@@Sumunuhriginal Mirage is nothing compared to old game's parkour mechanics. Especially the Ezio where you had absolute control to yourself manually. You had the freedom, that is one of the things missing in the newer games
@@lylahsworld3930 when jumping instead of grabbing a ledge press jump, and exactly the moment when u think u will fall it is very tricky and rare, i have done only once or twice in my gameplays 😅😅
@@calebschannel505 ikr this happens with only perfect timing, many AC games have such advanced mechanism, unity has some great ones, i forgot the name but one was "break fall" something like that when u grab a ledge just free falling from a high building, similarly in ac3 u can do superman landing and many cool tricks just trying something out of the box
@@blackvalio4060 it's pretty cool when you're in a spot that flows nicely. As long as the camera is facing where you're going basically has been my experience on PS4. Although, I don't like how arno auto jumps/sticks to literally any surface above the floor when I'm holding R2 to run because arno's walking speed is too slow lol
@blackvalio4060 ya movements? Yes, in terms of like where the character goes? Vs where ur trying to go, i would agree it doesnt, but the movements are more authentic than ezios movements
I just introduced my 8 year old brother to this series and started him with AC2 because that was my favorite when I was his age although I did play AC1 first. But it’s really cool to see him get excited about movement in a game that’s nowhere near as fast or flashy as Fortnite. He actually gets hyped on the feeling of improving at the game and having to get better at the mechanics. You know you’ve made a good gameplay system when it’s challenging but also rewarding and in turn makes players excited to get more into it.
The altair and ezio games had damn near perfect parkour imo. Simple enough for casuals to pick up on and complex enough for hardcore players to do cool stuff with it.
@@Cespar997 noname was talking about parkour only. Gameplay wise I'll take linear and repetitive AC1 over 200+ hours required for 100% completion Oddysey or Valhalla
@@SPexHoS2137Agreed. After playing almost every assassin’s creed game, I went and tried AC 1 for the first time, and it was incredible. Never got so hooked on ac for some reason until ac 1 and revelations
It provides the basic idea which is all that is practical for a quick pop-up hint. The game should have training missions for the more advanced maneuvers. "it make the player discover it" I would not describe watching other people's tutorials as "discovering" it, which is what the majority of the insufferable enthusiasts do.
But it doesn't tells because it doesnt works at all. Its cool to see jcer video on parkour but doing yourself you will feel a bugy experience and half finished animations. You have to hope you can get double kill jump, 90% movement arno decides what to do and rest is distributed by hald baked animations. Its not Paris that's the problem Paris provides options to choose, but gameplay mechanic is broken that sometimes dont do things well. You can rarely perform swing, side ejects(not any direction but only 90 degree turns) and arno decides the landing. You hop over wall, you accidently hop 4 meter away from target. If this game had time slowing ability which allows me to choose snap targeting instead of based on most fluid animation, game would be what we want from ac games.
@@danielflanard8274haha ikr. Or the "look up on internet how to beat this boss because i can't do it after 2 tries" 😂 or the "whats the best build because i don't want to learn by playing the game"
Ac syndicate's parkour is so unbelievably underrated. The grapple hook is the most underappreciated gameplay feature in the entire franchise. For the first time in an assassin's creed game, i almost never had to climb down a building to continue my parkour to the other side of the street and i found that revolutionary and incredibly helpful. The main complaint i usually see about syndicate's parkour is about how the buildings are so massive and the streets are so large which makes parkour a bit tiring to do,when the literal point of the grapple hook is to be the solution to this issue. The buildings and streets seem massive only if you don't use the grapple hook. If you do use it you never have to climb down a building and the parkour continues flawlessly.The parkour movements are great, not as great as unity's, but still the second most realistic-looking in the franchise. Of course it has it's problems, with the main issue being the lack of a jump button. But i really don't understand why the parkour is so hated by many fans
Yeah, but if you’re using the grapple hook that often, then you’re not doing much parkour. Syndicate is controversially my favourite game in the whole series, but I had this same problem with the parkour. I’d grapple in between buildings, climb over the roof of the next building, grapple again, climb over again, etc, etc. It’s not even really parkour at that point. I think the grapple hook could’ve been an amazing feature if it was more of a choice to use it. I didn’t like it because you’re forced to use it if you want somewhat fast movement, rather than being able to go between buildings naturally but having the choice use the grapple hook if you want to.
parkour down is still like half the parkouring. just because you suk at climbing down or cuz the game literally gives you a tool to literally SKIP the actual parkour doesnt mean it is an improvement. they should have made the parkpur down more fun like classic ACs or Unity instead of just letting you ignore it it is like a game letting you skip the 2nd phase of a boss fight and you claiming "wow! amazing boss design, i can skip to the 3rd phase of the boss fight. incredible🤓" btw if you love grappling hook so much during traversal play arkham games or just cause series (just cause 2 is great)
for me, AC2 was PEAK Parkour because that was the one i was the best at and i found myself zoning out and forgetting what i was doing and just parkouring
I would put 2 first because I love the way it progresses you AC one mechanics to more advanced mechanics late game, as you develop as an assassin. Great video!
My only gripe with the Revelations parkour is that I felt like compared to the other games in the trilogy Ezio would often stumble to one knee when jumping to a ledge that was at a slight angle. This would occasionally happen in the previous games but it was definitely at its worst here. I’m not sure if it was a coding issue or something to do with the environment but it breaks the flow of parkour quite significantly and looks kind of clumsy. Even in this video alone you can see it numerous times. Other than that Revelations is a great game overall.
@@Stealthful_ absolutely. In this instance though I think it was an issue to do with mechanics or geography. He could still fight and stealth like he used to, it was just the parkour
finally someone that notices it. yeah, 27:33 it is giga annoying. and it is in brotherhood and AC2 as well. if you jump at a ledge in an angle more than 45° horizontally than Ezio breaks the speed and does this. but altair ALMOST never does it, it is so freeing in ac1 you can just leap and zip all over ledges at crazy angles and Altair will land elegantly and maintain speed gracefully and it feels amazing. but with ezio there is always this doubt while leaping at angles bit more than 45° where he will stumble everytime and lose all momentum. i never understand why they changed this from AC1. in AC1 it is much more forgiving, literally the only reason i enjoy AC1 parkour more than Ezio trilogy cuz as Altair i dont constantly have to 2nd guess myself during leaps. stuff like at 27:33 happens a bit too much in ezio trilogy but rarely in AC1 i have seen quite few parkour ranking videos but literally nobody mentions this
I think we can disagree with your ranking but it was very well put together and your points are valid. Very good video, not too long, entertaining, good stuff.
16:35 I was hoping you'd bring up AC3's rock climbing feature, I loved being able to climb pretty much anywhere in that game, and was a little annoyed that Black Flags and Rogue lacked that feature. For me, that was the pinacle of the parkour/free running with maybe some slight improvements in certain regards in Black Flags and Rogue aside from the rock climbing going missing. And I much preferred what Unity and Syndicate gave us over anything the more recent games gave us, though I've not played Mirage yet.
I always thought Unity's parkour was overrated. It has a lot of great animations and I love the descend down feature, but the system is terribly imprecise, floaty and clunky overall. Unity's parkour looks amazing when you watch a perfectly choreographed parkour video that took 20 trials, but when you play the game yourself, you quickly realize how unreliable it is. Arno routinely loses momentum, jumps on something you didn't intend, and gets confused. When I play any of the first 4 games, I always know where I'll jump and I can predict with like 95% accuracy what will happen with a specific input. In Unity, however, I am NEVER sure what will happen. Will Arno jump to the point I intended? Will he do a random horizontal wallrun and grab the wall for no reason? Will he grab some random pole 5 ft above that I didn't even notice? Who knows. Unity's parkour has the biggest potential for "cool parkour montages", but in practice it's just a pain in the @ss to use. To me, an ideal AC parkour system would be a blend of the Ezio trilogy and Unity. Give me the technical precision and freedom of Ezio games, but with flashy animations of Unity. That would be amazing.
Nah you're just bad at it, Unity has the best parkour system in the entire series and it's not even close, if Arno doesn't go the way you wanted, or if he jumps too far or whatever, it's YOUR fault, there's tutorial on UA-cam to truly understand the movement, but if your character can't do what you intended, it's a skill issue, I 100% the game 3 times since the release and the only times I thought that Arno didn't do what I wanted, was in my first playthrough, cause I learned how to play after
@@bastiendamour1617 You just refuse to acknowledge actual flaws in Unity's system, so you kind of have to make excuses - "you're just bad at it", "you are imprecise", "skill issue" and blah blah blah. No. The fact of the matter is that Unity's parkour is not precise enough, given how cluttered and complex the climbable elements are. Paris is absolutely packed with ropes, poles, parkour routes, and handholds. Unity's parkour system is definitely the most ambitious one in the series, in the sense that it lets you do a lot of different moves and has the nicest looking animations. However, it also has a few major issues that make it unreliable, annoying and clunky. For example: 1. Animation blending is not the best, so even the simplest things like jumping from one beam to another can feel choppy and unnatural. Arno doesn't carry enough momentum when jumping from point to point and his jumps often feel unnaturaly long, because the animations are kind of "stretched" depending on the distance of the jump. 2. Performing side ejects is extremely unreliable. You can't perform them manually with 100% success rate like in the Ezio trilogy. Arno will sometimes eject to a beam that's to the side, and sometimes he won't. Very often he'll just jump to another handhold instead. This is extremely annoying and can completely ruin the flow of a run. Not because of "skill issue" on the part of the player, but because the system is not precise enough. 3. When you drop from a ledge and hit the ground, it often lacks any impact. Arno can drop from like 5 meters and barely even bend his legs during the landing, which makes the parkour seem unnatural and floaty. 4. It's extremely easy to get stuck on random objects that you would never want to climb. Stuff like tables, stools, tiny poles, fences etc. 5. The distance of a jump is imprecise. In Ezio trilogy, when you are standing on a ledge and you jump forward, you can very easily predict how far Ezio will jump. The distance of a jump is consistent throughout the game, so you always know what will happen after your input. In Unity, it's a game of guessing. Sometimes Arno performs ridiculously long jumps that you would not expect him to achieve. Other times you think he should be able to reach something, only to see him fail. That's another instance of the system being imprecise. 6. The manual grab when jumping is terrible. In Ezio trilogy, when you performed a long jump that didn't automatically guide you to a handhold, you could always try to manually catch a ledge to save yourself. Or you could extend your jumps a little by catching ledges that you wouldn't normally catch. You could also drop down and catch a ledge below at any point that you wanted or even catch a ledge that's to the side. This was a great feature that gave players a lot of freedom and allowed for precise corrections when the automatic system was not enough. But in Unity, this completely goes out the window. When you descend a wall, it's completely automated, and you don't get to say when you want to catch the ledge. The point is that Unity's system, although flashy and impressive in some aspects, is extremely unreliable. Sure, it looks amazing when everything goes well, and you manage to chain together a long run. But unfortunately, it often doesn't work as intended. It's just unrefined and unpolished, which is kind of a symptom of the bigger problem with Unity.
Much needed facts. Unity's parkour is not the "peak parkour of the series" as so many claim it to be. It looks impressive and up and down mechanic is great but it's probably the clunkiest and most unfinished freerunning system in the entire series.
@@jackiemortes I dislike it cos it doesn't feel real. Arno climbs like he has sticky hands, half of the time escaping gravity too. And it is over-smooth. Where AC1 Parkour feels raw and realistic. Sure, it is slow, but I prefer this Ezio trilogy parkour improved upon AC1 Parkour
i wish we had brotherhood climbing ,weight and ledge grabbing with unity dropping down and mixed up animations,ac3's vegetation hiding and that would be a perfect game
There’s so many reason’s why Revelations is the gold standard for certain aspects of the entire series, even if the story does feel like a side game. Thanks for showcasing that here.
Having just completed Revelations on my playthrough of the entire AC series, I think it's a perfect choice as number 1! Glad someone else enjoyed the parkour in that game as much as I did! The hook blade mechanics added a lot
I've said it before, Revelations is the best AC game ever made. It had all the aspects of the brotherhood, leadership, parkour, combat, exploration, story, everything you want in an AC game, it had it. That's one thing I really missed in black flag was the parkour and the brotherhood that Revelations did flawlessly. You really felt the end of Ezio's life as an old man that had hundreds of years of experience as an assassin while still being somewhat young, yet being one of the top leaders of the biggest assassin org in the history of the world, and YOU played as him. It was an amazing experience in my childhood.
The problem with your unity ranking is bc you are making the number 1 unity parkour mistake and that is constantly holding A. Youre meant to hold a ONLY if your jumping from roof to roof or something. If you are on even ground or want to decend you hold b otherwise you only hold sprint
@AgentN-s5u i recently bought unity (its 5 dollars on steam, very cool) and it absolutely makes a difference. when you start only using A when you want to go UP or FAR and only use B when you want to go STRAIGHT DOWN, the parkour gets way better. In the video you can tell he is holding or mashing A because Arno is doing a "Jump" every time he moves to another spot. It was happening to me too when i first booted it up until i realized i was doing it wrong.
I must be honest, playing Virtual Simulation for parkour in Brotherhood really showed off many awesome ways to traverse city and actually taught me some moves i didnt even know, like jump before edge, realosing high profile? to gently land etc. Thats the reason i praise parkour in Ezio Trilogy.
As an Odyssey fanboy i agree. I'm also glad to see ac3 isn't ranked bad, but just decent. Because i installed it yesterday because i wanted some parkour action and i had it extra with the Odyssey bundle so i wouldn't needed to buy a game. Also glad to see Brotherhood as #2. Definitely one the most memorable game in my opinion alongside with Odyssey and Unity for it's amazing lively world.
i agree about ac 1 statement and placement i think its parkour is heavily overlooked due to age and yeah it can be clunky at times its still impressive what they managed to pulled off at that time for a game that originally was supposed to be a DLC for Prince of Persia xD
I hate the fact they removed parkour chase missions like when you chase Heytham as Connor in the building that is on fire, Shay escaping from the destroyed city or the Edward chase at night from 0:32
I actually would prefer ac 1,2 and unity over revelations. The classic games were all about finding the quickest way through observing and mastering environment and system. But the addition of hook blade kinda removed the need to master the parkour system. As an example, you don’t really need to use side/back ejects to climb the buildings faster, the hook blade just does it. I personally think ac2 has the best parkour specially in Venice
@@chickaboo4106 why? you can't just say its bad. if you're like "i fall off buildings all the time and miss my jumps" then its a skill issue, its ok for you to not like it but thats what it is. its way more precise and you need to also be more precise with your imputs because the game actually do as you tell it and doesn't hold your hand, unlike pretty much any ac after 4 where everything is automated. ac 2 lets you fail but it also lets you do cool and precise moves that make you faster in game. you can still hold a button and just go straight up a wall to get to where you want to go if you dont like the depth of the parkour system provided to you. but if its like you don't particularily like the control scheme then yea thats your preference, fair enough.
Ac3 had some cool Vaults, I never knew how to do the vaults consistently and I only worked it out last year lol. I'm on Xbox so I always thought you had to tap 'A' just before an obstacle but turns out you just hold the 'A' button lol. I got Ac3 back when it came out and it's taken me just over 10 years to work that out 😅
Which system did you play on, because I recently found out that Assassins Creed 2 plays best on Xbox 360 above all other consoles, it’s super smooth and intuitive, the Remaster is good but a lil buggy and the ps3 version has some bugs when it comes to jumping off ledges.
Ac Odyssey parkour is pretty cool bc you can fall damage under the level 15 but you will never take fall damage in level 15-70 but it gets cooler when you jump off a synchronization
This is a great list. I really hope we see Altair/Ezio levels of player freedom again at some point. The parkour system right now is almost like a Templar, restricting and controlling us instead of letting us be free.
I actually liked how you don't take damage after a fall in Odyssey. But it's pretty unrealistic to expect from other AC games since Alexios/Kassandra has a piece of eden on them all the time. Ubisoft should bring back fast descend option of Unity in small AC games and bring back parachute for RPG games. Red is going to be set in a time period after Da Vinci made the parachute so I expect it to be in there.
@@MinersGetMeHard late 1400s and early 1500s if you were asking for parachute. AC4 and onwards ignores it completely despite being closer to modern era. If you were asking for Red it's going to be set in sengoku period, possibly late 1500s. Hexe may be set before Red or AC2 though.
AC1 got the parkour and the combat right for me. Very satisfying. I can be damn fast without being "catapulted" by the AI. Back then if i were to climb a wall, i had to plan what i want to do, and how am i going to do it, methodically. If my planning is wrong, or my execution fails, it punishes me but not by a large margin. Just enough to say "hah you suck, train more" Unity, just removes all of that in favour of being "cool". Sure you look cool, but being an Assassin and "Cool"? Altair would have spit on your face (Although his younger self would do the otherwise)
The extra environmental tools in Rogue, in my opinion, make it significantly better than 3 and 4. The best ziplines, ropes swings outside of the ships, lifts that go up or down or both, a few hollow tree stumps. It adds some great options.
that's some good points for Rogue, though. But still, I think there is one thing that ultimately holds back Rogue's parkour, and that's the level design. Most of the maps in Rogue are sea, and there is only one city: New York. Compared to NY in AC3, while it's true that there are ziplines, ropeswings and stuffs, and they are very few on the map. If you notice, in Rogue's NY there seems to be much much less parkour objects and parkour route, even though it's the same location in AC3. AC3 NY offers more parkour objects and parkour routes, not to mention the ability to parkour through windows/doors - the thing that they throw away in Rogue. One more thing to mention, is that the height of buildings in Rogue is lacking the variety, so it fells flat compared to other ACs. That said, I don't think that AC3 is better than Rogue that much in terms of parkour. AC4 is the only game in the Kenway era that can take the W in parkour, since it offers the best parkour level design with multiple layers of heights and so many parkour objects and parkour routes to explore.
@@huyvouc9785 I don't remember the specific city but once I started looking for these things I found them all over. The jungle-looking areas are great too and ship wrecks are really fun.
@@WideOldDan Rogue only have one city, and that is New York. Most of other places are either small towns, some small jungle area or shipwrecks, which are cool but the level design are still not as good as their AC4 counterparts.
We need a video in which you add all three components (Stealth, Combat, Parkour) and add up the rankings to see which games are the best (outside of things like story and world building etc of course).
In mirage. Just tap the down button to go down faster. It isn't hard it just doesn't tell you wtf to do. And put run on the worst button possible on top of it all, after swapping around the entire control scheme to be closer to black flags, the game movement immediately became so much more faster and fluid. But I feel like you shouldn't have to alter the control scheme yourself just to make the game flow better.
I did it too it for sure made it feel a lot better but only thing is the game wasn’t made to be played with the old school controls and I wish they did
Syndicate definitely has the better landmarks for parkour but I wouldn't say it's better than AC 3. They basically encourage you to zipline everywhere in Syndicate.
I agree the landmarks are astronomically clear in Syndicate, but from a parkour perspective, they aren't the best. You can't exactly parkour off the clock tower or anywhere in trafalgar square.
@@TheHiddenOne690 AC 3 just feels super automated to me whereas sure they took away the jump button in syndicate (which is really dumb) but it still feels relatively fluid when you actually can use the parkour. But hey man to each their own, it might just be a difference in preference.
it is the most restrictive game that isn't a rpg what are you on. Ac3 was a decent blend of animation and actual player input, syndicate is just grappling hook sim. There's no manual jump no side ejects were nerfed in unity and syndicate into side hops that are CONTEXT BASED. AC3 clears
Great ranking agree with most of the points but the "how dare he" made me smile. Unity is on top, maybe outclassed by revelations, but still one of the smoothest and best parkour systems in ac.
In origins , i like to do parkour in the pharos of alexandria. I thought it was a smooth one and i agree with ac1 parkour being good. I enjoy it myself. Great and unique list 👌
When I was a kid, me and my cousin would take turns on Revelations just doing parkour and seeing who could go for the longest and do the coolest stuff. Good times.
Can't believe this guy spent 30 minutes saying the same thing.. "You have to consider more than just the mechanics" "I'm not gonna lump these games together" and then in each entry "It's pretty much the same as the last one"
I enjoyed it so much when I first played the game but when I saw that people said it was "goofy" i couldn't help but notice😭 I just wish Evie had a different fighting technique than Jacob, didn't like the copy paste combat and stealth with the siblings.
The parkour in the Ezio saga IS SO DANM GOOD. The amount of freedom you had to climb however youd like was beautiful, contrary to odyssey for example were you just need to press a button. Also, the parkour puzzles was something amazing and unique, I would replay the game just to do the puzzles again. BEAUTIFUL GAMES in every aspect.
From Assassin 's Creed 3 onwards, Parkour has become amazing. And from Assassin 's Creed Unity, Parkour is next level. People are praising AC1 and Ezio Trilogy parkour wothout understanding that from AC3 onwards,parkoir has become smoooth and players can also climb trees now. Which was impossible in previous games. Change my opinion! Try
From AC3 onward? So you think even AC Odyssey's spiderman like parkour is better? and that game was after AC unity, so you're saying that AC Odyssey's "Parkour is next level" is this right?
In syndicate there was a funny trick i used to go down quickly and it was to cancel the zipline while youre in the middle of it and you would need to land on a car since it disables fall damage.
We don't care what you say haha, two lane street. But I appreciate your opinion. I just feel I struggle with Arno doing what I need. And I practice a lot, almost. I really like how it looks. I like the control and consistency of the old ones c:
like you content, man. as a huge fan of the AC series since AC1, I've gotten to see how the parkour system changed as the series progressed over the years. I liked the combat system of the RPG in the series and enjoyed the parkour system in earlier games with my personal favorite being the system in AC Revelations where we get introduced to the hookblade which helps us to scale climbable surfaces somewhat quicker
29:19 "So, with that said, I'm placing Assassin's Creed Revelations as my personal favorite parkour system in the entire franchise" *fade to a black screen* *fade from a black screen to Assassin's Creed Unity*
With mirage I think you should’ve at least mentioned the fantastic parkour level design throughout Baghdad. It was done to perfection. Just imagine if mirage had a better engine
I love how every single comment I see just says oh this guy is correct, oh this guy is absolutely right, AC 2 was such a great game or assassin’s creed 1 had so much good movement. But this ranking isn’t a ranking about the best parkour this is a ranking about which is my favorite assassin‘s creed game explains how he prefers assassin‘s creed revelations to assassin‘s creed odyssey and why it doesn’t take away his own personal ideas to actually dedicate himself to what parkour should be. If I had to do a ranking of what I think the best parkour in assassin’s creed would be I would honestly put assassin’s creed Unity or assassin‘s creed mirage in first place because after all they are newer and can do more than assassin‘s creed revelations ever could. (I honestly prefer assassins Creed revelations as a game than assassin’s creed unity or mirage be at the end of the day do you have to admit to the parkour in the Older games was extremely bad for what you can do nowadays. ) 
"if i had to do a ranking" go for it. I'l subscribe to your channel and wait for your video because you just assumed I ranked this entire video based on my favorite games and overlooked everything I said.
This is really well done. I recently decided to try the RPG triology, and Odyssey just wasn't feeling like an AC game, you captured one of the big reasons why. The other games put effort into creating an environment where you can parkour, routes you can take. Odyssey just... didn't. "Go ahead climb the statue I guess". If it was the same statue in AC2, there would have been cracks in the stone you navigate around, not just hold climb+forward to go up.
Unity is great visually, but that's all it has in terms of jumping in a game and having fun with little to no grind/ wasting your time and not having restricted gameplay mechanics honestly I'd agree the older games just put you into the game let you did whatever however you wanted W video bro keep it up 👍.
I think it really depends on how much someone values parkour down. I put Unity and AC1 high up because I love smooth downward movement, something that is strangely lacking in a series that have some emphasis on vertical movements. If you watch irl parkour videos, it's really the downward movement that is the highlight tbh (dives, vaults, rolls, landing).
Sure, but that doesn't negate the video's point about animations vs player input. The same applies to controlled descent. You click "free run down" and Unity does it for you. You have little control which way he descends, something the earlier games gave you more manual control over. @@shira_yone
@@Im_Blitz more manual control for descents? Are you serious or is this just Unity automation hate boner thing? Most you can do for descending in the classic creed (except 1) is just falling of a ledge or jump off, there is no actual control around it other than grabbing something on the way down which Unity still have, just way way more limited. In Unity you can *choose* how to descend: vault down a ledge (parkour down), the usual fall off of it ala classic creed (parkour neutral, same input as the older games), and jump off or even dive down (tap parkour up). Of course the outcome of the last one especially, isn't consistent because of, for the most part, unreliable automation system, but that's still more control available to the player over what the older games offer. Combine that with manual roll and the unfathomably cool wall side dismount, along with the abundance of verticality in Paris, practically 40% of parkour I do in Unity are descents; vertical climb into side eject, into vault down into a dive onto a rope/beam off to the ground with manual roll, never gets old. AC1 with vault down and more reliable ledge grab does feel way more intuitive overall, but it's not exactly more controls for descents over Unity.
@@shira_yoneyou can dive in haystacks, do the manual descent, drop and catch ledges, orjust jump off to lose health but get down quicker, or jump into another building and catch ledge there. There is so much freedom bro. Much better than a computer trying to understand what you are doing
I've been playing through AC 1-6 recently. Brotherhood parkour felt a lot more clunky and disobedient than in 2. There were times when I had to fight the camera in order to land where I intended, else I would fling myself in the wrong direction because the camera had other ideas. For the first 8 mainline AC games, I would place B, 4, 1, 6, 5, 3, 2, and R from last to first personally, not just based on mechanics but also the "feel" and how the settings were adapted to the mechanics.
I agree with you on Unity, you nailed it. I would place it below the Kenway saga though. Every new iteration of parkour is a step in the wrong direction. Classic > Colonial > Unity and Syndicate > RPGs
I agree. I think the parkour system went down with every game more. I also think fans heavily overrate Unitys parkour. Yes it looks cool as shit on the UA-cam vids and TikTok’s but I assure you: for one those clips are just highlight-reels of the creators and second of all if you boot up Unity right now I can 100% confirm you your parkour isn’t going to look like that. Jcers and LeoK that have analyzed and mastered each system in the series can also confirm this
"Merely for aesthetic purposes" Way to discredit people's skills when it comes to mastering a flawed but fun as hell and more in depth system compared to what came before and after.
@@1theprince1 to say unity has a better manual jump than 3 when the game is so damn restricting is actually crazy, as well with the smoother animations, theres a lack of variety and customizability that can come from your gameplay compared to others. And the magnetism is just way too greatly exaggerated
@@z-chan946 Nah, that simple parkour up/down function unironically gives me more control compared to previous ACs, especially moves like manual safety roll. I prefer the flow and momentum even if it's unrealistic. I'll take that over any boring micro slow "calculated" or "in depth" parkour system. It ain't just free runnin. In unity health upgrades are optional, with a decent gear selection. I like to tweak/make my own difficulty. I didn't get that from any previous AC games.
I'm always bugged at people fawning over Unity's parkour as they skip over input lag & automation but only focus on "the look". "But muh Unity parkour video" excuse is annoying since they're always in safe, well-choreographically, non-sniper/non-enemy area Parkour in mission, heist, or co-op? Yeah, try then come back to me to tell your tale
I just finished AC Unity for the first time a few weeks back and I completely agree with your take. I came into AC Unity with a lot of hype because I heard really good things about the parkour from the community and I was really disappointed with it. It felt way too animation based and insanely inconsistent which kinda ruined the game for me since combat isn't that great either. I think most of the people who say the parkour in AC Unity is the best in the series need to replay the story to really remember how bad it actually gets at times. Pretty animations doesn't make up for inconsistency.
After years of dissing on the RPG era, I just finished Origins. And let me tell you, I loved it! I feel like the climbing style of every protagonist adds to the overall character of them. I have nothing bad to say. There will always be pros and cons and least and most favorites. But these are games that require adaptation. So if you are willing to adapt to the mechanics, the games' worlds really open up to you. My example to this is, with Origins, while I had the ability to climb all the way up to nothing, instead I chose a more realistic approach, finding the lower ledges first, utilizing short jumps and short climbing distances. Smoothest climbing of my assassin experience so far
Ac origins does have a sprint button it just isn't noticeable. If you hold down A (or X on PlayStation) you run just slightly faster than you already do
I tried playing Syndicate TODAY and instantly uninstalled when I tried to Freerun Up(Jump) off a building and a prompt came up telling me to Parkour Down instead. Instantly uninstalled while the app was running
You also can’t forget, in AC 3, you can fluently jump over differently sized fences and low walls, each having a different animation.
Yeah people pretend only unity let's you do it
@@temmylongbottom2702you can do it in all of the games from 3 to mirage
@@Sumunuhriginal But 3 gave you the most vault animations. Still top tier for having the reverse vault.
I mean i kinda hated parcour in ac 3 tbh
@@Sumunuhriginal Mirage is nothing compared to old game's parkour mechanics. Especially the Ezio where you had absolute control to yourself manually. You had the freedom, that is one of the things missing in the newer games
Where is Charles Lee?
Sitting on a chair at some inn.
@@TheHiddenOne690 Ok thank you
Dead for like 3 to 4 hundred years
I can't believe a biological son & a adopted son are fighting for their fathers attention.p
@@punkdallas1646 I think my father let me kill him did he?
AC 1 vaulting was probably the most exciting thing to discover while playing..
how do you do it? It looks awesome
@@lylahsworld3930 when jumping instead of grabbing a ledge press jump, and exactly the moment when u think u will fall it is very tricky and rare, i have done only once or twice in my gameplays 😅😅
@@lylahsworld3930i think when ur midair use the circle button on sony or shift on pc whichever is bound to drop from ledge
@@Vahsir7 I played through the entire thing for the first time a few months ago, and I didn't even know it was a thing
@@calebschannel505 ikr this happens with only perfect timing, many AC games have such advanced mechanism, unity has some great ones, i forgot the name but one was "break fall" something like that when u grab a ledge just free falling from a high building, similarly in ac3 u can do superman landing and many cool tricks just trying something out of the box
23:39 "Wait, you guys can swim?"
- Altaїr, probably
Also, the "(how dare he)" in the Unity section is just **slow claps**
Altair can swim, the animus doesn't know how too animate the swimming animation. (They said)
The thumbnail gave me a heart attack
😂true
🤓
It worked😂
Unity’s parkour is overrated
@@JamesSmith-ny2gb no it's not. Unity has the best parkour in the series
Unity is still the best because at its heart, parkour in this series is mainly to make you feel cool. It simply does the best job.
Not really
@@blackvalio4060 it's pretty cool when you're in a spot that flows nicely. As long as the camera is facing where you're going basically has been my experience on PS4. Although, I don't like how arno auto jumps/sticks to literally any surface above the floor when I'm holding R2 to run because arno's walking speed is too slow lol
@@vesper1538just press LT on xbox controller or L2 on ps controller while running. It will fix the problem
@blackvalio4060 ya movements? Yes, in terms of like where the character goes? Vs where ur trying to go, i would agree it doesnt, but the movements are more authentic than ezios movements
@@ORCXray how does flying make for better movement?
I just introduced my 8 year old brother to this series and started him with AC2 because that was my favorite when I was his age although I did play AC1 first. But it’s really cool to see him get excited about movement in a game that’s nowhere near as fast or flashy as Fortnite. He actually gets hyped on the feeling of improving at the game and having to get better at the mechanics. You know you’ve made a good gameplay system when it’s challenging but also rewarding and in turn makes players excited to get more into it.
8 year old kid is too young to play these kind of games in my opinion
@@rolandhidasi3028 at his age we were playing gta
@@rolandhidasi3028what I started playing when I was 4 I’m about to be 10 now and I still play started with black flag and fell in love
The altair and ezio games had damn near perfect parkour imo.
Simple enough for casuals to pick up on and complex enough for hardcore players to do cool stuff with it.
True and the animations seemed much more fluid even more than Mirage
Try and replay AC1 now. It's not good compared to the successors, far too linear.
@@Cespar997 noname was talking about parkour only. Gameplay wise I'll take linear and repetitive AC1 over 200+ hours required for 100% completion Oddysey or Valhalla
tottaly agree
@@SPexHoS2137Agreed. After playing almost every assassin’s creed game, I went and tried AC 1 for the first time, and it was incredible. Never got so hooked on ac for some reason until ac 1 and revelations
I actually really like how Unity doesn’t explains well how to correctly do parkour, it makes the player discover it and create a skill gap
It provides the basic idea which is all that is practical for a quick pop-up hint. The game should have training missions for the more advanced maneuvers.
"it make the player discover it"
I would not describe watching other people's tutorials as "discovering" it, which is what the majority of the insufferable enthusiasts do.
But it doesn't tells because it doesnt works at all. Its cool to see jcer video on parkour but doing yourself you will feel a bugy experience and half finished animations. You have to hope you can get double kill jump, 90% movement arno decides what to do and rest is distributed by hald baked animations. Its not Paris that's the problem Paris provides options to choose, but gameplay mechanic is broken that sometimes dont do things well. You can rarely perform swing, side ejects(not any direction but only 90 degree turns) and arno decides the landing. You hop over wall, you accidently hop 4 meter away from target. If this game had time slowing ability which allows me to choose snap targeting instead of based on most fluid animation, game would be what we want from ac games.
You could make the same argument for every game out there, in short it's stupid.
@@danielflanard8274haha ikr. Or the "look up on internet how to beat this boss because i can't do it after 2 tries" 😂 or the "whats the best build because i don't want to learn by playing the game"
Ac syndicate's parkour is so unbelievably underrated. The grapple hook is the most underappreciated gameplay feature in the entire franchise. For the first time in an assassin's creed game, i almost never had to climb down a building to continue my parkour to the other side of the street and i found that revolutionary and incredibly helpful. The main complaint i usually see about syndicate's parkour is about how the buildings are so massive and the streets are so large which makes parkour a bit tiring to do,when the literal point of the grapple hook is to be the solution to this issue. The buildings and streets seem massive only if you don't use the grapple hook. If you do use it you never have to climb down a building and the parkour continues flawlessly.The parkour movements are great, not as great as unity's, but still the second most realistic-looking in the franchise. Of course it has it's problems, with the main issue being the lack of a jump button. But i really don't understand why the parkour is so hated by many fans
Yeah, but if you’re using the grapple hook that often, then you’re not doing much parkour. Syndicate is controversially my favourite game in the whole series, but I had this same problem with the parkour. I’d grapple in between buildings, climb over the roof of the next building, grapple again, climb over again, etc, etc. It’s not even really parkour at that point. I think the grapple hook could’ve been an amazing feature if it was more of a choice to use it. I didn’t like it because you’re forced to use it if you want somewhat fast movement, rather than being able to go between buildings naturally but having the choice use the grapple hook if you want to.
It would have been great only if it wasn't for less parkour elements throughout london and the f***ing grappling hook...
If I wanted to play Arkham games I would. I don’t want to be zipping around on a grapple hook like I’m Batman in Victorian England
@@alarrim29574 Exactly my point💯
parkour down is still like half the parkouring. just because you suk at climbing down or cuz the game literally gives you a tool to literally SKIP the actual parkour doesnt mean it is an improvement. they should have made the parkpur down more fun like classic ACs or Unity instead of just letting you ignore it
it is like a game letting you skip the 2nd phase of a boss fight and you claiming "wow! amazing boss design,
i can skip to the 3rd phase of the boss fight. incredible🤓"
btw if you love grappling hook so much during traversal play arkham games or just cause series (just cause 2 is great)
All Bayek does after ziplining is wave his hands once in the air as if his skin wasn't just incinerated off 😂
Bayek Is Him 😈
Bro it's fucking game lol
@@PremiumJutubAnd? A bit of attention to detail won't hurt nobody
The best AC Parkour ranking video I've ever watched!!! Most other content creators just lump AC 1 - Revelations together and calls it the best one.
Insane that Ezio was still peak parkouring in his early 50s even without the hookblade.
for me, AC2 was PEAK Parkour because that was the one i was the best at and i found myself zoning out and forgetting what i was doing and just parkouring
I hated ac2 parkour because of how slow it was. Loved brotherhood though. Maybe I just sucked at it
I would put 2 first because I love the way it progresses you AC one mechanics to more advanced mechanics late game, as you develop as an assassin. Great video!
My only gripe with the Revelations parkour is that I felt like compared to the other games in the trilogy Ezio would often stumble to one knee when jumping to a ledge that was at a slight angle. This would occasionally happen in the previous games but it was definitely at its worst here. I’m not sure if it was a coding issue or something to do with the environment but it breaks the flow of parkour quite significantly and looks kind of clumsy. Even in this video alone you can see it numerous times. Other than that Revelations is a great game overall.
I agree, it happens especially often after a lamp jump.
Man was growing old.
@@Stealthful_ absolutely. In this instance though I think it was an issue to do with mechanics or geography. He could still fight and stealth like he used to, it was just the parkour
@liamdooley863 yeah. I have this stumbling problem a lot in AC2 and AC Brotherhood too these days.
finally someone that notices it.
yeah, 27:33 it is giga annoying. and it is in brotherhood and AC2 as well. if you jump at a ledge in an angle more than 45° horizontally than Ezio breaks the speed and does this.
but altair ALMOST never does it, it is so freeing in ac1 you can just leap and zip all over ledges at crazy angles and Altair will land elegantly and maintain speed gracefully and it feels amazing. but with ezio there is always this doubt while leaping at angles bit more than 45° where he will stumble everytime and lose all momentum.
i never understand why they changed this from AC1. in AC1 it is much more forgiving, literally the only reason i enjoy AC1 parkour more than Ezio trilogy cuz as Altair i dont constantly have to 2nd guess myself during leaps. stuff like at 27:33 happens a bit too much in ezio trilogy but rarely in AC1
i have seen quite few parkour ranking videos but literally nobody mentions this
1:40 "That type of climbing should only be done by the likes of spiderman"
Phenomenal words
Or tears of the kingdom link
People forgetting mountain climbing exists 😅
Love that you clearly value player freedom, expression and mechanical depth far more than flashyness.
I think we can disagree with your ranking but it was very well put together and your points are valid. Very good video, not too long, entertaining, good stuff.
Idk revelations is like peak parkour in the game
many people agree like me with this video unity is overrated asf
@@spider-man5544 if the level design was better it 100 percent would be.
16:35 I was hoping you'd bring up AC3's rock climbing feature, I loved being able to climb pretty much anywhere in that game, and was a little annoyed that Black Flags and Rogue lacked that feature. For me, that was the pinacle of the parkour/free running with maybe some slight improvements in certain regards in Black Flags and Rogue aside from the rock climbing going missing. And I much preferred what Unity and Syndicate gave us over anything the more recent games gave us, though I've not played Mirage yet.
I always thought Unity's parkour was overrated. It has a lot of great animations and I love the descend down feature, but the system is terribly imprecise, floaty and clunky overall. Unity's parkour looks amazing when you watch a perfectly choreographed parkour video that took 20 trials, but when you play the game yourself, you quickly realize how unreliable it is. Arno routinely loses momentum, jumps on something you didn't intend, and gets confused. When I play any of the first 4 games, I always know where I'll jump and I can predict with like 95% accuracy what will happen with a specific input. In Unity, however, I am NEVER sure what will happen. Will Arno jump to the point I intended? Will he do a random horizontal wallrun and grab the wall for no reason? Will he grab some random pole 5 ft above that I didn't even notice? Who knows. Unity's parkour has the biggest potential for "cool parkour montages", but in practice it's just a pain in the @ss to use.
To me, an ideal AC parkour system would be a blend of the Ezio trilogy and Unity. Give me the technical precision and freedom of Ezio games, but with flashy animations of Unity. That would be amazing.
Nah you're just bad at it, Unity has the best parkour system in the entire series and it's not even close, if Arno doesn't go the way you wanted, or if he jumps too far or whatever, it's YOUR fault, there's tutorial on UA-cam to truly understand the movement, but if your character can't do what you intended, it's a skill issue, I 100% the game 3 times since the release and the only times I thought that Arno didn't do what I wanted, was in my first playthrough, cause I learned how to play after
@@bastiendamour1617 You just refuse to acknowledge actual flaws in Unity's system, so you kind of have to make excuses - "you're just bad at it", "you are imprecise", "skill issue" and blah blah blah.
No. The fact of the matter is that Unity's parkour is not precise enough, given how cluttered and complex the climbable elements are. Paris is absolutely packed with ropes, poles, parkour routes, and handholds. Unity's parkour system is definitely the most ambitious one in the series, in the sense that it lets you do a lot of different moves and has the nicest looking animations. However, it also has a few major issues that make it unreliable, annoying and clunky. For example:
1. Animation blending is not the best, so even the simplest things like jumping from one beam to another can feel choppy and unnatural. Arno doesn't carry enough momentum when jumping from point to point and his jumps often feel unnaturaly long, because the animations are kind of "stretched" depending on the distance of the jump.
2. Performing side ejects is extremely unreliable. You can't perform them manually with 100% success rate like in the Ezio trilogy. Arno will sometimes eject to a beam that's to the side, and sometimes he won't. Very often he'll just jump to another handhold instead. This is extremely annoying and can completely ruin the flow of a run. Not because of "skill issue" on the part of the player, but because the system is not precise enough.
3. When you drop from a ledge and hit the ground, it often lacks any impact. Arno can drop from like 5 meters and barely even bend his legs during the landing, which makes the parkour seem unnatural and floaty.
4. It's extremely easy to get stuck on random objects that you would never want to climb. Stuff like tables, stools, tiny poles, fences etc.
5. The distance of a jump is imprecise. In Ezio trilogy, when you are standing on a ledge and you jump forward, you can very easily predict how far Ezio will jump. The distance of a jump is consistent throughout the game, so you always know what will happen after your input. In Unity, it's a game of guessing. Sometimes Arno performs ridiculously long jumps that you would not expect him to achieve. Other times you think he should be able to reach something, only to see him fail. That's another instance of the system being imprecise.
6. The manual grab when jumping is terrible. In Ezio trilogy, when you performed a long jump that didn't automatically guide you to a handhold, you could always try to manually catch a ledge to save yourself. Or you could extend your jumps a little by catching ledges that you wouldn't normally catch. You could also drop down and catch a ledge below at any point that you wanted or even catch a ledge that's to the side. This was a great feature that gave players a lot of freedom and allowed for precise corrections when the automatic system was not enough. But in Unity, this completely goes out the window. When you descend a wall, it's completely automated, and you don't get to say when you want to catch the ledge.
The point is that Unity's system, although flashy and impressive in some aspects, is extremely unreliable. Sure, it looks amazing when everything goes well, and you manage to chain together a long run. But unfortunately, it often doesn't work as intended. It's just unrefined and unpolished, which is kind of a symptom of the bigger problem with Unity.
I ain't reading allat🗣
Expected another 'Unity has the best parkor' video.
But bro chose to spit facts. W💯🔥
Much needed facts. Unity's parkour is not the "peak parkour of the series" as so many claim it to be. It looks impressive and up and down mechanic is great but it's probably the clunkiest and most unfinished freerunning system in the entire series.
@@jackiemortes I dislike it cos it doesn't feel real. Arno climbs like he has sticky hands, half of the time escaping gravity too. And it is over-smooth.
Where AC1 Parkour feels raw and realistic. Sure, it is slow, but I prefer this
Ezio trilogy parkour improved upon AC1 Parkour
@@levisimon5237 Yeah, the unrealistically long jumps or Spider-man climbing always bugged me
@levisimon5237 park our in ac 2 doesn't feel real lmao
@@undary0u feels so, waaayy better than Unity
"No one wants to see a parkour montage from a game made in 2007" i do, AC1 parkour is great and has the best parkour Playgrounds in the series
No, just no
Me when i lie
@@umammamucope
Mirage, 2, Revelations, and Unity have the best map and mission designs for parkour imo but AC1 is still better than most of them.
@@Sumunuhriginal haven't played Mirage but Revelations is a close 2nd for me. 2 and Unity are too square, feels forced
Unity has the most innovative, complex and flexible parkour system in the entire series.
Hands down
Ah you must like spiderman!
@@WhoIs_Xrayah you must like rpg shitty ass Trilogy
ah so you havent played any other game besides that one
Not even close lmao
@@epikpanstan69 seems like you suck at unity lol
You are SO right about how Arno just decides where you go and what you can and can’t do sometimes, and his flying leaps led to my downfall a few times
i wish we had brotherhood climbing ,weight and ledge grabbing with unity dropping down and mixed up animations,ac3's vegetation hiding and that would be a perfect game
There’s so many reason’s why Revelations is the gold standard for certain aspects of the entire series, even if the story does feel like a side game. Thanks for showcasing that here.
Ezio games bring back so many memories great video.
Having just completed Revelations on my playthrough of the entire AC series, I think it's a perfect choice as number 1! Glad someone else enjoyed the parkour in that game as much as I did! The hook blade mechanics added a lot
I'm nearly finished playing Revelations for the first time and I love it! The city and hidden tomb missions are so much fun to travel around.
I'm 10/10 satisfied with the tiering✨
I've said it before, Revelations is the best AC game ever made. It had all the aspects of the brotherhood, leadership, parkour, combat, exploration, story, everything you want in an AC game, it had it. That's one thing I really missed in black flag was the parkour and the brotherhood that Revelations did flawlessly. You really felt the end of Ezio's life as an old man that had hundreds of years of experience as an assassin while still being somewhat young, yet being one of the top leaders of the biggest assassin org in the history of the world, and YOU played as him. It was an amazing experience in my childhood.
The problem with your unity ranking is bc you are making the number 1 unity parkour mistake and that is constantly holding A. Youre meant to hold a ONLY if your jumping from roof to roof or something. If you are on even ground or want to decend you hold b otherwise you only hold sprint
That doesn’t make a huge difference tho. It just makes Arnos jumps more longer
how is that even difference lil bro?
@AgentN-s5u i recently bought unity (its 5 dollars on steam, very cool) and it absolutely makes a difference. when you start only using A when you want to go UP or FAR and only use B when you want to go STRAIGHT DOWN, the parkour gets way better. In the video you can tell he is holding or mashing A because Arno is doing a "Jump" every time he moves to another spot. It was happening to me too when i first booted it up until i realized i was doing it wrong.
I must be honest, playing Virtual Simulation for parkour in Brotherhood really showed off many awesome ways to traverse city and actually taught me some moves i didnt even know, like jump before edge, realosing high profile? to gently land etc.
Thats the reason i praise parkour in Ezio Trilogy.
Perfect list 👌🏻
Glad you think so!
As an Odyssey fanboy i agree. I'm also glad to see ac3 isn't ranked bad, but just decent. Because i installed it yesterday because i wanted some parkour action and i had it extra with the Odyssey bundle so i wouldn't needed to buy a game.
Also glad to see Brotherhood as #2. Definitely one the most memorable game in my opinion alongside with Odyssey and Unity for it's amazing lively world.
i agree about ac 1 statement and placement i think its parkour is heavily overlooked due to age and yeah it can be clunky at times its still impressive what they managed to pulled off at that time for a game that originally was supposed to be a DLC for Prince of Persia xD
No it wasn't supposed to be a DLC but a new full fledged POP game
@@harshit6045 get your factz right
@@Emoteuo2 what 'factz' ? It was supposed to be a full fledged POP game titled “Prince of Persia: Assassin”
I hate the fact they removed parkour chase missions like when you chase Heytham as Connor in the building that is on fire, Shay escaping from the destroyed city or the Edward chase at night from 0:32
19:36 isn’t why we like parkour for the look ? Or am i just dumb ?
I actually would prefer ac 1,2 and unity over revelations. The classic games were all about finding the quickest way through observing and mastering environment and system. But the addition of hook blade kinda removed the need to master the parkour system. As an example, you don’t really need to use side/back ejects to climb the buildings faster, the hook blade just does it. I personally think ac2 has the best parkour specially in Venice
amen brother
Ac2 controls like complete ass
@@chickaboo4106 why? you can't just say its bad.
if you're like "i fall off buildings all the time and miss my jumps" then its a skill issue, its ok for you to not like it but thats what it is. its way more precise and you need to also be more precise with your imputs because the game actually do as you tell it and doesn't hold your hand, unlike pretty much any ac after 4 where everything is automated. ac 2 lets you fail but it also lets you do cool and precise moves that make you faster in game. you can still hold a button and just go straight up a wall to get to where you want to go if you dont like the depth of the parkour system provided to you.
but if its like you don't particularily like the control scheme then yea thats your preference, fair enough.
@@tozkal96 you're doing tricks on it
Ac3 had some cool Vaults, I never knew how to do the vaults consistently and I only worked it out last year lol. I'm on Xbox so I always thought you had to tap 'A' just before an obstacle but turns out you just hold the 'A' button lol. I got Ac3 back when it came out and it's taken me just over 10 years to work that out 😅
I agree with most, except AC2 and Brotherhood. Brotherhood was more fluid, and AC2 was buggy (just replayed them this last month!). Great list!
Which system did you play on, because I recently found out that Assassins Creed 2 plays best on Xbox 360 above all other consoles, it’s super smooth and intuitive, the Remaster is good but a lil buggy and the ps3 version has some bugs when it comes to jumping off ledges.
@dillonkramer1575 it was PS3 and the Ezio Collection versions
@@JayMeDee You mean on ps4? Right? Because Ezio Collection only available in ps4, as I know.
OOps! Yes 100% right4
@@skywalkerlajos8476
@@dillonkramer1575 I played 2 in The Ezio Collction and It's a Nightmare!
Ac Odyssey parkour is pretty cool bc you can fall damage under the level 15 but you will never take fall damage in level 15-70 but it gets cooler when you jump off a synchronization
This is a great list. I really hope we see Altair/Ezio levels of player freedom again at some point. The parkour system right now is almost like a Templar, restricting and controlling us instead of letting us be free.
2:08 Why does he say that in Odyssey youre a demi god and cannot take fall damage but also you can not run off a cliff but are automatically stopped?
You have to manually jump in order to go off the cliff. If you dont it just removes all momentum and plays an animation
I actually liked how you don't take damage after a fall in Odyssey. But it's pretty unrealistic to expect from other AC games since Alexios/Kassandra has a piece of eden on them all the time. Ubisoft should bring back fast descend option of Unity in small AC games and bring back parachute for RPG games. Red is going to be set in a time period after Da Vinci made the parachute so I expect it to be in there.
controlled descent has been a thing since AC1. ACU only automated it
@@Zikuto_ I mean yeah, it's clunky to drop from tall buildings' ledges and sporadically press catch ledge.
@@Merty1388 just say you don’t know how to properly do it instead that clunk cope
Do you know exactly where and when the time period is? Please tell me it’ll link to some of the other older ac games
@@MinersGetMeHard late 1400s and early 1500s if you were asking for parachute. AC4 and onwards ignores it completely despite being closer to modern era. If you were asking for Red it's going to be set in sengoku period, possibly late 1500s. Hexe may be set before Red or AC2 though.
27:50 in Revelations Altair can climb leap like Ezio in AC2 but he can’t in AC1 or the dream sequence in AC2.
AC1 got the parkour and the combat right for me. Very satisfying. I can be damn fast without being "catapulted" by the AI. Back then if i were to climb a wall, i had to plan what i want to do, and how am i going to do it, methodically. If my planning is wrong, or my execution fails, it punishes me but not by a large margin. Just enough to say "hah you suck, train more"
Unity, just removes all of that in favour of being "cool".
Sure you look cool, but being an Assassin and "Cool"? Altair would have spit on your face (Although his younger self would do the otherwise)
29:27 i agree with the revelations rank. god, it was fun, and the parkour felt so free and fluent
The extra environmental tools in Rogue, in my opinion, make it significantly better than 3 and 4.
The best ziplines, ropes swings outside of the ships, lifts that go up or down or both, a few hollow tree stumps. It adds some great options.
that's some good points for Rogue, though. But still, I think there is one thing that ultimately holds back Rogue's parkour, and that's the level design. Most of the maps in Rogue are sea, and there is only one city: New York. Compared to NY in AC3, while it's true that there are ziplines, ropeswings and stuffs, and they are very few on the map. If you notice, in Rogue's NY there seems to be much much less parkour objects and parkour route, even though it's the same location in AC3. AC3 NY offers more parkour objects and parkour routes, not to mention the ability to parkour through windows/doors - the thing that they throw away in Rogue. One more thing to mention, is that the height of buildings in Rogue is lacking the variety, so it fells flat compared to other ACs.
That said, I don't think that AC3 is better than Rogue that much in terms of parkour. AC4 is the only game in the Kenway era that can take the W in parkour, since it offers the best parkour level design with multiple layers of heights and so many parkour objects and parkour routes to explore.
Exactly I was about to comment this
@@huyvouc9785 I don't remember the specific city but once I started looking for these things I found them all over. The jungle-looking areas are great too and ship wrecks are really fun.
@@WideOldDan Rogue only have one city, and that is New York. Most of other places are either small towns, some small jungle area or shipwrecks, which are cool but the level design are still not as good as their AC4 counterparts.
@@huyvouc9785 I find Rogue more fun to run around in, AC4 is a close 2nd though
We need a video in which you add all three components (Stealth, Combat, Parkour) and add up the rankings to see which games are the best (outside of things like story and world building etc of course).
In mirage. Just tap the down button to go down faster. It isn't hard it just doesn't tell you wtf to do. And put run on the worst button possible on top of it all, after swapping around the entire control scheme to be closer to black flags, the game movement immediately became so much more faster and fluid. But I feel like you shouldn't have to alter the control scheme yourself just to make the game flow better.
I did it too it for sure made it feel a lot better but only thing is the game wasn’t made to be played with the old school controls and I wish they did
@@monkeyman2918 I know. The controls absolutely fights with itself. Eventually I got the "parkour down" to feel relatively comfortable on L3
I personally like 3 the best like he said it’s extremely smooth and realistic
Nah the syndicate slander is crazy 😭 it’s definitely better than AC 3s and that’s coming from someone who’s favorite game is AC 3
How so? what about Syndicate's parkour that I said in the video is worth being praised over AC3?
Syndicate definitely has the better landmarks for parkour but I wouldn't say it's better than AC 3. They basically encourage you to zipline everywhere in Syndicate.
I agree the landmarks are astronomically clear in Syndicate, but from a parkour perspective, they aren't the best. You can't exactly parkour off the clock tower or anywhere in trafalgar square.
@@TheHiddenOne690 AC 3 just feels super automated to me whereas sure they took away the jump button in syndicate (which is really dumb) but it still feels relatively fluid when you actually can use the parkour. But hey man to each their own, it might just be a difference in preference.
it is the most restrictive game that isn't a rpg what are you on. Ac3 was a decent blend of animation and actual player input, syndicate is just grappling hook sim. There's no manual jump no side ejects were nerfed in unity and syndicate into side hops that are CONTEXT BASED. AC3 clears
Great ranking agree with most of the points but the "how dare he" made me smile. Unity is on top, maybe outclassed by revelations, but still one of the smoothest and best parkour systems in ac.
parkour mechanics in ezio trilogy was at the peak of assassin creed , the control and freedom we had was far more superior than any other
the thumbnail is crazy work 😯
In origins , i like to do parkour in the pharos of alexandria. I thought it was a smooth one and i agree with ac1 parkour being good. I enjoy it myself. Great and unique list 👌
When I was a kid, me and my cousin would take turns on Revelations just doing parkour and seeing who could go for the longest and do the coolest stuff. Good times.
Can't believe this guy spent 30 minutes saying the same thing.. "You have to consider more than just the mechanics"
"I'm not gonna lump these games together" and then in each entry "It's pretty much the same as the last one"
Mocap has been used since the 90s.
It wasnt the most common but it happened. Goldeneye had mocap animations, for example.
ac syndicate combat was so fun for me
I enjoyed it so much when I first played the game but when I saw that people said it was "goofy" i couldn't help but notice😭 I just wish Evie had a different fighting technique than Jacob, didn't like the copy paste combat and stealth with the siblings.
The parkour in the Ezio saga IS SO DANM GOOD. The amount of freedom you had to climb however youd like was beautiful, contrary to odyssey for example were you just need to press a button. Also, the parkour puzzles was something amazing and unique, I would replay the game just to do the puzzles again. BEAUTIFUL GAMES in every aspect.
One of the best parkour rating vidéos ❤
Best ranking about assassin’s creed
From Assassin 's Creed 3 onwards, Parkour has become amazing. And from Assassin 's Creed Unity, Parkour is next level. People are praising AC1 and Ezio Trilogy parkour wothout understanding that from AC3 onwards,parkoir has become smoooth and players can also climb trees now. Which was impossible in previous games. Change my opinion! Try
From AC3 onward? So you think even AC Odyssey's spiderman like parkour is better? and that game was after AC unity, so you're saying that AC Odyssey's "Parkour is next level" is this right?
Smoothness means less control bro. All the other games basically play themselves
In syndicate there was a funny trick i used to go down quickly and it was to cancel the zipline while youre in the middle of it and you would need to land on a car since it disables fall damage.
I did that as well, just like the water bucket trick in minecraft💀
Idc what do you say Unity should be second or first
We don't care what you say haha, two lane street. But I appreciate your opinion. I just feel I struggle with Arno doing what I need. And I practice a lot, almost. I really like how it looks. I like the control and consistency of the old ones c:
@@wowdevon1893 skill issue
@ck_apple6887 i have skill issues with everything
Not really. It's probably the best parkour but Arno often just moves like he's paralyzed lots of the time
@@Kombiichristit comes with being French
like you content, man. as a huge fan of the AC series since AC1, I've gotten to see how the parkour system changed as the series progressed over the years. I liked the combat system of the RPG in the series and enjoyed the parkour system in earlier games with my personal favorite being the system in AC Revelations where we get introduced to the hookblade which helps us to scale climbable surfaces somewhat quicker
Unity was made by studying parkour to integrate it into the game. It's quite literally one of the best parts of the game.
Paris and the parkour are the only good parts of the game lol
29:19 "So, with that said, I'm placing Assassin's Creed Revelations as my personal favorite parkour system in the entire franchise"
*fade to a black screen*
*fade from a black screen to Assassin's Creed Unity*
That's an outro.
With mirage I think you should’ve at least mentioned the fantastic parkour level design throughout Baghdad. It was done to perfection. Just imagine if mirage had a better engine
"before motion capture was implemented in video games" laughs in Jordan Mechner filming his brother.
To say AC & the Ezio trilogy have better parkour than Unity is just incorrect.
Spot #1 is the one i expected and am so glad I got around to replaying that game again.
I love how every single comment I see just says oh this guy is correct, oh this guy is absolutely right, AC 2 was such a great game or assassin’s creed 1 had so much good movement.
But this ranking isn’t a ranking about the best parkour this is a ranking about which is my favorite assassin‘s creed game explains how he prefers assassin‘s creed revelations to assassin‘s creed odyssey and why it doesn’t take away his own personal ideas to actually dedicate himself to what parkour should be.
If I had to do a ranking of what I think the best parkour in assassin’s creed would be I would honestly put assassin’s creed Unity or assassin‘s creed mirage in first place because after all they are newer and can do more than assassin‘s creed revelations ever could.
(I honestly prefer assassins Creed revelations as a game than assassin’s creed unity or mirage be at the end of the day do you have to admit to the parkour in the Older games was extremely bad for what you can do nowadays. )

Ps: to me the parkour in dying light 1-2 can’t beat the living shit out of the parkour that Ubisoft gives us.
"if i had to do a ranking"
go for it. I'l subscribe to your channel and wait for your video because you just assumed I ranked this entire video based on my favorite games and overlooked everything I said.
This is really well done.
I recently decided to try the RPG triology, and Odyssey just wasn't feeling like an AC game, you captured one of the big reasons why.
The other games put effort into creating an environment where you can parkour, routes you can take. Odyssey just... didn't. "Go ahead climb the statue I guess". If it was the same statue in AC2, there would have been cracks in the stone you navigate around, not just hold climb+forward to go up.
Unity is great visually, but that's all it has in terms of jumping in a game and having fun with little to no grind/ wasting your time and not having restricted gameplay mechanics honestly I'd agree the older games just put you into the game let you did whatever however you wanted W video bro keep it up 👍.
I think it really depends on how much someone values parkour down. I put Unity and AC1 high up because I love smooth downward movement, something that is strangely lacking in a series that have some emphasis on vertical movements.
If you watch irl parkour videos, it's really the downward movement that is the highlight tbh (dives, vaults, rolls, landing).
Controlled descent has been a thing since AC1, Unity just made it brainless.@@shira_yone
Sure, but that doesn't negate the video's point about animations vs player input. The same applies to controlled descent. You click "free run down" and Unity does it for you. You have little control which way he descends, something the earlier games gave you more manual control over. @@shira_yone
@@Im_Blitz more manual control for descents? Are you serious or is this just Unity automation hate boner thing?
Most you can do for descending in the classic creed (except 1) is just falling of a ledge or jump off, there is no actual control around it other than grabbing something on the way down which Unity still have, just way way more limited.
In Unity you can *choose* how to descend: vault down a ledge (parkour down), the usual fall off of it ala classic creed (parkour neutral, same input as the older games), and jump off or even dive down (tap parkour up). Of course the outcome of the last one especially, isn't consistent because of, for the most part, unreliable automation system, but that's still more control available to the player over what the older games offer.
Combine that with manual roll and the unfathomably cool wall side dismount, along with the abundance of verticality in Paris, practically 40% of parkour I do in Unity are descents; vertical climb into side eject, into vault down into a dive onto a rope/beam off to the ground with manual roll, never gets old.
AC1 with vault down and more reliable ledge grab does feel way more intuitive overall, but it's not exactly more controls for descents over Unity.
@@shira_yoneyou can dive in haystacks, do the manual descent, drop and catch ledges, orjust jump off to lose health but get down quicker, or jump into another building and catch ledge there. There is so much freedom bro. Much better than a computer trying to understand what you are doing
Superb video, AC 1 parkour is my fav but I can see revelations obviously superiority. Amazing ranking!
Who let bro cook 💀😭
Reality and facts did
I've been playing through AC 1-6 recently. Brotherhood parkour felt a lot more clunky and disobedient than in 2. There were times when I had to fight the camera in order to land where I intended, else I would fling myself in the wrong direction because the camera had other ideas. For the first 8 mainline AC games, I would place B, 4, 1, 6, 5, 3, 2, and R from last to first personally, not just based on mechanics but also the "feel" and how the settings were adapted to the mechanics.
I agree with you on Unity, you nailed it. I would place it below the Kenway saga though. Every new iteration of parkour is a step in the wrong direction.
Classic > Colonial > Unity and Syndicate > RPGs
I agree. I think the parkour system went down with every game more. I also think fans heavily overrate Unitys parkour. Yes it looks cool as shit on the UA-cam vids and TikTok’s but I assure you: for one those clips are just highlight-reels of the creators and second of all if you boot up Unity right now I can 100% confirm you your parkour isn’t going to look like that. Jcers and LeoK that have analyzed and mastered each system in the series can also confirm this
25:18 these jumps are from rock climbing or parkour and are called dynos
"Merely for aesthetic purposes" Way to discredit people's skills when it comes to mastering a flawed but fun as hell and more in depth system compared to what came before and after.
More in depth than ac1 to 4?
@@BendoverU1st Doing your coming out to a random comment on youtube, pathetic.
@@z-chan946 parkour up, down, better manual jump, smoother animations. Yea, way fcking better and more enjoyable.
@@1theprince1 to say unity has a better manual jump than 3 when the game is so damn restricting is actually crazy, as well with the smoother animations, theres a lack of variety and customizability that can come from your gameplay compared to others. And the magnetism is just way too greatly exaggerated
@@z-chan946 Nah, that simple parkour up/down function unironically gives me more control compared to previous ACs, especially moves like manual safety roll. I prefer the flow and momentum even if it's unrealistic. I'll take that over any boring micro slow "calculated" or "in depth" parkour system.
It ain't just free runnin. In unity health upgrades are optional, with a decent gear selection. I like to tweak/make my own difficulty. I didn't get that from any previous AC games.
the removal of vaulting is what makes AC2/B/R worse than 1 for me
Its unity we can all agree on that right
No
Bayek is so strong he doesn’t feel pain in his hands when zip lining
I'm always bugged at people fawning over Unity's parkour as they skip over input lag & automation but only focus on "the look". "But muh Unity parkour video" excuse is annoying since they're always in safe, well-choreographically, non-sniper/non-enemy area
Parkour in mission, heist, or co-op? Yeah, try then come back to me to tell your tale
If you do it right the look of the parkour really impacts the flow and that look is what makes it unique i think it’s the most fun for free roaming
I swear that thumbnail almost started another French Revolution!
Thank you for putting Unity's parkour where it belongs.
Glitchy and floaty that depends on animation, I can't stand those glazers fr
The ship combat parkour in blackflag was the bane of my existance
I just finished AC Unity for the first time a few weeks back and I completely agree with your take. I came into AC Unity with a lot of hype because I heard really good things about the parkour from the community and I was really disappointed with it. It felt way too animation based and insanely inconsistent which kinda ruined the game for me since combat isn't that great either. I think most of the people who say the parkour in AC Unity is the best in the series need to replay the story to really remember how bad it actually gets at times. Pretty animations doesn't make up for inconsistency.
Revelations is my favorite assasins creed, glad to finally see it at first place in a ranking video.
He: says assassins creed Parkour is awesome
Altair: glitches and teleports over a fence
Unity IS the best.
After years of dissing on the RPG era, I just finished Origins. And let me tell you, I loved it! I feel like the climbing style of every protagonist adds to the overall character of them. I have nothing bad to say. There will always be pros and cons and least and most favorites. But these are games that require adaptation. So if you are willing to adapt to the mechanics, the games' worlds really open up to you. My example to this is, with Origins, while I had the ability to climb all the way up to nothing, instead I chose a more realistic approach, finding the lower ledges first, utilizing short jumps and short climbing distances. Smoothest climbing of my assassin experience so far
Ac origins does have a sprint button it just isn't noticeable. If you hold down A (or X on PlayStation) you run just slightly faster than you already do
Hearing Konstantynopol being said with that accent is so funny
22:46 this struggle was real 😂
Whaaa, I thought I was the only one who felt this way. Literally my favorite AC til this day
I tried playing Syndicate TODAY and instantly uninstalled when I tried to Freerun Up(Jump) off a building and a prompt came up telling me to Parkour Down instead.
Instantly uninstalled while the app was running