[Leo Talks] Catching Ledges | Loss and Rediscovery
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- Опубликовано: 17 сен 2018
- Leo Talks
Assassin's Creed Unity
Advanced Techniques
Catch Ledge / Ledge Grab
Holding High Profile, TAP Parkour Down a single time just before touching the wall.
There must be a viable handhold at the spot Arno impacts, and the timing window for it is roughly like a Sword-Counter from AC1.
A video on the philosophy and meaning behind the ledge-grab / catch ledge ability in the Assassin's Creed franchise, its importance and why it matters so much to the people who miss it.
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Old video is old, but if you look at the progression of Advanced Movement in Assassin's Creed games today, it hasn't gotten much better. :/
(Also, in many cases, you _can_ actually Hold Circle/B/Loot to Catch Ledge; which makes me look like an idiot, but is also very important to know.)
ac unity is the last assassin's creed game I could enjoy. I don't really like rpg games. Origins was kind of good but I'm not into it. But the way oddysey handles movement is just god damn awful, it looks so bad and just doesn't feel right. Alas, I think the assassin's creed franchise will never return to the glory days of movement.
Neat. I love spamming all buttons
@@F3yris A lot of people would argue that Syndicate had the same parkour as Unity but can we all agree that Syndicate's parkour was a lot more restrictive (to not say retarded) and overall just more frustrating?
I guess they just follow the market, the market are everyone that has no time to master the parkour mechanic. You can see that many people complain about parkour system when they just not good at it
This man sounds hurt.
Give him the old parkour mechanic ubisoft.
Bless u v_v
I feel his hurt. Now I feel nerfed.
Did you eat your cereal?
Always.
As a day 1 fan. I completely understand your pain. I was so disappointed in the new AC parkour system. Hopefully they bring it back in AC Valhalla.
AC1-Rogue: You have to figure out what to climb
Unity/Syndicate: You can climb a bit more
Origins/Odyssey: Fuck it you can climb anything exceeeeepppptttt that one invisible wall
That's basically the long and short of it, yeah.
Ac3 brought in really unrealistic climbing.
That is terrifying. I'm slightly less excited to play anything past Rogue now. How are the games aside from that?
@@_JayRamsey_ imo Unity is fine. Syndicate is like a slightly more clunky version of Unity. Origins/Odyssey you can climb anything but it is really clunky.
@@NatoVSChina You haven't played Origins or Odyssey have you? You can literally climb anything even if it has no footholes
So moral of the story: "Ubisoft chose to *remove* core game mechanics instead of trying to improve them."
I know, crazy, right? :p
MrTouloir pretty much. Kingdom hearts style games don’t mix with hitman type game
they did have some improvements
just like EA with Fifa..
Chose to *change* the way a mechanic works without tutorializing it, this whole video is just... "Hey, I didn't know this mechanic was still in the game so I was disappointed in the series, but it was actually there all along and I just never bothered trying this specific other method that people found."
Parkour and climbing has gone downhill, and when people say the old games were unrealistic, one word...........odyssey.
FOR REAL! THANK you hahaha
Yeah I agree. I am actually pretty let down with Odyssey because the climbing system is awfully boring, and seems to only reward players that run in straight lines dead forward.
Bring back the old system.
@@razorsazors true, i quit playing odyssey because i got sick of same 3 retarded animations that were repeating all the time.
To play the devils advocate, jumping 50 feet and free falling, then catching yourself with one hand is not really realistic ( that's a dislocated shoulder). I understand Ubisoft is a shitty company.
Unity's nicely choreographed movement should not be overlooked, since it improved immensely. It's just a bummer it came at the cost of everything discussed in the video.
"Go out there and catch some ledges. For me."
*reinstalls ACU with tears in his eyes*
YES SIR
Hell yeah. ^__^
@@LeoKRogue still playing unity on PC? I legitimately reinstalled it lol
I am, yeah! Trying to do any kind of multiplayer gives me some insane crashes, though. Sad. :(
@@LeoKRogue dern. Well my discord is Kyber#1610 of u get it fixed or just wanna talk
I hate when developers go for acessibility more than skill core mecanics
I'm with you on that - especially when accessibility and depth do not have to be mutually exclusive. Making the game worse for players who are invested doesn't necessarily lead to better access for those who need it. You can have toggles, options, settings. Allow us Advanced Movement/Complex Movement, and let Movement-Assist be a Toggle. Or have certain Unlockable Skills make Movement easier for the players who need it, without throwing away advanced mechanics for everyone else. I don't know, *any* of that would be nice and better than what we have now.
@@LeoKRogue
That's a great idea. It is odd to take the time to remove something entirely, rather than making it optional. That's assuming the newer games are still built with AnvilNEXT and that I know anything about programming/designing a game, of course (I don't).
Someone should start a petition though. It likely wouldn't work, but it might make me feel better.
Kinda like street fighter 5
@LeoKRogue pretty late reply but something that comes in mind is dying light 2s physical vs assisted parkour mode.
Unity parkour was my absolute favorite. For Shame how the games are now. They're not completely bad but way way WAY different from how it used to be. I just want a cool hooded outfit guy that can do cool parkour while fighting people with hidden blades. HIDDEN BLADE COMBATTTTT
New AC took away so much of what I love.
Leo K [Rogue] for real 😤 the story and the content is decent but goddamn that is no AC game 😂 I want parkour on parkour on parkour with a little bit of parkour but also alot of parkour balanced with a tad bit of parkour. Not to mention the outfits man. AC is literally known for the cool assassin outfits, hidden blade, and the Leap of faith. It's like they just care about the leap of faith 😂
And chain attacks.
I would love the parkour of unity and combat in syndicate or just leave the chain kills from syndicate
There’s absolutely no denying that unity has the best parkour in the entire assassins creed franchise (so far)
Wait, nobody knew this? I discovered it at the release because I tend to touch all the buttons when I panic
Gamer Giu's I've also discovered this mechanic and never thought people didn't know about it. However, I still agree with the point made in the video. Devs ignored this mechanic and instead of improving controls for it, they simply just left it be in the shadows
@@matthewli9164 Yeah, I died so many times in this game for miss jumping
Welp, i guess Panicking is the best way to be an assassins..
My instinct when falling has been to hold B (Xbox) since AC1. Not sure if I figured it out by button mashing or reading the manual though (I was one of those kids).
IIRC this caused me to catch and then immediately let go of a lot of ledges in AC3. Thankfully it was fixed by 4.
Same
I miss being able to equip my hidden blades and fight as well as I could with any other weapon. And using hand to hand countering and stealing weapons. It was so fun stealing someone’s weapon and killing them with it. Or beating a dozen heavily armed and armored men with my bare hands.
I'm right there with you, Jade. They really did remove many of our Options, didn't they? The early games featured an abundance of different things you could do in a single fight. Sure, they weren't challenging enough for players who hungered for greater difficulty, but that's never something I considered a bad thing. I play AC to pull out flawless runs/encounters, so the risk of being hit was high enough for me. Besides! Like you said, Assassins should always feel Lethal. Meanwhile, the newer games don't carry the same amount of universal options, there's just less STUFF you can DO in a fight, and their fight system leads to death more often. They just can't get it right, huh?
I'm very excited, yes.
@Ian Knight You need to realize other games beside AC exist.
He's right, though. Ghost of Tsushima is very transparently a Creedlike, spoken as someone who plays a wide variety of games every year. :P
Great thing too, the last great ones were Shadow of Mordor/Shadow of War.
@Ian Knight Even Creed doesn't like Creedlikes anymore. Except after Valhalla where I hear now they are also getting rid of the level-based combat.
If anyone from the AC dev teams watch AC RUclips videos they need to watch yours, man.
Couldn’t agree more and hope to see them revisit these older and very much missed mechanics.
Thank you for your kindness, I really do cherish the depth of gameplay present in some of the original games, but it's becoming more and more popular to look down on them nowadays just because they're "old" or "outdated." Nevermind that if you take the time to Learn, they play so much better and let you be more in control than the newer ones. :P
Leo K [Rogue] Again, I couldn’t agree with you more. I hope they take largely from AC1,AC3, Unity and Odyssey and combine all their strengths to create the ultimate AC game.
Keep up the videos though, I appreciate the depth and honesty of them.
It’s refreshing from all the jaded RUclipsrs out there.
I’ll never understand this outrage culture. I guess the negative will always float to the top for everyone to see, while the positivity and love linger at the bottom in the majority, yet no one acknowledges.
Shame. So much greatness passed over on far too quickly.
Active parkour is the reason I loved playing Prince of Persia: Sands of Time so much. You could literally wall-run, jump off at any time, and grab a ledge deliberately and reliably. The streamlined system in later AC games just didn't match up.
Agreed wholeheartedly. I liked it when I felt more in control, and had more mechanics and interesting actions available. It's really weird for a game to go backwards and devolve, taking options and player-verbs *away* rather than adding new ones. Not my favorite aspect of the franchise, at all.
The last game (forgotten sands?) had way more amout of parkour puzzles and amazing set pieces (compared to any modern ac game). You can tell a lot of forethought was put into making the time and water puzzles.
Too bad it turned out to be a buggy mess. Still a great experience i recommend to anyone who loves prince of persia
POP WW has more realistic parkour than odyssey
God, I miss the ac2 days. Everything looked so new and surprising.
Maybe because it was only the 2nd in the series?...............
@@UserPending no shit
@@squabblewobble2472 Yeah, no shit lol.
This video perfectly explains the irritating evolution of the AC movement system. Thanks so much for this. I can now explain to friends how it's changed!
You're awesome, thanks for the words!
An ideal system would be the classic parkour mechanics, with the addition of free-run up and down. It would provide the lower skill-floor but the old skill-ceiling.
Exactly. That's my wish.
Yes they should bring back the core mechanics and stealth/animations from the past including the customization from unity but the combat from origins and odyssey should stay (just improve the animations) because it's way more challenging and actually give the player both more freedom of switch between different combat maneuvers(sword, arrow & bow, and horse combat) from the fly and facing pressure from all angles and heights
@@mareo187
I would prefer an improved, more consistent version of Unity's combat system. Although, that's purely based on what I've seen of the combat in Origins and Odyssey, as I have no interest in playing them.
@@DigitalVanquish Unity's combat system and damage input/outputs. Sped up at the speed of Odyssey would be perfect. Unity was the perfect parry OG and Sekiro made it fun. Also Unity's manual jump was great, though it assumed your trajectory it made parkour more expressive.
@@Oryyyt
Unity is as quick as I'd personally like it to be, as I think much quicker makes it feel weightless, just like Unity's free-running whenever Arno would jump a gap that you can tell he shouldn't have made. The earlier games gave me a better sense of this, but that's just preference.
"Wait, you actually use the Catch ledge mechanic to prevent you from your death?? oh god we're so sorry for that. now you can jump from 100m and be perfectly fine in odyssey! you're welcome!"
-Ubisoft.
Real. Just sleepwalk to my next objective all day.
Wish odyssey and origins had more weight to characters. They slide around the floor and don't feel heavy
Wish Odyssey had uhhhh characters tbh 👀👀👀
Reasons I keep coming back to unity👏👏
Yea, people talking about how playing as Arno in unity feels like a balloon. Alexios/Kassandra feel like nothing.
When arno runs, his acceleration and speed make him look like he has actual body weight, then the weird flailing jump animations make it look like he is out of control of his own movement and is being thrown off.
Syndicate removed the running weight too.. with also no change in jump animations.. now the characters in syndicate are always a balloon.
@@jcers Exactly! I still don't get people complaining about how Arno looks like if he's flying in Unity, while in Origins and Odyssey looks even worse!
I love how suddenly this video is getting traction cause the game was free for a week.
Literally happening with all my Unity vids. I gained like 1400 Subscribers in ten days. Algorithm's probably pushing my Unity vids to everyone on the face of the earth right now.
I just finished the game the other day and I have the Eagle of Sugar, and the highest Tier guillotine gun. And highest tier armor. Yet I still have 1,300,000 livres and no idea what to do with them. Sad thing is that with the dead Kings the lantern stops you from getting the 5 gold diamond rank.
If you get a chance check out my Hoarders Reaper of Unity, or my 2019 No Upgrades Run. You can search for them both and they should pop.
Oh my lord! I can't put into words how much you and the other community members have done to make this game *INFINITELY* more enjoyable (though I've always loved it, after I gave it a second chance in 2016). This new technique discovery immediately enhances the parkour by a LOT! Can't wait to test it. Here's hoping that the AC games on next gen will feature more urban environments, actually good parkour unlike in Origins and Odyssey and better stealth gameplay. :D
Big "Yes" to all of those from me, that'd make me very happy.
And thank you for your awesome reaction to this haha, that was basically me too.
Actually yeah, I think watching this channel just made the experience so much better. There's good stuff to be found, and i'm grateful that there are people like leo k and the ones at thehiddenblade.com who look for it.
this video hits home hard man.. I could only reminisce the fun I had playing ACII & Brotherhood. Side hopping everywhere bcause it's fast, and felt unique.
I'm happy you relate. There are quite a few of us out there.
And you could chain it with other moves to do parkour like a god
I understand what u are saying and it seems to be very easy to fix just add an option like "manual parkour" (probably a better name) and have the easy version as default for most players but give the option for the 1%
Even though it's too old to leave this one here, and the game was like 7 or 8 years ago, AC's parkour, albeit old or modern, is still the best means of traversing area to area since Spider-Man's webslinging. It's like playing a game while jumping up and down to excercise in summer afternoon.
Funnily enough, 2 days ago I was trying to make a jump in Unity. It was slightly too far to jump normally, but then I thought "I'll just use the old Grab Ledge to catch myself". I died and reset the mission from the beginning. Soon after, I saw that side hopping was removed as well. Those few moments made me realise what you meant when you said Unity had a slightly less complex freerunning system. It just makes me wonder even more what could've been if they had revisited the concepts that had been put in Unity.
i remember that years ago i decided to skip unity and played syndicate and i was so disappointed when jumping, ledge grabbing and even side hopping were all removed
Yeah, I was so unbelievably disheartened. They just ripped out so much of the joy of Movement and that's what all those commenters who are like "lol big loss" do not comprehend. Taking out one mechanic makes it okay to take out another. And then another... and then another. Until we get... Odyssey.
@@LeoKRogue yeah i dont really understand ubisoft's need to over simplify everything
Going from Assassin's Creed Origins back to Unity feels like going from a high end sports car to drunk driving a semi-truck.
Origins does have a lot of good features removed, but it controls very smoothly, and the added emphasis on positioning and movement in the combat made the parkour feel more meaningful. Climbing, combat, stealth, and even the water/swimming mechanics all felt meaningful and flowed into each other almost perfectly.
Climbing to the top of a ship's mast to get away from enemies, diving into the water, and sneaking back up on them was such a cool experience, and playing hide and seek with the high level enemies that required multiple stealth take down to beat was some of the most fun I've had in the series.
I feel like there was a lot of potential with Origins to revitalize the series, but instead it was the first step in replacing it. It felt a little too distant from what came before, but I still enjoyed it. Like Black Flag before it. Odyssey, though? I could never get into it. It just hurts. It's not an Assassin's Creed game.
Great comment.
So true. The thing I like most about Origins & AC2 is control! They aren't flashy as Unity but 10/10 I know what my character will do when I press a button, but in Unity I can only hope what will happen xD
I will always remember the moment i learned about this techniques. I was playing rogue while my brother watched me, i was synchronizing a viewpoint and aimed to jump to a haystack but i was aiming to the wrong side and took a regular jump, the moment Shay was flying up in the air about to plummet to the ground i could feel my breath leaving my body, and suddenly, when i was about to touch the ground i moved the joystick forward and Shay caught the border of the rooftop of an small house. My eyes were wide as plates and my brother had the most shocked face i have ever seen. Then i gained back my composure and said "skill." And my brother said "you lucky cunt."
Beautiful! ^__^
The jump mechanics from Unity onwards feel wrong. Like you're Superman leaping buildings. There's no weight behind them.
That's a great way to describe the sensation. It's odd because Unity is a profoundly "heavy" game in terms of input response and animation times. It's not RDR2 or anything but it's borderline. You'd think a game like this would have more controllable movement and more weight behind jumps/grabs etc
Yea, that’s why I think that AC-ACR has the best parkour. Certainly not the most flashy or aesthetically pleasing, but fluid, responsive, and expressive.
I just tested it at the spots at 8:40 and 9:25 and I'm almost certain now that it makes no difference if you're holding parkour down or if you just tap it before impact. I consistently made both those jumps by pressing it immediately after jumping and holding it until Arno had grabbed the wall. Of course tapping also works, but from what I can tell it is not necessary. I don't have time now, but I can upload clips of this on Friday and send you a link.
That said, I still very much enjoyed the video, and you bring up a lot of very valid and important points about the series as a whole, particularly when talking about the general streamlining of mechanics and the impact that has on gameplay depth. Keep up the great work and keep sharing awesome tips with the community :)
That's pretty huge, thank you. I'll re-test myself and start building a follow-up.
Can confirm. The fact that it ends up controlling exactly like AC1-Rev and that it occasionally grants you creed points for performing the action almost tells me that it was a mechanic that they planned on properly implementing but didn’t just because of how rushed the game was. Just another example of wasted potential in what ended up being the biggest turning point in AC history.
I am glad that you went back and discovered the recovery in Unity. I was confused from the video because I was always using it in Unity and Syndicate. It isn't as obvious, but it's still there. I always fling myself off of buildings so I didn't even realize that many people think it's gone.
It wasn't really me, it was a community effort, I just reported on it.
I've missed this feature!! Thank you for explaining it
Thank you for appreciating it, we're a little rarer than the general playerbase who doesn't notice it's gone / doesn't miss it. :P
Ac2 was best in parkour... There was especially a cutscene that teaches you important parkour mechanics and that was great
So I watched this video and my jaw fucking dropped when I saw that you only have 2.3k subs. This quality and creativity is just insane man. Don't let your "low" sub count hold you back, you are awesome. And your voice, I'm a straight man and I could listen to your voice for hours. Keep it up, subscribed!
Hell yeah dude, thank you so much for the support and the wonderful compliments. I'll be sure to keep it up, I've got a bunch of things I still want to talk about.
I picked up AC Unity on sale a week or two ago. Your videos have been extremely helpful and insightful. I just wanted to let you know that even though the player base for AC:U is well passed its sell-by date, someone is still out here putting your knowledge to use!
That's awesome!
@@LeoKRogue Hell yeah! Thanks for the videos!
Parkour was so good in the first games. It just feels more and more dumbed down with each new game now. And this boring. In Odyssey you don’t even take damage at all from falling (you get this skill quite early in the game).
Daniel Nobre Not only that, I jump over a massive cliff and rolled, loss all my health and did not die.
@@MirrorsEdgeGamer01 Yeah.. makes no sense. I'm really not a fan of the design decisions the studio behind Odyssey usually does (i.e. removing shields from the game as well, or the grappling hook in Syndicate, or being stuck to weapons akimbo in Black Flag..)
I remember i did this only once after having this game for years i jumped off a castle and was shook when i saw myself live its cool to see you enlightening others on this mechanic
Thank you. It's still really, really unreliable compared to the ease and power of original Catch Ledge, but it's nice that it's there. Whatever AC is now doesn't hold a candle to the freestyle movement in AC1-Revelations. I miss it dearly.
@@LeoKRogue I completely agree I do enjoy the other engines but I love the Ezio triliogy's control
My man!
I totally get it, that frustration I felt in unity being unable to side eject like in the classic games. Glad I’m not alone
Thank you, judging by this video's reception it's definitely not an isolated incident. Losing our actions and our moment-to-moment verbs is always going to feel bad.
If u played ac brotherhood,leonardo da vinci have something like gloves that allow u to grab ledges just like this mechanic
In AC Brotherhood, the Climb-Leap Glove allows you to perform the Upward Jump on Walls, which Rosa teaches Ezio in Assassin's Creed II. You don't actually need the Glove in order to grab ledges while jumping around normally, you can do that right from the beginning. ^__^
don't forget the hook blade in AC:R that extends your reach and grab ledges
@@rmdtd They have 0 fall damage pass level 30. You do front flip into a safety roll before landing. Essentially you can't die from falling in Odyssey. 😂
Chi-Yin and William: chilliam00 not essentially, literally. Even from the beginning of the game, you cannot technically die from fall damage
Wait, really? I just didn't know to tap jump as I climbed, I guess.
I just stumbled upon this video and had to let you know this is some quality content. I unhesitatingly subscribed and am looking forward to your catalogue.
Keep it up brother. You have the mind to become one of the greatest video game content creators.
I’ll be watching your career with great interest
Thank you so much! You're very kind.
wow, thanks for putting this out there man! I still play this game every day so this will be very beneficial for me
I'm glad. This would then be EVEN MORE beneficial for you:
ruclips.net/video/L5lB14UzX-U/видео.html
yea I already watched that video but thanks anyway.
I just trained that technique and I did it 3 times in a row so guess I can add this to my arsenal now aswell!
I've been trying to time my Empty Hand presses since AC2 and I've played all the way up through Origins. I knew this was possible in Unity because I thought it was the only way to do it. Now, thanks to you, I've realized you can hold the button down in the earlier games :)
Nice! The way knowledge spreads and propagates is fascinating.
Thanks for putting the instruction in the description. I never knew this is allowed in unity.
You're welcome!
after few years of gap i first played origins and odyssey never felt like playing assassin creed game then I played unity and ac 2 still gives me the real feel of playing an assassin creed game
This is a major reason behind why many players return to earlier games and see their value. It's distinct from nostalgia, rather, it's because the games before are True to their goals and retain the vision for what the experience is meant to Feel like.
@@LeoKRogue the experience that's the word
>choosing to remove the only thing that can call the assassins in Assassin's Creed assassins
Ubisoft... you have changed.
Yes... Catch ledge and other advanced manual parkour + experimentation was the biggest reason I played assassins creed. I miss this so much.
I'm glad you relate. It was a very important part of the experience for me.
I was climbing some sort of a mountain in AC3, for a cougar hunting society quest, there was a part when i had to jump from a fallen tree to a cliff and there was a long gap inbetween, i failed to grab the top of cliff but on my way down managed to grab another part, then accidentally dropped again... then managed to grab another thing and this time managed to get back up. I knew nothing bad would have happened if i "died" but my heart was beating so hard at that time
That moment was constructed by two equally significant elements:
1) The ability to trigger a fail-state and lose progress, therefore losing time if you failed. (Something unpleasant to contrast against.)
2) The ability to actually avoid that fail-state with skillful play during the Potential Failure moment, as well as a spectrum of Best to Worst outcome.
Not only did you fall and save yourself, that situation could have happened in a number of different ways, and that was *your* moment, *you* had full ownership of that experience. You got yourself into it and you got yourself out, *you* did that. Assassin's Creed no longer features this kind of situation or flow to traversal, not for several years now. You either fail outright or can't fail at all, there's no in-between, the Spectrum is gone.
Love your videos, thank you🌸
Thank you! I'm glad you enjoy them. ^__^
I agree - playing brotherhood and all the og games were like so cool - not even the mechanics but just how the moves looked - but then they removed that to create this less fluid more 'chunky' (as I like to call it) technique that doesn't let me feel that I am in control - I greatly support your point and I subbed
Thank you! You totally get it :D
The modern AC controls trying to guess what you want in order to simplify the number of actions sounds a lot like what’s going on with the 737 MAX control software second-guessing the pilots. At least nobody dies IRL when Ubisoft guesses incorrectly. 😑
Yeah, thank goodness for *that* :/
im so glad that you can map the controls on pc. I always tend to map them in the most similar way possible to AC1 controls
I spent ages in the first AC game just marveling at how he would put his hands and feet on footholds, it was slow but it was fantastic, all that's gone now.
Yup..
Catching ledges in AC 2 throughout revelations in missions that required climbing specific ways made me feel big brain as it was useful to skip small segments.
Yesss, exactly! You could optimize movement and play faster than a player who didn't use all the tools available, it rewarded you for understanding the game.
You're not an AC fan if you don't know the story of Altair and Ezio
I mean you're still an AC fan but it would make me much happier if people did know the story of Altair, Ezio and Desmond haha
@@LeoKRogue
Are there more games without Desmond than with him at this point? I think there are 5 with, but I can't keep track of all the newer games. Replaying Revelations and ACIII recently reminded me of how much better the modern day part of the story used to be.
Nah it doesn't, it just means your a young buck.
You are an AC fan if you support the series and play/have love for the game no matter which version
I don't know about Ezio but I know about Altaïr and a bit of Desmond (I've only played 1 and 4)
That's interesting, because when I did testing on the exact same issue, I didn't find any difference between holding and tapping the parkour down button. I mean I may have just been screwing up the timing (I was using the roll timing), but I did not find any difference when I tapped instead of held. Granted, I was testing this on small jumps (unlike 9:26), so me holding it immediately after the jump could have possibly still coincided with the window for tapping and hence resulted in a successful ledge catch.
To me it seemed that the largest determining factor for whether Arno would grab the wall or not was simply whether or not you had collided with the wall at a point that had something for him to grab onto. If you had, then holding often sufficed, and if you hadn't, then no matter what you did, Arno would just bounce right off and fall without giving you a second chance to grab on. It doesn't help that aiming jumps in Unity is very hard.
If you look at the video from sfoof, in the last clip Arno clearly collides with a completely different part of the wall compared to the previous 2 clips. TBH for a proper test we would need to recreate this but have the 3rd jump collide with the exact same spot on the wall as the first two jumps.
I have some clips of me testing this which I could possibly send you (I would have to dig them up and upload them though, which I won't be able to do until Friday). I might do some re-testing as well, because I believe that neither my testing nor sfoof's testing (or at least was you showed of it) was rigorous enough.
This is another one I've really gotten the hang of. It's a lot more useful than it initially seems after training yourself never to end up in a situation where you'd actually need it. Ironically, I've gone from being one of those people that tries to play every game like classic AC holding long jump all the time, to using it sparingly to avoid potential damage, then back to strategically long jumping almost every gap, relying on Arno's generous jump arc, forgiving recovery roll, and if all else fails, catching a last second handhold to continue my flow. The movement in this game is very harmonious with the stealth if approached just as confidently. It's all about thinking on your feet, but I feel a lot less failure-prone in Unity than I do in other AC games. Might just be the experience talking at this point, though
That's pretty similar to the arc I've had as well, yeah. It's kind of funny.
It's definitely the experience talking, though. You've managed to synthesize and internalize the jank to the point of comfort, and I think that's godlike.
@@LeoKRogue You know, back in the day, I somehow got it through my head that the rifts were the most efficient way to make money, so I grinded out an entire set of legendary ranger gear by running all the rifts, to the cafe, and back to the mission trigger over and over again. That really forced me to get the movement under control in order to optimize my earnings and stay ahead of the desync wave so I could grab every last fragment in the allotted time. I bet that ridiculous marathon is responsible for a large portion of my learning curve
I knew this, I didn't know it ever was a problem
Thank you for making this video. It summarizes well my feeling regarding the serie. This ip is what pushed me to become a gameplay animator, and I'm today a bit sad to see it restrain its movement/parkour capability with each episode. Unity is really my "plaisir coupable", a game I love to play despite its flaws, just because its movement mechanic is rewarding. The animation work is incredible, the team really pulled something extraordinary with that episode. I hope to see a futur episode going back to the basics : stealth, parkour and engaging narrative.
Thanks, OnionSkin! ^__^ I agree with all that. I really love this game despite its issues.
2:57 i played all AC games since the first one until Black Flag, and it never crossed my mind that movement was possible
Haha I'm glad to show you something new. Now imagine playing Origins and Odyssey and realizing there's nothing LIKE that in those games. We don't GET that moment of "woah you can do that?"
excellent video essay
Thanks so much Zuck!
Eludaril here! THIS IS AWESOME! I missed this video when you first put it out X___X
Heyy, good to see you around! :D
I just played Unity for the first time and I discovered this completely by accident after jumping off the Palais de Justice and grabbing onto a fence I didn't even know was there, while I still had the prisoner clothes on. How Arno's hands didn't completely explode I have no idea
He's just that badass.
thanks for your videos. I just realized early titles of Assassin's Creed can be this advanced despite it looking so simple like side eject and catching ledge. Then playing late titles feels like the game limits your movement for "safety" reason
You're very welcome! Thanks for watching, and coming to that realization. A lot of people never actually begin to understand that the earlier AC games give the player the most freedom, because that freedom is found in _what_ you can do, not in how doing it _looks._ Later titles absolutely limit your freedom because a common complain of many players early on is killing themselves by accident or their Assassin "jumping off stuff by themselves," which is of course nonsense.
He made me cry at the end!! Oh my god!
I tried. :')
@@LeoKRogue oh god!! It was so emotional!! I dont know how, but you made me cry at that bro. I was about to plan a raid at ubisoft hq for you man
Nothing of the sort is needed. Just be the best Assassin you can be, enjoy these games, and support the good ones.
@@LeoKRogue I would, most definitely. I just need to get the game now lol. I enjoyed your videos man. I'm pretty new here, to your channel and the AC community.
If I get the game, I'm definitely using all the tips and tricks I've learnt from you. Much love
i love the passion in your AC videos. I can definitely tell you love this franchise and I thank you for sharing the knowledge
Thanks so much Alex, your words are empowering and remind me why I do what I do. ^__^
You are a guy what AC franchise needs, someone with sense, care and knowledge about the game, not someone who is just a fan boy of this franchise, not someone who just takes whatever devs throw at them, someone who knows that if we love something at its best we also are someone who need to critique it at it's worse, not because we are fanboys of this franchise, but we are passionate gamers and we loved something that was worth appreciating. Unity was the best AC game in terms of game mechanics ever and i don't see Valhalla beating it either. Prosperity to you my friend.
Thanks so much Gre3k, that's very kind of you to say. I'm glad you understand that just because I criticize something doesn't mean I don't love it.
This is why I love AC 1 and Ezio's trilogy so much, even though Black Flag gives me more moment of fun, yet in terms of being Assassin-ish those games mention above are the ones that really invest me into this franchise. (I'm replaying AC 3 again just because I just want to give my attention to its parkour system because I never did until now)
You just gotta have that control, y'know? It really makes you feel like a skilled master of your environment.
Thx for letting me know and test that before Vid-release... x)
Nice Documentary...
Cya on the other side...
For sure! I'd already finished and voiced the script before that point, but I was excited to share before the actual vid came up xD
I literally just started a script on a video about this topic. Ill probably still do it a little more individually focused, but great video man
That would be sick, looking forward to it.
Me miss this soo much
Great video!
Thanks!
My first game was black flag. It got me interested in the whole ac franchise so I installed 1, 2, and brotherhood. But the controls were so different. It's like a manual version of ac and black flag being the automatic version. It took me a whole day to get used to the controls
They are different indeed, it takes a different mindset and a willingness to learn. I'm really glad you stuck with it honestly, there's a lot of players who just don't. They understandably give up and miss out on some very cool games.
Well said. I'm currently enjoying aspects of odyssey but I miss ac2 mechanics.
no bullshit a few friends and i figured out ledge grabbing from day 1, but i thought it was common knowledge to everyone. i even got a short video on my channel with a friend and i fooling around with the mechanic. i wish i had known there was a community of players still playing this game at the time, i would have said something ):
That would have been *very* helpful a few years ago. :P
I have only done a breakfall in Unity once and I didn’t know how to do it again
That was basically me four years ago. The game barely explains itself at all.
Ubisoft *seriously* needs better tutorials.
@@LeoKRogue I started AC 2 a month ago. And I gotta say, it’s an amazing game (besides seq 12 and 13 dlc things) but I kinda got infuriated at how less it explains things. Almost all the explanations are for mechanics that are new or are changes to ac1’s mechanics. This first came up when you have to race Fredrico without any explanation of the parkour system and losing the race counts as a desync. I guess there was a segment before that where we were free to roam around in the open world but it still doesn’t seem right.
you seem really passionate about the franchise. that's good im a fellow assassin too
I'm glad!
I'm actually shocked I was doing this on release. I never interacted with the AC online community so never knew it was a problem at all.
Nice!
Yea i've noticed that AC3's catch ledge is purely hidden from the game, you don't hold a button to do it, and it has to be during a potentially unsafe jump, otherwise Conner would just hop down the actual safe structure. And I think it has to be a side eject, which is also contextual on when you could eject.
All good observations.
I like the new break fall. It seems more skill based than the old catch ledge mechanic where you just hold down the button. Though I think it'd be better to allow it to be omni-directional so we can have side ejects again :)
I can see that, yeah. Feels really good when you nail one. In some other ways it's actually slightly less skillbased because it just has less functionality so the player's brain has less to think about.
It gets worse, though; Odyssey just lets you fling yourself off any height without dying. T__T
I think my best of all worlds would be having it be a Timing Check in any direction, with all eject types reinstated. Damn, that would be sick.
Just finished Valhalla i wanted to to give unity a go… and man the parkour is soo awesome in this game
It's pretty fun, compared to what you can do in Origins, Odyssey or Valhalla, Unity definitely has a lot of actions available, a lot of freedom. Your parkour move-set in AC1-Revelations is the largest in the series though, if you want to get into some _insane_ advanced stuff. It still has some issues, but if player-freedom is what you crave, those are the games to try next. Hope you're enjoying Unity!
Wow, I had no idea. This is amazing. It's so simple too! I have to wonder whether we're stupid or Ubisoft is for not teaching something so simple
It's weird because in a lot of situations nowadays it works just by holding it, but that's super random so as much as I want to believe we "figured it out," it's still very capricious with what walls it works on. The most this really does for us is prove that it exists in an official capacity. Still super cool though. ^__^
I literally thought that everyone knew this when I played i utilized this like all the time
I wish everyone did, lol
Man, when he says, "Go catch some ledges...... For me" I feel, I don't really know. I feel nice. I feel that whenever I play Unity, I will deliberately jump a lethal drop and catch a ledge, just for this man
You're a good soul, Weird Guy.
@@LeoKRogue grazie
ABOUT TIME SOMEONE POINTED OUT THAT THEY REMOVED MANUAL JUMPING
Interesting thing I noticed recently is that you can also do this in Origins using the same method, most likely because Origins uses a modified version of Unity's engine.
Yeah! Kind of.
ACU does indeed precede its time. Only after 8 years we appreciate the grace and perfection of its parkour mechanics
To be entirely fair, the reason for that has a bit less to do with its parkour being anything close to perfect, and everything to do with the newer games not really _having any._ So players find the contrast impossible to run away from in their minds.
I’ve done catch ledge in Unity a few times. Never done it in Odyssey though.
That's awesome. ^_^
At least in Odyssey it's not too important since we can never die from fall damage
So true i wish they got the parkour from ac 1 through revelations amd the tree parkour of three and as fast as arno maybe even adda grappling hook with the hook blade without the baby sitter mode on this could be for the rumoured china game
That would've been so beast.
i get what you mean when you compare ac1 ac2 to origins and odysey, but unity parkour was epic, only thing it was missing that grab save, rest was best parkour in all ac games imo.
Thanks for the comment! I found that there was more control missing from the player in Unity than I would have liked, but it's definitely better movement than everything that released after it!
@@LeoKRogue whoa what a fast reply :) btw you should do some videos on syndicate, it has decent stealth system too and some interesting things to discuss on video :)
All in due time haha. I have an old playlist of Syndicate vids already.
ruclips.net/p/PL36oulzyfYiNlmmbd5uVvSYmMDyZL0LJy
I did know about the break fall though.. i just messed around the control scheme and payed attention to the tutorials flashing on screen with tutorials on.. its not hard to miss when every 5 mins the game screams at you about how to break fall..
Just keep tutorials on for the first 2 hrs of gameplay in any game and test your various degrees of freedom in game
This was a common enough experience for all of these players so as to be nearly-universal. I'm far, far, _far_ from someone who's inattentive, or who clumsily skips informational game-text, or fails to notice documentation. I'm also a veteran Assassin's Creed player since 2007 who would have (and did!) attempt Catch Ledge/Break Fall via the existing inputs from those preceding games. I absorb and consume _everything,_ and by this vid's statistics, I'm going to logically assume the same was true for all these other people. The fact that _so many players_ still missed it speaks volumes, I believe.
There is not a _single_ tutorial in the course of Assassin's Creed Unity's natural gameplay that explains Break Fall / Catch Ledge or even points the player toward its discovery. It might not even be in its Tutorials Section of the Database. It doesn't actually exist beyond the Creed Point flash when you do it by accident for the first time, or else this video's Dislikes would outnumber its Likes _dramatically._ They don't, though. Because this wasn't something obvious that no one in their right mind could possibly miss; it's something obscure, obtuse, and poorly-documented.
To make sure we're on the same page; Breakfall is _not_ a Landing Roll. Those are two completely different mechanics. Breakfall is Unity's name for Catch Ledge from previous entries in the series. Seems an obvious thing, but a few people have made that mistake when discussing it before, and I just want to make sure that's not what's happening here.
@@LeoKRogue i did mean the catch ledge maneuvre you are talking about (not breakfall), i dont know.. maybe it wasnt how i said it, so no point arguing.
I just feel like i remember being told how to do it in game, though i just played it for the first time last year, maybe it was included? Anyways, people knowing about it either way is a quality of life improvement 🙂
Exactly how I felt
Bless.
I would absolutely listen to a meditation video about fixing your mistakes from this guy only if it was disgused as a ac parkour video
Hahaha that's hilarious.
I do some ASMR but I should look into life advice stuff too.
AC 1-Revelations had the most autonomy, Unity looked the best. if we had a compromise between the two with improvements to side eject, going through windows and stealth platforming like going upside down and more control over the movement options.
That is my dream, yesss
@@LeoKRogue what do we have if not for dreams.
Have you ever notice in AC Syndicate: you can't take fall damage because it's impossible to jump off a building with a height where you can take fall damage. The character just stops even when pressing the parkour up button
In Odyssey you literally can jump off entire mountains and never die. How exactly is that better than nerfing Catch Ledge but letting it stay in the game? xD
I could’ve guessed it was tapping circle before impact but who would’ve thought of that
Haha yeahhhh. The game does just enough to throw people off the right track. If you're the kind of player who's tried it a few times and it didn't work, the natural assumption is that it's simply not present at all. This has happened to a number of people so far and I don't blame them. Especially if you're an AC veteran who's used to that button working a certain way, it's really easy to be misled.
christmas came right on time for once ☺
Hah! :P Hilarious.
That was an amazing video. 12 minutes felt like nothing. Keep it up
Will do.
Despite the way it was released I feel like unity still had the most fluid movements it felt the most fun
I think that the present day narrative missions, especially the ac3 ones were the strongest parts of the franchise
Me too. ^__^
I remember thinking the head, legs, active hand, free hand control scheme was brilliant in the first game. It's now just a button masher.
Unfortunately...
*Very damn true*
I'm happy you agree, I'm very passionate about this and it matters a lot to me. Some rude commenter earlier on mentioned something about how, if you're the type of player that used these advanced techniques enough to notice their absence, it somehow makes you stupid -- which makes absolutely zero sense because the insight into advanced tech and the way the game works that a player would need in order to squeeze out maximum power from these mechanics is far above the ability of the average AC player.
@@LeoKRogue *i enjoyed both AC1 and Ezio Trilogy free running. The free will of controlling you movement are there (and fast), more than the rest of current ACs.*
AC3 to till ACRogue, reduced the free will and speed a bit.
ACUnity and ACSyndicate are too slow for me, care too much of style of free running rather than speed (AC3 till ACRogue are the same but not this bad).
ACOrigins and ACOdyssey, like you moon walk all over the place 🙄🙄🙄 . The worst 😑😑😑
I just now discover this? Dam
Hope you found this video entertaining!
Miss the times when entering a fort meant death before AC 3. No press E all the time to counter. Death is an easy occurence and you need more strategy to beat simple troops. AC3 changed a lot but it also paved way to making all the rest titles in the series so easy.
Which is your favorite AC game? I love the classics so much and replay them every year.
@@LeoKRogue AC 2, I wonder how everyone forgot about it. Never fails to impress me to this day. AC 2 felt like Infinity war & Brotherhood like End game. Revelations was an epic completion to let Ezio rest in peace. I play AC3 for the immersive graphics but it's too easy of a game. I beat all games but I do miss the days when I was a teen running AC 1-AC 3 on my crappy PC
Given that Syndicate also uses similar parkour animation of Unity, I wonder if the hand ledge-ing technique in Unity is also the same in Syndicate.
You can't Manually Jump off of Unsafe Heights in Syndicate whatsoever, so it's pretty much impossible to test unless you detach from a Rope Launch, but generally doing so will cause the Assassin to gravitate to a lower obstacle automatically. The removal of manual jumping was arguably an even greater removal of player-control than at-will Side Ejects. You also cannot Back Eject at will in Syndicate either, again due to it being from Unsafe Heights.