Ubi needs to see this video, especially the Parkour and summary segments. We need big, vertical, dense cities built for parkour. We need the parkour to go back to what it was in Unity and AC 2 and we need cities like Baghdad in Mirage, Paris in Unity and Venice in AC2. If we could free roam in co-op and play the story together, that will be the ultimate dream. More mechanics as well, we need the games to feel deep.
@@trilla9286 i wont really bank on it to be like that for the RPG side of games. Hopefully we get support like mirage and they do improvements. Still 2 months before so hopefully they also just do some kind of adjustment to it now for release and then keep improving it as we get support and content for this game. For the 1st time in the rpg setting we are in a setting that can utilize it a lot more than origins, odyssey, and Valhalla setting supplied
You know what’s funny, Rop? Years ago, I made a joke on the server that Ubi would “respond” to fans’ complaints about RPG parkour by taking the RPG system and adding a flip on every third jump. That is literally exactly what they’ve done, along with removing laches (you didn’t want to go there, but I’m calling it now). I have been completely vindicated, and I couldn’t be less happy about it
"I wish I could vent my dim and defeated frustrations about Shadows' movement.. Let me check out what Ropo's done." Well, Ropo's basically said everything I would want to say. Very thorough. I can now assure you, _you did NOT make a mistake_ choosing to spend your time investigating parkour. In fact, _thank you_ for it. This is the issue with these preview events. They do not give a rogue a ton of time, you feel me? But together, a bunch of us can grab different things and interrogate the hell out of individual systems in a little more depth. I almost _wish_ I had done that since I think I ended up with too generalist an approach. Really, really lovely bit of investigation and documentation. Thank you for this.
Thanks so much Leo! I'm glad you feel that way, it makes it all worth it. I figured my efforts would be best spent checking out the movement since I don't really spend much time learning or thinking about the mechanics of the other stuff. I just wish there was more good news in my little parkour world. I'm a yasuke main now.
Really cool that ubi is getting ahold of smaller and clearly passionate creators for stuff like this. Ive accepted the death of parkour in these games, so hopefully the deeper stealth can give something of value. Appreciate you targeting a fairly uncovered topic
You, The Hidden one, Leo K and Spaniard are the best most sincere down to earth AC creators out there. Don't ever change 💪 Great video as always and you deserve way more recognition
Hey man if anyone deserves early access its guys like you and leok and stuff. I mean you guys are a huge part of the community brother make no mistake about it.
I hope Ubisoft Bordeaux is making a main line ac game, they proved they have what it takes with mirage, they are the developers we need for this franchise they actually wanted to improve their game and took criticism like good developers should
You are the best person I have seen playing this game today with Naoe. by a mile man in both combat and stealth. Even the people who regularly play the RPG A.C's are not this smooth.
Thank you for such a detailed analysis of the core gameplay in a moments, it was interesting to listen and you did an excellent job with the self maded task to give a complete picture of it in video
I also agree with using historical accuracy as a escape goat for putting viable parkour routing or structure, it should be stated as this historical architecture must be treated with the case of putting parkour viable architecture with the phrase “historically viable parkour architecture” just like how they integrated parkour structure and routes from AC1 to Revelations, mirage, and Unity. this is why they look historical and still viable for parkour. In conclusion I fully agree that using historical accuracy for not putting parkour architecture in this game is a lazy argument.
@ Oh I think I made a typo for the first part what I meant was I fully agree how you dissected how historical accuracy is a lazy escape goat. Oh and great video by the way, I forgot to state that in the prior comment.
Not having a lot of scaffolds, solid nets and climbable trees really hurts the prospects of parkouring in AC Shadows, especially smart placement of big trees to be climbable (even AC3 had several climbable trees that placed nicely (for the most part) and that game was from October 2012)
Your parkour section was good! Very informative. Im not a parkour freak but i always prefer deeper systems to shallow. It sucks that the parkour in Shadows is simple. If they had mechanically deep parkour along with everything else this game wouldve been the best AC id think...
Great assessment! The stealth mechanics seem like they'll require some clever strategic planning, while the combat challenges for the 🥷 lady look intense. I can't wait to play and see how it all unfolds! Reminds me of Origins and Odyssey.
I doubt you'll see this but IGN just released an article giving reason for the recent delay being to polish the parkour. I'm hoping they really do polish it because this could be an insanely good next few months to polish the parkour if they take some of your criticism.
I'm glad you spent your one and only ubisoft preview giving us a thorough and honest perspective about something we all care about so much. I'll probably still pick up the game because of the other elements that look like a lot of fun, but man, I was really hoping for that "generational leap" like you mention late into the video. My condolences on being blacklisted from all future ubisoft preview events though lol. Never change.
Ubi needs to see this video, especially the Parkour and summary segments. We need big, vertical, dense cities built for parkour. We need the parkour to go back to what it was in Unity and AC 2 and we need cities like Baghdad in Mirage, Paris in Unity and Venice in AC2. If we could free roam in co-op and play the story together, that will be the ultimate dream. More mechanics as well, we need the games to feel deep.
I really appreciate how honest you were during the video about everything. You really feel your disappointment and I agree. Because of that I now know what to expect thanks. And it was a good video you really did it well your way and analysing almost only the parkour was a smart move because now the parkour fanboys know what to expect and all of the other stuff is gone through by the other creators. So thanks fo the analysis and great video.
Shame, I am pretty glad that there's at least ledge grab. Really reminds me of the old days where you jump from a high building and hope you can latch on to something before you fall, a true leap of faith.
I liked the analogy you made at 28:28 but wasn't Basin in Mirage basically a cumbersome assassin in a very climbable city? Apart from him being able to gain height with ejects (which was a good update), he still suffered from odd momentum loss when slightly changing elevation while running on rooftiles, and those dreadful micro-pauses before every jump and after every landing. Also side ejects not being 100% reproducable.
It's just so baffling that the parkour is in this state. As you say, Ubisoft clearly recognizes how much players value parkour, they've had ample time to implement it. they create a nimble character that could perfectly cater to this audience without sacrificing the RPG mechanics, plus there have bean a myriad of recent acclaimed games praised for their movement options to be inspired by. Yet despite all this, the parkour isn't just the same but somehow worse? Baffling, I say, baffling! Anyway, congrats on getting this rare opportunity! And very awesome of you to dedicate it all to us parkour freaks. ⭐
I read somewhere that you dont have to always flip while using parkour down, that it changes depending on how long you press the button. Im kind of baffled as to why the wouldnt simply implement Mirages parkour since it's the best one in a long time and then just add what they did with speed and new animations along with parkour down. Truly baffling. Hopefully they will also listen and make those changes
I bet they're gonna have a parkour update... Months after release or if we as a player base complain about it more heavily, and still it probably won't be as good as Mirage (Im not comparing new ac games to the old ones cause there's no comparison)
Ah fret not😂, one look at the same old origins-on side eject tells me it’s gonna be one script change to make the eject mod lol, I mean unless they canned the whole thing like they did with the climbpass after origins, it’s gonna be the same edit to make it happen. Just a matter of if the game does some protection thingy and how long it takes Jinto to beat the game (tho I suspect it’s gonna be so straight forward he might just drop it right away before beating the game), cuz depending on how my laptop handles I might not get it on launch.
Im not a parkour freak. But what made me fall in love with AC as a kid was the parkour, for how many people hate AC Unity i just wish ubisoft would have that level of ambition when it came to parkour again. The RPG system with ether the OG or Unity parkour in my head would be peak AC gameplay.
39:47 Mirage and Shadows were made by two completely different studios ,even if they are both Ubisoft owned studios, Quebec and Bordeaux don't share much in common in regards to AC game design apart from obviously both working on AC so it doesn't really surprise that improvements from one don't make it into the other even though both studios have access to the same systems (presumably) and player feedback(definitely) as a result i believe it would be more beneficial to look at each studio independently and judge them based on whatever AC games THEY actually develop and release as oppose to the most previous release as it's often made by a completely different studio , so I'd judge shadows based on Quebec's most recent entry which was of course...Odyssey . So if you judge it based on that then...not a lot has changed parkour-wise , at least nothing significant enough to distinguish it from Odyssey .
Yes.. gaining height with ejects I think needs to be a mandatory mechanic. Hopefully they add it in shadows. And make the black flag remake the best parkour ever
If they would take some creative liberty and and make more creative natural structures and debris like the streets of unity I think they could come up with a little more parkour friendly map. I wish they would take ac3s frontier to the next level but probably won't happen
The combat looks really good. The RPG games just don't have a nice flow to me, Valhalla pissed me off the most tbh, the moves just didn't feel or look right (looked really dumb to me)
@@damndatscrazyyy940 Yea the numbers pissed me off, but honestly I got used to that part. I just really feel like they screwed up the animations, flow and speed of the attacks worse than anything in the rpg games. I legit couldn't finish Valhalla, even though I was into the story for this reason
Looking at the smooth animations, and the cool seemingly useful flips , the bones for a dynamic parkour system are there, i can see them, the only thing that's missing is Ubisoft's willingness Let's hope the cheat engine mods, can be easily ported over to this game too
I'm disappointed in the step back from Mirage, but I can't say I'm surprised. Although I wouldn't count on it, I remain intriguely extremed by the possibility of more post-launch system overhauls. If it happens to Shadows, it could be the start of a trend for other aspects of Ubisoft games too, where they consistently go back and improve upon what fans want.
I thought I'd just throw something into the conversation in defence of Ubisoft. They were VERY open about the parkour not being akin to older games, they even went as far as confirming the lack of "true side ejects" and height gaining back ejects to avoid confusion. They said that due to the architecture of the cities in ACS the concept of both of those features had become redundant for the most part, and while they understand people would have enjoyed the implementation of the feature none the less they decided to put their resources into more important aspects of the game. I would have enjoyed the implementation but I commend Ubi on the honesty, so please don't be disappointed if you pick up the game and it doesn't contain features that were confirmed to not be in the game.
Ubisoft should really allow modders to hop on someday. I can only imagine what Modders would do with a modkit for an AC game. Imagine Skyrim, but the stealth archer has achieved god-status and good graphics dont require 80GB of mods
I really hope Ubi listens to this video, a lot of these criticism seem (at least from someone who isn’t either a programmer or animator) not too difficult to fix
What truly horiffies me about this game is the level design. Just because it's japan doesn't mean there can't be good parkour opportunities. It doesn't make any sense because they had such problems in ac3 and they solved them with tree parkour and some other new things. Now, most trees aren't even climbable. Even the grappling hook doesn't look useful in any creative or expressive way. It's just climbing on non scalabe walls and swings in places that are made only for that swing. While for example in ac syndicate,the zipline can be used in many different ways combined with the catch ledge and the level design gives the player a lot of options. So while it did remove parkour in some areas, the zipline also created more options for traversal. This game doesn't even do that. But atleast they made the combat good.
Thank you so much for being a parkour freak, Ubisoft need to have voices such as yours spitting the fax about parkour mechanics, as jcers said, they just put a “cool flips” filter over a poorly made parkour system
Ubi needs to see this video, especially the Parkour and summary segments. We need big, vertical, dense cities built for parkour. We need the parkour to go back to what it was in Unity and AC 2 and we need cities like Baghdad in Mirage, Paris in Unity and Venice in AC2. If we could free roam in co-op and play the story together, that will be the ultimate dream. More mechanics as well, we need the games to feel deep.
I'm pretty sure you can't swing. I tried as well and it just doesn't seem to be there. I also tried remapping sprint to a hold action and you can't. I really hope this changes before release.
About the parkour od the RPG... I think it's also about the game setting. Ancient Egypt, Greece, and feudal England and Japan did not really have the grandioise cities of ancient Baghdad, Venice, London, etc. where we can jump across roofs I hope the next games will have dense cities again. Maybe set it during pre-modern eras when cities have become jampacked
Instead of setting it around the 16th century (Sengoku Jidai), I would have much preferred the game be based around the 19th century (Meiji Restoration). That time period *fits* more to the Assassin's Creed story and I think could have presented an interesting losing battle for the assassins with the inferred consequence being WWII. More importantly to me, the architecture and cities would have been much more interesting to traverse imo. As put in the video, I agree that the setting does not inherently diminish parkour gameplay, but my favourite parkour-focused game (Unity) was carried by its time period + gameplay.
One cool thing I noticed is that the ropes bend with your weight as you move on them, is this the first one to do that? Didn't play much of Valhala and I don't remember that being a thing in Odyssey.
Not that it couldnt be improved further but I feel like the core issue is the historic settings that are chosen that are better fit for an open world rpg which is going to have less emphasis on parkour to traverse the map, and more as means of options for stealth. I'm not surprised they chose to not spend additional resources on something that seems less important in the recent rpgs. There were constant arguments back in the day for not making ac games for certain settings because of that very reason of it affecting the parkour, including japan. So it doesn't really bother me, where as the ezio trilogy or unity, etc, felt to me a better means of traveling through parkour, more options. It feels like the equivalent of ranking a ac game set in cowboy western, I wouldnt expect anything great from something like that. Here, I hope it feels good enough to get around for stealth. I atleast like the fact that it looks feasible to do and less like Spider-Man climbing.
Re social stealth, i think it's also very contextual. Having Naoe blend in a ninja outfit may work, but she can't be in fortified towns (a warrior woman at that time will raise suspicions). But the towering Yasuke? It will be a meme if the locals and enemies won't notice a 6'3 black man blending with them. Lol Altho personally, the social stealth in previous games was nice, but not a game changer. (I guess only nice for tailing missions.)
When used to its full potential, it's incredibly game changing. I'm not much of a social stealth head either but the people who know how to use it to full effect are amazing to watch.
It might be just be me being picky, but the screaming of the on ground stealth assassinations from the enemies breaks the immersion of it being stealthy and would sound better with more of a type of gurgling then a loud scream, and I had saw some double air assassination from other videos that doesn’t feel on par with the single air assassination, I hope that gets polished over as well, along with the parkour. It looks like a solid game and im more than likely gonna buy it but not because of the open world rpg but because the stealth looks fun and immersive which i feel the assassins creed games lost, I would love to see influence of the older games that had the fan base love it at the time, but now it just seems like it’s trying to fit in, instead of being an assassins creed game, don’t get me wrong the older assassins creed game are very much outdated but ik Ubisoft have the ability to balance out rpg and it still being an assassins creed game, the parkour i miss because it felt immersive for the most part and it felt it fit that time period and fan base the games were trying to give to them and that’s what made assassins creed parkour, but now it feels you’re just climbing to climb instead of being that assassin, BUT THATS JUST MY OPINION.
I liked how grounded the games felt too, if that makes sense, like when you hit the ground you can feel, see and hear it, and the climbing in the older games made for a lot of opportunities for those cool assassinations. Which I feel the stealth had lost as well in the newer games, and that hiding in plain sight and blending in the shadows which was preached in the games lmao
its an avoid from Lockley lies on Yasuke to the obvious reason of its ubisoft its visuals being high literally isn't a praise its just saying "it has a large budget" especially when they mess up a lot on its accuracy from poor fact checking, ai, and stealing art
Im really hoping Ubisoft let specifically you try the parkour system, knowing you would make a video on exactly what needs to change/ be improved. That way they could listen to the feedback and tweak the mechanics before the official release in 2 months. It’s plenty of time and not a ridiculous motive for having multiple people try an ”old build” of the game before they release the final version. They said they pushed the release to improve the game… Let’s hope they listen then🙏
To be honest, I am optimistic, because Ubi still has 2 months to change and improve the parkour to make it similar o even better to Mirage's one. I mean, we have already see Ubi improve Mirage's parkour and change some things that were showed and werent liked in Shadow's firsts trailers
I agree, but no change to the system will ever fix the lack of parkour opportunities in the environment, unless we get some decent level design, at least Jorvik level.
@@s0daapoppin Well two months are plenty for any improvement besides level design, they were enough to improve Mirage's parkour. They recently stated the second delay was to further polish the parkour. I hope they take this feedback into account.
I HAVE HAD ENOUGH! Ubisoft needs to get the message. THE PARKOUR NEEDS TO GET BETTER! I'm f*cking fuming right now. I have never been more mad about a game. We need to make some kind of movement to get Ubi to make the parkour better. I think you can tell Rop from my frustration that I am not very mature and need to chill out. I hope you get what I'm saying. Also I'm glad that you were 100% honest with us
@@TheSerbianAssassin13 the movement has been the entire parkour choreo community. We’ve been working on trying to spread awareness of how parkour in AC needs to improve for at least 4 years now haha. Seems like it’s actually been working to some extent. Been seeing a lot more parkour-knowledgeable people out in the wild than there used to be and Ubi is officially answering questions (& even introducing patches to titles) using our terminology, and many more small, passionate creators like Rop are getting their hands on the game and are thus able to give detailed critiques of the games’ movement systems. Many different players made it clear in their videos that parkour sucks. Ubi trusted these guys enough to send them an early copy of the game. They can’t ignore such a sweeping negative response about the parkour.
To be 100% honest, Ubisoft should hire Assassin’s Creed content creators to give them new ideas & how to fix the parkour. It really feels like they are slowly giving up.
@ if it wasn’t for modders making that height & side eject mod, AC Mirage wouldn’t have gotten that parkour update from Ubisoft. I honestly think modders will fix this if Ubisoft does not.
They worked so hard on parkour that even one of the stuntmen got hurt doing the moves, it almost seems like for them doing somersaults is parkour...😂😂😅
Hello Mr. Ropotopolous. Random question. How do you think the water splashes/ripples compare to their previous games? They are pretty inconsistent when it comes to this stuff so would like to know if there has been any changes to it.
Do we think this parkour is something that could be fixed via a patch like Mirage? I know its sort of the bare minimum at this point but I want this game to be good. ugh....
it ac unity fan fault man they keep saying unity parkour is the best and og parkour system is bad and made ubisoft misunderstand that fancy animation > mechanic depth so now we got shadow parkour. atleast stealth and combat look fun so i might buy it when it on sale
@@Diablote84 ac unity heavily nerf catch ledge and side eject to the point where it not very reliable and these 2 mechanic is the main reason why og serie system have so much more depth and a lot higher skillcieling. ubusoft can make arnold do every cool spin they want but that not going to be able to replace the og system catch ledge and side eject
@@Diablote84 stop pretending you know what you’re saying 😅, factually you’re not good at unity parkour if you can’t even grasp the classic. You know damn well you can’t launch unity and parkour for 5 secs before arno do things you didn’t intend or even know about, hell you probably can’t even push your stick straight half the time. You know how I know that without know you at all? Cuz the best unity parkour guy out there with legit 1000 plus hours in the game can’t get it right much of the time when needed. Go search up my buddy Kenny_OC’s video, he’s easily the best unity parkour player and he suffers just as much as everyone cuz of the system.
@@michaelm1221 I'm not saying that I'm good at Parkour even spending decent time in unity not 1000 hrs(I got my laptop 2 yrs ago since than I had never deleted unity)and also I'm not saying that unity have the same depth as old games but it have ejects(nerf), manual jumps and more. And you said that arno does things you didn't intend to but if he does and you complete your Parkour run it is rewarding and I replied to him because he said that unity fans saying that og Parkour is bad I'm not saying that unity is good because of animations which make it badass and have depth at some extend not the same as older games but more than recent games. Now you understand what I'm saying
I really had my hopes high for parkour in this game. But regression from mirage movement has cemented this game as a bargain pick up. You almost had me Ubisoft 🤷🏾♀️
I'm not sure you're understanding the purpose of the dive. When you parkour down without it from jogging you get Unity-style behavior as shown here, skipping the initial hang over and seeking a lower reverse handhold. When you use the dive instead from sprinting you get AC3-style behavior, skipping anything and everything and risking fall damage! You can choose which variation you need depending on height. Not being able easily to tell when you're sprinting probably made this confusing Conflating Ubisoft studios is the oldest mistake in the book. Any changes made to separate engine branches happen in complete isolation until *maybe* years later when something gets folded into a different branch than the one it was made for after being received well. Anything Valhalla or Mirage did to improve or worsen movement is irrelevant here because they weren't on the Quebec branch. These are entirely separate companies with entirely separate goals, leadership, and community managers, so this isn't a sequel to Mirage - it's a sequel to Oddysey. There was no way I was expecting one head of this massive, lumbering hydra to realize that one of its other heads had found something useful so quickly
I instructed people in my video saying to check out your preview video for parkour
@@TheHiddenOne690 heyyy thank you so much!
I am indeed here from said video
Ubi needs to see this video, especially the Parkour and summary segments. We need big, vertical, dense cities built for parkour. We need the parkour to go back to what it was in Unity and AC 2 and we need cities like Baghdad in Mirage, Paris in Unity and Venice in AC2. If we could free roam in co-op and play the story together, that will be the ultimate dream. More mechanics as well, we need the games to feel deep.
@@e.l.i8993same …didn’t know he also got a chance to play
@@trilla9286 i wont really bank on it to be like that for the RPG side of games. Hopefully we get support like mirage and they do improvements. Still 2 months before so hopefully they also just do some kind of adjustment to it now for release and then keep improving it as we get support and content for this game. For the 1st time in the rpg setting we are in a setting that can utilize it a lot more than origins, odyssey, and Valhalla setting supplied
You know what’s funny, Rop? Years ago, I made a joke on the server that Ubi would “respond” to fans’ complaints about RPG parkour by taking the RPG system and adding a flip on every third jump. That is literally exactly what they’ve done, along with removing laches (you didn’t want to go there, but I’m calling it now). I have been completely vindicated, and I couldn’t be less happy about it
@@jcers you spoke it into existence.
So we found who's gilty for all these flips
But it isn’t every third jump is it, you control the flips with the dodge button right ?
@sk8ermGs which is also the parkour down button. If you want control of where you're going it comes with flips
@@Ropotopolous Ahh right that’s a shame
"I wish I could vent my dim and defeated frustrations about Shadows' movement.. Let me check out what Ropo's done."
Well, Ropo's basically said everything I would want to say. Very thorough. I can now assure you, _you did NOT make a mistake_ choosing to spend your time investigating parkour. In fact, _thank you_ for it. This is the issue with these preview events. They do not give a rogue a ton of time, you feel me? But together, a bunch of us can grab different things and interrogate the hell out of individual systems in a little more depth. I almost _wish_ I had done that since I think I ended up with too generalist an approach.
Really, really lovely bit of investigation and documentation. Thank you for this.
Thanks so much Leo! I'm glad you feel that way, it makes it all worth it. I figured my efforts would be best spent checking out the movement since I don't really spend much time learning or thinking about the mechanics of the other stuff. I just wish there was more good news in my little parkour world.
I'm a yasuke main now.
loved your approach to the preview. you're a real one
@TheSpaniardAssassin it was kind of a risky, dumb move but I'm pretty happy with the video I made from it. So it's all good haha.
They'll probably update the parkour system like they did in mirage but let's hope it's a day one thing
Really cool that ubi is getting ahold of smaller and clearly passionate creators for stuff like this. Ive accepted the death of parkour in these games, so hopefully the deeper stealth can give something of value. Appreciate you targeting a fairly uncovered topic
You, The Hidden one, Leo K and Spaniard are the best most sincere down to earth AC creators out there. Don't ever change 💪 Great video as always and you deserve way more recognition
I love you.
Signed,
An old-timer Mirror’s Edge enjoyer and AC Unity evangelionist.
Hey man if anyone deserves early access its guys like you and leok and stuff. I mean you guys are a huge part of the community brother make no mistake about it.
@@ticket2space Thanks so much, I really appreciate that. Very nice.
I hope Ubisoft Bordeaux is making a main line ac game, they proved they have what it takes with mirage,
they are the developers we need for this franchise they actually wanted to improve their game and took criticism like good developers should
You are the best person I have seen playing this game today with Naoe. by a mile man in both combat and stealth. Even the people who regularly play the RPG A.C's are not this smooth.
Thank you for such a detailed analysis of the core gameplay in a moments, it was interesting to listen and you did an excellent job with the self maded task to give a complete picture of it in video
Nice coverage, man! I'm definitely looking forward to the game.
NOOOO WAY YOU PLAYED IT I WAS THINKING ABOUT HOW YOU WOULD REVIEW THE PARKOUR TODAY LOOOOOOL
Congrats man!
I also agree with using historical accuracy as a escape goat for putting viable parkour routing or structure, it should be stated as this historical architecture must be treated with the case of putting parkour viable architecture with the phrase “historically viable parkour architecture” just like how they integrated parkour structure and routes from AC1 to Revelations, mirage, and Unity. this is why they look historical and still viable for parkour. In conclusion I fully agree that using historical accuracy for not putting parkour architecture in this game is a lazy argument.
@@kazutogamer1870 preach
@ Oh I think I made a typo for the first part what I meant was I fully agree how you dissected how historical accuracy is a lazy escape goat. Oh and great video by the way, I forgot to state that in the prior comment.
Not having a lot of scaffolds, solid nets and climbable trees really hurts the prospects of parkouring in AC Shadows, especially smart placement of big trees to be climbable (even AC3 had several climbable trees that placed nicely (for the most part) and that game was from October 2012)
Your parkour section was good! Very informative. Im not a parkour freak but i always prefer deeper systems to shallow. It sucks that the parkour in Shadows is simple. If they had mechanically deep parkour along with everything else this game wouldve been the best AC id think...
This summary was really great and honest!Ubisoft should appreciate this! I mean- I would - I did! :)
Rop, I love you for this. Between you and Leo K I've gotten all the information I cared about from the early access event
Great assessment! The stealth mechanics seem like they'll require some clever strategic planning, while the combat challenges for the 🥷 lady look intense. I can't wait to play and see how it all unfolds! Reminds me of Origins and Odyssey.
I doubt you'll see this but IGN just released an article giving reason for the recent delay being to polish the parkour. I'm hoping they really do polish it because this could be an insanely good next few months to polish the parkour if they take some of your criticism.
I'm glad you spent your one and only ubisoft preview giving us a thorough and honest perspective about something we all care about so much. I'll probably still pick up the game because of the other elements that look like a lot of fun, but man, I was really hoping for that "generational leap" like you mention late into the video.
My condolences on being blacklisted from all future ubisoft preview events though lol. Never change.
Ubi needs to see this video, especially the Parkour and summary segments. We need big, vertical, dense cities built for parkour. We need the parkour to go back to what it was in Unity and AC 2 and we need cities like Baghdad in Mirage, Paris in Unity and Venice in AC2. If we could free roam in co-op and play the story together, that will be the ultimate dream. More mechanics as well, we need the games to feel deep.
I really appreciate how honest you were during the video about everything. You really feel your disappointment and I agree. Because of that I now know what to expect thanks. And it was a good video you really did it well your way and analysing almost only the parkour was a smart move because now the parkour fanboys know what to expect and all of the other stuff is gone through by the other creators. So thanks fo the analysis and great video.
Heyyyy my awful thumbnail was there when you scrolled 😅 def. Will recommend your video if any of my viewers are looking for a parkour video 👍
Shame, I am pretty glad that there's at least ledge grab. Really reminds me of the old days where you jump from a high building and hope you can latch on to something before you fall, a true leap of faith.
I liked the analogy you made at 28:28 but wasn't Basin in Mirage basically a cumbersome assassin in a very climbable city? Apart from him being able to gain height with ejects (which was a good update), he still suffered from odd momentum loss when slightly changing elevation while running on rooftiles, and those dreadful micro-pauses before every jump and after every landing. Also side ejects not being 100% reproducable.
Per Luke Stephens, there is an expert stealth difficulty which changes the AI for enemies who will look up and notice you from further away.
It's just so baffling that the parkour is in this state. As you say, Ubisoft clearly recognizes how much players value parkour, they've had ample time to implement it. they create a nimble character that could perfectly cater to this audience without sacrificing the RPG mechanics, plus there have bean a myriad of recent acclaimed games praised for their movement options to be inspired by. Yet despite all this, the parkour isn't just the same but somehow worse? Baffling, I say, baffling!
Anyway, congrats on getting this rare opportunity! And very awesome of you to dedicate it all to us parkour freaks. ⭐
I read somewhere that you dont have to always flip while using parkour down, that it changes depending on how long you press the button.
Im kind of baffled as to why the wouldnt simply implement Mirages parkour since it's the best one in a long time and then just add what they did with speed and new animations along with parkour down.
Truly baffling. Hopefully they will also listen and make those changes
They, they actually listened…. It’s enough to bring a tear to a man’s eye
I hope you enjoyed your final invitation to a Ubi event. Thanks mate
4:20 crazy hiw the blood from the blade nails the wall.......wooot ubisoft is awesome in details
Hopefully they listen to your and other creators feedback and atleast add in a similar patch that was added to mirage before the actual release
I bet they're gonna have a parkour update... Months after release or if we as a player base complain about it more heavily, and still it probably won't be as good as Mirage (Im not comparing new ac games to the old ones cause there's no comparison)
Ah fret not😂, one look at the same old origins-on side eject tells me it’s gonna be one script change to make the eject mod lol, I mean unless they canned the whole thing like they did with the climbpass after origins, it’s gonna be the same edit to make it happen. Just a matter of if the game does some protection thingy and how long it takes Jinto to beat the game (tho I suspect it’s gonna be so straight forward he might just drop it right away before beating the game), cuz depending on how my laptop handles I might not get it on launch.
Im not a parkour freak. But what made me fall in love with AC as a kid was the parkour, for how many people hate AC Unity i just wish ubisoft would have that level of ambition when it came to parkour again. The RPG system with ether the OG or Unity parkour in my head would be peak AC gameplay.
39:47 Mirage and Shadows were made by two completely different studios ,even if they are both Ubisoft owned studios, Quebec and Bordeaux don't share much in common in regards to AC game design apart from obviously both working on AC so it doesn't really surprise that improvements from one don't make it into the other even though both studios have access to the same systems (presumably) and player feedback(definitely) as a result i believe it would be more beneficial to look at each studio independently and judge them based on whatever AC games THEY actually develop and release as oppose to the most previous release as it's often made by a completely different studio , so I'd judge shadows based on Quebec's most recent entry which was of course...Odyssey . So if you judge it based on that then...not a lot has changed parkour-wise , at least nothing significant enough to distinguish it from Odyssey .
22:03 absolutely, Parkour was what made Assassin’s Creed what it is.
Yes.. gaining height with ejects I think needs to be a mandatory mechanic. Hopefully they add it in shadows. And make the black flag remake the best parkour ever
if only they simply made the map fit for parkour, i’m kinda disappointed but i can’t say i didn’t expect this.
stealth looks cool at least
If they would take some creative liberty and and make more creative natural structures and debris like the streets of unity
I think they could come up with a little more parkour friendly map. I wish they would take ac3s frontier to the next level but probably won't happen
19:33 wow, that's cool, feels next Gen to me
22:57 they even added rope physics. Finally
The combat looks really good. The RPG games just don't have a nice flow to me, Valhalla pissed me off the most tbh, the moves just didn't feel or look right (looked really dumb to me)
Yeah they were for me too much numbers based instead of skill/mechanical based ac shadows 100% defo ain’t going to be nioh 2 deep but promising
@@damndatscrazyyy940 Yea the numbers pissed me off, but honestly I got used to that part. I just really feel like they screwed up the animations, flow and speed of the attacks worse than anything in the rpg games. I legit couldn't finish Valhalla, even though I was into the story for this reason
to me the parkour looks mind blowing will be getting this game
Yea “looks” mind blowing it’s not gonna feel like it. AC2 will still have the best Parkour…
Looking at the smooth animations, and the cool seemingly useful flips , the bones for a dynamic parkour system are there, i can see them, the only thing that's missing is Ubisoft's willingness
Let's hope the cheat engine mods, can be easily ported over to this game too
I'm disappointed in the step back from Mirage, but I can't say I'm surprised.
Although I wouldn't count on it, I remain intriguely extremed by the possibility of more post-launch system overhauls. If it happens to Shadows, it could be the start of a trend for other aspects of Ubisoft games too, where they consistently go back and improve upon what fans want.
22:05 close enough, welcome back arno
This makes Mirage look like a beta, I'm pumped!
Ubisoft bordeaux is who we gotta rely on for good parkour
FINALLY some keyboard and mouse gameplay! Thank you!
I thought I'd just throw something into the conversation in defence of Ubisoft. They were VERY open about the parkour not being akin to older games, they even went as far as confirming the lack of "true side ejects" and height gaining back ejects to avoid confusion. They said that due to the architecture of the cities in ACS the concept of both of those features had become redundant for the most part, and while they understand people would have enjoyed the implementation of the feature none the less they decided to put their resources into more important aspects of the game. I would have enjoyed the implementation but I commend Ubi on the honesty, so please don't be disappointed if you pick up the game and it doesn't contain features that were confirmed to not be in the game.
I’m intremely extrigued!
@@esahcc that's the only thing from any of my videos you're allowed to say to me, especially if we're in the cooler.
Man now I’m hoping for mods
Ubisoft should really allow modders to hop on someday. I can only imagine what Modders would do with a modkit for an AC game. Imagine Skyrim, but the stealth archer has achieved god-status and good graphics dont require 80GB of mods
45:14
No Thank You for making this video (can personally confirm there was at least 1 Michael watching this)
I really hope Ubi listens to this video, a lot of these criticism seem (at least from someone who isn’t either a programmer or animator) not too difficult to fix
What truly horiffies me about this game is the level design. Just because it's japan doesn't mean there can't be good parkour opportunities. It doesn't make any sense because they had such problems in ac3 and they solved them with tree parkour and some other new things. Now, most trees aren't even climbable. Even the grappling hook doesn't look useful in any creative or expressive way. It's just climbing on non scalabe walls and swings in places that are made only for that swing. While for example in ac syndicate,the zipline can be used in many different ways combined with the catch ledge and the level design gives the player a lot of options. So while it did remove parkour in some areas, the zipline also created more options for traversal. This game doesn't even do that.
But atleast they made the combat good.
the reason it feels like odyssey is because this was developed by ubisoft quebec, who also made odyssey.
Thank you so much for being a parkour freak, Ubisoft need to have voices such as yours spitting the fax about parkour mechanics, as jcers said, they just put a “cool flips” filter over a poorly made parkour system
Ubi needs to see this video, especially the Parkour and summary segments. We need big, vertical, dense cities built for parkour. We need the parkour to go back to what it was in Unity and AC 2 and we need cities like Baghdad in Mirage, Paris in Unity and Venice in AC2. If we could free roam in co-op and play the story together, that will be the ultimate dream. More mechanics as well, we need the games to feel deep.
I'm pretty sure you can't swing. I tried as well and it just doesn't seem to be there. I also tried remapping sprint to a hold action and you can't. I really hope this changes before release.
5:33 "butterfly twist/b-twist"
I dont understand how or why Ubi put so much work into reworking mirage's parkour inside the RPG's parkour format, and then just... Tossed it out?
u missed out on the double assassinations cause u didn’t use the tanto and hidden blade!
About the parkour od the RPG... I think it's also about the game setting. Ancient Egypt, Greece, and feudal England and Japan did not really have the grandioise cities of ancient Baghdad, Venice, London, etc. where we can jump across roofs
I hope the next games will have dense cities again. Maybe set it during pre-modern eras when cities have become jampacked
Can we disable the ability filter thingy?
Ima be using "Intriguely Extremed" in my daily life now.
Do Parkour, Life Good.
Parkour fight back, Ubi kill Parkour, Parkour Gone.
Think about Parkour, Regret...
Instead of setting it around the 16th century (Sengoku Jidai), I would have much preferred the game be based around the 19th century (Meiji Restoration). That time period *fits* more to the Assassin's Creed story and I think could have presented an interesting losing battle for the assassins with the inferred consequence being WWII. More importantly to me, the architecture and cities would have been much more interesting to traverse imo. As put in the video, I agree that the setting does not inherently diminish parkour gameplay, but my favourite parkour-focused game (Unity) was carried by its time period + gameplay.
Everything ive heard from the combat we should have a lethal mode
Man, just watch them take the eject out of mirage instead of putting it into shadows, just because they have done things like this before.
One cool thing I noticed is that the ropes bend with your weight as you move on them, is this the first one to do that? Didn't play much of Valhala and I don't remember that being a thing in Odyssey.
"I fooled Ubisoft into thinking that I make content, so they gave me the game early and I made content just like the fools thought I would"
Not that it couldnt be improved further but I feel like the core issue is the historic settings that are chosen that are better fit for an open world rpg which is going to have less emphasis on parkour to traverse the map, and more as means of options for stealth. I'm not surprised they chose to not spend additional resources on something that seems less important in the recent rpgs. There were constant arguments back in the day for not making ac games for certain settings because of that very reason of it affecting the parkour, including japan.
So it doesn't really bother me, where as the ezio trilogy or unity, etc, felt to me a better means of traveling through parkour, more options. It feels like the equivalent of ranking a ac game set in cowboy western, I wouldnt expect anything great from something like that. Here, I hope it feels good enough to get around for stealth. I atleast like the fact that it looks feasible to do and less like Spider-Man climbing.
Re social stealth, i think it's also very contextual. Having Naoe blend in a ninja outfit may work, but she can't be in fortified towns (a warrior woman at that time will raise suspicions).
But the towering Yasuke? It will be a meme if the locals and enemies won't notice a 6'3 black man blending with them. Lol
Altho personally, the social stealth in previous games was nice, but not a game changer. (I guess only nice for tailing missions.)
When used to its full potential, it's incredibly game changing. I'm not much of a social stealth head either but the people who know how to use it to full effect are amazing to watch.
and somehow the 2007 game is the peak of parkour in a way. What are the odds?!
It might be just be me being picky, but the screaming of the on ground stealth assassinations from the enemies breaks the immersion of it being stealthy and would sound better with more of a type of gurgling then a loud scream, and I had saw some double air assassination from other videos that doesn’t feel on par with the single air assassination, I hope that gets polished over as well, along with the parkour. It looks like a solid game and im more than likely gonna buy it but not because of the open world rpg but because the stealth looks fun and immersive which i feel the assassins creed games lost, I would love to see influence of the older games that had the fan base love it at the time, but now it just seems like it’s trying to fit in, instead of being an assassins creed game, don’t get me wrong the older assassins creed game are very much outdated but ik Ubisoft have the ability to balance out rpg and it still being an assassins creed game, the parkour i miss because it felt immersive for the most part and it felt it fit that time period and fan base the games were trying to give to them and that’s what made assassins creed parkour, but now it feels you’re just climbing to climb instead of being that assassin, BUT THATS JUST MY OPINION.
I liked how grounded the games felt too, if that makes sense, like when you hit the ground you can feel, see and hear it, and the climbing in the older games made for a lot of opportunities for those cool assassinations. Which I feel the stealth had lost as well in the newer games, and that hiding in plain sight and blending in the shadows which was preached in the games lmao
With prone added, I'd do stealth with mgs vibe
31:18 Could've sworn that dive was in Valhalla
Don’t you think naoe’s sprint is too fast?
its an avoid
from Lockley lies on Yasuke to the obvious reason of its ubisoft
its visuals being high literally isn't a praise its just saying "it has a large budget" especially when they mess up a lot on its accuracy from poor fact checking, ai, and stealing art
Im really hoping Ubisoft let specifically you try the parkour system, knowing you would make a video on exactly what needs to change/ be improved. That way they could listen to the feedback and tweak the mechanics before the official release in 2 months. It’s plenty of time and not a ridiculous motive for having multiple people try an ”old build” of the game before they release the final version. They said they pushed the release to improve the game… Let’s hope they listen then🙏
Damm so nobody check to see how the hand to hand combat is we haven’t had no good hand to hand combat since ac3 an syndicate
To be honest, I am optimistic, because Ubi still has 2 months to change and improve the parkour to make it similar o even better to Mirage's one. I mean, we have already see Ubi improve Mirage's parkour and change some things that were showed and werent liked in Shadow's firsts trailers
I agree, but no change to the system will ever fix the lack of parkour opportunities in the environment, unless we get some decent level design, at least Jorvik level.
2 months is not enough to change anything significant within the other bland and sleep-inducing movement system.
@@s0daapoppin Well two months are plenty for any improvement besides level design, they were enough to improve Mirage's parkour. They recently stated the second delay was to further polish the parkour. I hope they take this feedback into account.
I HAVE HAD ENOUGH! Ubisoft needs to get the message. THE PARKOUR NEEDS TO GET BETTER! I'm f*cking fuming right now. I have never been more mad about a game. We need to make some kind of movement to get Ubi to make the parkour better. I think you can tell Rop from my frustration that I am not very mature and need to chill out. I hope you get what I'm saying. Also I'm glad that you were 100% honest with us
@@TheSerbianAssassin13 the movement has been the entire parkour choreo community. We’ve been working on trying to spread awareness of how parkour in AC needs to improve for at least 4 years now haha. Seems like it’s actually been working to some extent. Been seeing a lot more parkour-knowledgeable people out in the wild than there used to be and Ubi is officially answering questions (& even introducing patches to titles) using our terminology, and many more small, passionate creators like Rop are getting their hands on the game and are thus able to give detailed critiques of the games’ movement systems. Many different players made it clear in their videos that parkour sucks. Ubi trusted these guys enough to send them an early copy of the game. They can’t ignore such a sweeping negative response about the parkour.
the parkour looks really good , not fantastic but really cool and im so excited for the game
No Manual Jump are diabolical 💀
To be 100% honest, Ubisoft should hire Assassin’s Creed content creators to give them new ideas & how to fix the parkour. It really feels like they are slowly giving up.
I accept
@ if it wasn’t for modders making that height & side eject mod, AC Mirage wouldn’t have gotten that parkour update from Ubisoft. I honestly think modders will fix this if Ubisoft does not.
Time stamps are where?
@@AmiKushelevsky the description...
Oh no you have to find the part you want to see all by yourself! Dang I'm sorry buddy I hope the rest of your day goes better ♥️
Hey, it is usually in the comments, but what do I know.
@@ticket2space that was a bit much
They worked so hard on parkour that even one of the stuntmen got hurt doing the moves, it almost seems like for them doing somersaults is parkour...😂😂😅
I will never understand the obsession for parkour
Basically the mirage update was a mod before. So we PC gamers can expect a similar mod for Shadows I guess
What if Mirage got the parkour down improvements?
Would look bad on basim lol
Hello Mr. Ropotopolous. Random question. How do you think the water splashes/ripples compare to their previous games? They are pretty inconsistent when it comes to this stuff so would like to know if there has been any changes to it.
@Enane-mc8bc the only time I interacted directly with the water was at night time so I didn't really notice. Sorry :/
@@Ropotopolous Its ok. Great video as usual
Do we think this parkour is something that could be fixed via a patch like Mirage? I know its sort of the bare minimum at this point but I want this game to be good. ugh....
it ac unity fan fault man they keep saying unity parkour is the best and og parkour system is bad and made ubisoft misunderstand that fancy animation > mechanic depth so now we got shadow parkour. atleast stealth and combat look fun so i might buy it when it on sale
how said og parkour is bad unity parkour have both depth and animation thats why we saying unity parkour is the best
@@Diablote84 ac unity heavily nerf catch ledge and side eject to the point where it not very reliable and these 2 mechanic is the main reason why og serie system have so much more depth and a lot higher skillcieling. ubusoft can make arnold do every cool spin they want but that not going to be able to replace the og system catch ledge and side eject
@@Diablote84 stop pretending you know what you’re saying 😅, factually you’re not good at unity parkour if you can’t even grasp the classic. You know damn well you can’t launch unity and parkour for 5 secs before arno do things you didn’t intend or even know about, hell you probably can’t even push your stick straight half the time. You know how I know that without know you at all? Cuz the best unity parkour guy out there with legit 1000 plus hours in the game can’t get it right much of the time when needed. Go search up my buddy Kenny_OC’s video, he’s easily the best unity parkour player and he suffers just as much as everyone cuz of the system.
@@BroTanimation I'm not saying same depth but there is at some extend even manual jump can effect the gameplay I know that
@@michaelm1221 I'm not saying that I'm good at Parkour even spending decent time in unity not 1000 hrs(I got my laptop 2 yrs ago since than I had never deleted unity)and also I'm not saying that unity have the same depth as old games but it have ejects(nerf), manual jumps and more. And you said that arno does things you didn't intend to but if he does and you complete your Parkour run it is rewarding and I replied to him because he said that unity fans saying that og Parkour is bad I'm not saying that unity is good because of animations which make it badass and have depth at some extend not the same as older games but more than recent games. Now you understand what I'm saying
I really had my hopes high for parkour in this game. But regression from mirage movement has cemented this game as a bargain pick up. You almost had me Ubisoft 🤷🏾♀️
32:24 This was explained in the parkour article.
@IIADBIDTIST didn't read
@IIADBIDTIST too long
@@Ropotopolous "Parkour Freak"
@IIADBIDTIST Yes, and a more hands on learner.
I'm not sure you're understanding the purpose of the dive. When you parkour down without it from jogging you get Unity-style behavior as shown here, skipping the initial hang over and seeking a lower reverse handhold. When you use the dive instead from sprinting you get AC3-style behavior, skipping anything and everything and risking fall damage! You can choose which variation you need depending on height. Not being able easily to tell when you're sprinting probably made this confusing
Conflating Ubisoft studios is the oldest mistake in the book. Any changes made to separate engine branches happen in complete isolation until *maybe* years later when something gets folded into a different branch than the one it was made for after being received well. Anything Valhalla or Mirage did to improve or worsen movement is irrelevant here because they weren't on the Quebec branch. These are entirely separate companies with entirely separate goals, leadership, and community managers, so this isn't a sequel to Mirage - it's a sequel to Oddysey. There was no way I was expecting one head of this massive, lumbering hydra to realize that one of its other heads had found something useful so quickly
Let's goooo
21:33 is when he actually starts talking parkour for those who want it
He has timestamps in the description