yeah them saying basim is the fastest was just unnecessary, assassin focus is cool and they didnt even need to do all that. basim has a lot inertia and weight behind him and thats cool tbh when you get the hang of it, it feels alright.
@@CoulierCuts I can definitely agree, particularly when jumping from poles, it looks really janky so I avoid them which is a shame because it looked so fluid in the previous releases. But aside from that, the side ejects look great and work very well with a more stylish manner and the same can be said for back ejects, with each gaining an incredible distance. So yeah, AC Unity might be janky, but instead of using the simplest option, try and actually learn the hidden gem that is the AC Unity parkour.
the diagonal climb in this game can be triggered on basically any wall climb so long as you hit it at the right angle ofc, when it works it feels rewarding
@@Geo-di7yf so its situational, for that instance i am moving parallel to the wall it can be easier to simply hold W+A to trigger it, but thats only easy when moving parallel to the wall so if you are in any other situation such as running directly at the wall you want to diagonally climb you can slightly move your camera and trigger it that way. either way works but for that one specifically i used my input to trigger it opposed to the camera angle triggering it.
@@whipwalkaI prefer Unity, Balck Flag, Origins, and Valhalla over this game, ain’t really no side quests, Nehal is basically Loki, who is all in his had who imagined. Then the lame takeover from Loki at the end is bad.
Side ejects are so hard in this game but you still managed to pull 5 of them in the first 30 seconds of the video, and they're the most efficient side ejects i've ever seen. Great job!
Thanks a lot dude, im glad you enjoyed and that so many people are recognizing the potential of this game. on another note love hearing your takes and i'm about halfway through your most recent vid, incredibly based and its safe to say you speak for a lot of us in those videos.
@@whipwalka This game isn’t that good, story is mid at best, feels like the rushed it just to please the traditional players, when Ubisoft didn’t want to lose the rpg gamers ,so they tried to mix it up, and it didn’t really work.
@@khanghua966 it might be the same engine but that doesnt mean its an rpg, most rpg aspects from the other games are nowhere to be seen in mirage, for example levels
@@mohammedtanvir9399i was just sprinting and doing parkour up, so half the time basim would jump all the way down and land on top and the other half he would do a cool base jump, just a matter of getting in there and seeing where you can trigger the dive and how to line up so it happens.
There is actually a way to do a normal parkour roll too, you just have to be high enough to where you still might take damage but not too high where it does the Valhalla roll and hold x before you hit the ground (let go after jumping and then hold before hitting the ground)
@@iron327 its just about hitting it at the right angle, also helps to re-hit parkour up button right before approaching so for the first one i did when i landed on the beam i let go of parkour up, turned and as i started moving toward the wall i hit W+A on my keyboard so you would move your joystick to the front left and then hold parkour up right as you approach the wall. you can do it on smooth surfaces but its noticeably easier to trigger when on a beam or balcony or anything that isnt a standing surface but like i said you can trigger it on smooth surfaces as well.
@@whipwalkathanks man, I got it. This game is so much better than people are giving it credit for. It really sucks they didn’t show all of this stuff in the gameplay reveal
Also, am I dreaming or did they fixed the "slowness" there was between each rapid jump? It's clearly not the same as during the reveal, it's more fluid, less "sticky"
Very nice. That beginning reminds me of the videos and - myself playing on my own - trying to get the coolest exit possible from the Bureau into an investigation or assassination target in AC1. Excellent chain
I'm happy that there are players out there who can adapt to parkour from any AC, although the reality is that Mirage's design makes it much easier to move and flow. Great run bro and no hud as I like it hehe
yeah anybody who knows what the rare animations are such as base jump or the diagonal climb and “side ejects” can trigger them because the system is easy to learn, just need to know they exist and how to trigger them and anybody can incorporate them into a run
"basim is so fast that the animus can't keep up" as if that doesn't imply that he is faster than fired arrows, throwing knives, horses, birds, the speed of light, etc, all of which the animus can keep up with.
Man, I just need to sit down one night and actually practice being this smooth. I always struggled with this parkour system and I want to master it. Traveling through Baghdad could be so fluid if I just knew what I was doing lol. It's so simple yet so complex in its own way.
@@parkout95 I’ve played them and they don’t feel that great anymore. It’s all just hype because I still have them games and I don’t even want to go near AC Unity again. While the gameplay looks impressive visually it doesn’t actually feel that great which is why Unity wasn’t liked at the time but people seem to forget how bad it actually was. While the RPG style doesn’t look that great to you it does play much better especially in combat because in the previous games the character did most of the combat for you but in this style the combat is way more challenging but I doubt you’ve ever played Mirage because I do so I know how it is since I actually play the game.
Even tho the parkour is relatively simple in this one with only one button, I feel like there is a lot of room to do stuff and actually pull off some techniques like ejects. It’s mostly due to world building but I can see potential, and that’s great ! Hope we get a parkour mini dlc or smth ahah Anyway great stuff mate !
It really does wonders when the environments can support that freedom of movement. Odyssey and Valhalla simply had too much open space for that to even be utilised. Now all we need is the depth and control back, combining aspects of AC 1-Rev's freedom and tech with Unity's newer features like a dedicated parkour down and the fluid animations
@@ascended8174 could not have said it better, unity wasnt quite there but almost encapsulated what we all wanted, you could tell they had the right vision. we need some devs with a vision for assassins creed, hope there are still some around.
Finally someone who knows how to control an Assassin. I hate when people who play like they used a controller for the first time and then say that this play's just like Valhalla.
I like how in 1:52 when Basim couldn't grab onto any edge on the wall and you tried to side eject, he didn't just made the jump animation as if the edge you were trying to reach was far, he simply turned his body a little like he understood that it was quite close to him And also I didn't know you could climb diagonally(like in 0:43 that was clean af)like in ac unity (I'm not sure if that's how you say it, I'm sorry for my English).bro thanks for the video now I know mirage's gamepla is way better than I thought
hell yea the diagonal climb is good, and the game is more boring when watching tbh, when you’re in baghdad flying with basims robes it feels really good
'preciate it. the world building definitely gives more opportunity for them and they trigger pretty commonly, the one at 0:20 is incredibly consistent, triggered every time i was in that spot
@@whipwalka niceee. that’s a big jump one too actually useful for traversal. I been able to get back ejects that’s gain height pretty consistently. if only they were as wild as they were in Unity, shit was damn near super mario wall jumping
@@Geo-di7yf no worries my dude, so as you start the climb you wanna eject from you would let go of all movement input so your keys or joystick and then quickly hold the input for which direction you want to eject to, so as you are at the top of your climb with your movement input held down you spam jump button once your reaching to top of that climbing animation. its crucial you hit the movement input once you are climbing because if you go into the climbing animation with your side input held down it probably wont trigger. hope this helps and the game is new so ofc people have questions
I think what's bothering me more than the parkour itself is the sound of the movement. Basim's footsteps sound so quiet that it doesn't sound like he's stepping on solid ground. It sounds like he's stepping on pillows or soft surfaces. Even when jumping and landing where you would expect to hear a loud thud or an impact, it doesn't sound like much at all which just makes him feel weightless.
It ain't perfect. But it is a big step in the right direction. I never fast travel, because I actually enjoy traversal in this game. Something I couldn't say in some time now.
rejoice brothers we have a game that is worth it and it seems the love for this fucker is universal rn i actually fucking love it all the core fundamentals are back crouch button whistle good parkour good outfits tactical combat
This game literally used the same movements, parkour style, same assassination animations, maybe a tad bit faster than Valhalla, but still nowhere as good/fast as Origins. Basim still runs like he's about to leak shit on his pants any moment now, so he gotta run to the washroom as quick as he can. Also, don't get me started on how bad the combat is, people didn't like Syndicate's combat, but they accept this garbage combat system that's been around since Origins, I don't get them.
@@GoneBoi99 its a better Valhalla and as a origins supremacist this isnt not bad at all basim is in zen with his throwing knifes as deep as bayek is amazing with a bow also this game is definitely a love letter to Altaïr and Bayek hands down
@@GoneBoi99 the combat isn’t the same as origins and the use of animations of Valhalla are because of it being in the same engine. That’s normal if you know how game engines work. I don’t see how having the same animations affects anything if the core gameplay loop has been changed significantly. Stealth is a priority, the city is built for parkour and the game actually tells an assassins story. It’s not perfect but what else can you ask for? All they can do from here on out is keep improving this formula but they have something really good going on here and you’re worried about the reuse of animations like ac1 to revelations didn’t have 90 percent of the same animations recycled.
im in love w the story of this game so far, parkour could be better but with the given system ill take what i can get, and this style of combat has never been my favorite but while playing on hard its actually been pretty punishing which is something i havent felt since playing unity for the first time. also i havent seen all the outfits but from what i have seen im sticking to basims base outfit cus all the other ones look pretty weird, kinda wish there were more straight assassin looking outfits like basims cus alot of the other ones look like they dont fit the time period imo
once you start the climb let go of your movement input and quickly put it to the left or right depending where you wanna go and spam jump at the top of the climb, its crucial you hold your movement input before spamming jump on your climb
sprint+parkour up, also i think aiming your camera down helps but ive also seen people do it without moving their camera at all so it just depends on the spot, gotta get in there and get a feel for it
@@julienrochon2705 no it isnt consistent at all the time, it depends on the placement and placement of basim and how you line up. a lot of things have to be taken into account but sometimes you will get it to trigger easily. it just depends where you are
Even thiugh the parkour is not complex or Unity level for some reason its so satisfying to watch idek why.. baghdad is just beautiful to trasverse through
baghdad remind me of ac1 maps, yeah mechanically it isn’t great at all you can’t deny when you’re flying y through baghdad with your robes flappin around you feel like an assassin
you hold movement input left or right depending where you wanna eject and spam jump button, it’s crucial you hold your movement input down first before spamming jump on your climb. hope this helps and feel free to ask anything else
so its situational, for an instance if i am moving parallel to the wall it can be easier to simply hold W+A to trigger it, but thats only easy when moving parallel to the wall so if you are in any other situation such as running directly at the wall you want to diagonally climb you can slightly move your camera and trigger it that way. either way works but for that one specifically i used my input to trigger it opposed to the camera angle triggering it. i just copied my response to another, hopefully this helps
@@ole8919 one thing to note is that it happens much more often when on a beam or anything that isnt flat, everytime i do it in this video i am standing on a beam or something of the sort
when Ubisoft said back to the roots they meant their devs need to re-learn how to implement parkour mechanics in the game. don't they still have the engine used for Unity
@@yer6105 well since it's all the same engine means that assets etc can be ported over or tweaked, but I think most devs that worked on this didn't work on Unity...
Every parkour video of AC unity and up should have a freestyle section at the end like this one to show how unimpressive the experience really is for the average gamer and how good you made it look
well this was particularly unimpressive, there were specifically not many opportunities at the end and can for sure say it typically looks better than that, i’ve been thinking about uploading an entire video in freestyle for the casuals
I realized one thing. Here 0:19 Basim is essentially displaying the Side Drop animation that you'd see all the way back to AC Unity... But the object he lands on is at a distance and height where in Unity, Arno would have displayed a Side Hop animation instead. The Side Drop animation Basim performs here in 0:26 makes a lot more sense, as he is clearly dropping down. I wonder if all the places where you can "side eject" only display this Side Drop animation and/or the other one where Basim just sort of let's go of the wall he's hanging from and simply turns to the side. One thing I must admit, is that the vaults and slides feel polished... Or at least your footage has made it look that way. The automated zoom-in and zoom-out of the camera when vaulting or sliding doesn't seem to be as agressive and buggy as Unity's, which also helps to create a sense of smoothness, and thus makes it feel like momentum is kept. If only this feeling was translated into the overall motion of the character for all scenarios(instead of doing that stop and restart motion every time Basim jumps, which is something that exists since Origins).
yeah this was nowhere near a perfect showcase either, i know the system is limiting but i think in a couple months we will start seeing those flawless parkour snippets that make you wanna hop on
this one surprisingly went smooth and took just over an hour, but my most recent one which is simpler than this video took me like 3 hours, just depends sometimes since you dont have complete control over basim but it aint too bad when you can string something together
so as you start the climb you wanna eject from you would let go of all movement input so your keys or joystick and then quickly hold the input for which direction you want to eject to, so as you are at the top of your climb with your movement input held down you spam jump button once your reaching to top of that climbing animation. its crucial you hit the movement input once you are climbing because if you go into the climbing animation with your side input held down it probably wont trigger. hope this helps
I just wish they did a few more animations like something as simple as a hand play down a ledge, or back twist when dropping down backwards off a wall, etc. Just to make it look a bit more fluid.
Ubisoft hunting down the employee who snuck in unity's epic leap animation so they can execute him and make an example out of anyone who dares put something cool into their game, dont they realize it'll scare away casual players 😔
i suck at making guides, i would watch dallin_s origins advanced parkour, pretty much everything there applies here and its what i watched when preparing for this game to release.
@@phillippinoFLASH Ubisoft devs could learn from the devs who worked on Uncharted 4, have you seen how smooth everything flows in that games animation?
The comment you have pinned. He literally know nothing about the older ac parkour right? I have seen the video of ac 2 parkour. They do a jumped off the side thing like you do, and it literally make the parkour look smoother ngl. Love you vid btw. And keep it up!
like any other jump, sprint+parkour up so sometimes basim will hop on top and sometimes he will dive, just a matter of getting in there and trying it out
interesting, to me it’s the polar opposite, basim feels slow in his white/blue robes however i’m not disputing that they’re dope as fuck or that one is better than the other
Bayek was much faster, try doing parkour with him. If I remember correctly, there was a slightly upgraded city somewhere in the map, you can see for yourself how fast Bayek is. Origins just didn't have that setting for smooth parkour like Mirage has. And I believe Bayek still runs faster than Basim, maybe it's the mo-cap running animation for Bayek that uses movements similar to Eivor (which feels heavier), he even does the barrel roll that Eivor does after dropping from height which doesn't make sense.
you hold parkour up and tap the movement when you are at the end of the swing, or if you go into the swing while holding both you can continue to simply hold both and you will swing
Love everything I've seen bout this game besides the sticky parkour, and the absolutely horrendous combat. I hope we get another middle east assassin setting in the future with a game that has good combat. To me its the best setting for the AC franchise.
This is really good parkour honestly, better then i expected at least, but if they thought Arno felt light, Basim is the definition of air mass.
yeah them saying basim is the fastest was just unnecessary, assassin focus is cool and they didnt even need to do all that. basim has a lot inertia and weight behind him and thats cool tbh when you get the hang of it, it feels alright.
Arno feels like he's stuck in mud
@@CoulierCuts I can definitely agree, particularly when jumping from poles, it looks really janky so I avoid them which is a shame because it looked so fluid in the previous releases. But aside from that, the side ejects look great and work very well with a more stylish manner and the same can be said for back ejects, with each gaining an incredible distance. So yeah, AC Unity might be janky, but instead of using the simplest option, try and actually learn the hidden gem that is the AC Unity parkour.
@@whipwalkaI think because I just beat unity again that basim just feels a little slow compared to Arno so it’s not as smoothe
@@Ronald_Mcdonald It looks like sonic jumping from springs
0:43 That run up the wall tranistion was SO SMOOTH
the diagonal climb in this game can be triggered on basically any wall climb so long as you hit it at the right angle ofc, when it works it feels rewarding
@@whipwalkadid you turn the camera and use W+D? Or am I mistaken?
@@Geo-di7yf so its situational, for that instance i am moving parallel to the wall it can be easier to simply hold W+A to trigger it, but thats only easy when moving parallel to the wall so if you are in any other situation such as running directly at the wall you want to diagonally climb you can slightly move your camera and trigger it that way. either way works but for that one specifically i used my input to trigger it opposed to the camera angle triggering it.
@@whipwalka oh got, I’ll try it out next time I play, thanks!
The only smooth thing in this game
2:00
I must investigate.
In Basim's actual mind:
Hold up, I need to do this run first.
nobody is getting help from me while so long as im freerunning
@@whipwalkaI prefer Unity, Balck Flag, Origins, and Valhalla over this game, ain’t really no side quests, Nehal is basically Loki, who is all in his had who imagined. Then the lame takeover from Loki at the end is bad.
@@tylergaming9956 cool
0:50 Basim moved so fast, Animus couldn't precessed it. If you know what I mean.
Lol
Maaan, that could be such cool effect for Assassin's focus: Basim moves so fast that it looks like bug and also we could see some afterimages of him.
@@Supprt-dn9nnlame
@@Supprt-dn9nnth- that's what is
its not a bug its a feature
"If game dont let me have back ejects but i will do it anyway"
Back ejects are actually a feature in this game
@@zeto_on_drugs6561it’s Unity back and side hops it’s not the traditional ac1-rev ones that gain height and distance.
yeah not all the time but when they work they are clean
@@zeto_on_drugs6561they are in origins, odyssey and Valhalla too, I do them when I am in little cities
Spreading misinformation be like :
Side ejects are so hard in this game but you still managed to pull 5 of them in the first 30 seconds of the video, and they're the most efficient side ejects i've ever seen. Great job!
How can you do them?
I remember doing them a lot with ezio, shay and connor, are the controllers harder here?
Beautiful. Very, very well done, that this video exists this early in the game's lifespan is really important.
Thanks a lot dude, im glad you enjoyed and that so many people are recognizing the potential of this game. on another note love hearing your takes and i'm about halfway through your most recent vid, incredibly based and its safe to say you speak for a lot of us in those videos.
@@whipwalka Yeah this Video is key for this game in its infancy
Everywhere I go I see his face
@@whipwalka This game isn’t that good, story is mid at best, feels like the rushed it just to please the traditional players, when Ubisoft didn’t want to lose the rpg gamers ,so they tried to mix it up, and it didn’t really work.
@@nthanngames3901 seems to be working for a lot of people.
Whoever make the rpg parkour look good deserve a slot in heaven
lmao
Except that this game is the least rpg we've gotten in recent years
@@nixuns they still use the same engine tho but there’s some cool animations in it
@@khanghua966 it might be the same engine but that doesnt mean its an rpg, most rpg aspects from the other games are nowhere to be seen in mirage, for example levels
@@khanghua966and overall it doesnt feel like an rpg
I'm freaking out for all these side ejects, I thought they weren't a thing in this game, you just made my day!
when he just grabs the rope with his bare hands and slides.... it hurts to watch every time
my homie was watchin and had to say something about how his hands would hurt everytime i did the rope💀
Fr idk why he doesn’t use his dagger or sum like when kassandra used her spear
@@tayobubcuh2406 that would be dope, we need more little details like this to keep it immersive
1:52 nicely done brother!
That dive at 0:38 🔥 Glad to see that move is still possible!
@@mohammedtanvir9399i was just sprinting and doing parkour up, so half the time basim would jump all the way down and land on top and the other half he would do a cool base jump, just a matter of getting in there and seeing where you can trigger the dive and how to line up so it happens.
straight outta unity
@@fknpandaman Unity still the best episode for parkour.
@@fknpandamanwhich isn’t a bad thing
Looks way better in Unity though@@fknpandaman
There is actually a way to do a normal parkour roll too, you just have to be high enough to where you still might take damage but not too high where it does the Valhalla roll and hold x before you hit the ground (let go after jumping and then hold before hitting the ground)
bro ive been trying to figure out how to the normal roll, ive known about it but havent gotten it to work. thank g
@@whipwalkayeah np also how do you climb up walls to the side like that? I’ve been trying to do it but he just climbs straight up
@@iron327 its just about hitting it at the right angle, also helps to re-hit parkour up button right before approaching so for the first one i did when i landed on the beam i let go of parkour up, turned and as i started moving toward the wall i hit W+A on my keyboard so you would move your joystick to the front left and then hold parkour up right as you approach the wall. you can do it on smooth surfaces but its noticeably easier to trigger when on a beam or balcony or anything that isnt a standing surface but like i said you can trigger it on smooth surfaces as well.
@@whipwalkathanks man, I got it. This game is so much better than people are giving it credit for. It really sucks they didn’t show all of this stuff in the gameplay reveal
Also, am I dreaming or did they fixed the "slowness" there was between each rapid jump? It's clearly not the same as during the reveal, it's more fluid, less "sticky"
Very nice. That beginning reminds me of the videos and - myself playing on my own - trying to get the coolest exit possible from the Bureau into an investigation or assassination target in AC1. Excellent chain
yess, i want to do a vid where i start at the bureau and go do an assassination contract or smth
0:38 that leap towards the beam is what I needed after Unity
How do you do it tho?
@@martyngee1983I'm pretty sure it happens if you just press parkour up at specific places where it's possible
The quietness and the sound of whistling Birds just makes this world seem a little bit more real❤
the ambient sound is top tier
I'm happy that there are players out there who can adapt to parkour from any AC, although the reality is that Mirage's design makes it much easier to move and flow. Great run bro and no hud as I like it hehe
yeah anybody who knows what the rare animations are such as base jump or the diagonal climb and “side ejects” can trigger them because the system is easy to learn, just need to know they exist and how to trigger them and anybody can incorporate them into a run
0:50 because basim is so fast.. right?
lore accurate animus glitch
"basim is so fast that the animus can't keep up" as if that doesn't imply that he is faster than fired arrows, throwing knives, horses, birds, the speed of light, etc, all of which the animus can keep up with.
Definitely bro, he too fast😮💨
if that makes you feel better 😂
i love how he opens doors with his mind
at least they removed the crossbow
he's literally the encarnation of a god, why wouldn't he open doors with his mind?
Man, I just need to sit down one night and actually practice being this smooth. I always struggled with this parkour system and I want to master it. Traveling through Baghdad could be so fluid if I just knew what I was doing lol. It's so simple yet so complex in its own way.
i would watch dallin_s how to parkour in origins, this game shares more mechanics with origins tha mirage for sure
It’s been over a year of me playing ac games and I am still terrible at the parkour
Wow !!! 80% of gamers wouldn't know these techniques
A lot of ppl complaining about how bad game is in story/parkour/fights, but background music team is making this game feel so good
I wish they added the double assassination technique
Really miss the badass one hidden blade double assassinations by master arno
I can’t agree more my man
Ya, just use what Unity had. Arno only had a single blade
I’m surprised that wasn’t a skill you could unlock :(
Man it's the same animation every time,with the one hidden blade sometimes it's boring af
You make parkour in this game look not trash😭💪🏾
Because it’s not. Most content creators just play bad on purpose to get millions of likes by hypocrites.
Because it’s actually not bad at all.
@@jshazgaming5953man go back and play Unity or Ac 3, this shit is trash compared to what Assassin's Creed Parkour used to be
@@parkout95 I’ve played them and they don’t feel that great anymore. It’s all just hype because I still have them games and I don’t even want to go near AC Unity again. While the gameplay looks impressive visually it doesn’t actually feel that great which is why Unity wasn’t liked at the time but people seem to forget how bad it actually was. While the RPG style doesn’t look that great to you it does play much better especially in combat because in the previous games the character did most of the combat for you but in this style the combat is way more challenging but I doubt you’ve ever played Mirage because I do so I know how it is since I actually play the game.
@@parkout95 man, autually GO PLAY mirage and see for yourself
0:38 Was actually pretty smooth
Even tho the parkour is relatively simple in this one with only one button, I feel like there is a lot of room to do stuff and actually pull off some techniques like ejects. It’s mostly due to world building but I can see potential, and that’s great ! Hope we get a parkour mini dlc or smth ahah
Anyway great stuff mate !
yeah i know we won’t get a full dlc but some post launch content would be cool
It really does wonders when the environments can support that freedom of movement. Odyssey and Valhalla simply had too much open space for that to even be utilised. Now all we need is the depth and control back, combining aspects of AC 1-Rev's freedom and tech with Unity's newer features like a dedicated parkour down and the fluid animations
@@ascended8174 could not have said it better, unity wasnt quite there but almost encapsulated what we all wanted, you could tell they had the right vision. we need some devs with a vision for assassins creed, hope there are still some around.
@@whipwalka we may do if the game sells well tho it will most likely be just some new contracts it would be cool to have more of basim
@@qkwwiuwhejajawlw yeah im more than down for some basic post launch like new outfits and contracts
Finally someone who knows how to control an Assassin. I hate when people who play like they used a controller for the first time and then say that this play's just like Valhalla.
Daymn this is awesome.... I love how you're able to make the most with this parkour system.
thanks mang
I like how in 1:52 when Basim couldn't grab onto any edge on the wall and you tried to side eject, he didn't just made the jump animation as if the edge you were trying to reach was far, he simply turned his body a little like he understood that it was quite close to him
And also I didn't know you could climb diagonally(like in 0:43 that was clean af)like in ac unity (I'm not sure if that's how you say it, I'm sorry for my English).bro thanks for the video now I know mirage's gamepla is way better than I thought
hell yea the diagonal climb is good, and the game is more boring when watching tbh, when you’re in baghdad flying with basims robes it feels really good
in other news you got these ejects down pat my boy
'preciate it. the world building definitely gives more opportunity for them and they trigger pretty commonly, the one at 0:20 is incredibly consistent, triggered every time i was in that spot
@@whipwalka niceee. that’s a big jump one too actually useful for traversal. I been able to get back ejects that’s gain height pretty consistently. if only they were as wild as they were in Unity, shit was damn near super mario wall jumping
@@jebez2306 yeah that shit in unity was actually broken, scale a 3 story building in 3 seconds
@@whipwalkahow are you making the eject? Sorry for multiple questions, my friend, I hope you don’t mind😂
@@Geo-di7yf no worries my dude, so as you start the climb you wanna eject from you would let go of all movement input so your keys or joystick and then quickly hold the input for which direction you want to eject to, so as you are at the top of your climb with your movement input held down you spam jump button once your reaching to top of that climbing animation. its crucial you hit the movement input once you are climbing because if you go into the climbing animation with your side input held down it probably wont trigger. hope this helps and the game is new so ofc people have questions
Really clean gameplay here, well done.
Basim: “I should parkour.”
I think what's bothering me more than the parkour itself is the sound of the movement. Basim's footsteps sound so quiet that it doesn't sound like he's stepping on solid ground. It sounds like he's stepping on pillows or soft surfaces. Even when jumping and landing where you would expect to hear a loud thud or an impact, it doesn't sound like much at all which just makes him feel weightless.
yeah unity peaked with footstep sound
Basim: ,,What is that force that makes me to jump and climb so rough?“
Me: Hehe lol Basim best man.
Now to fix the cutscenes to make them better and starting adding more parkour mechanics
real af, don’t know why ubi is so damn behind on the cutscenes
It ain't perfect. But it is a big step in the right direction. I never fast travel, because I actually enjoy traversal in this game. Something I couldn't say in some time now.
Wow, I’m getting mad unity vibes from this!
rejoice brothers we have a game that is worth it
and it seems the love for this fucker is universal rn
i actually fucking love it all the core fundamentals are back
crouch button
whistle
good parkour
good outfits
tactical combat
This game literally used the same movements, parkour style, same assassination animations, maybe a tad bit faster than Valhalla, but still nowhere as good/fast as Origins. Basim still runs like he's about to leak shit on his pants any moment now, so he gotta run to the washroom as quick as he can. Also, don't get me started on how bad the combat is, people didn't like Syndicate's combat, but they accept this garbage combat system that's been around since Origins, I don't get them.
@@GoneBoi99 its a better Valhalla and as a origins supremacist
this isnt not bad at all basim is in zen with his throwing knifes as deep as bayek is amazing with a bow
also this game is definitely a love letter to Altaïr and Bayek hands down
@@GoneBoi99 calm urslef bro. its a fun game
@@GoneBoi99 the combat isn’t the same as origins and the use of animations of Valhalla are because of it being in the same engine. That’s normal if you know how game engines work.
I don’t see how having the same animations affects anything if the core gameplay loop has been changed significantly. Stealth is a priority, the city is built for parkour and the game actually tells an assassins story. It’s not perfect but what else can you ask for?
All they can do from here on out is keep improving this formula but they have something really good going on here and you’re worried about the reuse of animations like ac1 to revelations didn’t have 90 percent of the same animations recycled.
im in love w the story of this game so far, parkour could be better but with the given system ill take what i can get, and this style of combat has never been my favorite but while playing on hard its actually been pretty punishing which is something i havent felt since playing unity for the first time. also i havent seen all the outfits but from what i have seen im sticking to basims base outfit cus all the other ones look pretty weird, kinda wish there were more straight assassin looking outfits like basims cus alot of the other ones look like they dont fit the time period imo
Look at that ubisoft, turns out a game looks 10x better without 99% of the screen taken up by the HUD
This is sick how did you manage to do a run as clean as this im honestly so impressed!
1:51 what? That very smooth and creative climb
This is the best one I've seen so far and I've seen many. Gj
Has anyone else really enjoyed playing with the classic AC one filter? Really gives the game a different feel.
ill try it out for the next vid
How do i jump sideways and grap a ledge if i ran up a wall without any place to grab onto? I haven't been able to figure it out.
once you start the climb let go of your movement input and quickly put it to the left or right depending where you wanna go and spam jump at the top of the climb, its crucial you hold your movement input before spamming jump on your climb
Please someone tell me the inputs how to do this dive at 0:38
sprint+parkour up, also i think aiming your camera down helps but ive also seen people do it without moving their camera at all so it just depends on the spot, gotta get in there and get a feel for it
@@whipwalkabut is it consistent for you because for me it doesn't seem to do it everg time sometimes i jump and i land of the beam
@@julienrochon2705 no it isnt consistent at all the time, it depends on the placement and placement of basim and how you line up. a lot of things have to be taken into account but sometimes you will get it to trigger easily. it just depends where you are
Even thiugh the parkour is not complex or Unity level for some reason its so satisfying to watch idek why.. baghdad is just beautiful to trasverse through
baghdad remind me of ac1 maps, yeah mechanically it isn’t great at all you can’t deny when you’re flying y through baghdad with your robes flappin around you feel like an assassin
@@whipwalka for sure, this game makes me feel that assassin fantasy
0:25 What? How did you do that?
you hold movement input left or right depending where you wanna eject and spam jump button, it’s crucial you hold your movement input down first before spamming jump on your climb. hope this helps and feel free to ask anything else
@@whipwalka Thank you, I look forward to trying it soon! 🙏
The title & thumbnail got it😂😂😂😂
this is very impressive with the limits of the system
This is still highly viable Parkour without being completely unrealistic like Unity.
basim feels very realistic in his movements and definitely less jank and less overall unrealistic things happening compared to unity
how can we do the diagonal wall climb consistently?
so its situational, for an instance if i am moving parallel to the wall it can be easier to simply hold W+A to trigger it, but thats only easy when moving parallel to the wall so if you are in any other situation such as running directly at the wall you want to diagonally climb you can slightly move your camera and trigger it that way. either way works but for that one specifically i used my input to trigger it opposed to the camera angle triggering it. i just copied my response to another, hopefully this helps
@@whipwalka thanks for the reply. I will try to reproduce it
@@ole8919 one thing to note is that it happens much more often when on a beam or anything that isnt flat, everytime i do it in this video i am standing on a beam or something of the sort
when Ubisoft said back to the roots they meant their devs need to re-learn how to implement parkour mechanics in the game.
don't they still have the engine used for Unity
Yea it’s the same engine as unity and Valhalla and pretty much the entire rpg series
@@yer6105 well since it's all the same engine means that assets etc can be ported over or tweaked, but I think most devs that worked on this didn't work on Unity...
I find it weird how the series doesn’t tell you all the parkour moves you can do in the game but only tell you the basics.
How do you make The wall run and the jump at 0:40
Now he can compare with ezio Altair and Arno parkour
Bruh Thanks you just convinced me into playing this game just because i saw this vid pretty cool🤙
Every parkour video of AC unity and up should have a freestyle section at the end like this one to show how unimpressive the experience really is for the average gamer and how good you made it look
well this was particularly unimpressive, there were specifically not many opportunities at the end and can for sure say it typically looks better than that, i’ve been thinking about uploading an entire video in freestyle for the casuals
Why does it feel like basim had an asthma & a digestion problem 😅
I realized one thing. Here 0:19 Basim is essentially displaying the Side Drop animation that you'd see all the way back to AC Unity... But the object he lands on is at a distance and height where in Unity, Arno would have displayed a Side Hop animation instead.
The Side Drop animation Basim performs here in 0:26 makes a lot more sense, as he is clearly dropping down.
I wonder if all the places where you can "side eject" only display this Side Drop animation and/or the other one where Basim just sort of let's go of the wall he's hanging from and simply turns to the side.
One thing I must admit, is that the vaults and slides feel polished... Or at least your footage has made it look that way. The automated zoom-in and zoom-out of the camera when vaulting or sliding doesn't seem to be as agressive and buggy as Unity's, which also helps to create a sense of smoothness, and thus makes it feel like momentum is kept. If only this feeling was translated into the overall motion of the character for all scenarios(instead of doing that stop and restart motion every time Basim jumps, which is something that exists since Origins).
I’m didn’t know they brought that crazy leap grab back from unity for the ledges that were extra low when you jump
Basim does have some sweet moves. Limited as it is, Valhalla engine still has some potential.
I can feel the rope burn from that zip line
how did you do the dive swing at 0:39 ? was it like unity where u hold the pakour down or is it just hold pakour up?
Does Mirage have that Unity parkour mechanic where you can run on the side of walls for a bit? Honestly one I'd love Ubisoft to bring back
yeah you see me do it a couple times, unity is flashier of course but the diagonal climb in mirage isn’t too bad imo
So I guess they really did bring back some of Unity's parkour after all. Cool. 👍
yeah this was nowhere near a perfect showcase either, i know the system is limiting but i think in a couple months we will start seeing those flawless parkour snippets that make you wanna hop on
Mate, how long did you take to plan out this route AND nail it without any issues? Jesus, i cant even imagine. Well done mate, very well done
this one surprisingly went smooth and took just over an hour, but my most recent one which is simpler than this video took me like 3 hours, just depends sometimes since you dont have complete control over basim but it aint too bad when you can string something together
@@whipwalkaim actually surprised it only took you that long. The vid i made took me like 1.5h and its not even remotely as complex 😂
He didn't plan anything, he's just playing the fucking game lol
His limits are pretty low tho
Wait, how do you eject when I try and do it just doesn’t work
How can i do right eject or left eject?it just doesnt happen to me no matter how i press it
so as you start the climb you wanna eject from you would let go of all movement input so your keys or joystick and then quickly hold the input for which direction you want to eject to, so as you are at the top of your climb with your movement input held down you spam jump button once your reaching to top of that climbing animation. its crucial you hit the movement input once you are climbing because if you go into the climbing animation with your side input held down it probably wont trigger. hope this helps
I just wish they did a few more animations like something as simple as a hand play down a ledge, or back twist when dropping down backwards off a wall, etc. Just to make it look a bit more fluid.
Ubisoft hunting down the employee who snuck in unity's epic leap animation so they can execute him and make an example out of anyone who dares put something cool into their game, dont they realize it'll scare away casual players 😔
real
ubisoft sales would peak if they featured this video 🔥
0:38 did you hold B/O or did you hold A/X to do that move?
the parkour up rather than parkour down, also i think aiming my camera downwards heloed
Very impressive!
Please give tips on how to perform side ejects
i suck at making guides, i would watch dallin_s origins advanced parkour, pretty much everything there applies here and its what i watched when preparing for this game to release.
Proper assassin's creed parkour
How are you side ejecting from walls like that? I find that tricky
This game has anything a good assassin's creed game need but still there some of community is not satisfied and hate it 😂
That's why this community is garbage, they don't want anything but Ezio
Pretty much like the halo community
I really wish they brought back the parkour down button so you could do manual dives more like in AC unity.
It lacks something. Maybe some fluidity between animations?
it lacks many things
AC has been missing fluid transitions between animations since the beginning. Its shocking they still havnt figured it out
bring back unity's mechanics
@@phillippinoFLASH Ubisoft devs could learn from the devs who worked on Uncharted 4, have you seen how smooth everything flows in that games animation?
Basim is the assassins creed: mirage
Nice job! Can’t wait to play this game when I can get a cheaper disc or it goes on sale 💀
How can you do the side jump?
0:50 His limits has been pushed.
The comment you have pinned. He literally know nothing about the older ac parkour right? I have seen the video of ac 2 parkour. They do a jumped off the side thing like you do, and it literally make the parkour look smoother ngl. Love you vid btw. And keep it up!
thanks, tbh i gave that comment too much attention but im new to this youtube stuff, just found it funny and thanks a lot for the kind words!
How do you do the jump at 0:39
like any other jump, sprint+parkour up so sometimes basim will hop on top and sometimes he will dive, just a matter of getting in there and trying it out
This parkour looks good tbh
first AC parkour was so much smoother puuh
I don't know why but I think the assassin outfit is making slow or look slow
interesting, to me it’s the polar opposite, basim feels slow in his white/blue robes however i’m not disputing that they’re dope as fuck or that one is better than the other
He is very fast compared with last 3 rpg ac
Bayek was much faster, try doing parkour with him. If I remember correctly, there was a slightly upgraded city somewhere in the map, you can see for yourself how fast Bayek is. Origins just didn't have that setting for smooth parkour like Mirage has. And I believe Bayek still runs faster than Basim, maybe it's the mo-cap running animation for Bayek that uses movements similar to Eivor (which feels heavier), he even does the barrel roll that Eivor does after dropping from height which doesn't make sense.
is the parkour binds still "hold A/X"?
The parkour is very solid if you know how to be smooth with it just like with origins.
How do you consistently swing from ledges? 0:39
you hold parkour up and tap the movement when you are at the end of the swing, or if you go into the swing while holding both you can continue to simply hold both and you will swing
@@whipwalka I meant how did you go into the swing. How did you jump to the ledge and have basim swing rather than landing on top.
@@starbirds007 oh you said swing from, not swing to. i just help sprint+parkour up
@@whipwalka thanks
I found Basim to be very sticky for some reason. Also, I miss my side ejects.
Parkour would actually be very fast if he wouldn't always "glue" after every animation
How do you do the side ejects??
Aim your left stick left or right then hold parkour up button. Also pay attention how he uses side ejects in this vid
Meanwhile I can't get Basim out the door because he just wants to climb the door frame. 🙄
man idk how you get the side ejects so consistent
i use parkour up when doing them, i know some people use the “prkour down” but other than that just practice i suppose
it seems like they improved the animation that plays when you jump from beam to beam. It is much faster now
Love everything I've seen bout this game besides the sticky parkour, and the absolutely horrendous combat.
I hope we get another middle east assassin setting in the future with a game that has good combat.
To me its the best setting for the AC franchise.