The New Assassin's Creed Shadows Parkour Demo is ROUGH (Parkour Specialist Reaction)

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  • Опубликовано: 12 сен 2024
  • This short AC Shadows parkour clip came out a few days ago and a few of you guys asked me what I thought.
    I bet you wish you never did.
    Shout out JorRaptor lol
    #assassincreed #assassinscreedshadows

Комментарии • 166

  • @beedawitch
    @beedawitch 29 дней назад +31

    Not to mention btw, theyre still using Valhalla jump AND stumbles. Unlike Basim, she doesnt just quickly recover from the stumbles, only from the slow walk after the stumble.

    • @arkhamshow8996
      @arkhamshow8996 29 дней назад +2

      The team that made mirage loved unity and the old ac games that they tried to incorporate a lot of stuff from them. I applaud them for that since they had a lower budget and had to utilize the Valhalla engine.

    • @Crow_Calypso
      @Crow_Calypso 28 дней назад +1

      DEI hire 😂, or maybe not, but honestly how the hell did they regress so much with the parkour from AC Unity to this trash?
      It's still a mystery to me.

    • @beedawitch
      @beedawitch 28 дней назад +2

      @@Crow_Calypso Unity wasnt really good to begin with. They should have tried to replicate the old games parkour, more control to the player instead of automatic stuff.

    • @beedawitch
      @beedawitch 28 дней назад +1

      @@arkhamshow8996 this is just straight up facts 👍

    • @Kazuny
      @Kazuny 28 дней назад

      @@beedawitch Yeah I mean unity is a decade old at this point. If they kept improving from that nobody would be talking about unity anymore but they downgraded for no reason and never recovered ever since.

  • @ahmedanubis
    @ahmedanubis 29 дней назад +10

    Yeah, that last part is exactly what I was thinking! for a parkour showcase you'd think they'd post something in the city like they did with mirage.

    • @Ropotopolous
      @Ropotopolous  29 дней назад +2

      Yeah it's not a good sign to see another castle in a parkour demo

  • @adonisvillain
    @adonisvillain 29 дней назад +9

    you such a good speaker. not often in gaming can hear such precise and interesting articulation with examples. thanks, great analysis 💪 really shows expertise

  • @xuanfe
    @xuanfe 29 дней назад +7

    The reason she seems to float is because there needs to be time for her to flip. (See how her fall drastically accelerates once she finishes her flip) I believe the descent animations are using two motion warps; before and after the flip. But a drop is just supposed to be one motion.
    The first motion warp will keep her in the air for a while, to give time to do a flip, so when the flip is finished she’ll come plummeting down due to the first motion warp not anticipating such a high drop

    • @Ropotopolous
      @Ropotopolous  29 дней назад

      Fair. But it needs some fine tuning.

  • @GinIsScales
    @GinIsScales 29 дней назад +5

    The animation looks good, but also rough as well with the flips. It lacks velocity like ac3 or black flag. But the flips needs some bouncness when she lands if they're going for more of that cool tenchu style. The mirage team needs to develop a system that allows for good animation combines with velocity of the kenway games and that extra bounce off jumps to keep pace

    • @GinIsScales
      @GinIsScales 29 дней назад +1

      Also the grapple hook will be an op stealth tool of the cuff of the phantom blade and smoke bombs

  • @Snacks256
    @Snacks256 29 дней назад +7

    Tenchu fans seeing grapple to ledge : )
    Ropotpolous seeing grapple to ledge >:(

  • @Pixelgon404
    @Pixelgon404 29 дней назад +2

    Great analysis as always

    • @Ropotopolous
      @Ropotopolous  29 дней назад +1

      @Pixelgon404 thank you friend. Glad you found some value to it.

  • @aidanmarrett5519
    @aidanmarrett5519 29 дней назад +4

    take a shot every time he says flips in this video

    • @Ropotopolous
      @Ropotopolous  29 дней назад

      @@aidanmarrett5519 wasted

    • @brucemustdie
      @brucemustdie 29 дней назад

      Take a shot every time you see a flip in this whole video

  • @Noir-c9k
    @Noir-c9k 29 дней назад +6

    But but but Ropo…she does the little pretty flip like Arno 🥹

    • @Ropotopolous
      @Ropotopolous  29 дней назад +1

      That's a good point

    • @Tin_Le
      @Tin_Le 29 дней назад +2

      Correction: Arno twirls, not flips

    • @Noir-c9k
      @Noir-c9k 29 дней назад

      @@Tin_Le you don’t say

    • @xtav1a
      @xtav1a 29 дней назад

      Pretty twirl!!! Zomg best game of all time look at them pretty twirl 5000 times!!!!!!!!!

  • @technicalgamero9701
    @technicalgamero9701 27 дней назад +1

    If flips are elephant in the room then grappling hook is rhino or something. That had me chuckling..

  • @ninjafrog6966
    @ninjafrog6966 29 дней назад +7

    the grappling hook is literally just the rope launcher from syndicate. i know people are going to say “well the rope launcher and grappling hook let you move around the map easier because the buildings are so far apart from each other”
    my question is, why don’t they just not do that then? the architecture should be densely packed to allow for parkour to actually be used. movement is one of the core components of assassins creed. instead of making these tools to make traversal “easier” because the buildings are so far apart, why not just make sure the architecture is densely packed and actually designed for parkour in the first place? this is exactly why people love maps like venice, paris, havana and more recently baghdad, and why people dislike AC3’s cities and syndicate’s london. densely packed cities are always better than open world design for parkour. you can even still do that by just making the cities in your open world densely packed with buildings to traverse. if your setting doesn’t allow for that stuff, you can take creative liberties when designing cities for parkour. assassins creed does this all the time. they did it recently with baghdad. none of the cities in AC are 1:1 recreations, so why not do it here?

    • @grzyruth9205
      @grzyruth9205 29 дней назад +2

      You make a good point by bringing up that none of the cities in past games are 1:1, but I think I can guess the reason why buildings aren't more concentrated is that Ubisoft CANT do 1:1 recreations. Let me explain with the example of Baghdad. Ninth century Baghdad, like what we see in Mirage, is a lost city. It's impossible to recreate the city, so Ubisoft made educated guesses to how it would look, but I feel if they could make it 1:1, they would.
      With the case of London in Syndicate, it took place in the most modern setting (besides the modern day Animus stuff) we have ever gotten. There are wide streets made for carriages, which was necessary to include for establishing the city feel of London and for the gameplay inclusion of drivable carriages. So the buildings had to be set farther apart.
      I think anybody walking through a supposed representation of industrial revolution London would notice a lack of carriages and big streets, and find it too distracting or unrealistic, enough so to rip players out of immersion.
      From what I remember, AC3's cities were built as close to 1:1 as possible, which wasn't optimal for gameplay, but it makes me think that if Ubisoft had to choose between architectural accuracy and gameplay, they would choose architectural accuracy, but values seem to vary from studio to studio. Good comment 👍

    • @sraitama9412
      @sraitama9412 29 дней назад

      literally isn't, where she using this hook in the clanky way and for the same reasons as in syndicate? In shadows she using it mid jumping frome wall ect. while she going to use it to jump on long dystans in air, not to jump frome building to building with it...

    • @ninjafrog6966
      @ninjafrog6966 29 дней назад +1

      @@grzyruth9205i still think adjustments can be made to ensure city design is good enough for movement considering it is a core element of the series. i’m well aware of the situation with baghdad in particular, i’m simply just saying they absolutely can make creative liberties and compromises without entirely compromising the feel of the settings because they have done it before. i’m not going to say “don’t do these settings then” however if they’re not going to put the effort in to making parkour a viable option in these settings without tools like the rope launcher or grappling hook, is it necessarily a bad thing to say? movement is a core pillar of assassins creed that helps distinguish it from other games within the same genre. if you’re not going to abide by it, it just doesn’t feel like assassins creed. a simple parkour system can be saved by a well designed and densely packed city. mirage shows that wonderfully. a simplistic parkour system and a badly designed map makes the game feel like every other game

    • @ninjafrog6966
      @ninjafrog6966 29 дней назад

      ⁠@@sraitama9412and yet she can zoom up to the top of a building in seconds, just like syndicate. did you even watch the video? it trivializes parkour in the exact same way the rope launcher did.

    • @grzyruth9205
      @grzyruth9205 29 дней назад

      @@ninjafrog6966 Yes I agree my friend 👍

  • @animusdrifter
    @animusdrifter 29 дней назад +17

    People see flip, people go "omg literally Unity :DDD"
    Not actually, but there's been stuff that's eerily close and I'm just tired, this looks so fucking bad, beyond our almost confirmed problems with moveset and depth, this just LOOKS really bad and unbelievably sluggish.
    Great video and overview, Ropo

    • @Ropotopolous
      @Ropotopolous  29 дней назад +4

      Great Video? I went WAY too easy on them for Drifter approval.

    • @animusdrifter
      @animusdrifter 29 дней назад +3

      @@Ropotopolous You did go way too easy for my standards, but I understand my homie

    • @xtav1a
      @xtav1a 29 дней назад +1

      Its beyond bad… it’s non existent and makes me die inside watching it. Quebec needs competent game designers who can actually comprehend what “social stealth” means.

    • @xtav1a
      @xtav1a 29 дней назад +1

      They somehow went deeper than rock bottom

  • @cylon_aspect6474
    @cylon_aspect6474 29 дней назад +2

    All they have in this game is big towns with Castles and villages. She'll be basically flying and flipping all over the place.

  • @KlickQuik
    @KlickQuik 29 дней назад +1

    All I want is manual jump it would just give the parkour just a bit more needed freedom it looks great in AC Mirage when it's modded in.

  • @ADdre16
    @ADdre16 29 дней назад +5

    If Assassin Valhalla had flips and was a little faster it Will basically be the same as shadows but I will till be optimistic

    • @jobaki
      @jobaki 29 дней назад +2

      No , at least valhalla has some weight behind it

    • @xtav1a
      @xtav1a 27 дней назад

      @@jobaki Way too much weight

  • @IveNeverStoodUp
    @IveNeverStoodUp 28 дней назад

    so we're going back to valhalla parkour after we just got the second best parkour in the series. awesome. exactly what I wanted actually.

  • @Mylstrydr
    @Mylstrydr 25 дней назад

    Editing and rehashing my opinion on locations:
    Ubisoft should've set the game in Japan end of Edo Period/pre-Meiji Period instead, right when the US was forcing Japan to open borders, during the Bakumatsu (Japan's version of Civil War, between 1853-1867). That time would've been a great time to examine opposing viewpoints within the country (the emperor group vs. the anti-emperor group)... also, you'd have a lot of good, well-established urban locations, instead of what the Shadows gameplay seems to show as wide-open areas between climbing structures. Imagine instead, parkour in Meiji-era Kyoto, or in the prosperous city of Edo (old Tokyo). A good number of those structures (particularly in Kyoto) still survive today, which would've been a great visual connection to modern times. Idk how many structures other than castles still exist from the Warring States time. Part of the fun in AC is seeing the structures in real life/pictures and being like... heyyy, I went there in-game!
    Story-wise in a Bakumatsu setting, depending on which side the Assassins fought on in this civil war, the player-character could've fought with or against the Shinsengumi (the law enforcement of Kyoto, if said law enforcement were all elite swordsmen). Then fought with or against the incoming foreigners, or worked for or against the Ishin Shishi (overthrow or preserve the government, depending). Plenty of opportunities for history-related assassinations, stealth, and other mission types. The story would have a tragic or bitter ending if the Assassins supported the losing side, or bitter but hopeful end if supporting the Ishin Shishi (somewhat similar in tone to Connor's end in AC3). ...Although by that time, perhaps people would just tell you to read/watch Rurouni Kenshin/Samurai X for the Japanese version of the assassin-in-Bakumatsu storyline...
    This has been a totally unnecessary game rant... but I maintain that Ubisoft lost some major parkour, exploration, and historical opportunities by going so far back in time for AC Shadows.

  • @Happy2BHere
    @Happy2BHere 28 дней назад

    They should have implemented something similar to watch dogs 2 where the tricks were based on the height you’re at, it wasn’t always consistent but the idea is good

  • @triple7evenn
    @triple7evenn 29 дней назад +10

    As I've already said,
    - another iteration with animation-based parkour, not control-based
    - reusing the same engine for the other RPGs which all have bad parkour(all of them are just re-skins of eachother and play the same)
    - physics and jump arcs on the most basic jumps look terrible, while games from a DECADE ago had them down to a formula(the Kenway games)
    - the never-ending plague that started all the way back with Unity - constant stumbling on the smallest drops everywhere
    - air-to-grapple transition animations look questionable at best
    - no proper sound design on ANY landing - you either land with the force of a collapsing star, or you gracefully touch the ground from 20+ feet drops without kicking up any dust
    - constant sliding when running/moving in general, animations everywhere are smoothed out at like 300% - character looks like they are on rollerblades
    I can go on but I think my point is clear enough.
    *BUT HEY GUYS*, don't forget - we have flips now on every jump so it must mean it's perfect!! Jesus Christ...

    • @Ropotopolous
      @Ropotopolous  29 дней назад +1

      @@triple7evenn flips, seven. Flips.

    • @triple7evenn
      @triple7evenn 29 дней назад +3

      @@Ropotopolous One day these comments will not be sent from the comfort of my own room, but from the confines of a padded cell. But, before that, time for another 6 hour Revelations sesh.

    • @Ropotopolous
      @Ropotopolous  29 дней назад +2

      @@triple7evenn time to play hooky

    • @xtav1a
      @xtav1a 29 дней назад +1

      It’s the worst aspects of the parkour from AC Unity to odyssey all combined…

  • @stormysoup1083
    @stormysoup1083 29 дней назад +2

    Those people saying this game will have dense parkour friendly cities are coping, Ubisoft Quebec made one of the densest cities in the ancient world outright hostile to parkour in Odyssey, Shadows will surely be the same because Quebec studio has never cared about parkour

    • @Ropotopolous
      @Ropotopolous  29 дней назад +1

      @@stormysoup1083 I wish it weren't the case.

    • @xtav1a
      @xtav1a 29 дней назад +3

      Quebec’s game designers are incompetent. and anyone who says it will “be hard” to make a dense parkour friendly city have forgotten the engine was refined so that you could literally drag a line out and it will randomize geometry that you can edit for your liking during AC unity’s development…

    • @xtav1a
      @xtav1a 29 дней назад +1

      They have 0 clue what parkour or social stealth actually amounts to. They even said that social stealth was just getting detected doing illegal actions. I don’t expect Quebec’s game designers to actually be competent enough to pull it off

  • @vengeance4566
    @vengeance4566 29 дней назад +1

    Why there are so much flips

  • @certified_goatxdyt593
    @certified_goatxdyt593 26 дней назад +1

    How do they manage to ruin parkour holy shit, it is clear that gameplay does not matter to them anymore now it is just “art” (fun is a forbidden word for them)

  • @acidiccaterpillar8804
    @acidiccaterpillar8804 29 дней назад +2

    Disagree on the hook mechanic.
    Spidermans swing is stolen from ghost of tsushima and looks floaty as fuck, takes no planning and kills the strategy of having to navigate open spaces or finding a way around.
    The climb to roof works for me because it's basically just a high jump or a slightly better version of hookblade, you still have to think about where your going and it looks slow enough that you'd have to jump before the enemy sees you to avoid getting detected. I'm also optimistic about trying to see if you can chain them to climb surfaces or if it's a one off.

    • @brucemustdie
      @brucemustdie 29 дней назад

      You had those swings in AC Liberation as well. And it was fine. Think of it as omni-directional ziplines, they let you traverse through the map a little quicker. And unpopular opinion but I, too, like the vertical movement with the grappling hook as well. It doesn't seem like it's supposed to be used to scale ceilings or similar low hanging points. Unlike Syndicate, I don't think this will completely trivialize parkour. It's very Tenchu-esque and it can open up more opportunities for stylish gameplay

    • @llama6394
      @llama6394 28 дней назад

      It's actually stolen from uncharted 4

  • @DominicCoppolillo
    @DominicCoppolillo 29 дней назад +1

    guys they still have like three months u til it comes out so it’s being refined

    • @Ropotopolous
      @Ropotopolous  29 дней назад +3

      @@DominicCoppolillo there are issues at hand that reach beyond the limits of tweaking and fine tuning.

    • @xtav1a
      @xtav1a 27 дней назад

      @@DominicCoppolillo There is nothing to refine though since parkour is non existent.

  • @kaidorade1317
    @kaidorade1317 29 дней назад +9

    I’ll quote a discord comment: “the animations look janky. It’s like you can see every part of the animation “
    If the jumping is the elephant in the room, then the grappling hook is…a walrus
    Me: ha daggers thrown!

  • @DarthRen12
    @DarthRen12 29 дней назад

    I personally think there might be a tiny bit more to the climbing aspect of the rope. I think it’ll work like most games that have a grapple hook or a rope climbing system where you press a button to grab the rope, and you have to actually move up or down the rope manually. I agree with the flip animations. They look cool, but they’re a little slow and doesn’t really match with how quick she moves in other animations, but overall I’m cautiously interested. If parkour’s the same as the other RPG games, I’ll probably say “oh that’s kinda disappointing” and enjoy the other aspects of the game

  • @Jann.i
    @Jann.i 28 дней назад

    The same movement system billions of dollars

  • @dedsec4268
    @dedsec4268 29 дней назад

    Need to see more gameplay of shadows but I’m biased about it until I can play it

  • @ninjafrog6966
    @ninjafrog6966 29 дней назад

    also they’re still using origins-valhalla’s jumps rather than mirage’s which have a different animation and are faster

    • @Ropotopolous
      @Ropotopolous  29 дней назад +1

      @@ninjafrog6966 I said that don't worry lol

    • @ninjafrog6966
      @ninjafrog6966 29 дней назад

      @@Ropotopolousi thought you were talking about the manual jumps from rooftop to ground level, not the ones from rooftop to rooftop

  • @hahahaha-c6y
    @hahahaha-c6y 28 дней назад

    Actually excited to see what you can do to make this parkour look good

    • @Ropotopolous
      @Ropotopolous  28 дней назад

      @@hahahaha-c6y ill figure something out

    • @xtav1a
      @xtav1a 27 дней назад

      This game has 0 depth off of the 20 minutes of gameplay footage alone that have come out so it will immeasurably hard to pull that off.

    • @Ropotopolous
      @Ropotopolous  27 дней назад

      @@xtav1a 40 minutes???
      And it may be hard, but don't underestimate my power.

    • @mThund3R_
      @mThund3R_ 26 дней назад

      ​@xtav1a Oh come on, even the RPG games had SOME sort of depth. Saying they didn't is basically denying the skill and ability of those who made them look good.

    • @xtav1a
      @xtav1a 26 дней назад

      @@mThund3R_ I didnt even say that? and based off what was shown its just long stretches of rooftops + immeasurable amount of overhangs. totally will be able to squeeze out some “depth” from this game.

  • @kono_dioda87
    @kono_dioda87 29 дней назад +12

    Ubisoft Quebec in 2015 : doing an AC game with a grappling hook that trivialises parkour and a male and female duo protagonist.
    Ubisoft Quebec in 2024 : *Wanna see me do it again ?*

    • @sraitama9412
      @sraitama9412 29 дней назад

      You understand that this one is different? Did you see how she was using this hook there? Or you just playin?

    • @user-Playbird30303
      @user-Playbird30303 29 дней назад

      🤣

    • @kono_dioda87
      @kono_dioda87 29 дней назад +1

      @@sraitama9412 -Horizontal hook is actually interesting and leads to good placement or an assassination
      -Vertical hook let’s you get on the roof without having to do parkour
      Can’t say it’s that different, apart from the fact that Syndicate’s had way to much range.

    • @xtav1a
      @xtav1a 27 дней назад

      @@kono_dioda87 Horizontal hook is just another excuse to throw out parkour and place yourself in a certain spot without planning at all

  • @thehiddencryptid
    @thehiddencryptid 29 дней назад

    I LOVE THE ROPOTOPOLOUS SHOW!!!!
    IM SO EXCITED FOR THE NINJA GAMEEEEE I CANT WAIT TO HANG UPSIDE DOWN AT THE FIRST SIGN OF TROUBLE

  • @kazutogamer1870
    @kazutogamer1870 29 дней назад

    Maybe it’s just me but I feel like this is liek the first slow/cinematic parkour run in Mirgae where it’s clear the player or demonstrator is not fully sprinting and using more straight angles and hence in here, it feels more chunky as they are not fully sprinting (not holding or pressing the left stick)

    • @Ropotopolous
      @Ropotopolous  29 дней назад +1

      @@kazutogamer1870 ehhh I'm not so sure

    • @kazutogamer1870
      @kazutogamer1870 29 дней назад

      @@RopotopolousYeah, I concur with you there even with this thought I had. Honestly by now we just need if this game do have it, the actual big cities that Japan in this era have like Edo, Kyoto and Yokohama. Which they can possibly and fully ad parkour starter, paths, and verticality with the interconnected roofing design of these Japanese city in this era were it would be really nice if they fully utilize. Since that is the only way we would officially declare wether parkour can be viable even if it is extrensic motivation

    • @xtav1a
      @xtav1a 29 дней назад

      @@kazutogamer1870The world design for parkour is non existent in ac shadows sadly

  • @grzyruth9205
    @grzyruth9205 29 дней назад +1

    This is not at all on topic with parkour in Shadows, but I feel like I need to give my two cents on the game and its setting.
    I wish we can one day get a main entry in the series that takes place in China. Japan is cool and all but I feel like Japanese culture is overexposed. I can't help but have the suspicion that Ubisoft executives are afraid of giving China representation because of the rampant sinophobia that has only gotten worse in the last four years, and the US frankly isn't even trying to be friendly.
    I'm still shocked that Mirage even got made in the first place to be honest. Not that I'm complaining because Mirage has my favorite setting and city ever in an AC game. With Assassin's Creed, I want to explore interesting periods and locations in history, not just history that is relevant to what is taught in US world history books. I was never taught about the Islamic Golden Age, so seeing it represented with so much thought and care in Mirage is exciting and interesting.
    This isn't to say I believe Assassin's Creed should relieve its role to supplementing my lackluster American history education, just that there I am interested in exploring events and locations that aren't often discussed or familiar.
    I'm not worried that future AC games will stray far from the three pillars of AC design again. However, I am worried that future AC games will only focus on history and locations that are favorable to Ubisofts intended demographic.
    Thank you for coming to my TED Talk

    • @ninjafrog6966
      @ninjafrog6966 29 дней назад +3

      honestly i’m worried about both, but to be fair, ubisoft has been straying away from the core pillars of assassins creed for a very long time. movement being one of them, but also the last 3 games before mirage, we didn’t even play as assassins in a series called assassin’s creed

    • @grzyruth9205
      @grzyruth9205 29 дней назад

      @@ninjafrog6966 I understand what you mean. I should clarify that what I meant was that honestly I'm not too picky about parkour (not saying it is unfair to demand a better parkour system, I believe there is no reason parkour can't be better since we have had better examples in the past so I understand the frustration). As long as there is climbing and basic parkour abilities, and a focus on stealth I am happy. It just seems like Ubisoft is finally straying away from RPG style of games and going for a more traditional linear story based game.

    • @xtav1a
      @xtav1a 28 дней назад

      Game in China with Shao Jun as the protagonist.

    • @grzyruth9205
      @grzyruth9205 28 дней назад

      @xtav1a Yes but not a mainline entry. China got shafted twice in AC to side games. Nobody really cares about the Chronicles games, even though they all feature settings that fans have been asking for since AC2. 20th century Russia and 19th century India are also amazing settings that deserve a proper game

    • @xtav1a
      @xtav1a 28 дней назад

      @@grzyruth9205 I'm saying that Shao Jun should get a main game set in China and not a side scroller.

  • @damndatscrazyyy940
    @damndatscrazyyy940 29 дней назад

    2:38 haha just wanted to comment also why this flip is also my favorite one

    • @Ropotopolous
      @Ropotopolous  29 дней назад +1

      @@damndatscrazyyy940 it's gotta be the most natural looking one

  • @Kryonis1
    @Kryonis1 29 дней назад +2

    “Are you stalking an enemy and he’s turning around to detect you? No problem, just press R1 to zip to a roof!” Syndicate:🌚

    • @JFVideos960
      @JFVideos960 29 дней назад

      Well Syndicate was bad too, and it was made by the same studio behind this one

    • @Kryonis1
      @Kryonis1 29 дней назад

      @@JFVideos960 I feel it is a bit overhated tbh, the grapple was necessary for London’s wide streets but I do see what you mean

    • @JFVideos960
      @JFVideos960 29 дней назад +1

      @@Kryonis1 It’s overhated in some parts but parkour is definitely not one of them, let’s be real. I think just making more ropes to run on would’ve been fine, or at least make it so that you can’t use the grappling hook vertically and only horizontally to get across buildings. And also, lower the range

    • @xtav1a
      @xtav1a 28 дней назад

      @@JFVideos960and make side hops actually gain height

    • @JFVideos960
      @JFVideos960 28 дней назад

      @@xtav1a some of them did, but they were so hard to pull off because Syndicate was the most camera dependent parkour system, even more camera dependent than input dependent

  • @FakeFrenchMan
    @FakeFrenchMan 29 дней назад +1

    I don't have faith in Ubisoft with anything anymore. I think I've finally come to terms with the fact that AC is cooked, and it has been since Odyssey. Ubi's higher-ups are completely clueless as to what fans of these games actually want and enjoy. All the way back in Unity; when it flopped for technical issues, executives claimed that the game "didn't renew enough of the experience," despite it being the most unique AC game at the time (it played completely different to the games before, and the only reason anybody looks to Unity as "the good old days" is because of the RPG games being so unlike Assassin's Creed that you have to specify what you mean when you say you like the franchise). But nahhhhh, Unity had flips, and people love Unity! Shadows' movement is just like it!

    • @BasilVII
      @BasilVII 29 дней назад

      No they are not clueless. There are old school fans who can't let go of the old formula and there are the new fans and old school fans who actually like the new games like me. If these games wouldn't sell then they wouldn't continue making them like that. As much as i liked the old games I actually prefer the newer ones.

    • @P3rtzel
      @P3rtzel 29 дней назад

      @@BasilVIIew

    • @BasilVII
      @BasilVII 29 дней назад

      @@P3rtzel 😘

    • @xtav1a
      @xtav1a 27 дней назад +1

      @@BasilVII Coping. The new games are aimless. There is no direction with story or gameplay anymore and the game designer at Quebec has 0 clue what social stealth is.

    • @xtav1a
      @xtav1a 27 дней назад

      Matter of fact this is probably bait too so don’t bother replying

  • @lethalevasion
    @lethalevasion 29 дней назад +1

    This shit had me waving my fist like an old man telling younguns to get off my lawn
    (The parkour, not your video)

  • @adrian56837
    @adrian56837 29 дней назад

    i hope we can choose a male assassin.

  • @LRZephyr
    @LRZephyr 29 дней назад +1

    The second to last flip is extremely jarring to me. It looks like she gains altitude while performing it

  • @adonisvillain
    @adonisvillain 29 дней назад

    did you see AC mirage Dynamic camera mod? that's feel nextgen to me.

  • @1sufyy
    @1sufyy 29 дней назад +1

    What a joke

  • @adonisvillain
    @adonisvillain 29 дней назад +4

    Parkour and overall feel of the movement-disappointing. No next-gen . They had 4 years of development to build a next-gen experience like Unity, but the movement feels past-gen. Just look at TLOU2 or Uncharted 4-the level of character animations that Ubisoft could have provided using their learned motion matching tech (they even have a tech demo)-but they didn’t

  • @jobaki
    @jobaki 29 дней назад

    I hope the flips aren't automatic

    • @Aips.
      @Aips. 29 дней назад

      It's Ubisoft. Of course it's automatic. Each time a jump is made below the starting position, a flip will be performed.

  • @Tin_Le
    @Tin_Le 29 дней назад

    So, Syndicate but Japan?

  • @xandercogan5521
    @xandercogan5521 29 дней назад +1

    idk why ppl r hating on this

  • @killeromin9603
    @killeromin9603 29 дней назад +1

    The Descending system looks like AC Unity
    And I certainly know that this old system will return in this game

    • @JFVideos960
      @JFVideos960 29 дней назад +1

      Keep dreaming

    • @Ropotopolous
      @Ropotopolous  29 дней назад +2

      ​@@JFVideos960more of a nightmare but go off

    • @JFVideos960
      @JFVideos960 29 дней назад

      @@Ropotopolous fair

  • @tyronebigum2794
    @tyronebigum2794 27 дней назад

    Like what do u guys want then to hire a parkour person & do mo cap, it’s fine the liability issues .it’s a game if u wanna jump off building starts practicing ur dman self

    • @Ropotopolous
      @Ropotopolous  27 дней назад

      @tyronebigum2794 we want even just the tiniest amount of effort and focus put into the movement of the newest game of a franchise that is built upon movement. Mo cap isn't necessary, animations are not the biggest issue. It's the actual mechanics themselves. A steady years long decline in quality of movement has left the core gameplay loop a shell of its former self, and even though mirage took a step in the right direction as far as refocusing the franchise on movement even with its own limitations, it appears this game will be another 2 steps back.

    • @tyronebigum2794
      @tyronebigum2794 27 дней назад

      @@Ropotopolous I also want it to b good ima spend 192.09 on it fuck 🇨🇦

  • @032_m.alfathcirrus5
    @032_m.alfathcirrus5 29 дней назад

    Yeah the physics might look rough but I think the parkour is slightly more advanced than meets the eye. For instance in the beginning, I don't think the player did a standard drop down input but it seems he did something similar to back eject ala Unity by pressing sprint and parkour up button. Will we be seeing any more advanced movements? No idea.

  • @jobaki
    @jobaki 29 дней назад

    5:26 Heavily disagree , i don't remember seeing a clip of Naoe climbing up but I'd assume based on how Quebec handled syndicate that there's an option to simply climb up where you want to without using the grapple with the major difference being how quickly you ascend , that in no way damages the parkour , it's merely an option , if you want , climb normally, if you don't, use the grapple, and in the cotext of this video ,how else was she going to get up there from that spot ?

    • @Ropotopolous
      @Ropotopolous  29 дней назад +2

      @@jobaki that's exactly the problem. There doesn't have to be any way for her to get up there because they created a tool that allows them to skip actually designing the architecture to allow parkour.

    • @whipwalka
      @whipwalka 29 дней назад +1

      @@Ropotopolous its amazing how well you recognize the flawed system without playing, because you’re absolutely right. i’m not seeing any opportunity for creative thinking, just flips and a grapple hook. still have yet to see a parkour starter, a beam or anything; i can’t even find a rope line. it’s actually tragic.

    • @jobaki
      @jobaki 29 дней назад

      @Ropotopolous What would you have done differently if you were the person who designed the architecture to allow the player to get directly above them from that spot in roughly the same time? because based on how these castles are built (real ones I mean), it's hard for me to picture getting it done without adding something like a parkour starter.

    • @jobaki
      @jobaki 29 дней назад

      @whipwalka There's very little opportunity for deviation from just normally jumping around , no ejects ,only vaulting and swinging based on what they've shared so far , seems priority was on the stealth and rpg stuff more than parkour

    • @whipwalka
      @whipwalka 29 дней назад +1

      @@jobaki mirage was able to keep rpg elements without bloating the game, was able to innovate on parkour adding a lot of creative potential, and an insane world to explore that fit basims moveset perfectly.
      this game does 2 of those things based on what they’ve shown us but instead puts more emphasis on the rpg elements that most of us are sick of and “world building” which is usually just a massive, empty land.
      all i see that’s exciting is the stealth, which granted looks fun but… mirage had really fun stealth. i hope that isn’t all this game has to offer but if i’m going off what they’ve shown us, it looks like it.
      mirage trailers showed me a city with so much parkour potential, which is why i got excited and started posting in the first place. unfortunately this game did none of that, and only showed me a stealth system that, by some slim chance might be comparable to tsushima (literally sucker punch first stealth game, imagine if they had a decade to hone their craft like ubisoft did).

  • @white6505
    @white6505 29 дней назад +4

    every year we reharsh the same play. mediocre, broken releases and unrealized potential, over and over again.

  • @lovebaltazar4610
    @lovebaltazar4610 29 дней назад

    god I'm so tired of those valhalla animations..

  • @jobaki
    @jobaki 29 дней назад

    1:30 You're right , the physics are way off

  • @asgharaliabbas8528
    @asgharaliabbas8528 29 дней назад

    looks like copy and paste from Watch Dogs.

  • @jobaki
    @jobaki 29 дней назад

    1:38 It's not realistic, something like Arno's or Marcus'(WD2) frontflip is more realistic

  • @Arenjaxon
    @Arenjaxon 29 дней назад

    What the f is wrong with these people...its been 4 years and they dont figure it out what parkour do fans want...how smart are they...they just added random front flip...wtf

    • @Ropotopolous
      @Ropotopolous  29 дней назад

      @@Arenjaxon one step forward 2 steps back

    • @xtav1a
      @xtav1a 27 дней назад

      @@Arenjaxon You are right. The game designer at Quebec doesn’t know what the parkour or social stealth is and it’s shown since Syndicate.