@@mizzixit was a mistake to not invite the parkour centric ac youtubers to the early acess showcase. no offense to the youtubers that did get invited but none of em know how to do good ac parkour
@@preternatural9417 and the good level design means context moves such a side ejects and back ejects work consistently and reliably which in turn makes the parkour better as well.
okay now imagine this good level design with some decent parkour, more complexity, and better animations, now thats good, what we got is valhalla's parkout but with a bit more variety LMAO@@mizzix
This honestly proves that good level design can actually make a streamlined parkour system feel really satisfying. Mirage still runs on the RPG system, but the world design of Baghdad is such that parkour is actually a viable means of movement. And often that makes all the difference.
i love that bordeaux secretly made the base jumps easier to trigger as well as the world building naturally having more places to side eject, like at the main bureau they deliberately made it so you can side eject when climbing out. in bordeaux we trust, seriously hope we get more ac stuff from them. also this line was dope, every second had something happening
@@mightyt-rex5634 its when you dive down head first and then catching something with your hands swinging the rest of your body forwards, or at least thats how it would work in assassins creed, i think its when people go on bridges and jump off with paracord tied to their feet. something similar to that
@@mightyt-rex5634 yeah i havent gotten to really mess around with it but i think aiming the camera down while doing usual sprint+parkour up should trigger it, of course basim positioning and how you line up all goes into account but its just a matter of getting in there and trying it out
Good insight I really liked that in this vid. I didn’t know what it was called. If this game does well then Ubisoft would def fund it more and maybe they could make their own engine like unity.
Valhalla was great for it’s map but Mirage will be known for it’s level design, specifically how it brings out the potential in the rpg parkour mechanics. I love that the swoop dive is back!
I disagree, Valhalla's map felt way too large and copy and paste for me to enjoy it. It felt like there were definitely some beautiful places, but it just wasn't very memorable in the end. I can still imagine locations from older games like Unity and Black Flag as if I had just played them. I respect your opinion though.
I wish we'd get something like the Acufixes mod for this game. That mod has an option to consistently perform dives while holding a keybind, which is amazingly good.
Mirage is a good blend of the old and the new, taking what worked from both styles and combining it, and while not perfect or even really ideal imo, I’d be lying if I said I didn’t love what they’ve done here Feels like a legitimate Assassin’s Creed game that is proud of that fact and is made specifically for people who love what Assassin’s Creed used to be, and I’ve not been able to say that since 2014
Did you press down or up parkour to get those swings below you? For me basim always seems to land on top of the rope or just decides to climb down the building
@@ocset4433ong the guy above your comment is prime example. These are the same people who complained when unity first came out in 2014- “Oh he is too floaty and unrealistic.” Now it’s “Why can’t they make it like Unity”
As much as I like the initiate outfit design, for parkour it’s better for basim to wear his master outfit or the hidden ones, his figure slims down a lot and visually appears faster
There is really that weird lag before jumping like wtf other animations such as jumping to grab a ledge and doing a monkey bar jump has no weird lag and it flows smoothly.
A thing I did notice about Basim when he’s running- if you make too much of a sharp turn he’ll slow down in order to reorient better. So if you want moar speed, ease into turns.
The animations are really ugly in this game. Unity had peak animations till date on a AC game.. It just need some fixing from ubisoft as the parkour in unity was inconsistant at times..Just imagine what that Unity enigine could have been by now if they invested on that tech to fix , further improve animation fidelity and even introduce new features arounf that system..
@@Wbubbles3998 Oh yh. my bad.. I actually meant the tech used in unity for the parkour mechanics.. That was actually good but with loads of issues. ubisoft could have easily improved it by now but they chose the easy way out.. :(
Yeah definitely, I want to live in the timeline where Unity’s mechanics where refined, not abandoned because there was serious potential with Unity’s framework
Yeah definitely, I want to live in the timeline where Unity’s mechanics where refined, not abandoned because there was serious potential with Unity’s framework
When you get those dive grabs to the bars is that just sprint plus parkour up? Also do you have your controls mapped differently than default? I am tempted to bring the sprint to the hold trigger command, im just hesitant since it does cause some control scheme issues, it really shouldn’t… considering you can only shoot while holding aim as far as I can tell I really don’t get why the throw command interferes with the sprint command. But I’m curious what others are doing for control setups?
it’s very easy to reconfigure the controls. you can use sprint as R2 hold, then assign the tool wheel to a hold action on one of the Dpad buttons and eagle vision can either stay where it is, or you can bind it to L3 like the games after AC3 and bind tool wheel to where eagle vision used to be. just play around with the different bindings and see which is best. putting sprint to holding R2 is very much worth it
I can't stand how glitchy it looks. After revelations, it got worse and worse. The character takes like a 1 second pause just glitching between every move
I'm guessing its just the animations of the shitty rpg system that really hold it back from actually looking any good. It's not about the technicality of the animations, the original AC looks way better at least in my opinion. Yet I can see how the level design makes it feel good, but of course I haven't played it so I have no idea, but the city design looks pretty good.
I should've known better to trust Ubisoft when they said "we're taking this back to AC2 parkour". No you're not. Its RPG parkour with a more layered city. The controls still feel janky and the animations aren't smooth they're jittery.
Okay it’s actually pretty good
The amount of comments that aged badly is hilarious
@@mizzixit was a mistake to not invite the parkour centric ac youtubers to the early acess showcase. no offense to the youtubers that did get invited but none of em know how to do good ac parkour
it may not be the best but it looks the best
@@preternatural9417 and the good level design means context moves such a side ejects and back ejects work consistently and reliably which in turn makes the parkour better as well.
okay now imagine this good level design with some decent parkour, more complexity, and better animations, now thats good, what we got is valhalla's parkout but with a bit more variety LMAO@@mizzix
This honestly proves that good level design can actually make a streamlined parkour system feel really satisfying. Mirage still runs on the RPG system, but the world design of Baghdad is such that parkour is actually a viable means of movement. And often that makes all the difference.
True
How good level layout can elevate a simplistic movement system.
I think this parkour takes more skill to perfect than unity
@@songoku6067no
@@songoku6067and i think you're wrong
So do I
Unity simply has far more mechanics to learn
i love that bordeaux secretly made the base jumps easier to trigger as well as the world building naturally having more places to side eject, like at the main bureau they deliberately made it so you can side eject when climbing out. in bordeaux we trust, seriously hope we get more ac stuff from them. also this line was dope, every second had something happening
what's base jumping?
@@mightyt-rex5634 its when you dive down head first and then catching something with your hands swinging the rest of your body forwards, or at least thats how it would work in assassins creed, i think its when people go on bridges and jump off with paracord tied to their feet. something similar to that
@@whipwalka ahhhh i see. i never really knew how to trigger that manually lol. assassin always goes into beam haha
@@mightyt-rex5634 yeah i havent gotten to really mess around with it but i think aiming the camera down while doing usual sprint+parkour up should trigger it, of course basim positioning and how you line up all goes into account but its just a matter of getting in there and trying it out
Good insight I really liked that in this vid. I didn’t know what it was called. If this game does well then Ubisoft would def fund it more and maybe they could make their own engine like unity.
For those who haven’t done it, I highly recommend that you use R2/RT as your Sprint button, trust me it feels a lot smoother.
Yes yes yes- and I also recommend having R2/RT (Press) as Parkour Up.
Feels like the Kenway Saga / Unity x Syndicate games
What button should I replace the items wheel with?
@@deranker8964 one of the D-pad buttons, i did D-pad down then put health to D-left
@@deranker8964 I did hold L3(Left Stick) for tool wheel, and Throw throw throwing knife Press L3(Left Stick)
same!@@nol2521
Valhalla was great for it’s map but Mirage will be known for it’s level design, specifically how it brings out the potential in the rpg parkour mechanics. I love that the swoop dive is back!
I disagree, Valhalla's map felt way too large and copy and paste for me to enjoy it. It felt like there were definitely some beautiful places, but it just wasn't very memorable in the end. I can still imagine locations from older games like Unity and Black Flag as if I had just played them. I respect your opinion though.
I wish we'd get something like the Acufixes mod for this game. That mod has an option to consistently perform dives while holding a keybind, which is amazingly good.
I hope that happens, and I hope they add side ejects too to this game if thats possible
@@Tin-Le I mean actual side ejects. The ones that gains height
We may not be back to roots, entirely. However, this seems like a good start.
Mirage is a good blend of the old and the new, taking what worked from both styles and combining it, and while not perfect or even really ideal imo, I’d be lying if I said I didn’t love what they’ve done here
Feels like a legitimate Assassin’s Creed game that is proud of that fact and is made specifically for people who love what Assassin’s Creed used to be, and I’ve not been able to say that since 2014
@@Wbubbles3998 I couldn't have put it more eloquently than that. Well done on the video, btw. :)
Thank you
@@Wbubbles3998 Peace and safety unto you, brother.
Bro how do you do trigger that dive so consistently wtf
Just like in Unity, there certain terrain that allows you dive jump unto a bar if the requirements are met.
@@darrylhesatama3366 so is it automatic or do I have to do something?
@@Noir-c9kcontextual
Nah those dives are too good
Clean run
Thank you
Did you press down or up parkour to get those swings below you? For me basim always seems to land on top of the rope or just decides to climb down the building
0:18 literally unity
it’s one move
@@kyle2kyletroii people complain when its not like unity and when its like unity
@@ocset4433ong the guy above your comment is prime example. These are the same people who complained when unity first came out in 2014- “Oh he is too floaty and unrealistic.”
Now it’s “Why can’t they make it like Unity”
As much as I like the initiate outfit design, for parkour it’s better for basim to wear his master outfit or the hidden ones, his figure slims down a lot and visually appears faster
Could you make a guide on how to do this ?
I'm very confused about parkour up/down in mirage
There is really that weird lag before jumping like wtf other animations such as jumping to grab a ledge and doing a monkey bar jump has no weird lag and it flows smoothly.
How good would it be of you were actually chased down on these rooftop parcours? I haven't seen any footage of that.
Not Unity, but definitely not Bad. Hope they continue with this path for the future of the franchise.
A thing I did notice about Basim when he’s running- if you make too much of a sharp turn he’ll slow down in order to reorient better.
So if you want moar speed, ease into turns.
Yeah I noticed that too, very weird imo I don’t think it feels very good
@@Wbubbles3998It's realistic though
For some reason I thought that was minecraft in the thumbnail
now everyone likes the game
I don't get it why people say that the game doesn't have side or back inject... i do a lot of it when you close to the other wall in ac origin
The animations are really ugly in this game. Unity had peak animations till date on a AC game.. It just need some fixing from ubisoft as the parkour in unity was inconsistant at times..Just imagine what that Unity enigine could have been by now if they invested on that tech to fix , further improve animation fidelity and even introduce new features arounf that system..
The games still use the Unity engine, it’s just Anville Next
It was a deliberate decision to dumb down the movement, it is NOT an engine restriction
@@Wbubbles3998 Oh yh. my bad.. I actually meant the tech used in unity for the parkour mechanics.. That was actually good but with loads of issues. ubisoft could have easily improved it by now but they chose the easy way out.. :(
Yeah definitely, I want to live in the timeline where Unity’s mechanics where refined, not abandoned because there was serious potential with Unity’s framework
Yeah definitely, I want to live in the timeline where Unity’s mechanics where refined, not abandoned because there was serious potential with Unity’s framework
What's the soundtrack playing in the background? Thank you!
I couldn’t tell you I’m afraid, it was just the standard background music
WATCHING THIS IN 1.5X SPEED IS BEST 😉
When you get those dive grabs to the bars is that just sprint plus parkour up? Also do you have your controls mapped differently than default? I am tempted to bring the sprint to the hold trigger command, im just hesitant since it does cause some control scheme issues, it really shouldn’t… considering you can only shoot while holding aim as far as I can tell I really don’t get why the throw command interferes with the sprint command. But I’m curious what others are doing for control setups?
it’s very easy to reconfigure the controls. you can use sprint as R2 hold, then assign the tool wheel to a hold action on one of the Dpad buttons and eagle vision can either stay where it is, or you can bind it to L3 like the games after AC3 and bind tool wheel to where eagle vision used to be. just play around with the different bindings and see which is best. putting sprint to holding R2 is very much worth it
Was the dive at 0:19 and 0:29 triggered by specific key combinations or is it just contextual
both
You always seem to be making dollars out of nickels. Nice showcase
nah man they should have left the jump button
whats your graphic card may I know?
Please make a video about escaping guards while throwing smoke bombs and collapsing scaffolding (new feature in mirage) ❤️🙂
How do u dive jump in 0:29?
This is fire
nice sequence as always
Thank you
How do you do the jump at 0:19
How to do this diving on pc , guys?
How do you do the leap thingy
how do u do the base jumps
Why are HDR videos so washed out and grey?
Hasnt changed since blackflag
I can't stand how glitchy it looks. After revelations, it got worse and worse. The character takes like a 1 second pause just glitching between every move
how? you swing?
I'm guessing its just the animations of the shitty rpg system that really hold it back from actually looking any good. It's not about the technicality of the animations, the original AC looks way better at least in my opinion. Yet I can see how the level design makes it feel good, but of course I haven't played it so I have no idea, but the city design looks pretty good.
wait im confused the parkour here actually looks amazing. is it just a skill issue then
0:18 it's amazing to me how they kept this arms out dive animation from unity and yet somehow, nearly a full decade later, it looks so much worse
I should've known better to trust Ubisoft when they said "we're taking this back to AC2 parkour". No you're not. Its RPG parkour with a more layered city.
The controls still feel janky and the animations aren't smooth they're jittery.
Ok
Ok
Ok 1v1 me bro, hidden blades only
@@angelofvilledor Ok
Ok@@chicken4976
sooo bad
They legit took Valhalla Parkour system and ya'll praising it lmao Blind mofos, crazy.
what choice did they have lmao
it's not like they had enough time to completely rework said system
It’s called improvisation, homie. They used what they had and improved world design, and this looks miles better than Valhalla.
@@Nobleman23It's okai to enjoy trash "homie". Ubisoft did the bare minimum here wit this game, cope lol
I really didn't like it, it seems exaggeratedly slow and heavy, I thought they would make it more realistic.