Assassin's Creed Mirage Parkour Mechanics
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- เผยแพร่เมื่อ 29 ก.ย. 2024
- Assassin's Creed Mirage Parkour Mechanics & Montage:
So far great game, I'm surprised with how different it is from Valhalla and some of the returning features and mechanics from older games. While disappointingly (for me) not a complete shift back to previous mechanics, it is a pleasant rework of the RPG system including faster parkour and climbing, better animations, better control options, and denser city, which gives much more opportunity to use the mechanics that otherwise has been less useful. I honestly don't think I can go back to Odyssey or Valhalla after playing this one.
There are hints of AC1, Ezio Trilogy, AC3, and Unity, built on top of the RPG games. This is mainly in world design, offering more parkour paths with nods to previous games. One other change is added contextual vaults, seen first in Origins' tombs where you vault with normal parkour up button. This occurs more often on rooftops and many low fences, walls etc.
I include a small montage of improvisation, not my best as I'm still getting used to Mirage but might make some other videos or shorts in the future once I get better.
Hope you enjoy, next video will be on my in depth control scheme using reWASD, Xbox controller and keyboard/mouse to make Mirage closer to the old titles in movement control and give the player more control.
new video's out: • Assassin's Creed Mirag...
Man whoever did the map designing in this game deserves a raise. Bordeaux was obviously passionate about this series because they seem to care, I hope they are given more games. sadly due mirage being built from the rpg system movement still feels very limited
I hope they get the recognition and praise they deserve within Ubisoft and don't get treated like the in between small filler game. The way I see it, this game is the main one and Valhalla is a spin off of it exploring Basim's weird magic Loki thing.
It is always the "small" studios that seem to care more.
According to the sales figures they said, it seems to be similar to the launch of origins and odyssey, which is great.
OMG that's cool. So there ARE ejects and catch ledge? Not even the most common AC TH-camrs have mentioned any of this. You came in clutch pal.
Cheers, appreciate it. I think there are some other good youtubers showing ejects, but probably not so much mainstream ones. Ejects and catch ledge are possible, but can be unreliable and not always that useful. Still looks cool and satisfying as hell when pulled off.
@@JGCoolAssassin catch ledge is 100% reliable unless it doesnt work at all
They’re practically useless, that’s why you didn’t notice they were in the game…
If only ejects were more reliable
I mainly only got the game because I’m studying Arabic and it has a very professional Arabic dub
Even without the dub I think the game itself is good enough to play a few weeks before going back to 1 and the Ezio series
The level design is so good.
Idk if its js me but after beating the game im pretty positive they improved side edjects and distance for side ejects and back ejects ive got a good idea on the parkour and id say its a little worse then syndicate.. also before anyone comes at me the freedom and limitations they removed/gave us in syndicate ruined Parkour.
Also the ejects seem more realistic then untiy but bc of that not as useful as unity.
I agree, people often blame Origins for the big changes, but Syndicate is the main culprit (You can also sort of blame Unity or as far back as 3). I also think that they have improved ejects, not in all situations but it seems to be certain contexts, they add quite a bit more distance and sometimes height. At the end of the day, I enjoy Mirage's mechanics.
yep map designer definitely know what they're doing
Yeah thats why parkour in the other rpg games aint that good
This is a beautiful video buddy congrats 🎉
Thank you! Appreciate it
This looks a lot better than previous games. I hope the next AC game will bring out the standard Parkour.
That would be the dream.
Some movement still looks janky
Yeah one thing that requires some skill (or luck) is getting it to look good.
The animations look off, its not as smooth as Unity parkour
They're much smoother than valhalla and Odyssey but you're right, it's no Unity. That game was something else visually and has yet to be beaten (although some of Mirage's textures and models actually come close). I believe Unity had proper motion capture which is why it goes unbeaten.
Please make a video about escaping guards while throwing smoke bombs and collapsing scaffolding (new feature in mirage) ❤️🙂
Ok might do 1 with all new features/returning features 👍
@@JGCoolAssassin thanks can’t wait
it’s quite impressive how much the city layout can do for such a simple movement system. the city layout is reminiscent of unity, but the way you move through the city does not unfortunately
Still suck. Unity has the best motion
Unity was peak parkour, nothing since then can compare.
@@sowianskiwojownik5973”peak parkour” yeah peak automation and unreliable input outcomes 😂😂
@@sowianskiwojownik5973AC1-Revelations were better
I got a question do you hold sprint and parkour button or do u hold sprint on straight roofs with vaultable objects and just hold parkour when doing multiple jumps?
I try to only hold sprint for straight roofs and floors but I will hold parkour button and sprint mostly when I'm about to enter a jump/parkour up sequence. I do often hold both out of habit of older games where trigger was high profile/jog and adding foot made him sprint.
@@JGCoolAssassin ok you should do a vid to explain like u did with this one showing the mechanics ( just a recommendation)
@@potsiboi I did one for Valhalla but I'll do one for Mirage too, it is a bit different and much more fun to do parkour in. Cheers
@@JGCoolAssassin 👍