A damn fine job, I think it says something that the level design of these areas isn’t even bad, dare I say pretty good at that, it’s just the system itself offers very little in terms of self expression it’s very straight & to the point, nice inclusions with leaps of faith variations, the swinging & diagonal mantles we’re really nice as well, also the side hops
Yeah the game city design is good Ididnt play it But in the videos that isee buldings desinged perfectly Only parkour system itself is a little bad becous of animations ithink!
@@vstarev2715 sadly only a few places are good for parkour. A lot of the cities are kinda spaced out. Other than that Origins is pretty good just not the parkour.
Always thought the parkour in origins was underrated. It's streamlined sure but it's fast and actually plausible to get across many cities with. In odyssey and valhalla the level designs are terrible, you can barely parkour across two houses before you have to drop to ground level
Well. To your credit you made it look _pretty good._ But damn, I can _feel_ the limits constantly, I watch videos like this and it's like I can't breathe lol. The entire time I'm just thinking "please don't break / stall out..."
Yeah It's like watching someone play AC for the first time. Your looking at all there mistakes, thinking to yourself "In time they too will learn to Freerun like a boss". But in this case what you see is what you get.
@@rocklight1304 wym lmao in the old assassins creeds you literally hold one button and it does it all for you there’s no learning how to do it it’s as simple as in gets lmao
Back then, it took me half a playthrough to realize that Origin's side ejects don't gain height, that's why it was so inconsistent when I tried to use it like the old games...
absolutely amazing my guy, especially the use of that specific object in 0:16 and 5:10. I nearly 100 %ed the game and never once have this triggered for me, kudos to you
Absolutely squeezed everything out of the system and each area. The redirect from the beam swing caught me off guard and the chained Leaps were really satisfying. Well done!
Not "trying", you really did make it look good. I know this system is very constrained compared to earlier games, but you really did make it look as good as it can be.
You did a very good job. Even though I'm probably in the minority now, I can imagine the animations in Origins are the best for an AC1 remake (if Ubisoft goes so far to upgrade the animations). They are just very basic, but good for cancels
Idk man, I think going back to the original system, adding some basic vaults, tree climbing, and better running/walking animations would be the best option. These things were the only items actually missing from the original system. Things like strides on beams, landings, parkour rolls and wall runs looked far better even in AC1 than they do in Origins.
@@jirkazalabak1514in video format ac1 looks better, but when actually playing origins looks and feels perfectly fine. It's also worth mentioning that the original parkour system was super meticulous. Having just recently compared brotherhood to origins I can tell you with certainty that parkouring in origins felt like such a relief after brotherhood
This is the AC game that made me relook at what is to come. Ngl didn't like since I couldn't get that flow of parkour that I love. I'm glad I found this channel cause god damn does this put's some decent life into what I was missing out on in every AC game. Pleasure going back thru the franchise and learning some new techniques.
Holy shit man! This is the best parkour video I've seen for origins. You should do full playthrough for this game. Would love to see more origins content from you
You did a pretty good job at that though. After I delved deeper into the complexities of the parkour systems, I see making content on the RPG parkour system very similar to that of tree-running (exclusively tree-running, not buildings with tree parts sprinkled in) in the Kenway games; few cool tricks one _can_ do for variation and self-expression, but the majority is including as many different animations as possible by interacting with different objects in the parkour path
Nice work also it’s funny how a game that takes place 2000 years ago in ancient Egypt has better parkour than a game that takes place 1200 years ago in Norway and England
Nice showcase of a very limited system. I've been revisiting origins after the Mirage showcases, and it's sad to see that much of the parkour won't improve by much. Though I do find origins to have the best environments to try to do some parkour in the rpg trilogy, but I still haven't figured out what exactly are the contexts in which Bayek will perform an eject, because sometimes it looks like he would but then he just hops side to side on the wall.
that part in the first clip where you grabbed the thing in the wall and jumped to beam was actually really cool, i think what makes origins parkour bad the most is the lack of good level design for it
Well done Jcers. I can't stop laughing at the fact that they seriously took Unity's parkour, which was entirely carried by its visuals and Paris, and decided to strip it of its visuals and stick it in the desert. Literally any older parkour system would've been a better pick for origins than a modified Unity.
You make me want to replay origins to try these moves. I always liked Alexandria the best for parkour. Memphis as the hidden one's bureau doesn't really work for me since there's so many rivers, so buildings and other parkour opportunities are too spread out.
What I'd do for this game to have a back and side eject that worked like how they used to, the parkour still wouldn't be great because of how the world is designed but it would go a long way for me personally
This needs a bayekdoprettytwirl hashtag. Great work here with all the LoF variations, lache direction flips and side hops. Btw do you know a consistent way to trigger the "diagonal" wallrun at 3:48?
Parkour in this game isn't that bad at the end, but the fact that Ubi removed diagonal movements makes feel everything slower and unfluide. However... this is the first video where origins's parkour felt really useful, especially at 1:14 that one was really cool, well done dude!!
The way there are still so many similar animations to previous titles yet none of them seem to have a flow to them makes me feel like it has something to do with the camera. The fov seems to be so much more and the way the camera moves is so static always placing the character in the center. Like, the benefit would allow for more insight into choosing parkour paths, but it’s like they hired a bunch of college freshmen who wanted to work at Pixar recreate the parkour system
I still can't love Origins even till this day, mainly because of this, the barebones parkour. I'm more of a gameplay person, and Origins gameplay is just not cutting it for me at all.
It’s baffling to me why Origins didn’t have the fluidity of movement from AC3. If any AC game deserved to borrow animations from a previous title, it’s this one.
I love this game so damn much but it really deserved a better parkour system. Oh well. Maybe we’ll get a Bayek sequel with actual parkour. (Very unlikely, though)
@@jcers Thanks, I haven't gotten round to the DLC yet and was so perplexed since it looks like a mix of Memphis and Dionysios. Wanted to try recreating what you did to see if I can get a bit better the movement but I'll just have to wait until I reach that point.
on a technical perspective, ac origins parkour is jaw dropping because you can climb basically any surface but on a “fun” perspective, real ac fans know that ac 2-ac revelations parkour is the most fun since you have the most control
Great video. But I have a question: Do you think AC Unity's parkour is the best parkour system in the entire series, or do you think the first four games have better parkour? Personally, my favourite parkour system is the one present in the Ezio games.
Well done man. Currently playing through ACO for the second time, completing everything. How did you do the thing at the start and the end with the beams? Looked wicked.
Question for you Jcers, am I the only one who expiriences in ac1 where if you jump off a high place I will loose momentum after 2 seconds or so and will just drop down straight? Because it kind of bugs me a bit.
What a... soulles game. Wow. Such a wasted opportunity with Ancient Egypt. You see some concepts are there, some houses are really close and one window can lead straight at another, wires to dry clothes, roof leading to another roof... until you reach the street and has to get down in order to cross it... I live in Rio and some house schemes in the game look a lot like favelas, it makes it even worse to me, because I know of the possibilities/live nearby.
I don't understand why they removed freerun from the RPG games. Streamlining parkour to the point that it's just way worse than even the first title is baffling. Origins is a very good game, but dear God is the "assassin" elements of the game downright terrible
It's because the rpg games no longer take place in a city full of buildings built for you to parkour around. Instead they take place in these massive maps, and as a such, parkour goes from a main gameplay mechanic to a little feature that you can do. It's sad but it's understandable why the parkour is downgraded, unlike the classic games youre not be using it enough to warrant a indepth or even good looking system.
Because people complained about parkour in AC being “clunky” for years and the result of this “clunkiness” was widespread misunderstanding of how the system’s mechanics worked, so they just removed a lot of the mechanics to avoid any potential mishaps. It also wasn’t entirely practical for them to focus on developing a world based around an engaging urban movement experience when so much of what they wanted to do with the gameplay no longer involved the player character existing in those kinds of environments. It’ll be interesting to see if the developers of Mirage manage to bring things back in the right direction. They’re definitely saying the right words, so they have my attention. Whether or not they truly deliver remains to be seen.
On today's episode of "Jcers Doesn't Know How to Make Good Thumbnails"...
I like this one 😂😂😂
Good thumbnails according to the algorithm are bright colors and soy faces so drooling kids will click
This one is actually clever and funny Jcers
fr
Why lemons 😂😂
I was gonna comment that the thumbnail is ace lolll love it
A damn fine job, I think it says something that the level design of these areas isn’t even bad, dare I say pretty good at that, it’s just the system itself offers very little in terms of self expression it’s very straight & to the point, nice inclusions with leaps of faith variations, the swinging & diagonal mantles we’re really nice as well, also the side hops
Yeah the game city design is good
Ididnt play it
But in the videos that isee buldings desinged perfectly
Only parkour system itself is a little bad becous of animations ithink!
@@vstarev2715 sadly only a few places are good for parkour. A lot of the cities are kinda spaced out. Other than that Origins is pretty good just not the parkour.
Always thought the parkour in origins was underrated. It's streamlined sure but it's fast and actually plausible to get across many cities with. In odyssey and valhalla the level designs are terrible, you can barely parkour across two houses before you have to drop to ground level
You took the quote, "When life gives you lemons, make lemonades" too seriously.
Well. To your credit you made it look _pretty good._ But damn, I can _feel_ the limits constantly, I watch videos like this and it's like I can't breathe lol. The entire time I'm just thinking "please don't break / stall out..."
Yeah It's like watching someone play AC for the first time. Your looking at all there mistakes, thinking to yourself "In time they too will learn to Freerun like a boss". But in this case what you see is what you get.
@@rocklight1304 wym lmao in the old assassins creeds you literally hold one button and it does it all for you there’s no learning how to do it it’s as simple as in gets lmao
@@dustinstacey5181 "kay someone clearly hasn't play AC1-R.
@@dustinstacey5181 🤡
Once again the master is right🙏🏽🙏🏽
Back then, it took me half a playthrough to realize that Origin's side ejects don't gain height, that's why it was so inconsistent when I tried to use it like the old games...
Oh wow; that's why I've never been able to do some cool stuffs, thanks for saved me half a playthrough
Side ejects in Origins even on the same level is not consistent. Lower level side ejects are more consistent.
absolutely amazing my guy, especially the use of that specific object in 0:16 and 5:10. I nearly 100 %ed the game and never once have this triggered for me, kudos to you
Looking back on this, I really wished they brought those back for Mirage, it's a shame
@@MatthewTraceur for real man but who knows, maybe modders will keep on adding and fixing until it becomes a goated pk system
After watching all your classic AC parkour videos, looking at this makes modern AC seem so... soulless.
Absolutely squeezed everything out of the system and each area. The redirect from the beam swing caught me off guard and the chained Leaps were really satisfying. Well done!
A valiant and herculean effort
Not "trying", you really did make it look good. I know this system is very constrained compared to earlier games, but you really did make it look as good as it can be.
You did a very good job. Even though I'm probably in the minority now, I can imagine the animations in Origins are the best for an AC1 remake (if Ubisoft goes so far to upgrade the animations). They are just very basic, but good for cancels
Idk man, I think going back to the original system, adding some basic vaults, tree climbing, and better running/walking animations would be the best option. These things were the only items actually missing from the original system. Things like strides on beams, landings, parkour rolls and wall runs looked far better even in AC1 than they do in Origins.
@@jirkazalabak1514in video format ac1 looks better, but when actually playing origins looks and feels perfectly fine. It's also worth mentioning that the original parkour system was super meticulous. Having just recently compared brotherhood to origins I can tell you with certainty that parkouring in origins felt like such a relief after brotherhood
This is the AC game that made me relook at what is to come. Ngl didn't like since I couldn't get that flow of parkour that I love. I'm glad I found this channel cause god damn does this put's some decent life into what I was missing out on in every AC game. Pleasure going back thru the franchise and learning some new techniques.
Holy shit man! This is the best parkour video I've seen for origins. You should do full playthrough for this game. Would love to see more origins content from you
I love the flips Bayek does when doing a leap of faith of a rope. They just seem fun
The swing gainer and the slide are the only good things that has come out of the RPG saga for parkour players, everything else has been painful
You did a pretty good job at that though. After I delved deeper into the complexities of the parkour systems, I see making content on the RPG parkour system very similar to that of tree-running (exclusively tree-running, not buildings with tree parts sprinkled in) in the Kenway games; few cool tricks one _can_ do for variation and self-expression, but the majority is including as many different animations as possible by interacting with different objects in the parkour path
3:30 best leap of faith i ever seen
Nice work
also it’s funny how a game that takes place 2000 years ago in ancient Egypt has better parkour than a game that takes place 1200 years ago in Norway and England
They literally have the same system
@@cjallenroxs6239 brotherhood and revelations have the same system too yet brotherhood’s parkour is better due to levelling
@@kodename5989 exactly. You can say the same for the new games
Nice showcase of a very limited system. I've been revisiting origins after the Mirage showcases, and it's sad to see that much of the parkour won't improve by much. Though I do find origins to have the best environments to try to do some parkour in the rpg trilogy, but I still haven't figured out what exactly are the contexts in which Bayek will perform an eject, because sometimes it looks like he would but then he just hops side to side on the wall.
that part in the first clip where you grabbed the thing in the wall and jumped to beam was actually really cool, i think what makes origins parkour bad the most is the lack of good level design for it
You can see there is something good about parkour system in Origins, but it just needs to allow for bit more control, more actions
you definitely did your best, it's hard to make such limited system look good.
Well done Jcers.
I can't stop laughing at the fact that they seriously took Unity's parkour, which was entirely carried by its visuals and Paris, and decided to strip it of its visuals and stick it in the desert.
Literally any older parkour system would've been a better pick for origins than a modified Unity.
That's true. 1 should be the standard of parkour.
You make me want to replay origins to try these moves. I always liked Alexandria the best for parkour. Memphis as the hidden one's bureau doesn't really work for me since there's so many rivers, so buildings and other parkour opportunities are too spread out.
What I'd do for this game to have a back and side eject that worked like how they used to, the parkour still wouldn't be great because of how the world is designed but it would go a long way for me personally
Well I've got good news for you...
This needs a bayekdoprettytwirl hashtag. Great work here with all the LoF variations, lache direction flips and side hops. Btw do you know a consistent way to trigger the "diagonal" wallrun at 3:48?
Dude, I too am trying to figure it out... it just doesn't work sometimes and it's so annoying
I’m a bit late but you need to find a beam, pole, or a ledge, then you hold in the direction you want to go with the parkour up button
Man... this *is* lemonade
Parkour in this game isn't that bad at the end, but the fact that Ubi removed diagonal movements makes feel everything slower and unfluide. However... this is the first video where origins's parkour felt really useful, especially at 1:14 that one was really cool, well done dude!!
The way there are still so many similar animations to previous titles yet none of them seem to have a flow to them makes me feel like it has something to do with the camera. The fov seems to be so much more and the way the camera moves is so static always placing the character in the center. Like, the benefit would allow for more insight into choosing parkour paths, but it’s like they hired a bunch of college freshmen who wanted to work at Pixar recreate the parkour system
I still can't love Origins even till this day, mainly because of this, the barebones parkour. I'm more of a gameplay person, and Origins gameplay is just not cutting it for me at all.
How do you do that jump to beam hang you do at 3:59?
I've done it on accident like three times while trying to learn how to do replicate it.
I don't think I ever used parkour paths in origins, and I was also surprised that there were even lifts.
It’s baffling to me why Origins didn’t have the fluidity of movement from AC3. If any AC game deserved to borrow animations from a previous title, it’s this one.
An improved version of unity and syndicate would have been better.
Honestly it's weird, in video format the parkour looks mid but when actually playing it's perfectly fine
I love this game so damn much but it really deserved a better parkour system. Oh well. Maybe we’ll get a Bayek sequel with actual parkour. (Very unlikely, though)
Nice thumbnail
You desinged it masterfully💪💪😂!
But other than that ithink orgins parkour system is good!🗿
Back eject leap of faith is prolly the coolest version they added to origins. (Tell me if it came before this game cuz I might be wrong.)
You r right
It did. You could back eject or drop to a haystack from tall walls in tge ezio trilogy
@@Engille967 but you don’t get the animation, you just back eject into it
@@Bent_Dent animation is different, but the feature is the same
@@Engille967 yeah, that’s pretty much the only difference, but the animation is still amazing
Okay, I absolutely forgot how to perform that move at 0:22. Does anyone know how to replicate it?
Anyone recognise what city that is at 3:46?
That’s Thebes, from the Curse of the Pharaohs DLC
@@jcers Thanks, I haven't gotten round to the DLC yet and was so perplexed since it looks like a mix of Memphis and Dionysios.
Wanted to try recreating what you did to see if I can get a bit better the movement but I'll just have to wait until I reach that point.
This was fantastic!
on a technical perspective, ac origins parkour is jaw dropping because you can climb basically any surface but on a “fun” perspective, real ac fans know that ac 2-ac revelations parkour is the most fun since you have the most control
Great video. But I have a question: Do you think AC Unity's parkour is the best parkour system in the entire series, or do you think the first four games have better parkour?
Personally, my favourite parkour system is the one present in the Ezio games.
You make me want to play this game.
0:24 made me want to jump off a cliff
Well done man. Currently playing through ACO for the second time, completing everything. How did you do the thing at the start and the end with the beams? Looked wicked.
There's clips like this and then you see the other 75% of the fanbase high profile through everything lol
U tried pretty well
THERE ARE REVERSE LACHES IN THIS GAME???
Question for you Jcers, am I the only one who expiriences in ac1 where if you jump off a high place I will loose momentum after 2 seconds or so and will just drop down straight? Because it kind of bugs me a bit.
Cap frames at 60fps and turn on VSync. That should fix the momentum bug
@@jcers Does that go for the hertz as well?
@@kaino25 yea, 60Hz is as high as AC1 can go without having any physics bugs because the game’s physics are tied to the refresh rate
@@jcers Ah I see, well thanks for your help!
bruh that is some tasty lemonade
Wie machts du das in der minute 0:20
0:15 is this the only place in the entire game you can do that?
There are a few other places I’m aware of but they are quite rare
Iggy told me to tell you how clever funny and handsome you are
He do.... Pretty twirl....
RIP OP you tried…
I mean it's kind of cool
How do you side eject, i keep pressing Alt + A/D buttons but it wont let me jump.
Just tap A/D while holding Alt or tap Alt holding A/D
Valhalla could never lmao
What a... soulles game. Wow. Such a wasted opportunity with Ancient Egypt. You see some concepts are there, some houses are really close and one window can lead straight at another, wires to dry clothes, roof leading to another roof... until you reach the street and has to get down in order to cross it... I live in Rio and some house schemes in the game look a lot like favelas, it makes it even worse to me, because I know of the possibilities/live nearby.
Alexandria is a good example for parcour
I don’t think it’s even fair to say the RPG games have parkour. It’s more like climbing. No side or back ejects vaults nothing.
Well... its parkour.
Pretty good video bit when compared with Ezio games this looks stiff af. I especially hate those wall hops, they are ridiculous
Not bad for a game that, from what I've heard, had very little capacity in terms of parkour.
The parkour system was drastically downgraded and the game was set too far back in time to have a lot of places that facilitate satisfying parkour
Don't mind me...
3:36
Dosnt matter how much u try , it will always look bad
Ope
Finally
TNX
I will actually fall asleep, AC origins parkour is so bad.
Sounds like a skill issue
Yeahhh, it's soul crushingly boring, even more simple than the first game, which idk how the heck that's even possible
sounds like a brain not working issue. Origins "parkour" is slop, RPG baby@@bambusleitung7241
Crazy how the vids point to make it look good,but its still bad💀 literally any ac game except the last 3 with their graphics will be better..
I don't understand why they removed freerun from the RPG games. Streamlining parkour to the point that it's just way worse than even the first title is baffling. Origins is a very good game, but dear God is the "assassin" elements of the game downright terrible
It's because the rpg games no longer take place in a city full of buildings built for you to parkour around. Instead they take place in these massive maps, and as a such, parkour goes from a main gameplay mechanic to a little feature that you can do. It's sad but it's understandable why the parkour is downgraded, unlike the classic games youre not be using it enough to warrant a indepth or even good looking system.
Because people complained about parkour in AC being “clunky” for years and the result of this “clunkiness” was widespread misunderstanding of how the system’s mechanics worked, so they just removed a lot of the mechanics to avoid any potential mishaps. It also wasn’t entirely practical for them to focus on developing a world based around an engaging urban movement experience when so much of what they wanted to do with the gameplay no longer involved the player character existing in those kinds of environments. It’ll be interesting to see if the developers of Mirage manage to bring things back in the right direction. They’re definitely saying the right words, so they have my attention. Whether or not they truly deliver remains to be seen.
they should continue with Unity movement...
Disagree but even that would have been better than what we got