Level design is always under appreciated regardless of the game/genre. example: FEAR 1 's Ai is praised to the heavens, but the actual Unsung Hero that facilitates it , the level design aka the combat arena doesnt get any praise
The Assassin's Creed Parkour Freaks Dept. Approves this message. You are correct. The movement system itself is only half of the sandwich, it needs its cities to be well designed to thrive. Mirage provides a great example of this, essentially using the same movement system from the RPG games, but in a much more dense and architecturally parkour friendly enviornment, and guess what.... its way better. For me personally, AC1 and AC2 level design hasn't been beat yet. Cant beat the classics.
Whitelight made a great video on ac parkour and there he said that if you put unity's parkour in ac brotherhood's Rome you'll get half the depth and I just couldn't have said it better. Paris is full of intricate detailed buildings, only if you had the control of ac 1 it would've been perfect
I guess I thought it was implied. I know at least when I say I miss the old parkour, I am referring to both the movement AND level design. Because to me they are inseparable, each an integral component for the other to succeed.
This is absolutely such a great post. The reason why people still like the Ezio Trilogy movement system is that the cities, especially AC2, had genuinely level design. Venice rewards mastery of catch ledge and back ejects and it punishes with more fall damage and water slowing down your return to roof level.
I find it really interesting how, what little parkour- esc architecture there is in the RPG-creeds, they objects, are usually somehow placed too far from each other?? like it's not uncommon that every second or third jump you do, you will land into a camber, instead of landing on top of the ledge, it's like the dev team forgot that there using the system with the shortest jumps in franchise history
Mirage proves your point that world design carries the parkour....but it also proves that the fans desire for advanced movement options is justified. One of the best Mirage mods is the one that unlocks Unity's side and back ejects and it instantly improves Mirage's parkour, and it fits with the city design.
This video really made me dwell on the potential of Assassin Creed Syndicate, where the level design could've had a very deep level design if only the zipline was more nerfed and with the parkour system being more freeing.
Yeah, that was the breaking point for me. I liked running around doing parkour so much in the earlier games, in Unity I almost always run everywhere instead of fast traveling because I have a great time, but the zip line… I tried to play essentially a challenge run and just not use the zip line but it was so awkward to cross streets and traverse the massive areas. The world just felt so much more empty than the games before; it felt like I was expected to use the grapple hook. There would be these great little areas and spaces-there was some courtyard outside a church(?) where I found a music box, which was really cool and unexpected-but to get between those spaces you might as well just take a cab or fast travel, especially if you’re trying to not use the zip line. In the games before that, my favorite part was just running around the cities getting the stupid collectibles. I loved that way more than anything in the missions or story or combat. It hurt to feel like the part of the game I loved engaging with most was just ripped out. I haven’t bought or played a new mainline AC game since.
AC Syndicate made both parkour and world design worse. There is a notable reason why most parkour clips of that game are mostly in alleys or tight spots which are rare to come across.
Think the ezio trilogy and mirage have the best level design of all And adding that, I think that Unity's level design is often flawed, even though it has the best animations, it's often better to just run down the street
This 100% this, I hate Unity's level design, running down the street is much more incentivized than actual parkour. It's a beautiful game world, with intricate moment to moment possibility, but completely lacks a cohesive connection and incentivization to actually parkour.
Before watching the vid, my impression is that considering how the laymen keeps lamenting the loss of compelling stealth gameplay while little to no discourse in on the slow death of engaging movement, it's not overrated. We really should be higlighting how good it really can be. We all know it's not at the level of quality it really should be. But you won't get that complaint from the average joe
I think people often forget that with Origins, the focus of the series shifted. Origins, Odyssey, and Valhalla were not designed with parkour in mind. They were designed more for outside gamers to get into the series. Whether you like that or not is up to you. I like a lot of the things Origins did. Combat was much better than the last two games, stealth was optional, not forced on the player during certain missions. The freedom to choose how you dispose of an order member or ang target is giving players more ways to play the game. Sure, blackbox missions are great and you can argue its a skill issue if people don't like forced stealth but I've always thought combat, stealth, and parkour should all work in unison. One shouldn't be completely disregarded for another to shine. An example is Valhalla and Mirage. Valhalla makes stealth hard and mostly a useless play style, however the combat is more fleshed out with awesome abilities and many weapons. Mirage took a different approach and made stealth the focus which handicapped combat to oblivion. I think Odyssey and Valhalla both could have had great areas for tree parkour and even Odyssey uses some of the AC 3 animations, particularly the running animation of Connor. Alexios and Kassandra could have had massive areas of fleshed out tree parkour and Eivor could have had as well. I don't necessarily hate that parkour wasn't improved upon or implemented better but it was a missed opportunity. Those two games could be much more loved if Eivor and Alexios had tree parkour and both are still amazing games in their own right. The older games were mostly designed with parkour in mind. The new haven't been. Mirage is the exception as of now and for what it did, just imagine Valhalla utilizing and having a few changes to it's design and layout. I'll say it always, but if Ubisoft would actually give developers the time to make the games, AC could be a game of the year contender every year.
@@gimme.shelter I mostly agree but we can still do some neat things in AC3-Rogue, dedicated 'parkour down' button is a highlight for me, but after playing the hell out the classic 4 it jarring
2:41 isnt that AC Revelations? Also, imo AC1 has amazing level design as most buildings are more like puzzles where you are rewarded if you know what you are doing. Loved the video btw!
I finished ac unity a few days ago. I commented on the parkour being alright in the AC Unity vid you put out. I never got to feel the flow state UNTIL Elise’s balloon mission where you really had to navigate all those different altitudes and obstacles. I used Unity as my branch from 4 to AC 2 as the Parkour change threw me for long bit and Unity did succeed at that. Elise’s Balloon was just a fun moment where I gained a significant amount of respect on the “mid” ac game. It tied its beautiful parkour system/level design, main plot story and characters and exclusive Unity mechanics so well that I couldnt help but smile when it was done. as I go back to chronological order (saving dead kings for post rouge) I know im gonna enjoy what unity had more and more.
I’m of the opinion that it’s less overrated (When they shine they’re probably the second best parkour system in gaming, after dying light) and more overvalued. It’s not as big a value of the series as people believe it to be. These games have far more, and far more important, things to offer than just running across rooftops
I love that your videos don't have subtitules being bombarded at my face every two seconds like most youtubers, imo it makes for a way more relaxing experience while watching. Ps-Love your content keep it going!!
long live assassins creed! Btw everyone, the older assassin creed games's multiplayers are still working and have dedicated discords to help find a match or two! Black flag is one that people like to go back too
The city design is one of the most important things because it needs to help the parkour to being flawless, if the parkour is complex and not helped by a costant level design, the parkour begins frustrating. One example in my opinion is Ac3, Ac Black Flag and Ac Syndicate, this games has a good parkour even if they are limited in comand buttons, but the real bad experience is with a bad level design, if you play Ac 4 in Havana you have a pretty good experience, but if you play in other cities less well designed is pure hell
World design transcends to different aspects of parkour because, for example, a game like AC Rogue doesn't have the best maps for parkour exploration but it has great level design when it comes to parkour-stealth, mainly in the wilds. So, even if moving about that game is not as fun and rewarding as it is in say, AC II's cities, using parkour for stealth, in particular, is still deeply rewarding. The same could be said for Syndicate. Syndicate is more a Batman simulator than an Assassin's Creed game when it comes to traversal, but the traversal and world design goes hand in hand with the stealth missions, even if moving about is kind of boring in that game. Other games like Unity nail both aspects of parkour and world building. Parkour is fun and useful both for exploration as well as stealth.
Parkour is not just your options or the commands you have at your disposal but the level design as well, they're not different things. Just like you cant say that a game has great combat if there are many moves your charcter can do and chain up together, you have to have great enemies and AI as well.
When he mentioned three settings, I thought he would mention Constantinople. By saying " Hook Blade ruins things sometimes", are u implying that u enjoy using it somewhat but it can be frustrating to use sometimes? At least for me, Black Flag's parkour is better than Rogue. Let me correct myself, I find them same, so no clear winner. But the reason I prefer Black flag is because of running animation. When Edward runs or even the start of running animation, it feels like an actual person is running, but in case of Shay, it feels like I'm moving a statue or something. I won't deny that when he's actually running, it feels somewhat genuine for a second or two but most of the time it feels like I'm moving a static body or something, that is moving forward slamming it's feet in the ground.
@@_Kazuto_Kirigaya_ the annoying thing with the hook blade is when I plan a route and the hook blade decides we're just going straight up. Removes some freedom and creativity
Personally I miss the feeling of assassins creed 3 parkour, playing with connor feels pretty good, but i seriously think that boston and new york (even if its not the game fault) don't use the potential of connor's parkour, for other part the frontier it's pretty amazing and well design, it's like a playing ground Otherwise AC Black Flag and Rogue I think even its the same parkour engine doesn't have the feeling of connor, i mean we don't have that cool close camera
Question is not whether it's overrated or underrated... There's no game like AC period... Ghost of tsushima exist because ubisoft was late going to Japan and it doesn't have parkour...it's very close to being middle earth and that too was inspired by AC and batman games and developers openly said that AC like game in middle earth, was the idea for starting the project... When we say it's overrated, we need to have something that's beats it but not as popular as it is... We don't have it though...this is overrated? Against what? What's underrated? There's one game that does this and it's overrated? 😂 That's like saying Nintendo switch is overrated but there's no console that provides hybrid model like switch...
all i wish is for the rpg games to have dense parkour able cities and vast explorable sections in-between the cities. but instead the cites are so spread apart aswell. if they made a game in a modern day urban setting then there is no way for them to fuck up the parkour. imagine assassin creeding in Tokyo
I have to disagree with the unity - mirage comment. I feel like mirage has more functional and responsive parkour than unitys. My only complaint was the going down mechanic, unity is more smoother. If you look close, arnos animation of jumping ledge to lesge is actually horrible, he is moving his arms like he is flying, idk it just doesnt look right.
This is the obvious conclusion a person can come to when they see the AC Mirage. Even crappy rpg parkour looks good in the right environment. I disagree though, the parkour system of the first parts is the best, especially with the enhanced parkour mod where "parkour down" works better than in Unity. A button to choose to grab the target ledge or land on it is what is sorely lacking in all versions of parkour.
Among the levels or areas that I like most of all the saga are the rural parts of AC 3 to do parkour through the trees and certain cracks that were in some mountains I loved it because it was something different, something that can say that I liked from Mirage was precisely the Parkour, and maybe it's an unpopular opinion but there are definitely 2 RPG style games that have the parkour more to justify its name than anything else, and you've read me complaining enough about them to know who those 2 are 😅.
I get you point but its such an obvious thing, the setting it self is the most important thing in any AC you cant have a wild west assassin and ask for complex stealth. I know for a fact if we went back to cities we would get the movement system we want but since syndicate horse riding is the main movement option. syndacates movement can be amazing if you use the zip line correctly tbh bcs london allows it to be but the big streets and being so huge hurts the parkour a lot but you can make it work amazingly. If 100% of the player base wanted to go back to cities and ubi listened to it we would get a new and better movement system but while horse riding from point A to point B is the main way of trevel there is no reason for ubi to waste money, time and other resources doing it. Im kinda done with the empty world rpgs and Ive played all of them but with the decline of story telling and the imense nothingness that comes with an rpg without interesting side content Im done being disapointed I see hope in shadows with the new stealth but I feel mirage will keep being my favorite game since unity dropped
I Really don’t Like clickbait, but i like your Content in General, including This Video. But i would recommend to not use this tactic too offen, we AC fans want to See These Videos. You don’t Need clickbait. Keep up the good work, i am looking forward too see your Videos on Shadows when it releases
Oh yeah, AC subreddit. I once got massively downvoted there for literally citing what Haytham said in the book. People thought I made it up and they were creating some unimaginary theories about AC lore that could be disproved with simple quotes from the book.
Yes the RPG have their system of parkour to help navigate their world if Valhalla had unity parkour their would be nothing to do it and the RPG games parkour is precise and help climb the terrain of a country not a city. and people hoping Shadows will have unity parkour are dreaming (in the footage it just has the extra flashiness of unity but will basically be the same as the other RPG games maybe more refined and better level design hopefully). I have always be a champion for Ubisoft to do multiple style of assassins creed games like having a revamped old style as well as having the current RPG games and maybe adding another mirage style game and maybe when it come out a codename hexe style of game and they come out in turn each release instead of having three RPG games on the trot and have fans just complaining about they miss old style and the RPG fans not just being abandoned if they go back to the old style to appease older fans
All of this video is hanging on the fact that you think that when people say "parkour" they only mean the movement, not the setting that movement is happening in. Given the literal definition of parkour, that's not entirely honest. Level design is an inherent part of the parkour system.
I don't really agree with this because I can't think of something that would make unity's parkour not work in any of the rpg games or even in mirage. and I think the origins example is a little cherry picked since the parkour is bad and the level design is for a bad parkour system, making one better would not make the other worse. and since unity's parkour allows more movement, rather than less, there is nothing you can do in the newer parkour systems you cant effectively do in unity's
They already figured out how to make complex geometry effectively in AC Unity with the engine. Although they couldn't get enough time to fix everything with geometry.
I remember how, in one of your videos, you said how AC fans love to bitch and moan about how they could do the games justice? Guess what I did for Valhalla? This is gonna be a long one, feel free to type "I ain't reading all 'at" So anyway, my pitch for the game: the story follows two protagonists, both playable: Eivor and Basim (I swear, it would work) There's a LOT of things I "changed" about Valhalla, but this video is just about parkour and if I only talk about that, I will shut up faster, which is what everyone wants. Anyway! If we are to have two different playstyles for two different characters, we need to have pros and cons for both of them. Let's start out with the Wolf-Kissed. They are a Viking, so them in the forest are like fish in the water. Why not interpret Eivor cutting down weak branches to create routes in tree parkour? And why wouldn't it be easier for them to climb rocks? They throw axes into unclimbable walls to create grip points, and so on. Now for Basim. The guy is a lot more comfortable with rooftops, and so can use the city environment to his advantage. Jump over polls to cross larger gaps (like in Mirage), shift construction cranes via a callout, creating a new pathway (that would be influenced by a whole other mechanic that is all about the amount of influence you have in settlements). Like I said, there's so much more, but I don't want to waste yalls time any longer. Have a good day, everyone!
I mean, I like your ideas, but you got it. Admit there are some fans out there who say they could do this game series better but when they write out their ideas and I have read some of these ideas, some of it just sounds a little stupid but I do like your idea for Assassin St., Valhalla and actually sounds like a better game than what we got. I mean, I enjoy Valhalla, butI do like the story good in my opinion was lacking a lot
I appreciate the perspective of this channel and love the content, but I have to say you are completely wrong about Assassin's creed Unity having good level design. Moment to moment, perhaps it has 'okay' level design, but Paris completely lacks a complete travesability. It's borderline impossible to travel via parkour from one end of the city to the other, it's subdivided into neighborhoods and blocks which completely separate parts of the city from one another. The system itself is deep, but the level design is lacking in terms of travel and reason to use it. It makes more sense to run by street in Paris than it does to ever use the Parkour system. The same can not be said of Revelations. Revelations is Perfect. While the city is divided in two by the water, the entirety of each 'half' is completely traversable via parkour. Not only that, but because of the game design and intention to collect all the nodes and perspective points there is a lot of internal reasons to travel via parkour.
If Mirage had unity parkour which basically it DOES have short of , cuz its the perfect blend of rpg and unity movement with close to AC 1 level design AND vibe , mostly cuz its similar regions but still , AND has the ABSOLUTE control of AC 1 and 2 and generally the old control u had over movement , would be EASILY the best , but uts not . For me the best in the series is Revelations with or without mods then 2 with or without mods and then brotherhood WITH mods , otherwise Unity takes its place IIF and I repeat ONLY IF u master it otherwise its not that good
Unity parkour is too reliant on contextual rules to look good with animations which makes it inconsistent. It's why they got rid of side ejects and why back ejects are terrible now. + it's why breakfall is garbage
@@xtav1a Yeah...but side hopes existes and back ejects in this game are height gaining , even more than the old system , and its cool AAAND as I saiid , if u master it and ur thinking and positioning surpasses ahead of Arno and his animations . IF u do that all that u can play on PS5 on 30 fps cuz Ubi sucks and reverted it from 60 back to 30 AGAIN , and still fo AMAZING parkour but thats a BIG if , it took me 3-4 years to master it , granted I didnt play it all day everg ofc , bit u GET the point
@@ngnevergone7587 back ejects only gain height sometimes because they’re contextual. Side hops are also overly contextual just to make the animation look good. Which results in them not working 35% of the time. And the skill is just in trying to avoid bugs. + 60 fps causes bugs for Unity
@@xtav1a Not it didnt , and u know what say sth different thay contextual for a change ok ? Yes OFC u can do that in certain situations to gain height u have to be close to a wall , ofc . And no , side hops are working 100 % of the time , I dont know WHAT u saying and HOW much time u out INTO parkour in this game , but when I learnt how they work I NEEVER missed one and yeah I agree to a crrtain extend with u that the skill is trying to avoid bugs BUT ITS NOT ONLY that , u can do lache into any swingable object , u can do spinning descents especially if u have a mod , but even without it u have , u can "launch" urself into a rope and swing into whenever u want , u can descent OFC , u can side hop to gain elevation which is the quickest way to do thay btw and a toks of other things that WHEN u make thay system work which is NOT THAAT HARD , u can make it seem flawless , which is onviously not but u get what am saying . And dont argue with me cuz theres basically nothing extra u can say
@@ngnevergone7587 I don’t have to argue since everything you just said is an absolute fairy tale. The game is not at all consistent and you can keep lying to yourself.
hey spaniard, hermano cabron, i think this is an interesting topic in itself, level design is a curious and deep topic. However, I wanted to criticize the clickbait, the lil prank joke you did at the start, with "I lied, it's not overrated". I don't care that much, but I do think that, at least for my case, people enjoy (or should) enjoy your content as is, I see your titles and thumbnails and I want to start thinking. Your content promotes thinking. If this is the case... Why bother with the clickbait? Level design in general, even moreso in AC is an interesting topic, and we want to hear you talk about it. Maybe other people who don't know you want to see people talk about it. Why hide that fact? The video shouldn't have the lie at all, at least that's what I believe. I, personally, would have preferred a "Level design is underrated in AC", or "The importance of Level Design in AC", or "You are wrong, Level design is the most important thing in Assassin's Creed".
You aren't, AC Unity has been overshadowed by a minority of people who continuously drown out any criticism of the game. Also a crap load of lies about how the game is nearly bug free. If you asked any of them for proof on this they'd backpedal and make stuff up. People are quick to ignore all the issues of the game and just play it because they want to think they got their money's worth.
Whats the best level design in assassin’s creed?
Also, note: 2:40 is revelations, editor got confused. But venice slaps
Hey Spaniard, I reached out the other day, is the Lore Accurate Ways to play as Ezio vid I requested on your list of vids to upload next?
By level design you mean parkour level design, right?
Level design is always under appreciated regardless of the game/genre.
example:
FEAR 1 's Ai is praised to the heavens, but the actual Unsung Hero that facilitates it , the level design aka the combat arena doesnt get any praise
Damascus
Acre
Venice
Constantinople(underrated)
Paris
"I went on Reddit which was my first mistake" lol
😂
The Assassin's Creed Parkour Freaks Dept. Approves this message.
You are correct. The movement system itself is only half of the sandwich, it needs its cities to be well designed to thrive. Mirage provides a great example of this, essentially using the same movement system from the RPG games, but in a much more dense and architecturally parkour friendly enviornment, and guess what.... its way better.
For me personally, AC1 and AC2 level design hasn't been beat yet. Cant beat the classics.
Mirage is probably the best example
Wrote that comment before you made the same exact point... embarrassing. Sorry dude!
with ac shadows having the worst world design for movement yet
@@Ropotopolous well hello there
Whitelight made a great video on ac parkour and there he said that if you put unity's parkour in ac brotherhood's Rome you'll get half the depth and I just couldn't have said it better. Paris is full of intricate detailed buildings, only if you had the control of ac 1 it would've been perfect
How is it that you can articulate my own beliefs with so much more efficiency and style than I ever could in my own native language?
im a nerd who thinks about this a lot
@@TheSpaniardAssassin real
God, I loved just running around Venice back in the day.
Hahaha same
Speaking of parkour, does anyone remember The Saboteur? It was a great open world game and a decent parkour system.
Ive heard its pretty good
@@TheSpaniardAssassin It is. It also has pretty cool vehicles to drive around Occupied Paris.
I guess I thought it was implied. I know at least when I say I miss the old parkour, I am referring to both the movement AND level design. Because to me they are inseparable, each an integral component for the other to succeed.
This is absolutely such a great post. The reason why people still like the Ezio Trilogy movement system is that the cities, especially AC2, had genuinely level design. Venice rewards mastery of catch ledge and back ejects and it punishes with more fall damage and water slowing down your return to roof level.
such goated cities
I find it really interesting how, what little parkour- esc architecture there is in the RPG-creeds, they objects, are usually somehow placed too far from each other??
like it's not uncommon that every second or third jump you do, you will land into a camber, instead of landing on top of the ledge, it's like the dev team forgot that there using the system with the shortest jumps in franchise history
true
Mirage proves your point that world design carries the parkour....but it also proves that the fans desire for advanced movement options is justified. One of the best Mirage mods is the one that unlocks Unity's side and back ejects and it instantly improves Mirage's parkour, and it fits with the city design.
This video really made me dwell on the potential of Assassin Creed Syndicate, where the level design could've had a very deep level design if only the zipline was more nerfed and with the parkour system being more freeing.
i agree dude
Yeah, that was the breaking point for me. I liked running around doing parkour so much in the earlier games, in Unity I almost always run everywhere instead of fast traveling because I have a great time, but the zip line… I tried to play essentially a challenge run and just not use the zip line but it was so awkward to cross streets and traverse the massive areas. The world just felt so much more empty than the games before; it felt like I was expected to use the grapple hook. There would be these great little areas and spaces-there was some courtyard outside a church(?) where I found a music box, which was really cool and unexpected-but to get between those spaces you might as well just take a cab or fast travel, especially if you’re trying to not use the zip line.
In the games before that, my favorite part was just running around the cities getting the stupid collectibles. I loved that way more than anything in the missions or story or combat. It hurt to feel like the part of the game I loved engaging with most was just ripped out. I haven’t bought or played a new mainline AC game since.
AC Syndicate made both parkour and world design worse. There is a notable reason why most parkour clips of that game are mostly in alleys or tight spots which are rare to come across.
Think the ezio trilogy and mirage have the best level design of all
And adding that, I think that Unity's level design is often flawed, even though it has the best animations, it's often better to just run down the street
Hahaha yeah
This 100% this, I hate Unity's level design, running down the street is much more incentivized than actual parkour. It's a beautiful game world, with intricate moment to moment possibility, but completely lacks a cohesive connection and incentivization to actually parkour.
Before watching the vid, my impression is that considering how the laymen keeps lamenting the loss of compelling stealth gameplay while little to no discourse in on the slow death of engaging movement, it's not overrated. We really should be higlighting how good it really can be. We all know it's not at the level of quality it really should be. But you won't get that complaint from the average joe
Its still impressive what they do
I think people often forget that with Origins, the focus of the series shifted. Origins, Odyssey, and Valhalla were not designed with parkour in mind. They were designed more for outside gamers to get into the series. Whether you like that or not is up to you. I like a lot of the things Origins did. Combat was much better than the last two games, stealth was optional, not forced on the player during certain missions. The freedom to choose how you dispose of an order member or ang target is giving players more ways to play the game. Sure, blackbox missions are great and you can argue its a skill issue if people don't like forced stealth but I've always thought combat, stealth, and parkour should all work in unison. One shouldn't be completely disregarded for another to shine. An example is Valhalla and Mirage. Valhalla makes stealth hard and mostly a useless play style, however the combat is more fleshed out with awesome abilities and many weapons. Mirage took a different approach and made stealth the focus which handicapped combat to oblivion. I think Odyssey and Valhalla both could have had great areas for tree parkour and even Odyssey uses some of the AC 3 animations, particularly the running animation of Connor. Alexios and Kassandra could have had massive areas of fleshed out tree parkour and Eivor could have had as well. I don't necessarily hate that parkour wasn't improved upon or implemented better but it was a missed opportunity. Those two games could be much more loved if Eivor and Alexios had tree parkour and both are still amazing games in their own right. The older games were mostly designed with parkour in mind. The new haven't been. Mirage is the exception as of now and for what it did, just imagine Valhalla utilizing and having a few changes to it's design and layout. I'll say it always, but if Ubisoft would actually give developers the time to make the games, AC could be a game of the year contender every year.
I'd say Mirage's combat is pretty good on Hard.
@@theblobconsumes4859 It cam be but it's still not as good as Valhalla. The kill animations though are superb.
Post-Altair/Ezio parkour literally play itself.
@@gimme.shelter I mostly agree but we can still do some neat things in AC3-Rogue, dedicated 'parkour down' button is a highlight for me, but after playing the hell out the classic 4 it jarring
2:41 isnt that AC Revelations? Also, imo AC1 has amazing level design as most buildings are more like puzzles where you are rewarded if you know what you are doing. Loved the video btw!
Yeah editor got confused lmao
I finished ac unity a few days ago. I commented on the parkour being alright in the AC Unity vid you put out. I never got to feel the flow state UNTIL Elise’s balloon mission where you really had to navigate all those different altitudes and obstacles. I used Unity as my branch from 4 to AC 2 as the Parkour change threw me for long bit and Unity did succeed at that. Elise’s Balloon was just a fun moment where I gained a significant amount of respect on the “mid” ac game. It tied its beautiful parkour system/level design, main plot story and characters and exclusive Unity mechanics so well that I couldnt help but smile when it was done. as I go back to chronological order (saving dead kings for post rouge) I know im gonna enjoy what unity had more and more.
thats an epic mission
I’m of the opinion that it’s less overrated (When they shine they’re probably the second best parkour system in gaming, after dying light) and more overvalued. It’s not as big a value of the series as people believe it to be. These games have far more, and far more important, things to offer than just running across rooftops
I love that your videos don't have subtitules being bombarded at my face every two seconds like most youtubers, imo it makes for a way more relaxing experience while watching.
Ps-Love your content keep it going!!
thank you my friend!
The title got me, it was the best plot twist since haytham
;)
long live assassins creed!
Btw everyone, the older assassin creed games's multiplayers are still working and have dedicated discords to help find a match or two! Black flag is one that people like to go back too
First time i didn’t get mad at clickbait
hahaah phew
Baghdad had amazing level design and the old school systems would have been perfect for it
I agree
The city design is one of the most important things because it needs to help the parkour to being flawless, if the parkour is complex and not helped by a costant level design, the parkour begins frustrating. One example in my opinion is Ac3, Ac Black Flag and Ac Syndicate, this games has a good parkour even if they are limited in comand buttons, but the real bad experience is with a bad level design, if you play Ac 4 in Havana you have a pretty good experience, but if you play in other cities less well designed is pure hell
0:02 no, what i through was: " FINALLY SOMEBODY SAY THAT !!! "
But then i went sad because is not exactaly what i was thinking :(
noooo
Always amazing videos good job
Glad you like them!
World design transcends to different aspects of parkour because, for example, a game like AC Rogue doesn't have the best maps for parkour exploration but it has great level design when it comes to parkour-stealth, mainly in the wilds. So, even if moving about that game is not as fun and rewarding as it is in say, AC II's cities, using parkour for stealth, in particular, is still deeply rewarding. The same could be said for Syndicate. Syndicate is more a Batman simulator than an Assassin's Creed game when it comes to traversal, but the traversal and world design goes hand in hand with the stealth missions, even if moving about is kind of boring in that game. Other games like Unity nail both aspects of parkour and world building. Parkour is fun and useful both for exploration as well as stealth.
Parkour is not just your options or the commands you have at your disposal but the level design as well, they're not different things. Just like you cant say that a game has great combat if there are many moves your charcter can do and chain up together, you have to have great enemies and AI as well.
I think Revelations has great level design but the hook blade ruins things sometimes
Honourable mention: Rogue
When he mentioned three settings, I thought he would mention Constantinople. By saying " Hook Blade ruins things sometimes", are u implying that u enjoy using it somewhat but it can be frustrating to use sometimes?
At least for me, Black Flag's parkour is better than Rogue. Let me correct myself, I find them same, so no clear winner. But the reason I prefer Black flag is because of running animation. When Edward runs or even the start of running animation, it feels like an actual person is running, but in case of Shay, it feels like I'm moving a statue or something. I won't deny that when he's actually running, it feels somewhat genuine for a second or two but most of the time it feels like I'm moving a static body or something, that is moving forward slamming it's feet in the ground.
@@_Kazuto_Kirigaya_ the annoying thing with the hook blade is when I plan a route and the hook blade decides we're just going straight up. Removes some freedom and creativity
Also the fixed angles for side ejects
@@WideOldDanBy going straight up, do u mean, while climbing a wall covering distance more than what u were hoping for?
I am fresh after black flag and tbh if parkour and controls were better I would love the tailing missions
I mean, you want realism AC1, you want fun ACUnity
good view
what????????
Good parkour is nothing without a good level design or landscape I completely agree btw good vid
Thank you!!
I think mirages Baghdad is pretty underrated I had fun with it
Personally I miss the feeling of assassins creed 3 parkour, playing with connor feels pretty good, but i seriously think that boston and new york (even if its not the game fault) don't use the potential of connor's parkour, for other part the frontier it's pretty amazing and well design, it's like a playing ground
Otherwise AC Black Flag and Rogue I think even its the same parkour engine doesn't have the feeling of connor, i mean we don't have that cool close camera
The Spaniard, Very funny video!
Glad you enjoyed it!
Got baited but at least you owned it, respect, also the video was really good
Glad you enjoyed!
Question is not whether it's overrated or underrated... There's no game like AC period... Ghost of tsushima exist because ubisoft was late going to Japan and it doesn't have parkour...it's very close to being middle earth and that too was inspired by AC and batman games and developers openly said that AC like game in middle earth, was the idea for starting the project...
When we say it's overrated, we need to have something that's beats it but not as popular as it is... We don't have it though...this is overrated? Against what? What's underrated?
There's one game that does this and it's overrated? 😂
That's like saying Nintendo switch is overrated but there's no console that provides hybrid model like switch...
all i wish is for the rpg games to have dense parkour able cities and vast explorable sections in-between the cities. but instead the cites are so spread apart aswell.
if they made a game in a modern day urban setting then there is no way for them to fuck up the parkour. imagine assassin creeding in Tokyo
can anyone send a tutorial how to get that blue and white victory outfit for ac unity? :3
I have to disagree with the unity - mirage comment. I feel like mirage has more functional and responsive parkour than unitys. My only complaint was the going down mechanic, unity is more smoother.
If you look close, arnos animation of jumping ledge to lesge is actually horrible, he is moving his arms like he is flying, idk it just doesnt look right.
yeah animations are way better in unity
cause AC Unity's jump animations only actually look good when the targeted object is close. both mirage and unity have similar movement problems.
This is the obvious conclusion a person can come to when they see the AC Mirage. Even crappy rpg parkour looks good in the right environment.
I disagree though, the parkour system of the first parts is the best, especially with the enhanced parkour mod where "parkour down" works better than in Unity. A button to choose to grab the target ledge or land on it is what is sorely lacking in all versions of parkour.
congrats on getting that big boy ad money.
Thank you my man, i feel all grown up
Unity is peak parkour in any game in my opinion. Not perfect by any means, but its very fun.
it is very fun
Among the levels or areas that I like most of all the saga are the rural parts of AC 3 to do parkour through the trees and certain cracks that were in some mountains I loved it because it was something different, something that can say that I liked from Mirage was precisely the Parkour, and maybe it's an unpopular opinion but there are definitely 2 RPG style games that have the parkour more to justify its name than anything else, and you've read me complaining enough about them to know who those 2 are 😅.
I get you point but its such an obvious thing, the setting it self is the most important thing in any AC you cant have a wild west assassin and ask for complex stealth. I know for a fact if we went back to cities we would get the movement system we want but since syndicate horse riding is the main movement option. syndacates movement can be amazing if you use the zip line correctly tbh bcs london allows it to be but the big streets and being so huge hurts the parkour a lot but you can make it work amazingly. If 100% of the player base wanted to go back to cities and ubi listened to it we would get a new and better movement system but while horse riding from point A to point B is the main way of trevel there is no reason for ubi to waste money, time and other resources doing it. Im kinda done with the empty world rpgs and Ive played all of them but with the decline of story telling and the imense nothingness that comes with an rpg without interesting side content Im done being disapointed I see hope in shadows with the new stealth but I feel mirage will keep being my favorite game since unity dropped
I Really don’t Like clickbait, but i like your Content in General, including This Video. But i would recommend to not use this tactic too offen, we AC fans want to See These Videos. You don’t Need clickbait. Keep up the good work, i am looking forward too see your Videos on Shadows when it releases
thanks for the feedback!
Oh yeah, AC subreddit. I once got massively downvoted there for literally citing what Haytham said in the book. People thought I made it up and they were creating some unimaginary theories about AC lore that could be disproved with simple quotes from the book.
craziness
Yes the RPG have their system of parkour to help navigate their world if Valhalla had unity parkour their would be nothing to do it and the RPG games parkour is precise and help climb the terrain of a country not a city. and people hoping Shadows will have unity parkour are dreaming (in the footage it just has the extra flashiness of unity but will basically be the same as the other RPG games maybe more refined and better level design hopefully).
I have always be a champion for Ubisoft to do multiple style of assassins creed games like having a revamped old style as well as having the current RPG games and maybe adding another mirage style game and maybe when it come out a codename hexe style of game and they come out in turn each release instead of having three RPG games on the trot and have fans just complaining about they miss old style and the RPG fans not just being abandoned if they go back to the old style to appease older fans
Do you know where I can find the Unity new game+ mod? I cant find it on nexus mods
doesnt exist i think
That jump in the first few seconds of the video is so pathetic 😭
it is painful
What are your thoughts on AC Mirage's Baghdad? I feel it isn't as good as the other city designs
edit: nvm lol
its very good!
2:40 That's Revelations?
Yeah editor got confused
Looks like Rome in Brotherhood actually
All of this video is hanging on the fact that you think that when people say "parkour" they only mean the movement, not the setting that movement is happening in. Given the literal definition of parkour, that's not entirely honest. Level design is an inherent part of the parkour system.
sadly not. Also, many people have said they like origins but want unity parkour, comments like that substantiate my belief
i have 300 hours on ac1 and its cuz of the level design
Its addictive
I don't really agree with this because I can't think of something that would make unity's parkour not work in any of the rpg games or even in mirage. and I think the origins example is a little cherry picked since the parkour is bad and the level design is for a bad parkour system, making one better would not make the other worse. and since unity's parkour allows more movement, rather than less, there is nothing you can do in the newer parkour systems you cant effectively do in unity's
thoughts in ac mirage as an ac game?
love it
I lied
0:34
Nvm I don‘t hate you
hahahaha
@@TheSpaniardAssassinside-note: where do you get your thumbnail art? It‘s absolutely awesome!
First 30 sec and I already knew this video was bull
AC parkour will work perfectly only with mind reading devices. With AI generated animations and complicated geometry.
Let's see in 10 years.
They already figured out how to make complex geometry effectively in AC Unity with the engine. Although they couldn't get enough time to fix everything with geometry.
I remember how, in one of your videos, you said how AC fans love to bitch and moan about how they could do the games justice?
Guess what I did for Valhalla?
This is gonna be a long one, feel free to type "I ain't reading all 'at"
So anyway, my pitch for the game: the story follows two protagonists, both playable: Eivor and Basim (I swear, it would work)
There's a LOT of things I "changed" about Valhalla, but this video is just about parkour and if I only talk about that, I will shut up faster, which is what everyone wants. Anyway! If we are to have two different playstyles for two different characters, we need to have pros and cons for both of them. Let's start out with the Wolf-Kissed. They are a Viking, so them in the forest are like fish in the water. Why not interpret Eivor cutting down weak branches to create routes in tree parkour? And why wouldn't it be easier for them to climb rocks? They throw axes into unclimbable walls to create grip points, and so on.
Now for Basim. The guy is a lot more comfortable with rooftops, and so can use the city environment to his advantage. Jump over polls to cross larger gaps (like in Mirage), shift construction cranes via a callout, creating a new pathway (that would be influenced by a whole other mechanic that is all about the amount of influence you have in settlements).
Like I said, there's so much more, but I don't want to waste yalls time any longer. Have a good day, everyone!
better idea than they hand
I mean, I like your ideas, but you got it. Admit there are some fans out there who say they could do this game series better but when they write out their ideas and I have read some of these ideas, some of it just sounds a little stupid but I do like your idea for Assassin St., Valhalla and actually sounds like a better game than what we got. I mean, I enjoy Valhalla, butI do like the story good in my opinion was lacking a lot
I appreciate the perspective of this channel and love the content, but I have to say you are completely wrong about Assassin's creed Unity having good level design. Moment to moment, perhaps it has 'okay' level design, but Paris completely lacks a complete travesability. It's borderline impossible to travel via parkour from one end of the city to the other, it's subdivided into neighborhoods and blocks which completely separate parts of the city from one another. The system itself is deep, but the level design is lacking in terms of travel and reason to use it. It makes more sense to run by street in Paris than it does to ever use the Parkour system. The same can not be said of Revelations.
Revelations is Perfect. While the city is divided in two by the water, the entirety of each 'half' is completely traversable via parkour. Not only that, but because of the game design and intention to collect all the nodes and perspective points there is a lot of internal reasons to travel via parkour.
iggy paris? :o
??
@@TheSpaniardAssassin ive bought from you on fiverr. didn't know this was your channel man
@@TeamNebula456 no way dude! what did you order?
Bro basically slightLY clickbated us while saying sth unique and interesting
Its that morally grey area in which i thrive
@@TheSpaniardAssassin So u r like a better Shay without killing ?
If Mirage had unity parkour which basically it DOES have short of , cuz its the perfect blend of rpg and unity movement with close to AC 1 level design AND vibe , mostly cuz its similar regions but still , AND has the ABSOLUTE control of AC 1 and 2 and generally the old control u had over movement , would be EASILY the best , but uts not . For me the best in the series is Revelations with or without mods then 2 with or without mods and then brotherhood WITH mods , otherwise Unity takes its place IIF and I repeat ONLY IF u master it otherwise its not that good
Unity parkour is too reliant on contextual rules to look good with animations which makes it inconsistent. It's why they got rid of side ejects and why back ejects are terrible now. + it's why breakfall is garbage
@@xtav1a Yeah...but side hopes existes and back ejects in this game are height gaining , even more than the old system , and its cool AAAND as I saiid , if u master it and ur thinking and positioning surpasses ahead of Arno and his animations . IF u do that all that u can play on PS5 on 30 fps cuz Ubi sucks and reverted it from 60 back to 30 AGAIN , and still fo AMAZING parkour but thats a BIG if , it took me 3-4 years to master it , granted I didnt play it all day everg ofc , bit u GET the point
@@ngnevergone7587 back ejects only gain height sometimes because they’re contextual. Side hops are also overly contextual just to make the animation look good. Which results in them not working 35% of the time. And the skill is just in trying to avoid bugs. + 60 fps causes bugs for Unity
@@xtav1a Not it didnt , and u know what say sth different thay contextual for a change ok ? Yes OFC u can do that in certain situations to gain height u have to be close to a wall , ofc . And no , side hops are working 100 % of the time , I dont know WHAT u saying and HOW much time u out INTO parkour in this game , but when I learnt how they work I NEEVER missed one and yeah I agree to a crrtain extend with u that the skill is trying to avoid bugs BUT ITS NOT ONLY that , u can do lache into any swingable object , u can do spinning descents especially if u have a mod , but even without it u have , u can "launch" urself into a rope and swing into whenever u want , u can descent OFC , u can side hop to gain elevation which is the quickest way to do thay btw and a toks of other things that WHEN u make thay system work which is NOT THAAT HARD , u can make it seem flawless , which is onviously not but u get what am saying . And dont argue with me cuz theres basically nothing extra u can say
@@ngnevergone7587 I don’t have to argue since everything you just said is an absolute fairy tale. The game is not at all consistent and you can keep lying to yourself.
So is your momma
w vid
a good parkour game dying light good night good luck
is it third person?
@@TheSpaniardAssassin no it's fp parkour at its peak without vr headset
hey spaniard, hermano cabron, i think this is an interesting topic in itself, level design is a curious and deep topic.
However, I wanted to criticize the clickbait, the lil prank joke you did at the start, with "I lied, it's not overrated". I don't care that much, but I do think that, at least for my case, people enjoy (or should) enjoy your content as is, I see your titles and thumbnails and I want to start thinking. Your content promotes thinking. If this is the case... Why bother with the clickbait?
Level design in general, even moreso in AC is an interesting topic, and we want to hear you talk about it. Maybe other people who don't know you want to see people talk about it. Why hide that fact? The video shouldn't have the lie at all, at least that's what I believe. I, personally, would have preferred a "Level design is underrated in AC", or "The importance of Level Design in AC", or "You are wrong, Level design is the most important thing in Assassin's Creed".
thank you for the feedback!
@@TheSpaniardAssassin no problem! here's hoping for more interesting discussions!
Am i the only one who doesnt like the Unity parkour?
Yes you are
No you are not
@@sozzem8869no he isn’t buddy a lot of important ac gamers don’t like it ether
It’s mid and overrated to me many ppl just like it cuz it’s easy to make runs look cool when it’s simple
You aren't, AC Unity has been overshadowed by a minority of people who continuously drown out any criticism of the game. Also a crap load of lies about how the game is nearly bug free. If you asked any of them for proof on this they'd backpedal and make stuff up. People are quick to ignore all the issues of the game and just play it because they want to think they got their money's worth.
Ac3’s introduction to tree parkour is not talked about enough.
i agree