Awesome video. Also, as a disclaimer to those who lack basic comprehension, because apparently it has to be said: no one’s making actual legal threats against you for using the mod how you want to. Abusing certain mechanics when playing by yourself hurts no one, nor does gameplay uploaded on YT of the mod being poorly used somehow warrant a DMCA takedown like some of the other comments seem to think. It’s merely advice on how to create choreography that actually looks good as well as a request from the creators of the mod to use it responsibly as it can lead to volatile, broken movement that is not representative of their intentions. If expressing this request is somehow “dystopian” (what a ridiculous, puerile sentiment, equating such a request with a totalitarian police state), then those who say this need a psych eval. Sorry for the rant, it’s a great video
@kinography9085 Thanks Kino, I'm glad people seem to like this one. And yeah. I feel like I laid out the concept of grounding in a pretty easy to understand way. Kinda frustrating that some people seem to be a bit outraged by it but it is what it is.
@Dubulcle Every AC content creator/mod developer: "Grounding is important" A guy with a boom box profile pic: "OMG COPE, YOU HAVE MENTAL ILLNESS" Like I said in the video, grounding is a weird topic. It's okay if you don't understand it. Just leave these more complex issues for the grown ups and I'll call your mom and help her set up your Roblox account.
It’s videos like these that convince me that Ubisoft accidentally made one of the best movement systems in any game ever. They just don’t understand what makes it great and were never able to effectively iterate on it. Ubisoft is the WORST studio to be making AC games anymore.
Many of the talent behind these fluid movements were either pushed out (work at other studios), or are regulated to smaller positions in the studio. Ubisoft will be a cautionary tale of what happens when you shaft actual talent to the foreground, while the untalented get to bask in the limelight.
@@ryod8064 as a developer, I have no doubt the goated devs are still there (at least some of them, and some new goated devs), rather management is bunch of dumbass oldheads that haven't played a game in their life and have no passion for the art, as usual
Which is honestly just weird. Its a Mod for a Videogame. Its just not that deep. Theres literally no difference if someone or 50 % of people would upload videod of doing unrealstic stuff with it. The ones that enjoy realism dont get any disadvantage at all. Just weird how someone would literally be offended at this but well, like i said, not a big deal and that goes both ways, no need insult the guy for what he said
@@Ahayeahisherewhat he doesnt realize is that whole disclaimer section is just and invitation for trolls to upload as much funky gameplay as possible. Id honestly do it if it wouldnt be such a huge waste of time for a mod i have no interest in installing in the first place.
@@F1n1337 youre 100% right. Its like the streisand effect, idk if you know that one but its matching to this situation. If someone tries to forbid something it makes more people aware to the thing and end up having the exact opposite effect. Especially when its just funny bc its not an actual important topic
All the love the original parkour system has been getting over the last few months has been so nice to see, all this stuff is just so beautiful. Really great video going over all this, super informative!
@LazerzZ Thanks dude! Yeah, seems like the og system is getting the same treatment unity got a couple years ago as far as people realizing how good it was, though far more deserved this time around...
This is basically a mini documentary on the mod and I love every second of it. Always a joy to see more people enjoy the mod and now know the history behind it all. GOATopolous!
Bro i played the first ac game, then mirage, then the first again. I like the first ones system more than any others even though its the simplest, slowest and easiest to mess up
a guy with no prior modding experience + game dev background vs Ubisoft paid employees. Nothing can really replace passion when it comes to the art of perfection. This man's cock and balls radiates the "I'll do it myself" energy
Ubisoft's not incompetent , they still have that charm in the art sections , but they stopped making smart and clever gameplay decisions for sterile and generic ass stuff
@@lukky6648 if a single cog in a watch is broken. Then the watch can't and won't function as its intended use. While I agree that ubisoft is blessed with talented artistees that undoubtedly works hard to bring their own visons to life through their designs. They're constantly being drown and out right sabotaged within their own internal forces. The writing hasn't been improved let alone surpassed any of its predecessors. And that's a decades ago. How can you flop so hard that you haven't received a single praise for your work for the past ten years and that the best you have gotten is "predictable and boring". Somehow this is now the "Industry standard". Awful fluffed AI genarated garbage. I get that some people just cares more about the gameplay ,or the dialogue or xyz. I even see these uses as an arguement. Well that's retarded because some enjoy the game as the sum of its whole. You can enjoy the game sure, go for it. But to argue that's it isn't slop because it has "X" good part therefore it's good enough is beyond fucked of an ideology. We want better games not same same with a touch of worse. Anyway new AC shadow more like AC bald and gay. That is all.
@@lukky6648Ubisoft’s main “problem” at this point is their size, and industry standards. It’s very similar to the movie industry in that a video game costs an ungodly amount of money to develop, and if you want decent enough returns on your investment, you have to appeal to as large an audience as possible. But the aggregate taste of such large audiences, by design, is inherently going to be uninteresting, dumbed down and formulaic, since you can’t afford to commit to any extreme. If that wasn’t enough, the technology is so open-ended that you could spend an infinite amount of time perfecting and polishing things, and investors breathing down your neck because they need their little 7% ROI by yesterday doesn’t help much.
ubisoft have backed themselves into a corner with IP people love and a track record people hate, so they exclusively make "safe" decisions, digging themselves into a deeper hole because it's those same safe decisions that made people bored of ubi in the first place.
@floatingpyro2050 isn't that ironic? They built such a foundation on unique ideas and games like none other on the market , and now they do the exact opposite lol. The ideas are still somewhat fresh , when looking at some of their titles like riders republic , ghost recon , siege , division , but the excuetion falls flat on its face
Mods like this are why I continue to be impressed by what modders can do, shining what I thought was a bit clunky looking in the first 4 games, when it is quite beautiful. Seeing this is amazing.
I was very lucky to find the depths of the parkour system in AC, specifically AC2 is when I found out the mechanics. You see in AC1 I only liked it cause of the history and combat portion and when it came to 2 it was the combat and story, In both games I HATED the parkour system, I thought to myself that trying to run away and climb is slow and boring and only felt validated by those points when I wasn't the only one that felt that way. "Oh the controls are too much." or "The character does whatever they want whenever your moving around and such" and "unintuitive and frustrating." Then something happened, I don't know how or why but my 10 year Minecraft infused brain thought "I'm going to try to run a horse into a building" and that's when it happened... The infamous horse flip pole happened... and I was mesmerized. "How did I do that?" turned to "Can I do that consistently" to "WOW I CAN DO THAT!?" I started figuring out shiz left and right, button control, wall and grab pole, etc. etc. and all of a sudden I kept experimenting and experimenting till finally I was making lines and jumps all over the place, it was amazing. Went back to AC1 to find out about the kiosk dive and vaulting into a roll and it just kept building and building and building. It was as if I was getting what the developers where trying to do and it made me do the funny "I get it now" meme. After all these years I'm glad I wasn't the only one that saw the beauty in the parkour system of the first four AC games. In a weird way I made myself a saying when it came to the parkour system of the old games "If you wanna go vertical, you gotta go horizontal."
I'm consistently left stunned watching runs of this mod with all the insane possibilities it affords while looking so fitting with the base game. What a great mod and what a great showcase of it you've made
@skylined1022 thanks so much! Yeah it's a great mod. "Vanilla plus" as coined by Animus Drifter sums up how well integrated the mod is to the base game.
the mod really makes it like the assassins are people who wing it and are very experienced, since they go around jumping over things and if they dont do a good job at it they get hurt.
Your videos never disappoint. I wanted to know how these og parkour mods blew up recently now it makes sense. I hope UBI notices these people and lets them help in their teams similar to how Rockstar is now working with modders
@ahmedanubis oh yeah dude there's a whole team of fans/creators/modders I could hand pick that would turn this franchise around overnight lol. Glad you enjoyed the video.
Guy programming an exploration parkour game with some AC inspiration here. I wanted to help with some stuff you may already know. You can calculate your speed pretty easily using quick vector math to be able to LIMIT THE SITUATIONS in which you can horseflip. If you manage to capture Ezio's world position you could check it against itself after a time Delta that would get you a direction vector, with the magnitued being the distance traveled. Velocity = Distance / Time so you could calculate the velocity from the magnitude of the vector/Delta time, and then code it to make it so Ezio can't do the move unless he's moving at a certain speed. You could also calculate the difference in Y height, or whatever the "up" axis is in AC, affixing the initial height once Ezio's feet leave the ground, and once again once when he connects to the parkourable object so that you get the transition height before the next move, and check the differential against an arbitrary value that you choose, so that you can only do it when dropping from very high up. You could even limit how far you fall before you're not allowed to grab onto stuff at all, if you truly want to keep it grounded and realistic, so that Ezio doesn't break his fingers from grabbing onto a 3cm protrusion after 30m drop. But that's already limiting a lot to force players to play "grounded". Maybe they should put a disclaimer on their vids that say if a speedrun showcase is grounded or not and be allowed the opportunity to do so. Maybe make it a toggleable option! But hey, hope this helps you guy's efforts! BTW this looks awesome. I might have to replay the Ezio games for the eleventh time with this!
That's exactly what I thought. Seems pretty simple to determine when you can do momentum moves by calculating your momentum. Especially when it's so black and white. Either you are vaulting or hanging. You are either running and then jumping, or you are dropping down. There are some challenges that I can see popping up but it's definitely doable. If only Ubisoft had the passion of these 2 guys ey?
@@tossacointoyourwitcherOriginal Indeed. Part of the reason my upcoming game is how it is, is born out of dissapointment for Ubi's design AND corporate decisions over the years. A part of it is the decline of the AC series. Another big part of it being pretty much sitting on the PoP IP until the very last second only to release an "ok" metroidvania which even though has its moments, it's not what we wanted..
@@S4l4hdin I feel kinda shameful for sharing it... we got an VERY VERY alpha build from way back when it was still a student project up on itch io... it's called Project Damascus. At least that would be the project's codename... We haven't come up with an actual title yet. It's very non linear, so expect to get lost a ton and it's also very very empty, so expect to explore only to find a buttload of nothing lol. I may be updating it soon to include all of our most recent stuff so that I don't feel so bad about leaving the worse version of it out there... with stuff like iterated level design, cutscenes, an NPC, abilities and lore/puzzle solutions scattered throughout, more grayboxed level design, the works.
9:30 shit talking npcs like that gave me a nice little nostalgia trip back to when youtubers weren't so "professional" with their videos. Gives a very personal feel to the presentation.
This is VERY cool. However, the ultimate mod must include this most important element, which was absent in all games: realistic fall damage. Make heights scary again
Thanks for this vid. I've been a longtime AC player but always preferred the classic movement system. Unity and above, it just feels like our character is superhuman, defying gravity and leaping like 10+ft when the game decides. Having a mod that lets you manually choose nearly every action when parkouring is so in depth, and your demo showing it even works on a controller, is amazing!
Crazy to see how modders are always the ones to show the franchise the love it deserves, the love that these people have for these games has never been surpassed by the sheer greed of Ubisoft
What's so incredible about this, is that the movement of the old AC games were almost believable already, sure you'd have to be peak human to achieve them but you could believe Ezio could achieve that in real life with only a handful of exceptions because of the fact this is a video game and you can't recreate the fluidity of real life parkour. Most everything i saw in this video looks believable too (except perhaps the horse thingy but that too could be argued.)
The trick to make the Horse Flip believable right now(before more advanced limiting methods are implemented in the mod) is to simply not do it *unless* you are diving a beam from a significant distance/with significant velocity. A basic level of personal restraint and you are good to go. Animus Drifter has displayed what I'm talking about perfectly in his Brotherhood parkour videos :))
I've only ever played these classic AC games on PS3. After seeing this video I went ahead and downloaded them all again on Steam alongside the mods. I can't wait to go back and play these games again on PC with a now more in depth parkour/free-running because of these mods. Thanks for introducing us to these mods and its creators and the process of how they came to be.
my one thing that i didn't like about the classic system was i always struggled to travel down to street level smoothly, it seems this mod makes it easier to perform that and makes the game look more immersive and fun to play. i will definitely be trying it out!
I love how well you handled the disclaimer at the end. At first I thought, "what does it matter? A mod is just for goofy fun." But your explanation changed my mind pretty quickly with the warnings of how it could affect people in and out of the community. I can tell how ridiculous the flips and spins and launches look, and it could make old ac parkour look really goofy. I hope that creators can respect the mod makers wishes and keep the games fun for everyone!
@@Ropotopolous no problem man I kinda I have been wanting to start my own gaming UA-cam channel I’ve been playing assassins creed since I was like 8 altair is still my favorite assassin ⚔️❤️
@@Ropotopolous lol, not much bro. Just searching youtube for combat systems and somehow found myself here. I really miss how AC2 felt to play and personally dislike the AC origins "I can climb anything" parkour
@@thmistrapillay1811 you should look up ExecutionProducer's channel. he's an absolute master when it comes to the classic games, and I'm sure you will love his advanced guides on everything related to the Ezio trilogy 😁
I had no idea that the mods for AC could be so good! I love control over what I do. Although, with too many choices, it can be overwhelming to the point of frustration. Anyways, good video. Praise parkour.
Im confused about the disclaimer... I really dont understand why anyone would care about preservating "classic parkour." You could use that exact same arguemt uploading literally any modded game footage, not sure why it would matter.
Ya that was wack. Gatekeeping weird attitude. I'd try and do grounded stuff simply because I think that's cooler but the fact people unironically care how others play the game with a mod is crazy.
Great video and and also amazing work on the mod everyone! Glad to see regular people's passion turned AC parkour potential for greatness into reality. It's just sad that UBI with all of the budget and manpower couldn't do it in 17 years that this series is around.
18:24 To be honest, I think that still sounds better than the current iterations. Right now AC parkour stands between theoretically possible human movement and superpowered bullshit anyway, so going in either direction fully is going to only make it better for me. It's obviously all a personal opinion, but give me Alex Mercer powerset crammed into AC movement tech and I'm gonna bust some happiness.
@@Necroxion Haven't played Warframe 'cus I detest grind in almost any form, but from what I've seen - Warframe is Too fast. It's less parkour and more Speedrunner Freeman. If it has wallrun in all 3 directions (or maybe even down, like in 2000s Spiderman games), ability to grab onto walls, climb them, beams to snap to or hang off of, automatic vaults over obstacles and a lot of verticality, then maybe I indeed should try it.
@@ДмиторПоселенец while it doesn't have automatic vaults, you can wallclimb up, left, and right, you can wall latch by holding right click during wallclimb, all Warframes can walk on ropes, your bullet jump and air-to-ground slam attack both go towards your reticle, so while you don't autosnap to beams, you instead aim toward the area you want and either press E or CTRL + Space to go there However, you have to roll, slam, or slide upon landing from a very high area to avoid getting a brief stun. Later in the game, you get access to universal dash-teleport mechanics, and several Warframes have their own movement options: Valkyr gets a swinging rope Nova opens Portals like the Steam game Excalibur, Lavos, and Garuda all have a form of quickdash, while Garuda's also doubles as air-to-ground Loki can swap places with a single friend or foe Ivara can create wires that she can climb on and walk on Wisp can create a clone that dashes forward and you can swap places with it on recast Volt, Gauss, and Nezha all have the option to run really fast Yareli summons a hoverboard Harrow can stop all of his momentum, even mid-air, during his 4th skill that also consumes all incoming damage and converts it into critical hit chance
@@ДмиторПоселенецwhile you can't automatically vault over things - you can jump-roll over them, all Warframes get the option to wallclimb up, left, or right, bullet jump towards where your reticle aims, perform Aerial Assassinations toward where your reticle aims, climb on and run on wires, and, in the midgame, gain a universal dash-teleport option However, specific Warframes sometimes come with their own mobility options: Valkyr gets a rope she can swing with or pull foes to her Excalibur, Lavos, and Garuda get a "nothin' personal, kid", while Garuda's also doubles as Aerial Assassination Loki can swap places with any ally, foe, or decoy he creates Wisp can make a decoy that dashes forward and then swap places with it on recast Grendel can roll into a ball and just roll everywhere Volt, Gauss, and Nezha all have the option to run fast Yareli can summon a hoverboard Styanax, Hildryn, and Jade all have options to hover, Styanax can only do so briefly, Hildryn's hover is slow but adds defensive buffs, and Jade's is fast but swaps your weapons for another set that works differently from your usual gear Wukong literally summons Goku's riding cloud in Dragon Ball
That was a very thorough analysis of the mod features. Thank you mr Popodopoulos. I'm all in with the social shaming message in the end, communities have an incentive to keep their image clean. We need more of that in society.
Great video man and I resonate with the Disclaimer section. Couldn’t agree more as to how “human” the early games are with respect to the Parkour system. Basically stretching the limits of reality but the movements are just at the edge of believable for a character who would have trained Parkour their whole life. Then you get Unity which has Arno leaping 30 foot gaps and running straight up 2 story walls with no handholds and it kills the immersion entirely.
I've been a unity truther from the get go, and it's definitely my go to movement in any game, but seeing these moves I'll need to finally bite the bullet and give the crown to classic. Gimme them manual controls babyyyy
Literally no idea what this guy is on about. It's like he's never encountered modding before and is some out of touch local news station trying to get parents in an uproar lol
Mister, I was fucking dreaming tonight about playing brotherhood. What a beautiful suggestion from youtube! Great showcase of mod, you sold me out! Subbed
The depth of this parkour system is impressive. In the latest AC games the movement is too automated, relying entirely on holding down a single button with at most 2 different options to overcome an environmental obstacle. With this mod the movement options increase enormously returning a genuine sense of control on the animations that are no longer decided by the game automatically but by the player intentionally. I would like to see this system implemented in the new AC games
Honestly, the disclaimer part felt really weird at first, I get it and I can agree that keeping things more realistic is a good idea for content creators, but it wasn't until you brought up Ubi using these things in the future to "add superpowers to movement" which I could see them doing in a heartbeat bc ONE video with a weird looking move from this mod goes viral
I think the dangers are kinda overstated. The parkour scene is quite niche already and lets be honest Ubisoft has been out of touch with its community for a decade now, not only they've already destroyed the parkour and will again after Mirage kinda *fixxed it*** but they've also went into the superhuman course ever since the RPGs started.
Genuinely impressed that such deep mods can be made for scimitar/anvil engine. Never seemed very open and modable being a propreitaty engine belonging to a controlling company like Ubi.
I don't have time to do every single thing I want, sadly, so I won't be going back to the old AC games to learn to use this and have fun but it does look absolutely incredible, that much is for sure! If I ever do get the urge to install an old AC I'm definitely using this mod!
Pretty much this ultimate modding is the way to unlock the 100 % of the ALREADY BEST Parkour in the Series , cuz these things were ALREADY there from the beginning , but people dont know it , SO people dont know that this mod is pretty much the CANON version of the Classical Parkour
I've been watching videos of modded AC classic parkour and it is just amazing the potential this mod unlocks, it's a shame what ubisoft did with the parkour since Origins.
I understand the disclaimer section is an attempt to preserve a certain spirit to AC parkour not just for the games' legacy but also it's future. However I wonder if there is room for creators who explicitly acknowledge and make clear the movement exploits they utilise to do something adjacent to areas like tool assisted speed runs. I am completely new to this whole topic so I just want to make clear I certainly respect all the work that has gone into the mods and community, and I am not trying to create controversy. P.S. all edits for spelling and grammar
My favorite iteration of the parkour system was AC Unity. Bland story aside, if they re-released that game current-day, it'd still be better in every way than whichever one their latest is.
I've always wondered why they put these animations behind the contextual instances they appear in, I'm glad somebody took the time out of their day to make those available at the press of the button. I still remember coming over to my friends house on AC2 release day to check out the new game as we have drilled the original down to the bone. Truly one of the best franchises of all time, and I'm very sad to see the direction it went in with the recent releases. Awesome stuff, I'm going to download the game again and replay it with the parkour mod. I've always wanted ubisoft to take the original movement further instead of dumbing it down like they did with AC3
there's this old ps2 game called Free Running i used to love as a kid, if this mod had any tricks like that that aside from the flips off the bars of course, would be kick ass to see a gainer or a front flip lol. but still love super smooth parkour.
This is really nice to see. Ubisoft never really saw the potential of AC. It was the parkour that gave its identity. You could say that it s a parkour game.
nice video, I am genuinely glad that I am not being credited for my miniscule contribution to the mod. From reminding henry and petrichor about the vault animation being on the hiding spot exit animation. Having that kind of exposure is not something I am used to, and I haven't actually made videos with the mods yet :((
@Hefferr ah you shoulda kept your mouth shut. Gonna add you to the description now. Nah, I won't do that to you. But make no mistake, a Ropotopolous shout out isn't worth all that much ;)
Awesome video. Also, as a disclaimer to those who lack basic comprehension, because apparently it has to be said: no one’s making actual legal threats against you for using the mod how you want to. Abusing certain mechanics when playing by yourself hurts no one, nor does gameplay uploaded on YT of the mod being poorly used somehow warrant a DMCA takedown like some of the other comments seem to think. It’s merely advice on how to create choreography that actually looks good as well as a request from the creators of the mod to use it responsibly as it can lead to volatile, broken movement that is not representative of their intentions. If expressing this request is somehow “dystopian” (what a ridiculous, puerile sentiment, equating such a request with a totalitarian police state), then those who say this need a psych eval. Sorry for the rant, it’s a great video
@kinography9085 Thanks Kino, I'm glad people seem to like this one.
And yeah. I feel like I laid out the concept of grounding in a pretty easy to understand way. Kinda frustrating that some people seem to be a bit outraged by it but it is what it is.
Thank you so much, Kino.
Some of the stuff I've heard genuinely had me needing some grounding (no pun intended), something you beautifully provided.
Thank you Osak
Holy copium
@Dubulcle Every AC content creator/mod developer: "Grounding is important"
A guy with a boom box profile pic: "OMG COPE, YOU HAVE MENTAL ILLNESS"
Like I said in the video, grounding is a weird topic. It's okay if you don't understand it. Just leave these more complex issues for the grown ups and I'll call your mom and help her set up your Roblox account.
It’s videos like these that convince me that Ubisoft accidentally made one of the best movement systems in any game ever. They just don’t understand what makes it great and were never able to effectively iterate on it. Ubisoft is the WORST studio to be making AC games anymore.
Haha I don't know if it was an accident. But something certainly got lost along the way.
I mean the first assassins creed was supposed to be another prince of Persian game. The prince of persia games had really cool parkour
Many of the talent behind these fluid movements were either pushed out (work at other studios), or are regulated to smaller positions in the studio. Ubisoft will be a cautionary tale of what happens when you shaft actual talent to the foreground, while the untalented get to bask in the limelight.
I think the goated Devs have since left and now Ubi is just filled with braindead wokers
@@ryod8064 as a developer, I have no doubt the goated devs are still there (at least some of them, and some new goated devs), rather management is bunch of dumbass oldheads that haven't played a game in their life and have no passion for the art, as usual
Mod so good we needed a "with great power comes great responsibility" section
@@-r-1610 literally
You probably mean: "Nothing is true, everything is permitted" ;-)
Which is honestly just weird. Its a Mod for a Videogame. Its just not that deep. Theres literally no difference if someone or 50 % of people would upload videod of doing unrealstic stuff with it. The ones that enjoy realism dont get any disadvantage at all. Just weird how someone would literally be offended at this but well, like i said, not a big deal and that goes both ways, no need insult the guy for what he said
@@Ahayeahisherewhat he doesnt realize is that whole disclaimer section is just and invitation for trolls to upload as much funky gameplay as possible. Id honestly do it if it wouldnt be such a huge waste of time for a mod i have no interest in installing in the first place.
@@F1n1337 youre 100% right. Its like the streisand effect, idk if you know that one but its matching to this situation. If someone tries to forbid something it makes more people aware to the thing and end up having the exact opposite effect. Especially when its just funny bc its not an actual important topic
What a perfect way to explain the mod's intricacies, meaning, and history
You cooked so hard
@@animusdrifter So stoked I was able to do it justice. Hell yeah.
9:35 this is exactly how I talk to my tv when playing broherhood
All the love the original parkour system has been getting over the last few months has been so nice to see, all this stuff is just so beautiful. Really great video going over all this, super informative!
@LazerzZ Thanks dude! Yeah, seems like the og system is getting the same treatment unity got a couple years ago as far as people realizing how good it was, though far more deserved this time around...
@@Ropotopolous Absolutely, you love to see it!
@LazerzZ and thanks for stopping by and leaving a comment. Means a lot to little guys like me.
This is basically a mini documentary on the mod and I love every second of it.
Always a joy to see more people enjoy the mod and now know the history behind it all.
GOATopolous!
@@henrypdt glad I was able to do this story justice. Thanks for helping me put it together 😎
Bro i played the first ac game, then mirage, then the first again. I like the first ones system more than any others even though its the simplest, slowest and easiest to mess up
@@ticket2spacefunny thing is once you learn vaulting in AC1 then the parkour system is more complicated than the RPG trilogy lmao
a guy with no prior modding experience + game dev background vs Ubisoft paid employees.
Nothing can really replace passion when it comes to the art of perfection.
This man's cock and balls radiates the "I'll do it myself" energy
Ubisoft's not incompetent , they still have that charm in the art sections , but they stopped making smart and clever gameplay decisions for sterile and generic ass stuff
@@lukky6648 if a single cog in a watch is broken. Then the watch can't and won't function as its intended use. While I agree that ubisoft is blessed with talented artistees that undoubtedly works hard to bring their own visons to life through their designs. They're constantly being drown and out right sabotaged within their own internal forces. The writing hasn't been improved let alone surpassed any of its predecessors. And that's a decades ago. How can you flop so hard that you haven't received a single praise for your work for the past ten years and that the best you have gotten is "predictable and boring". Somehow this is now the "Industry standard". Awful fluffed AI genarated garbage. I get that some people just cares more about the gameplay ,or the dialogue or xyz. I even see these uses as an arguement. Well that's retarded because some enjoy the game as the sum of its whole. You can enjoy the game sure, go for it. But to argue that's it isn't slop because it has "X" good part therefore it's good enough is beyond fucked of an ideology. We want better games not same same with a touch of worse.
Anyway new AC shadow more like AC bald and gay.
That is all.
@@lukky6648Ubisoft’s main “problem” at this point is their size, and industry standards. It’s very similar to the movie industry in that a video game costs an ungodly amount of money to develop, and if you want decent enough returns on your investment, you have to appeal to as large an audience as possible. But the aggregate taste of such large audiences, by design, is inherently going to be uninteresting, dumbed down and formulaic, since you can’t afford to commit to any extreme.
If that wasn’t enough, the technology is so open-ended that you could spend an infinite amount of time perfecting and polishing things, and investors breathing down your neck because they need their little 7% ROI by yesterday doesn’t help much.
ubisoft have backed themselves into a corner with IP people love and a track record people hate, so they exclusively make "safe" decisions, digging themselves into a deeper hole because it's those same safe decisions that made people bored of ubi in the first place.
@floatingpyro2050 isn't that ironic?
They built such a foundation on unique ideas and games like none other on the market , and now they do the exact opposite lol.
The ideas are still somewhat fresh , when looking at some of their titles like riders republic , ghost recon , siege , division , but the excuetion falls flat on its face
Mods like this are why I continue to be impressed by what modders can do, shining what I thought was a bit clunky looking in the first 4 games, when it is quite beautiful.
Seeing this is amazing.
ive never played an assassins creed game or had an insane interest in parkour, and yet yt recommendations some how knew id watch every second of this
@ZBoogie-tz7tm I've been training the algorithm specifically to find you. My mission is complete.
@@Ropotopolous Algorithm's Creed
Ever since I joined this community I started using vaults and punch drops to get myself off the bed in the morning 💪
I was very lucky to find the depths of the parkour system in AC, specifically AC2 is when I found out the mechanics. You see in AC1 I only liked it cause of the history and combat portion and when it came to 2 it was the combat and story, In both games I HATED the parkour system, I thought to myself that trying to run away and climb is slow and boring and only felt validated by those points when I wasn't the only one that felt that way. "Oh the controls are too much." or "The character does whatever they want whenever your moving around and such" and "unintuitive and frustrating." Then something happened, I don't know how or why but my 10 year Minecraft infused brain thought "I'm going to try to run a horse into a building" and that's when it happened... The infamous horse flip pole happened... and I was mesmerized. "How did I do that?" turned to "Can I do that consistently" to "WOW I CAN DO THAT!?" I started figuring out shiz left and right, button control, wall and grab pole, etc. etc. and all of a sudden I kept experimenting and experimenting till finally I was making lines and jumps all over the place, it was amazing. Went back to AC1 to find out about the kiosk dive and vaulting into a roll and it just kept building and building and building. It was as if I was getting what the developers where trying to do and it made me do the funny "I get it now" meme. After all these years I'm glad I wasn't the only one that saw the beauty in the parkour system of the first four AC games. In a weird way I made myself a saying when it came to the parkour system of the old games "If you wanna go vertical, you gotta go horizontal."
That horse backflip thing was peak everything bro, finding it out earlier last year was so cool
THIS POST HAS BEEN FACT-CHECKED BY REAL HOOKBLADE PLAYAZ 🔥🔥🗣😈
SMOKING THAT UNITY PACK 🚬🚬🚬🚬🚬
@@triple7evenn thank you seven, very cool comment 😎
This is how I imagine the Isu to talk in my headcanon
WHAT THE FUCK IS AN ASSASSINS CREED?
I'm consistently left stunned watching runs of this mod with all the insane possibilities it affords while looking so fitting with the base game. What a great mod and what a great showcase of it you've made
@skylined1022 thanks so much! Yeah it's a great mod. "Vanilla plus" as coined by Animus Drifter sums up how well integrated the mod is to the base game.
@@Ropotopolous it really is so well done
Assassin's Creed is one of the games that make me go "Wait, you can mod this?"
It's a strand type game of Assassin's creed games of all Times
the mod really makes it like the assassins are people who wing it and are very experienced, since they go around jumping over things and if they dont do a good job at it they get hurt.
Dude, brilliant video essay! Ive been playing AC1 again and learning this mod is 100% going to steal my next few weekends lol
@@ChumlyFernando it's a task, but it's worth it
Your videos never disappoint. I wanted to know how these og parkour mods blew up recently now it makes sense. I hope UBI notices these people and lets them help in their teams similar to how Rockstar is now working with modders
@ahmedanubis oh yeah dude there's a whole team of fans/creators/modders I could hand pick that would turn this franchise around overnight lol.
Glad you enjoyed the video.
Guy programming an exploration parkour game with some AC inspiration here. I wanted to help with some stuff you may already know. You can calculate your speed pretty easily using quick vector math to be able to LIMIT THE SITUATIONS in which you can horseflip.
If you manage to capture Ezio's world position you could check it against itself after a time Delta that would get you a direction vector, with the magnitued being the distance traveled. Velocity = Distance / Time so you could calculate the velocity from the magnitude of the vector/Delta time, and then code it to make it so Ezio can't do the move unless he's moving at a certain speed.
You could also calculate the difference in Y height, or whatever the "up" axis is in AC, affixing the initial height once Ezio's feet leave the ground, and once again once when he connects to the parkourable object so that you get the transition height before the next move, and check the differential against an arbitrary value that you choose, so that you can only do it when dropping from very high up.
You could even limit how far you fall before you're not allowed to grab onto stuff at all, if you truly want to keep it grounded and realistic, so that Ezio doesn't break his fingers from grabbing onto a 3cm protrusion after 30m drop. But that's already limiting a lot to force players to play "grounded". Maybe they should put a disclaimer on their vids that say if a speedrun showcase is grounded or not and be allowed the opportunity to do so. Maybe make it a toggleable option!
But hey, hope this helps you guy's efforts!
BTW this looks awesome. I might have to replay the Ezio games for the eleventh time with this!
That's exactly what I thought. Seems pretty simple to determine when you can do momentum moves by calculating your momentum. Especially when it's so black and white.
Either you are vaulting or hanging. You are either running and then jumping, or you are dropping down. There are some challenges that I can see popping up but it's definitely doable.
If only Ubisoft had the passion of these 2 guys ey?
@@tossacointoyourwitcherOriginal Indeed.
Part of the reason my upcoming game is how it is, is born out of dissapointment for Ubi's design AND corporate decisions over the years.
A part of it is the decline of the AC series.
Another big part of it being pretty much sitting on the PoP IP until the very last second only to release an "ok" metroidvania which even though has its moments, it's not what we wanted..
What is the name of it?
@@S4l4hdin I feel kinda shameful for sharing it... we got an VERY VERY alpha build from way back when it was still a student project up on itch io... it's called Project Damascus.
At least that would be the project's codename... We haven't come up with an actual title yet.
It's very non linear, so expect to get lost a ton and it's also very very empty, so expect to explore only to find a buttload of nothing lol.
I may be updating it soon to include all of our most recent stuff so that I don't feel so bad about leaving the worse version of it out there... with stuff like iterated level design, cutscenes, an NPC, abilities and lore/puzzle solutions scattered throughout, more grayboxed level design, the works.
9:30 shit talking npcs like that gave me a nice little nostalgia trip back to when youtubers weren't so "professional" with their videos. Gives a very personal feel to the presentation.
@@alastor8091 I try to keep it half Profesional half amateur as hell.
9:35 😂 that was unexpected.
Never let em know your next move
@@Ropotopolous favorite line in the video tbh i laughed so hard
This is VERY cool. However, the ultimate mod must include this most important element, which was absent in all games: realistic fall damage. Make heights scary again
@Victory1942 damn, that's a good idea actually. It would be a nightmare for choreographers though hahaha.
Thanks for this vid. I've been a longtime AC player but always preferred the classic movement system. Unity and above, it just feels like our character is superhuman, defying gravity and leaping like 10+ft when the game decides. Having a mod that lets you manually choose nearly every action when parkouring is so in depth, and your demo showing it even works on a controller, is amazing!
bro did a kiosk(?) dive like he was Shadow the Hedgehog
"KIOSK...DIVE!"
Crazy to see how modders are always the ones to show the franchise the love it deserves, the love that these people have for these games has never been surpassed by the sheer greed of Ubisoft
What's so incredible about this, is that the movement of the old AC games were almost believable already, sure you'd have to be peak human to achieve them but you could believe Ezio could achieve that in real life with only a handful of exceptions because of the fact this is a video game and you can't recreate the fluidity of real life parkour. Most everything i saw in this video looks believable too (except perhaps the horse thingy but that too could be argued.)
The trick to make the Horse Flip believable right now(before more advanced limiting methods are implemented in the mod) is to simply not do it *unless* you are diving a beam from a significant distance/with significant velocity. A basic level of personal restraint and you are good to go. Animus Drifter has displayed what I'm talking about perfectly in his Brotherhood parkour videos :))
I've only ever played these classic AC games on PS3. After seeing this video I went ahead and downloaded them all again on Steam alongside the mods. I can't wait to go back and play these games again on PC with a now more in depth parkour/free-running because of these mods. Thanks for introducing us to these mods and its creators and the process of how they came to be.
I can't express how much I loved this, thanks.
You're welcome, friend, glad you enjoyed it.
Dude, you gave me nostalgia just by the second the video started …. The good old Ac2 music ✊🏻😭
Gatekeeping parkour in a video game is crazy
Ikr lmao
found your channel from Whitelight's video on Mirage. Thanks!
@@hansolo989 welcome
That was fire, hoping you make another video bro in time of course
my one thing that i didn't like about the classic system was i always struggled to travel down to street level smoothly, it seems this mod makes it easier to perform that and makes the game look more immersive and fun to play. i will definitely be trying it out!
Nearly cried during the tech demo it’s absolutely stunning huge props to the dev team!
I love how well you handled the disclaimer at the end. At first I thought, "what does it matter? A mod is just for goofy fun." But your explanation changed my mind pretty quickly with the warnings of how it could affect people in and out of the community. I can tell how ridiculous the flips and spins and launches look, and it could make old ac parkour look really goofy. I hope that creators can respect the mod makers wishes and keep the games fun for everyone!
1:20 Well... Mirror's Edge 2 exists so... Probably just the second one hahaha
AWESOME VIDEO MAN! TOP NOTCH! 😁🙏🏻
Glad you're back to uploading! 🫡
@skadiawakening thank you thank you
One of the best ac UA-camrs ever love the detail you put into these ac content videos ⚔️⚔️⚔️❤️
@dedsec4268 thank you much 😎
@@Ropotopolous no problem man I kinda I have been wanting to start my own gaming UA-cam channel I’ve been playing assassins creed since I was like 8 altair is still my favorite assassin ⚔️❤️
@@dedsec4268 definitely do it. It's very fun.
Never seen you before..... nice vid. This seems like the dream Parkour System everyone always wanted
@thmistrapillay1811 never seen you before either. What's up dude.
@@Ropotopolous lol, not much bro. Just searching youtube for combat systems and somehow found myself here. I really miss how AC2 felt to play and personally dislike the AC origins "I can climb anything" parkour
@@thmistrapillay1811 you should look up ExecutionProducer's channel. he's an absolute master when it comes to the classic games, and I'm sure you will love his advanced guides on everything related to the Ezio trilogy 😁
Vaulting looks so fun man, I want to replay just because of this system.
Thanks Man I Really Needed this History Lesson
BTW: You Havr The Talent To Be A TV Reporter
@killeromin9603 hahaha thanks man. I don't think I'm pretty enough though, maybe radio.
I hope a Ubisoft employee watchin ds n got a note book wit a pen
I had no idea that the mods for AC could be so good!
I love control over what I do. Although, with too many choices, it can be overwhelming to the point of frustration.
Anyways, good video. Praise parkour.
Im confused about the disclaimer... I really dont understand why anyone would care about preservating "classic parkour." You could use that exact same arguemt uploading literally any modded game footage, not sure why it would matter.
Ya that was wack. Gatekeeping weird attitude. I'd try and do grounded stuff simply because I think that's cooler but the fact people unironically care how others play the game with a mod is crazy.
this video was incredible bro thank you for making this
@@thecoffeecurator thanks man! Glad you enjoyed it
@Ropotopolous yeah ofc! I'll be looking forward to more essay style videos from you!!
I survived the unscripted chaotic rant portion of the video o7
and I enjoyed every second of it
I like the stumbles, Ezio is a man not a machine
Quality video , keep it up man ! 🏁
Great video and and also amazing work on the mod everyone! Glad to see regular people's passion turned AC parkour potential for greatness into reality. It's just sad that UBI with all of the budget and manpower couldn't do it in 17 years that this series is around.
18:24 To be honest, I think that still sounds better than the current iterations. Right now AC parkour stands between theoretically possible human movement and superpowered bullshit anyway, so going in either direction fully is going to only make it better for me. It's obviously all a personal opinion, but give me Alex Mercer powerset crammed into AC movement tech and I'm gonna bust some happiness.
What, you mean Warframe?
@@Necroxion Haven't played Warframe 'cus I detest grind in almost any form, but from what I've seen - Warframe is Too fast. It's less parkour and more Speedrunner Freeman. If it has wallrun in all 3 directions (or maybe even down, like in 2000s Spiderman games), ability to grab onto walls, climb them, beams to snap to or hang off of, automatic vaults over obstacles and a lot of verticality, then maybe I indeed should try it.
@@ДмиторПоселенец while it doesn't have automatic vaults, you can wallclimb up, left, and right, you can wall latch by holding right click during wallclimb, all Warframes can walk on ropes, your bullet jump and air-to-ground slam attack both go towards your reticle, so while you don't autosnap to beams, you instead aim toward the area you want and either press E or CTRL + Space to go there
However, you have to roll, slam, or slide upon landing from a very high area to avoid getting a brief stun. Later in the game, you get access to universal dash-teleport mechanics, and several Warframes have their own movement options:
Valkyr gets a swinging rope
Nova opens Portals like the Steam game
Excalibur, Lavos, and Garuda all have a form of quickdash, while Garuda's also doubles as air-to-ground
Loki can swap places with a single friend or foe
Ivara can create wires that she can climb on and walk on
Wisp can create a clone that dashes forward and you can swap places with it on recast
Volt, Gauss, and Nezha all have the option to run really fast
Yareli summons a hoverboard
Harrow can stop all of his momentum, even mid-air, during his 4th skill that also consumes all incoming damage and converts it into critical hit chance
@@ДмиторПоселенецwhile you can't automatically vault over things - you can jump-roll over them, all Warframes get the option to wallclimb up, left, or right, bullet jump towards where your reticle aims, perform Aerial Assassinations toward where your reticle aims, climb on and run on wires, and, in the midgame, gain a universal dash-teleport option
However, specific Warframes sometimes come with their own mobility options:
Valkyr gets a rope she can swing with or pull foes to her
Excalibur, Lavos, and Garuda get a "nothin' personal, kid", while Garuda's also doubles as Aerial Assassination
Loki can swap places with any ally, foe, or decoy he creates
Wisp can make a decoy that dashes forward and then swap places with it on recast
Grendel can roll into a ball and just roll everywhere
Volt, Gauss, and Nezha all have the option to run fast
Yareli can summon a hoverboard
Styanax, Hildryn, and Jade all have options to hover, Styanax can only do so briefly, Hildryn's hover is slow but adds defensive buffs, and Jade's is fast but swaps your weapons for another set that works differently from your usual gear
Wukong literally summons Goku's riding cloud in Dragon Ball
What a strangely intimate video of a bunch of passionate moders and movement lovers I feel honored I got to be a spectator off. Thank you :) Sincerely
@@wiper7000 glad you enjoyed! Thanks for being here.
Whitelight's gonna love this one
@screampie. tell him about it. I doubt he checks up on me lol
years from now this will be credited for being the progenitor of some of the greatest AC-like games
That was a very thorough analysis of the mod features. Thank you mr Popodopoulos.
I'm all in with the social shaming message in the end, communities have an incentive to keep their image clean. We need more of that in society.
I feel the first 4 had perfect parkour. Never felt the need for any mod to make it better. I appreciate modders still made this.
Great video man and I resonate with the Disclaimer section. Couldn’t agree more as to how “human” the early games are with respect to the Parkour system. Basically stretching the limits of reality but the movements are just at the edge of believable for a character who would have trained Parkour their whole life. Then you get Unity which has Arno leaping 30 foot gaps and running straight up 2 story walls with no handholds and it kills the immersion entirely.
I've been a unity truther from the get go, and it's definitely my go to movement in any game, but seeing these moves I'll need to finally bite the bullet and give the crown to classic.
Gimme them manual controls babyyyy
3:05 that was maybe the coolest thing I’ve ever seen
Fr tho 🔥
Doing a flip is actually possible in brotherhood.
Ride on a horse and jump to a beam, or any other thing you can use to parkour up.
Have fun!
Phenomenal video
I told you I was pulling all the stops for this one 😎
lore accurate ezio be like
Someone needs to make a private server of brotherhoods multiplayer with this modded movement
The more superior parkour among the games are the friends we made along the way
Hella proud of my GOATED brotha!
I know this goes completely against what was said in the disclaimer, but speedruns abusing everything in this mod would be mad fun!
Literally no idea what this guy is on about. It's like he's never encountered modding before and is some out of touch local news station trying to get parents in an uproar lol
Mister, I was fucking dreaming tonight about playing brotherhood.
What a beautiful suggestion from youtube!
Great showcase of mod, you sold me out! Subbed
Welcome aboard my friend
Bro has the Bleeding Effect. Bro is him
Random question, are there random symbols painted with smears of blood on your wall?
The depth of this parkour system is impressive. In the latest AC games the movement is too automated, relying entirely on holding down a single button with at most 2 different options to overcome an environmental obstacle. With this mod the movement options increase enormously returning a genuine sense of control on the animations that are no longer decided by the game automatically but by the player intentionally. I would like to see this system implemented in the new AC games
Honestly, the disclaimer part felt really weird at first, I get it and I can agree that keeping things more realistic is a good idea for content creators, but it wasn't until you brought up Ubi using these things in the future to "add superpowers to movement" which I could see them doing in a heartbeat bc ONE video with a weird looking move from this mod goes viral
@Haf-A-Devon it is a weird topic. But the consequences are weird so it's worth talking about.
@@Ropotopolous I get it, I appreciate the heads up on that for sure
Thank you so much for seeing and properly interpreting the reasoning behind this, too many missed the mark totally
I think the dangers are kinda overstated. The parkour scene is quite niche already and lets be honest Ubisoft has been out of touch with its community for a decade now, not only they've already destroyed the parkour and will again after Mirage kinda *fixxed it*** but they've also went into the superhuman course ever since the RPGs started.
Fantastic work man
Thanks man 😎
Genuinely impressed that such deep mods can be made for scimitar/anvil engine. Never seemed very open and modable being a propreitaty engine belonging to a controlling company like Ubi.
I don't have time to do every single thing I want, sadly, so I won't be going back to the old AC games to learn to use this and have fun but it does look absolutely incredible, that much is for sure!
If I ever do get the urge to install an old AC I'm definitely using this mod!
Instructions unclear ezio's climbing arms are now broken and his torso is flying across all of italy i give my gameplay a 10/10
Pretty much this ultimate modding is the way to unlock the 100 % of the ALREADY BEST Parkour in the Series , cuz these things were ALREADY there from the beginning , but people dont know it , SO people dont know that this mod is pretty much the CANON version of the Classical Parkour
9:30 that comeback hit out of nowhere 😭
it's be more fun if wishfully add multiplayer in this imagine playing tag with this enhanced parkour mechanic that would be fun
Great video💯 but this part of the video caught me hella off guard 😂 9:31
I've been watching videos of modded AC classic parkour and it is just amazing the potential this mod unlocks, it's a shame what ubisoft did with the parkour since Origins.
I always had a feeling that so many things are locked in older ac and they could be so much more in depth and complicated
With how toxic the wider discussions around AC are lately it's so great to see a video full of appreciation for the game and fellows in the community.
@JerryFlowersIII Hell yeah! Glad you enjoyed it.
Basically this mod turns OG AC into the DMC of parkour. Now we just need a style ranking system to compliment it lmao.
Dmc and souls fans are insufferable.
I understand the disclaimer section is an attempt to preserve a certain spirit to AC parkour not just for the games' legacy but also it's future.
However I wonder if there is room for creators who explicitly acknowledge and make clear the movement exploits they utilise to do something adjacent to areas like tool assisted speed runs.
I am completely new to this whole topic so I just want to make clear I certainly respect all the work that has gone into the mods and community, and I am not trying to create controversy.
P.S. all edits for spelling and grammar
My favorite iteration of the parkour system was AC Unity. Bland story aside, if they re-released that game current-day, it'd still be better in every way than whichever one their latest is.
Ezio and Kenway saga was peak gaming for me as kid. God I loved those games
This is very cool. However the best movement system in a video game is in Titanfall 2.
4:00 Ahhh yes, the aminibidanidbandam
If only the original dev team were here to see this. The potential they created.
Let's gooo the goat is back
@@Michaellearnsart thank you thank you
4:43 consulting AC parkour experts. If only Ubisoft cared enough to do that. Higher ups I mean, not the devs
I've always wondered why they put these animations behind the contextual instances they appear in, I'm glad somebody took the time out of their day to make those available at the press of the button. I still remember coming over to my friends house on AC2 release day to check out the new game as we have drilled the original down to the bone. Truly one of the best franchises of all time, and I'm very sad to see the direction it went in with the recent releases. Awesome stuff, I'm going to download the game again and replay it with the parkour mod. I've always wanted ubisoft to take the original movement further instead of dumbing it down like they did with AC3
20:37 "I'm just playing, Diddy, you know I love you" - Eminem on killshot
@@candace758 slim got no love for diddy
Holy moly. This mod is amazing
there's this old ps2 game called Free Running i used to love as a kid, if this mod had any tricks like that that aside from the flips off the bars of course, would be kick ass to see a gainer or a front flip lol. but still love super smooth parkour.
This is really nice to see. Ubisoft never really saw the potential of AC. It was the parkour that gave its identity. You could say that it s a parkour game.
@@ramenjuicex I agree.
9:31 had no idea bro was a savage caught me off guard
The show is back boys!
@@kaidorade1317 I'm back.
nice video, I am genuinely glad that I am not being credited for my miniscule contribution to the mod. From reminding henry and petrichor about the vault animation being on the hiding spot exit animation. Having that kind of exposure is not something I am used to, and I haven't actually made videos with the mods yet :((
@Hefferr ah you shoulda kept your mouth shut. Gonna add you to the description now.
Nah, I won't do that to you. But make no mistake, a Ropotopolous shout out isn't worth all that much ;)
I cpuld actually get back into ac2 just for this. Reminds me of a spider-man game thay had jard/realistic traversal. So gratifying.
Refined like a bozar rifle! Beautiful mod!
2:57 music is just soo beautiful it’s one the reason why I love ac2 and brotherhood the most
i will not be able to play the older games without this mod without seeing it
i loved brother hood so much i treat the hard copy for my 360 like a relic it was the last time i fully enjoyed a AC game