a way to avoid tackling a guard, whether he's standing still or moving, when you're crouching on an isolated non-standing surface? I mean, without moving to said surface perpendicularly. I noticed that I'm unable to not tackle a guard when I'm holding down HP and tapping parkour down, while being on such a surface. If there is no guard, I'm always able to HP + parkour down without breaking a sweat. I hope I'm making myself clear ^^
I think I'm misunderstanding something. When I try to swing off the pole to the ground level, holding only the Jump button, Haytham stops moving. Is it possible that Haytham's freerunning skills are purposefully limited? I'm playing on a PC version. It seems that whatever HP action I perfom, the Shift button must be pressed and held. The same happens when I try out the Inertia thing. Haytham keeps following the parkour chain, he doesn't jump down. I'm not sure if the same will be happening to Connor.
Something that’s important to note is that when I say “jump button”, the implication is that High Profile is also being held, because that action button would be the “fast walk button” otherwise. Have you been holding down High Profile while trying to lache off of poles straight down to ground level? If not, that’s probably the source of your problems. As for your struggles with triggering the inertia-based parkour down animations, I’m not sure what would be causing Haytham to just parkour forward as normal if you’ve released the High Profile button beforehand. My best guess is that it may be related to the timing you’re using when you release HP. You’ll want to release HP in midair well before your character lands on the beam you want to trigger the inertia property from. Have you been doing this?
@@jcers I think it's a matter of practice. I suppose I know what you mean by jumping straight down to ground level; I just can't seem to understand the difference between a parkour down-based and jump-based descent to ground level. For me, these two refer to the same thing, but it apears to be a subtlety. I like subteties so I'm definitely going to practise it. As regards the inertia-based parkour down animation, I've just been practising it and managed to pull it off. My timing was off before. I realised that in my case I have to release HP a split second before I actually land on the beam from which I want to jump down instead of jumping forward. Again, practise makes perfect.
A question for the expert: would you recommend AC3 original or AC3 remastered for PC? Because, I mean, I just got a PC and I went for the original since it’s a lot cheaper, but 1) I miss the heightened colors of the remastered, and 2) There’s this horrible bug of all carriages being invisible that is bothering me a lot (it’s not properly game breaking, but it’s immersion breaking for sure)
I definitely prefer the original game. Gameplay-wise, the remaster makes a number of changes that I don’t like/don’t work in AC3 specifically. In general, the UI is better in the remaster, but the in-world gameplay is better in the original.
Hey man, I'm back again, and with a new question/problem. So I can't seem to do parkour-down from the poles. When I am running towards them, I hold only HP and Connor dives towards the poles when in range. Now, I keep HP held, and I also hold the Jump button while Connor is in mid-air. I also hold the directions. I play on PC, so when I wanna drop towards the left side, I hold A along with W. And when I wanna drop toward the right side, I hold W and D. But now it doesn't work anymore. Previously I could do it, but now I can't. Please help
@@jcers the camera needs to be facing the road, right? At least that's what I see in the video. And..... how do I make sure that Connor jumps towards the very end of the pole?
@@thatsaweirdone make sure you’re aiming your jump onto the pole towards the very end of it. If you miss, you can move sideways on poles while swinging in the Kenway games, so you don’t have to break flow too much to reposition yourself. And yes, the camera should be facing the road.
@@jcers okay, so I tried it, and I still can't do it. I adjust my camera to be facing the road, and I also try to stay towards the edge of the pole, but it doesn't work. I can't have Connor jump towards the end of the pole. And even if he doesn't, I move towards the end, and then hold the button combo again (W and A/D and HP and Jump), with my camera facing the road. Please help
Hey, I noticed something when I was playing with a controller. Connor's parkour AI seems to "lean" towards parkour down when held halfway, like when you want to walk while at low profile. May not work consistently but hey, that's something.
If you approach a ledge and hold forward with no High profile , Connor/Edward/Shay leans downward, the main utility of this is so that if you have smoke bombs equipped, Edward and Shay will throw them over the edge , I'm not sure about Connor as I haven't played AC3 yet but I'd assume he does the same thing. I haven't found any parkour utility from this tho, have you found this to aid in parkour somehow?
@@ennuiedstealthgamesfan621 you can drop smoke bomb like than since from ac brotherhood, so ya you can in 3 also. Besides from acb to 3 smokebombs is also ranged weapon/tool, but in blackflag and rogue they removed that mechanics.
great vid, knew most of it except the inurtia and the jumping off swingy poles directly, I'll have to try those :D btw, are there plans for doing an ssi/stealth tutorial? idk if it's my game bugging out (wouldn't surprise me, my ac3 remaster is an absolute mess) but high profile assassinations seem about as loud as gunshots... people on the street keep detecting me for hp assassinating a guy on a rooftop, the bow seems a lot less silent than it should and it just seems to be a bit of a clusterfuck overall... is there something I can fix about the game, or are detection rules in 3 just... special? and am I the only one whose ac3 remaster is such a buggy mess overall?
Detection is... Weird in AC3. Don’t go for Bow Kills, and certainly don’t go for HP kills. The game never explains this but it seems like the ai can “hear” everything around them rather than seeing. If you use a bow, make sure your target isn’t in earshot of a guard or in a guard’s cone of vision, otherwise they’ll figure out immediately where the arrow came from. HP kills just make lots of noise altogether so don’t use those unless the situation allows you to.
@@spoodurmin9742 having played all other main ac games (besides syndicate), I think this one's stealth system feels particularly broken... idk but having guards that are 10 yards apart instantly turn around and detect me for a bow kill is bs imo, as is an entire patrol climbing a roof because I dared to do a running stab on a sole guard up there... it's baffling they wouldn't fix these things in a 'remaster', but then again, from what I remember of the original release, the remaster seems more broken and inconsistent overall, maybe that's just nostalgia though... anyway, I still love the feel of the game so a stealth mechanics/detection ssi tutorial about it would be invaluable I think, I couldn't find any good ones and the game's rules seem extremely random and arbitrary..
@@oyblech8671 Very true. The Remaster has more glitches than the original, and this is coming from someone who bought AC3 on launch day. It’s because of shit like this that I always disagree whenever I see people ask for an AC1 remaster or remake, Ubisoft’s just gonna mess it up and possibly ruin people’s image of it.
@@spoodurmin9742 yep, same! especially since they straight up went and removed the original from the store (at least steam, idk if it's still available elsewhere). so now you have to pay 40 bucks at full price (or 20 on sale in my case) for an 8 year old game with hd graphics, nicer weather, plastic faces, and more bugs and glitches than it ever had. I am honestly physically unable to give them any money or even lose a single good word about ubi at this point. these things just show me over and over again that they don't give half a fuck about their customers as long as they make money flow in from somewhere... I'm really done with ac and ubi in general until they get their shit back together. gotta say, I love old games more and more.
Thanks! Lol, yea, uh, those aren’t bugs. That’s quite literally just...how AC3 works. I’m definitely going to be doing a stealth tutorial at some point. Here’s the short version of what you need to know regarding detection on HP assassinations/bow: the instant detection property is transferred in the same way that the audio is from cherries in Unity. Meaning, if an enemy could theoretically turn to look at you and get LoS at _any point_ during the animation, they will instantly detect you. Same thing goes for the bow. If you shoot someone with the bow and somebody else could theoretically get LoS on you, they will instantly detect you. Hope that helps out :)
AC Unity easily has the best Parkour in the franchise. It's not perfect but it comes very close. It's just really saddening that Ubisoft hasn't implemented it in future releases. But who knows maybe they will. AC 1 Remake with Unitys Parkour would be a dream come true, if you ask me:)
Sometimes, especially when talking about AC games, the sentence "because that's just how it works" is the best explanation, lmao. No clue why the game works that way, but it lets us access a lot more depth than would be possible otherwise, so I'm just happy that it exists.
Imo AC 3 is my least favorite setting in all AC game but parkour is still redeemable. Good setting but bad for parkour is probably AC syndicate, to much gap between building (that’s why we had the rope launcher😒). I refuse to play AC after syndicate so I don’t have to mention those
I've would've loved Ac3 if Conner had more character development, But overall i really liked the setting. I also wish the antagonist was more prominent in the story and the combat was kinda eazy but i didn't mind it.
I’d say it goes much deeper than that, honestly. The problem of criticisms of AC’s movement resulting in simplification of mechanics goes back as far as AC1/AC2.
How do you run this fast? They removed r2+ X ,so I thought by myself there no way of running fast but pressing just r2 I played half of the game running on r2, tell me how do you run this fast
The Kenway games operate on the basis of having the trigger pushed down basically all the way to sprint instead of jog. If you’ve been using your controller for years, the pressure detection’s sensitivity has been worn down and the game is only detecting input pressed hard enough to jog. If you want to repair it, there are videos for how to do it on YT, but the easier thing would be to just buy a new DS4
This is a problem that I experienced, too. Here’s what’s going on: AC3, 4 and Rogue’s run speed is dictated by how far the trigger is being pressed. This is all well and good, but introduce an old, well-used controller into the mix, and things go wrong because the worn-down sensors inside the trigger no longer tell the console that you’re pressing down the trigger all the way, even though you actually are, thus resulting in the player character jogging instead of sprinting. Tl;dr: Your controller’s right trigger is busted. Replacing either the trigger & its sensor mechanism or the entire controller should solve this issue.
No problem! As for AC1-Rev, parkouring down isn’t as complex as it is here, so I’ll just explain it here. 1. Like I mentioned in the video, running off of short drops in High Profile lets you drop downwards smoothly. 2. You can force a descent from any height by running at a ledge and punching right before you get to it. Here’s a video showing the timing: ruclips.net/video/83a3KDU1VJw/видео.html That’s pretty much all you need to know! Go get em!
It's just how AC Untiy has smooth and fast paced parkour whenever I play AC 3 it just feels so smooth and fast paced its probably not like this for everyone it's just how I feel for the game
@@kinga1073 I definitely feel that way about AC3, but not so much about Unity, haha. For me, AC3’s movement feels like what everyone else says Unity’s movement feels like. I find Unity’s parkour to be very heavy and sluggish. I’m glad that you’re able to enjoy it, though!
Look who's back, the dude who always brings up a new problem! I believe you truly missed my annoyance! So this time it's about the actual parkour down. You say parkour down-ing from a non-standing object doesn't allow Connor to air tackle guards. But well, that's what's happening. I tried doing it without directional inputs as well as with directions, but still doesn't work. If guards are close by, they get tackled. I thought it might be because my direction is the same as the general direction of guards, but even that's not the case. Today, I did that and Connor tackled a guy who was well behind him, and definitely not in my movement direction. So...... a little help, please
Haha, no worries, dude! The important part is _having momentum_ that moves perpendicularly to the non-standing surface. If you’re just chilling on one, it’ll still happen. So, essentially, you need to trigger the parkour down first thing when you land on/climb up onto the surface. Let me know if that helps.
@@jcers oh, I guess I wasn't paying attention during Parkour Down Class. Anyways, so I have to be quick with the parkour down from a non-standing surface, right?
@@jcers hey man, been trying the method you suggested for parkour down from non-standing objects, and yeah, it's working. Thanks again! Also, for the inertia system to work, the thing which we land on needs to be a non-standing object, and that we need to release HP before landing, right?
If your character is moving and lands on a Non-Standing Surface such that he is facing to jump off of it rather than run along it, this prevents your character from tackling people below him and will always trigger a parkour down input.
I can´t believe how bad ubisoft is in making a good tutorial, its the same un AC unity (I think it has the best parkour mechanics in AC games) but to really enjoy it fully you need to play the game like three times before realizing how it works, man ubisoft is great at creating parkour mechanics but awful in explaining the player how to use those mechanics
Yes, but none of their cities are built particularly well in terms of supporting this mechanic, from what I can remember of BF and what I tested with Rogue. Rogue has the rooftop fences and the trees, but that’s mainly it. The parkour down mechanic does definitely exist in those games, though.
@@jcers so I jump from the roof down to the bar and I direct the movement towards the street/away from the building and hold jump once Connor left the roof. But he then just swings on the bar and doesn't leave it!
For the longest time i've HATED AC3. But ever since you've made these AC3 videos I decided to re-play it. And honestly it's not that bad, sure the story is still bad and the game is un-polished as f*ck but it's a pretty fun game. And also thank you for these tutorial missions, they are very helpful.
That’s the exact effect I wanted to have with these types of videos, so I’m really happy to hear that! I’m glad I could help you enjoy a game you previously hated :)
Unpopular opinion but parkour down in unity sucked, in ruined the fun of finding creative ways to get down and instead made it a matter of pressing two buttons and pushing the stick backwards.
Big shoutout to Techurious for bringing Inertia to my attention. Their channel is here: ruclips.net/user/ds22489
Thanks for the shout out! ^^
how did you vault at 5:56
@@parasthesia1 same controls as parkour down! HP+Drop when approaching short objects.
How do you sprint in the remastered version on ps4 because Conner just jogs when ever I hold down the high profile button?
Are you the leo k of ac 3 that finds all the secrets and techniques and the true depth of AC 3-
That inertia thing was there the whole time? Damn, Ubisoft needs to give player more advanced tutorial.
Yep. Wanna know the funny thing? AC3 is really the only Kenway game that actually makes use of that mechanic. The other Kenways, both of which are praised much more frequently for their city design, don’t give a fraction of the support to Inertia/controlled descents as the cities in AC3 do.
@@jcers actually AC4 have a lot of descent opportunities at least in havana. no idea about rogue though
Actually, the "more advanced tutorial" is their earlier games (AC1-R). I mean, if you played those games, you'd probably notice the similarities and then experiment on it (if I can do it there, then maybe I can do the same here kind of thing).
@@Eis_ The early AC games didn't have in-depth parkour tutorials either
God no more tutorials please! But some sort of hints page would def be welcome 😂
This is so, so fucking good. Hell yes.
Thanks Leo, I appreciate that a lot :)
I love your narration and commentary. Totally going to take this into account throughout my playtime with AC3.
Thank you! I'm glad this was helpful :)
Another good guide, man.
Also that last clip with the ship parkour was really satisfying.
Thanks :)
Also, I'm glad you liked the controlled descent on the ship, I spent something like 90 minutes figuring out the best way to parkour down from the top of that, lol.
@@jcers Absolute legend
I'm with you on every step of the way on this AC3 Redemption Arc, bro. Loved this game since day one, even though it's far from perfect. AC3's parkour is underrated imo, it's the pinnacle of the series when it comes to combining Style and Responsiveness (though I wish the crappy delay when trying to side-eject early got fixed.) My favorite city to parkour in is NY, lots of potential there for videos. If you ever need any questions about any technical things, you can ask me, I've dissected this game so much. But it seems like you have pretty much almost all of it figured out.
Also, I did not know about inertia being a factor in Connor's momentum, good find.
Yea, AC3 needs more love from the AC community, and I’m gonna be drip feeding AC3 vids until I can’t think of anything to publish anymore, lol.
Holy shit. This is almost like unity with more control. Never knew there was this much depth. Thanks for this vid dude!
No problem, glad it was helpful!
Oh man, this is gonna be so cool.
Waiting anxiously for the stealth guide
Haha, it’s gonna be a while before the stealth guide comes out, making that’s gonna be a monumental task.
@@jcers worth the wait
This was a fantastic refresher for my upcoming revisit of AC3, after I finish Revelations DLC that is, so thank you kindly and I can't wait for the stealth overview video.
Side note: AC3 has some of the best-looking parkour in the series, in my opinion, so that last controlled-descent down the ship's rigging you tacked on at the end of the video was beautiful to witness.
I’m glad I was able to help out!
Also, I agree, AC3 has my favourite parkour animations in AC. I’m glad you liked the controlled descent on the ship, lol. I spent like 90 minutes trying to find the coolest-looking way to do that, so your compliments are much appreciated :)
@@jcers 'Tis my pleasure. Believe me, anyone who's spent time messing around in the rigging of ships in AC3 has to appreciate that last bit. It's kinda crazy to think the AC game least-focused on naval gameplay has the most elaborate ship models, in terms of climbable geometry detail that is.
@@BackupPanic07 is revelations dlc avalieble on ps4 ezio collection?
@@adamkozio5189 I was playing the Xbox One version of the Ezio collection, which includes all the dlc for AC2, ACB, and ACR, so I see no reason the PS4 version would be any different. Word of warning though, Revelations was incredibly unstable and would crash all the time, so I'd look on gaming forums and what not to see if that's true of the PlayStation version as well.
AC3 is the game that got me and my friends into the franchise, so it will always remain among my favourites. I have heard a lot of people complain about glitches in this game, but i never had any, my problem was the optional objectives: 1. As a completionist, nothing is optional
2. First time playing the game i was 13 and had no idea what to do.
I actually really liked parkour in the colonial games (i say colonial and not Kenway, because Shay is not Kenway) and i have done the things in this video more than once, tho never conciously, i think.
Funniest AC3 story i have is when i went to show my friends on one of their laptops how to completly stealth a fort, only to realize halfway his control bindings were diffrent than mine. You can imagine the hell that broke loose when the entire fort descended on us
Lol yea, the optionals in AC3 can be brutal.
Also rip in pieces, Fort stealth attempt, lol
The fact that this is not the remastered version of the game and it still looks realistic af till this day is crazy 💥
Idk why does AC3 LOOKS graphically better than AC4
@@RolandBon
That's very true, but I don't know why tho, since the same team made the two games 🤷🏻♂️
@@RolandBon
But not only the graphics, the story too, and the soundtrack and the parkour system ... Everything was just perfect about ac 3
@@RolandBonac4 has more color fidelity than 3 play it with max settings and youll see what I mean
Connor: Does a leap of faith
Military: I've never met this man in my life
Factual
Thank you so much for this. To this day AC3 remains my most replayed AC game and I'll definitely take these techniques into my next playthrough of it
No problem! :)
Absolutely man, this guide has made free-roaming as well as general movement in AC3 quite fun for me, something which I didn't expect would've happened after I realized how restrictive the side-eject timings could be in this game. I'm sure using these tips will make movement in BF and Ro very fun as well.
They do! Plus, 4’s cities are much better for parkour overall, too, especially Havana.
@@jcers can't wait
Great video, AC 3 is my second favorite (after AC 1). Excited for you stealth guide
Thank you! Stealth guide is still a long ways away, though, I have a lot to talk about, lol
I always loved Ac3. The parkour is super smooth and satisfying. When playing as Haytham I found out about the controlled descent and I was so confused about why everyone was freaking about it in Unity when it had already been done 2 years ago.
first off im so glad you made this video, second off i had no idea that it was this fun, ik abt the parkour down drop but i didnt know the parkour system was basically based on it, experiments coming soon
> experiments coming soon
👀👀👀
I... didn't know about the momentum toward beams and rails thing. This is a fantastic guide! From content to editing, really well done.
Thanks, I’m glad I was able to teach you something new!
Watching quality videos like this makes it hurt to see what this once great series has become.
We’ve had quite a fall from grace in the movement department, haven’t we?
Well to be fair... We can't have everything xD
The game used to lack combat... Now it's all combat...
@@arifsalahudin6673 But if you want combat there's many other games that do it way better. No other games have as good third person parkour though (as good as the previous ac games). They sacrificed something to be nothing.
@@Pedro_Le_Chef I was implying a game have limitations on what it does...
Don't put words on me bro... Lol
@@arifsalahudin6673 Pardon me, I misunderstood you.
I love the fact some people are still passionate about old school AC games. A lot of those games got shit from normie players but they often have unexpected level of depth that requires a lot of skill and knowledge to play like a pro.
Definitely. It’s a shame that so many people missed out on so much of the cool shit you can do in these games.
@@jcers People used to complain all the time that those games were "too easy" or that missions were "too repetitive". But compared to modern AC games like Odyssey or Valhalla they had way more depth and way cooler mechanics. Nowadays missions aren't even specially prepared sequences. There's just some generic objective in the open world and the gameplay doesn't deviate from this open world formula of clearing enemy locations and looting stuff.
Old ACs had awesome movement, extremely badass combat with a lot of different animations and finishers and multiple tools to mix up the gameplay and unleash your creativity. Every game felt different and had some unique features that made it memorable. Now ACs are samey and boring. But I'm glad people are still talking about and playing the good AC games. I also had an urge to play them recently and I'm having a lot of fun with them. I gotta make some AC videos at some point. Some awesome cinamatic gameplays utilizing mods to make them more interesting.
@@CinematicSeriesGaming totally agree. You should definitely make some classic AC content, it's always great to expose more people to what's possible in these games!
@@jcers Soon I'm starting a certain series and AC games would fit it perfectly. I'll definitely make some AC videos at some point. I was a big fan of the series since 2007 and I'm pretty good at those games so it'll be really fun to shoot gameplays.
That inertia thing is interesting. Also love your commentary videos keep it up
Thanks, Faraz :)
Great video !!! It is great to some tech for ac 3 as well, as this is consider middle of road in many ways and there is not much documentation of its freerunning.
Thanks! I’ve been trying to start a bit of a redemption arc for AC3 on my channel. One day I’ll have enough subs for it to pick up steam, lol.
First of all omg what a voice. Also great guide, made me want to reinstall and try these out.
Haha, thanks! Glad you found my guide to be helpful :)
I really love when AC community found hidden depths in older games
Me too. Felt like I had to share this stuff after I learned it.
Ac3 one of my favourites
It’s definitely grown on me since I first played it
Just discovered this in game while doing some courier mission in new york hours ago, btw thx for making this video, this shows that the parkour aint that clunky, it's just the matter of how we play it, if we just mashing button of course it'll be clunky
and damn dude, it seems u deserve more subs
Thank you :)
Thank you for this! AC3 parkour is definitely overlooked I think. I wasn't aware about how to avoid tackling with parkour down, that was annoying me so much.
I think you should do a tutorial on vaulting in AC3. It seems simple and it is but also there's some oddities I've noticed about it. the training center tells you to just A while approaching a low object, and that will work but I find it's really inconsistent. Sometimes it won't work it feels very sensitive to your positioning in relation to the object and I think there's a way to make it work more consistently.
Using Xbox controls: Instead of holding A, hold B while you approach a low object. This input will also make you vault and it seems way more consistent than holding A for whatever reason. It seems like if you can do a vault over, you will, it's only if the object & ground are at strange angles that makes a vault simply not possible at all where it won't work with holding B, whereas holding A is very much a coin flip if it will work regardless.
Thanks and you’re welcome! As for vaulting in AC3, yea, holding Parkour Down instead of Jump does tend to be more consistent on most objects, but there are times when you’ll want to use either or. It’s really about learning how to eyeball it for yourself, and I don’t feel like I could really teach it to anyone because, as a band geek, I know that you can only learn how to sight-read by doing it, lol
@@jcers Haha I see, I'll keep in mind next time I'm in AC3. Looking forward to the stealth tutorial!
If you parkour down onto a slanted surface that you slide down you will survive regardless of height. This has saved when jumping off cliffs that i thought were much smaller.
This is true
great video! tysm, I plan to buy AC3 Remastered soon once I re-beat The Ezio Collection.
Valhalla's parkour and gameplay really make me miss old school AC
your style reminds me of Leo K and I hope you grow in the AC Community! Grateful I've subscribed to your channel.
:)
Thank you! I appreciate that :)
"This is really useful because it's actually possible to kill yoursel-"
I too want to do that whenever I play the kenway games
This is quite possibly the quote from me that has been taken out of context more than any other
Good to see this for one of my favorite ac games.
Bookmarked this for my next playthrough.
Awesome, glad you found it helpful!
Parkour Down Tutorial, first tip: Use Leap of Faith instead 😛
Lol, it was worth it for the sake of being thorough. :P
2:40 Doesn't make sense, especially when the city guards literally see you diving down INTO the haystack, but hey I'll take it! I hate waiting around for detection to wear off so that'll be useful if I ever play this game again.
Something I’ve found after spending a lot of time playing AC3 is that things not making logical sense has no bearing on how a large portion of the mechanics in that game work, lol
@@jcers #AssassinsCreedThings
It's the benches all over again lol surely a sitting man is far too unthreatening to truly be a threat.
Unity's diverse of parkour down moves + AC3 lack of unsafe distance restriction would be my ideal version of parkour down.
Would be an interesting system, for sure
Awesome video, this helped me improve my skills in AC3 a lot
This alone is the reason why I might prefer the Kenway parkour over the Ezio parkour.
Being able to do controlled drops so easily was something I missed when going back to Ezio.
The cities in the Ezio games definitely fostered bettered traversal though.
Thanks , I was wondering how to consistently do the vault thing and now I know 👍
No problem!
To forcibly trigger a cool fence vaulting animation hold the jump or the Kenway trilogy equivalent of parkour down.
1:30 Just the way you say "It is possible to kill yourself" is just funny to me for some reason.
this is probably a painfully obvious one but since it's not mentioned here maybe it'll be of use to somebody: you can vault over those rooftop fences, in my experience, about half the animations let you drop down the roof afterward, half of them have connor hang from the fence (where you can then angle a side eject or whatever else to get down)
Damn, really? Is it super consistent? I never even thought of doing that, considering how far down the ground tends to be on those things.
@@jcers if by consistent you mean you either drop straight down or you hang on the fence with no control over which one it's going to be then yes.
it's tied to the vault animation, if it's a spinny vault or a leap/step over it you'll drop straight down, if you do a safety vault type thing or otherwise grab the fence during the animation, you'll hang from it - though those animations had me drop about two stories in some instances before so I can't say the hanging is ultra consistent... I tried it out a bit just now and it does definitely feel like you drop straight down more often than you hang on. it's definitely free style points and pretty useful in some situations though
btw is there a way to reliably trigger a vault? it should work with hp+legs and hp+interact but no matter what it feels random if connor wants to jump up and down like in ac1-rev or do a vault; I resorted to holding all three, it seems to work 3/4 of the time now lol
@@oyblech8671 that’s really cool, I was trying it out earlier today and it wasn’t working for me at all. Could you upload some footage so I could try and replicate it?
@@jcers I may be able to upload a really short low quality clip since my internet is absolute arse (like, half an mb download arse), so I'll check.
it's not necessarily a rooftop fence as in the ones that surround guard spots (in fact those often don't let me vault at all), my bad for the wording there, what I probably should have said is 'every kind of vaultable object with a drop behind it lets you drop/hang off it'. constructions like on the stern of ships; the way I found it was in ac4, you can do this to vault straight from the wheel down to the captain's quarters, or onto a dock
@@oyblech8671 ohhh yea, I know exactly what you’re talking about. Yea, you can vault from a higher platform down to a lower one as a fast way to parkour down in certain situations. It’s super sick.
Wow this is a really well made video. The thumbnail doesn't reflect that though. You should maybe make the text bigger and thicker, possibly with a shadow. And choose a less gross font. Otherwise good job! Didn't know AC3's parkour down ran this deep so thanks.
Haha, I have no idea how to make thumbnails. I’ll give a thicker border to the text next time to make it stand out more. Glad you liked the video :)
@@jcers Try Canva.com. It's free and has a ton of options. Borders are nice, but like that dude said, bigger and thicker with shadows will make the text pop better. You might wanna do the same for the in video text too so it pops over the footage better.
@@TheSinlessAssassin thanks for the tips!
Jcers you sound so DIFFERENT. its so nice! You just closer to your mic? Also really nice edits, music was good touch.
It’s the mic position, yea, lol. Thanks Milan :)
I think it would be helpful to have the controls needed for the move displayed on screen. Nice video too
I considered doing that, but it was basically just HP+Loot/Drop for everything other than the poles and the beams from flat ledges. I figured those were simple enough that it wasn’t necessary to include text overlays for the controls, unlike my Unity guide, which was much more complex. This video is much more about world processing than it is specific button inputs.
Agreed. Even though the controls are pretty much the same, having it on screen would be useful, especially for people like me who have an easier time paying attention to text rather than audio.
@@bloodymares I’ll keep that in mind for next time. Thanks for the feedback, guys :)
This is something I found out while playing too. I was looking forward to making a video about it but I guess you beat me to it lol
My name is Jcers and I am the fastest Assassin’s Creed RUclipsr alive
I simply jump off, if It seems that Connor can survive it. Pretty fast way to descend I would say😂
Or just tackle a random stranger from the roof that would always work for me 😂
See thats one thing I didn't like about 3. There was no medicine, so jumping down a height that you can survive from would be fine since you can regen your health back.
do you have more parkour videos? I see people using moves Ive never used before.
Your video is really awesome cuz nobody seems to care about Kenway series parkour and stealth but can you apply everything to Rogue and ac4 (appart from the inertia thing)
Thanks! That’s one of the reasons I made this video; this movement system is often just seen as a slightly worse version of AC1-Rev + treerunning when it’s...really not just that, and I want to help shift public opinion in favour of the parkour in these games.
To answer your question, all of the _mechanics_ I detail in this video apply to all Kenway games, including inertia. However, the cities in the later two Kenways are built quite differently than AC3’s, and they don’t have layouts that support the techniques you see in this video as much as AC3 does.
@@jcers thanks for answering man ❤️
@@gaz9497 no problem!
Is there any reliable way to climb up a bar instead of lacheing off of it? I could've sworn I figured out some sort of inverse control scheme from Unity, but lately it doesn't seem to work
The default high profile drop unfortunately doesn't take you straight down, per se. If the object you're aiming for is too short or too high, you'll overshoot. Looks like you've found some ways to get around this though, which was definitely the most helpful part for me
In real life we sometimes drop to a cat hang and then jump off the other direction to get our feet closer to the ground before making a dangerous descent and get more distance out of the drop to preserve flow across long landing zones. This works in every AC game with multi-button movement thanks to the way the physics engines realistically handle fall damage. The characters usually recovery roll more reliably too, even if you forget to keep holding the moment direction. None of the games have a control scheme that allows you to transition to the cat hang without releasing high profile just before. This can sometimes cause you to snap to something you weren't aiming for if you're too late, or briefly slow to a walk if you're too early, which is dangerous in chases. It's useful when you're stuck with a smooth wall and no other way to get down, though. You can even do a variation of the technique in Unity where you jump after grabbing a handhold halfway down
Thanks for your insights! About being able to climb up on poles, I don’t think so. In AC1-Rogue, you can only swing off of specific objects, and those objects habitually cannot be landed on with one’s feet. However, clothing lines in AC3 are a hybrid object that you can swing off of and run across.
Also, there is actually a game that lets you transition straight to a hang from a flat ledge! Hold HP + Empty Hand when running at a ledge in Revelations, and Ezio will use his Hookblade to swing down onto the ledge.
Wait does Haytham also use the same animations when doing controlled descent. I've noticed it's very hard to do with Haytham and even when I get it to work he doesn't do the actual vault animations like Connor.
Is inertia exclusive to ac 3 and 4 as I been trying to do it in rouge but shay just stays at beam waiting for next input I let go of HP and hold movement direction but nothing happens
Thanks, this is exactly what I needed.
No problem!
In the older games if I needed to descend down a roof, I would honestly just tackle someone
i’m replaying them all and my biggest issue is how little control i feel like i have. i understand there are little gimmicks like this video to do exactly what you want but idk just feel like it’s so complicated and needs videos to even understand it.
Is there a way to avoid tackling a guard, whether he's standing still or moving, when you're crouching on an isolated non-standing surface? I mean, without moving to said surface perpendicularly. I noticed that I'm unable to not tackle a guard when I'm holding down HP and tapping parkour down, while being on such a surface. If there is no guard, I'm always able to HP + parkour down without breaking a sweat.
I hope I'm making myself clear ^^
I think I'm misunderstanding something. When I try to swing off the pole to the ground level, holding only the Jump button, Haytham stops moving. Is it possible that Haytham's freerunning skills are purposefully limited? I'm playing on a PC version.
It seems that whatever HP action I perfom, the Shift button must be pressed and held.
The same happens when I try out the Inertia thing. Haytham keeps following the parkour chain, he doesn't jump down.
I'm not sure if the same will be happening to Connor.
Something that’s important to note is that when I say “jump button”, the implication is that High Profile is also being held, because that action button would be the “fast walk button” otherwise. Have you been holding down High Profile while trying to lache off of poles straight down to ground level? If not, that’s probably the source of your problems.
As for your struggles with triggering the inertia-based parkour down animations, I’m not sure what would be causing Haytham to just parkour forward as normal if you’ve released the High Profile button beforehand. My best guess is that it may be related to the timing you’re using when you release HP. You’ll want to release HP in midair well before your character lands on the beam you want to trigger the inertia property from. Have you been doing this?
@@jcers I think it's a matter of practice. I suppose I know what you mean by jumping straight down to ground level; I just can't seem to understand the difference between a parkour down-based and jump-based descent to ground level. For me, these two refer to the same thing, but it apears to be a subtlety. I like subteties so I'm definitely going to practise it.
As regards the inertia-based parkour down animation, I've just been practising it and managed to pull it off. My timing was off before. I realised that in my case I have to release HP a split second before I actually land on the beam from which I want to jump down instead of jumping forward. Again, practise makes perfect.
A question for the expert: would you recommend AC3 original or AC3 remastered for PC?
Because, I mean, I just got a PC and I went for the original since it’s a lot cheaper, but 1) I miss the heightened colors of the remastered, and 2) There’s this horrible bug of all carriages being invisible that is bothering me a lot (it’s not properly game breaking, but it’s immersion breaking for sure)
I definitely prefer the original game. Gameplay-wise, the remaster makes a number of changes that I don’t like/don’t work in AC3 specifically. In general, the UI is better in the remaster, but the in-world gameplay is better in the original.
@@jcers Thanks a lot! I’ll stick with it then.
Hey man, I'm back again, and with a new question/problem. So I can't seem to do parkour-down from the poles. When I am running towards them, I hold only HP and Connor dives towards the poles when in range. Now, I keep HP held, and I also hold the Jump button while Connor is in mid-air. I also hold the directions. I play on PC, so when I wanna drop towards the left side, I hold A along with W. And when I wanna drop toward the right side, I hold W and D. But now it doesn't work anymore. Previously I could do it, but now I can't. Please help
It’s probably the camera angle. Another thing to be sure of is that you’re as close to the end of the pole as possible. Let me know if that helps.
@@jcers the camera needs to be facing the road, right? At least that's what I see in the video. And..... how do I make sure that Connor jumps towards the very end of the pole?
@@thatsaweirdone make sure you’re aiming your jump onto the pole towards the very end of it. If you miss, you can move sideways on poles while swinging in the Kenway games, so you don’t have to break flow too much to reposition yourself. And yes, the camera should be facing the road.
@@jcers okay bro, thanks again. I'll keep trying
@@jcers okay, so I tried it, and I still can't do it. I adjust my camera to be facing the road, and I also try to stay towards the edge of the pole, but it doesn't work. I can't have Connor jump towards the end of the pole. And even if he doesn't, I move towards the end, and then hold the button combo again (W and A/D and HP and Jump), with my camera facing the road. Please help
Youre doing god's work
Haha, thank you :)
Hey, I noticed something when I was playing with a controller. Connor's parkour AI seems to "lean" towards parkour down when held halfway, like when you want to walk while at low profile. May not work consistently but hey, that's something.
If you approach a ledge and hold forward with no High profile , Connor/Edward/Shay leans downward, the main utility of this is so that if you have smoke bombs equipped, Edward and Shay will throw them over the edge , I'm not sure about Connor as I haven't played AC3 yet but I'd assume he does the same thing. I haven't found any parkour utility from this tho, have you found this to aid in parkour somehow?
@@ennuiedstealthgamesfan621 you can drop smoke bomb like than since from ac brotherhood, so ya you can in 3 also. Besides from acb to 3 smokebombs is also ranged weapon/tool, but in blackflag and rogue they removed that mechanics.
great vid, knew most of it except the inurtia and the jumping off swingy poles directly, I'll have to try those :D
btw, are there plans for doing an ssi/stealth tutorial? idk if it's my game bugging out (wouldn't surprise me, my ac3 remaster is an absolute mess) but high profile assassinations seem about as loud as gunshots... people on the street keep detecting me for hp assassinating a guy on a rooftop, the bow seems a lot less silent than it should and it just seems to be a bit of a clusterfuck overall... is there something I can fix about the game, or are detection rules in 3 just... special?
and am I the only one whose ac3 remaster is such a buggy mess overall?
Detection is... Weird in AC3. Don’t go for Bow Kills, and certainly don’t go for HP kills. The game never explains this but it seems like the ai can “hear” everything around them rather than seeing. If you use a bow, make sure your target isn’t in earshot of a guard or in a guard’s cone of vision, otherwise they’ll figure out immediately where the arrow came from. HP kills just make lots of noise altogether so don’t use those unless the situation allows you to.
@@spoodurmin9742 having played all other main ac games (besides syndicate), I think this one's stealth system feels particularly broken... idk but having guards that are 10 yards apart instantly turn around and detect me for a bow kill is bs imo, as is an entire patrol climbing a roof because I dared to do a running stab on a sole guard up there...
it's baffling they wouldn't fix these things in a 'remaster', but then again, from what I remember of the original release, the remaster seems more broken and inconsistent overall, maybe that's just nostalgia though...
anyway, I still love the feel of the game so a stealth mechanics/detection ssi tutorial about it would be invaluable I think, I couldn't find any good ones and the game's rules seem extremely random and arbitrary..
@@oyblech8671 Very true. The Remaster has more glitches than the original, and this is coming from someone who bought AC3 on launch day. It’s because of shit like this that I always disagree whenever I see people ask for an AC1 remaster or remake, Ubisoft’s just gonna mess it up and possibly ruin people’s image of it.
@@spoodurmin9742 yep, same! especially since they straight up went and removed the original from the store (at least steam, idk if it's still available elsewhere).
so now you have to pay 40 bucks at full price (or 20 on sale in my case) for an 8 year old game with hd graphics, nicer weather, plastic faces, and more bugs and glitches than it ever had.
I am honestly physically unable to give them any money or even lose a single good word about ubi at this point. these things just show me over and over again that they don't give half a fuck about their customers as long as they make money flow in from somewhere...
I'm really done with ac and ubi in general until they get their shit back together. gotta say, I love old games more and more.
Thanks! Lol, yea, uh, those aren’t bugs. That’s quite literally just...how AC3 works. I’m definitely going to be doing a stealth tutorial at some point. Here’s the short version of what you need to know regarding detection on HP assassinations/bow: the instant detection property is transferred in the same way that the audio is from cherries in Unity. Meaning, if an enemy could theoretically turn to look at you and get LoS at _any point_ during the animation, they will instantly detect you. Same thing goes for the bow. If you shoot someone with the bow and somebody else could theoretically get LoS on you, they will instantly detect you. Hope that helps out :)
AC Unity easily has the best Parkour in the franchise. It's not perfect but it comes very close. It's just really saddening that Ubisoft hasn't implemented it in future releases. But who knows maybe they will. AC 1 Remake with Unitys Parkour would be a dream come true, if you ask me:)
AC1's parkour has everything Unity's does and more
4:38 How does that work?
Sometimes, especially when talking about AC games, the sentence "because that's just how it works" is the best explanation, lmao. No clue why the game works that way, but it lets us access a lot more depth than would be possible otherwise, so I'm just happy that it exists.
@@jcers Thanks J! I've had seen this video a long time ago, but never asked XD Stay good man
Imo AC 3 is my least favorite setting in all AC game but parkour is still redeemable. Good setting but bad for parkour is probably AC syndicate, to much gap between building (that’s why we had the rope launcher😒). I refuse to play AC after syndicate so I don’t have to mention those
Yea, Syndicate is definitely not my favourite for that reason, lol.
I've would've loved Ac3 if Conner had more character development, But overall i really liked the setting. I also wish the antagonist was more prominent in the story and the combat was kinda eazy but i didn't mind it.
Yea, AC3 is far from perfect, but I think it’s still pretty fun.
I feel those that critiqued ac3 system were the catalyst for the shift that syndicate was :/
I’d say it goes much deeper than that, honestly. The problem of criticisms of AC’s movement resulting in simplification of mechanics goes back as far as AC1/AC2.
This was very helpful
Dude I played this game when it first came out
And am only now finding out you can use this in other complex ways
How do you run this fast?
They removed r2+ X ,so I thought by myself there no way of running fast but pressing just r2
I played half of the game running on r2, tell me how do you run this fast
The Kenway games operate on the basis of having the trigger pushed down basically all the way to sprint instead of jog. If you’ve been using your controller for years, the pressure detection’s sensitivity has been worn down and the game is only detecting input pressed hard enough to jog. If you want to repair it, there are videos for how to do it on YT, but the easier thing would be to just buy a new DS4
The games ingame tutorials are total crap in explaining how to actually sprint. It seems so finicky. Do i have to double tap R2?
This is a problem that I experienced, too. Here’s what’s going on: AC3, 4 and Rogue’s run speed is dictated by how far the trigger is being pressed. This is all well and good, but introduce an old, well-used controller into the mix, and things go wrong because the worn-down sensors inside the trigger no longer tell the console that you’re pressing down the trigger all the way, even though you actually are, thus resulting in the player character jogging instead of sprinting.
Tl;dr: Your controller’s right trigger is busted. Replacing either the trigger & its sensor mechanism or the entire controller should solve this issue.
@@jcers figures. God why didnt they just lets us have the option to use the old controls
If I'm going to run around in a game, I'll most likely boot up AC:Revelations or AC: Unity.
That or swing around New York.
This was very helpful if its not to much trouble could you make a video like this for ac1-rev please
No problem! As for AC1-Rev, parkouring down isn’t as complex as it is here, so I’ll just explain it here.
1. Like I mentioned in the video, running off of short drops in High Profile lets you drop downwards smoothly.
2. You can force a descent from any height by running at a ledge and punching right before you get to it. Here’s a video showing the timing: ruclips.net/video/83a3KDU1VJw/видео.html
That’s pretty much all you need to know! Go get em!
@@jcers thanks
AC 3 Parkour Really Reminds Me Of AC Untiy Parkour
In what way?
It's just how AC Untiy has smooth and fast paced parkour whenever I play AC 3 it just feels so smooth and fast paced its probably not like this for everyone it's just how I feel for the game
@@kinga1073 I definitely feel that way about AC3, but not so much about Unity, haha. For me, AC3’s movement feels like what everyone else says Unity’s movement feels like. I find Unity’s parkour to be very heavy and sluggish. I’m glad that you’re able to enjoy it, though!
Idk why but I couldn't do the poles one
underrated
Look who's back, the dude who always brings up a new problem! I believe you truly missed my annoyance! So this time it's about the actual parkour down. You say parkour down-ing from a non-standing object doesn't allow Connor to air tackle guards. But well, that's what's happening. I tried doing it without directional inputs as well as with directions, but still doesn't work. If guards are close by, they get tackled. I thought it might be because my direction is the same as the general direction of guards, but even that's not the case. Today, I did that and Connor tackled a guy who was well behind him, and definitely not in my movement direction. So...... a little help, please
Haha, no worries, dude! The important part is _having momentum_ that moves perpendicularly to the non-standing surface. If you’re just chilling on one, it’ll still happen. So, essentially, you need to trigger the parkour down first thing when you land on/climb up onto the surface. Let me know if that helps.
@@jcers oh, I guess I wasn't paying attention during Parkour Down Class. Anyways, so I have to be quick with the parkour down from a non-standing surface, right?
@@thatsaweirdone yea, it has to be the first thing you do when you land on it for a guarantee, as far as I know.
@@jcers thanks. I'll certainly try it today!
@@jcers hey man, been trying the method you suggested for parkour down from non-standing objects, and yeah, it's working. Thanks again! Also, for the inertia system to work, the thing which we land on needs to be a non-standing object, and that we need to release HP before landing, right?
I dont understand how to do the non standing surface one. wdym
If your character is moving and lands on a Non-Standing Surface such that he is facing to jump off of it rather than run along it, this prevents your character from tackling people below him and will always trigger a parkour down input.
What are the high profile and loot buttons?
Default bindings:
PC: Shift, E
PS3: R1, O
PS4: R2, O
XB360/XB1: RT, B
@@jcers Thanks 👍
No problem :)
very nice done video
I can´t believe how bad ubisoft is in making a good tutorial, its the same un AC unity (I think it has the best parkour mechanics in AC games) but to really enjoy it fully you need to play the game like three times before realizing how it works, man ubisoft is great at creating parkour mechanics but awful in explaining the player how to use those mechanics
im thinkin about redownloading ac3 what do you think?
If you can deal with the bugs, go ahead.
@@spoodurmin9742 ders bugz
@@uberbeats2668 lots
AC3 is a pretty fun game. If you like smooth parkour, flashy, fluid combat and doing a little bit of sneaking around here and there, go for it!
I think watch dogs 4 should just implement a true/dry climbing parkour system if they wanna compete with gta6
Other games endgame : Fashion/Gear/Speedruns
Assassins creed games : PARKOUR
Basically
Pls do AC4BF cuz i think they have differences in parkour
They do, but they're very, very subtle. Basically everything I talk about in this video is applicable to AC4 & Rogue.
@@jcers ohhhh now i get it thanks man
You have good voice
Haha, thanks :)
is this the case for AC 4 -Rogue
Yes, but none of their cities are built particularly well in terms of supporting this mechanic, from what I can remember of BF and what I tested with Rogue. Rogue has the rooftop fences and the trees, but that’s mainly it. The parkour down mechanic does definitely exist in those games, though.
@@jcers oh i dont have ac3 thats why
Jumping down the pole doesn't work for me :(
Which part of the process isn’t working?
@@jcers so I jump from the roof down to the bar and I direct the movement towards the street/away from the building and hold jump once Connor left the roof. But he then just swings on the bar and doesn't leave it!
@@birchtree14 try getting to the very end of the bar. Some of them can be very finicky.
more ac3 content please o:
I’ve got a few more videos already finished >:)
For the longest time i've HATED AC3. But ever since you've made these AC3 videos I decided to re-play it. And honestly it's not that bad, sure the story is still bad and the game is un-polished as f*ck but it's a pretty fun game. And also thank you for these tutorial missions, they are very helpful.
That’s the exact effect I wanted to have with these types of videos, so I’m really happy to hear that! I’m glad I could help you enjoy a game you previously hated :)
7:03
Why tf am I just finding it out time to reinstall
Haha, go do some controlled descents in the colonies for me!
The most easy way is . Right click + E hold . You will parkour down .
you don't get the flashy drop animations though
what is right click? High Profile?
Love it
:D
anyone else just playing all ac
AC Unity vibes anyone?
>:)
Much easier:
air assassination
Interesting but still bad level design
Compared to everything that came before it, definitely. As for what came after, it sits somewhere in the middle.
First
:D
Unpopular opinion but parkour down in unity sucked, in ruined the fun of finding creative ways to get down and instead made it a matter of pressing two buttons and pushing the stick backwards.
It’s only like that if you allow it to be. There’s lots of creative ways to parkour down in Unity besides doing that.
Unity’s system has its positives and its negatives. I think it could do with a bit less streamlining, but overall I like the mechanic.