@@Ropotopolousto be fair that’s mainly because this was a heavily requested change by the community, and as much as i think mirage’s original parkour is still the best system we’ve gotten since unity, ejects before this update were quite terrible because of how limited they were, especially in a game who’s general parkour design is inspired by the ezio games, ejects were one of the biggest breakers of flow and momentum before this update imo. it’s really appreciated that they recognized it as an issue with the community that needed fixing. the fact that these 2 changes alone improve the parkour this much and offers much more freedom in how you move through the city shows just how important ejects are to the experience
I made a reddit post a month or so ago and stéphane Boudon himself teased it with this emoji 👀 so they kinda fulfilled their promise, dude Bordeaux are amazing their team reminds me of the AC1 and AC2 teams, it's a small team, very passionate, and are fans themselves!
YO Bordeaux you guys are simply amazing im on pc so ive had the modded eject height and sprint speed but just know you guys updated officially is great for console players and the community as a whole incredible work and thank you for all players of this game ive put well over 100 hrs in this and hope for dlc
they listened it seems. this is a major improvement and was always one of the major complaints i had with ejects in this game. should improve the flow of parkour significantly
@@Ropotopolousfr. i like that ubisoft bordeaux is this receptive to feedback. they could’ve just ignored the criticism, but the fact they recognized that people didn’t like it and fixed it shows people that they care. this change alone improves flow and makes it easier to do what you actually want to do. there were so many times where i’d want to jump to a beam directly beside me, but basim would just fall down or do a grab leap because the eject distance before was honestly quite terrible before this update. ejects being contextual sucks, but i could get past that if it wasn’t for the distance you can eject to a valid handhold being bad. should really help ease frustration with ejects and make them much more useable
PROTIP: For anyone that wants to make movement and parkour more fluid without altering more than two buttons on control mapping. Swap sprint/lunge/gallop from L3 to RT/R2, change it from Toggle to Hold. Then put Tools Wheel on L3 and change it to Toggle. #ACUnity Style. YW.
This is basically what I did. After about 15 hours or so, I got tired of clicking L3 to sprint. I was so glad I was able to make the controls close to the OG AC games
@voided_reality6863 Yea. Definitely. You have complete control over sprinting. Using L3 he'll just stop sprinting after certain animations or if you let go of the stick. It's much smoother
@@ayebalake Every AC up until I believe Syndicate did it that way and so did all the Watch Dogs games, they really regressed a lot with the bullshit rpg formula they shoehorned into everything after Syndicate. My biggest disappointment with Mirage is they tried to fake that the combat wasn't just the same button mashing crap from Valhalla.
@@Ropotopolous Mirage lacks in story, and is missing 1-3 parkour mechanics (manual jumps, 180 degrees catch ledge, and cancelling moves), but it is indeed the definitive AC experience the otherwise. I agree.
AC Mirage has a lot o potential for a blockbuster game .....I love this game ....I hope they make a super epic ...ac saga in the future... thumbs up for Bordeaux...
it might just be me, but side ejects feel more consistent if you let go of everything except parkour up and then press a direction. i get it almost every single time that way
Thank you very much. I set “high profile” to holding the trigger instead of toggle, and the side ejects weren’t working for me when I was holding sprint.
@@matthewkendrick8280 i still kind of wish there was a real high profile in this game considering assassinations that should be silent without holding sprint are often extremely loud and the actual stealthy ones are very inconsistent. honestly just a simple change of having to hold R2 for high profile assassinations and letting go of it for low profile assassinations would be way better than the way it works now. hell they could keep the fake low profile and just make it so when the game detects that you’re walking up to an enemy or right in front of them, play low profile assassination
sucks that he still wont gain height when scaling two walls like Unity, his height only increases when hes ontop of the wall already not if he moves back and forth between them. Nevertheless, still a huge improvement. I still need to learn how to side eject tho lmao
yeah it sucks, but distance and height alone on an initial eject is still a massive improvement to flow and helps ease frustration with how quite frankly terrible ejects were before this update. i could deal with ejects being contextual, but they had such a small distance you could eject from it made them extremely frustrating to get working properly. this change alone makes them much more useable
i think from a in-universe perspective u can make it make sense, since the city corridors were probably narrower so the buildings were closer together than a desert village but ur right it would’ve been nice
@ninjafrog6966 I'm talking about how it just got significantly updated. These aren't small bug fixes. They legit just changed how the game plays. Wtf are you talking about lmao
@yannijayson5983 in this case I wouldn't necessarily say that the game wasn't finished. They decided to change part of how the game works because people wanted it.
@@yannijayson5983it’s a finished game from start to finish. these are clearly just additional changes, something which no one can seem to understand nowadays. imagine thinking a game improving after launch due to feedback means it’s unfinished
@ninjafrog6966 you really misunderstood me. Obviously, it's a full game. I never used the word "unfinished". I love the game and have been enjoying it. I was just saying that games nowadays aren't exactly "complete" until they've received their last update and are no longer being updated.
I call this the arno update. I know it's a game but I just tell myself arno was the best at parkour which is why his game was a lot more fluid. Juts like how Connor had the best combat he was master at hand to hand It gives the characters more personality than just "oh it's just lazy ubisoft" I don't say that but many others do
I don’t know about this change, me a few friends did a bit of testing and it seems it’s eject mod on high but less stable/predictable. Some previously possible moves with eject mod is now impossible cuz basim way over shoots, but in places where it was stable it’s now a guessing game as to where he lands
@@Ropotopolous true for console I suppose it’s mostly an upgrade. If you like you can check my latest video showing basim landing on three different spots on three consecutive side ejects from nearly the same spot, really shows what I am talking about here.
@michaelm1221 that first eject is wild ahaha. Yeah I'm not sure. I haven't had too much of an issue yet with him going a totally different direction than I expected
@@Ropotopolous oh that wasn’t even the craziest, he can back eject from low to standing on top of one of those pole swing, previously even with mods he’d only catch it. I might upload that one but it’s kinda my friend’s discovery. I don’t think the issue is him going in different directions as much as where along the direction will he land and if he’d eject consistently from certain points
i wouldn’t say it feels closer to the older games as they offer way more control over your inputs, but it feels a lot faster than before and the changes makes ejects far more useful, and gives you more freedom to move through the city the way you want to. it doesn’t seem like much was changed but it is a massive improvement to flow and freedom of movement
Of course. I'm going to upload a little compilation of the new moves later today and then moving forward, more choreographed stuff once I get everything down perfect.
@@UserNot_Knowni wouldn’t say addicting per say, but it does make traversing through the city way more enjoyable than before and offers much more freedom in how you move through it
I can’t really get behind this update because it’s for a AC game that has very little replay value. It was a $50 DLC although it was a pretty good game it just doesn’t seem worth it to get excited over an update when theirs really no where they can go with this game at this point.
It has new game plus, permadeath mode, plus an entire city built for free roam with an infinite supply of respawning guards posted at dozens of camps across the map for you to take down. Updating the parkour improves all of this. I have 250 hours in Mirage. Not sure why you would be against them releasing an update that universally improves the experience of the game.
@@Ropotopolous I literally just explained why? After beating the story I had no interest in the game. Not much to do after that and theirs no where they can go with the game after that so theirs no point in releasing updates. Might as well start working on the next game.
@238Brotherhood the studio that made this game isn't working on the next game. They have however released more things to do since improving the parkour.
@@Ropotopolousthat is pretty annoying ngl that basim just decides to get stuck in places like awnings in particular, causing you to have to restart your sprint. i guess you could solve it by just not parkouring over them, but it should really be fixed because it’s just janky and it breaks flow
I think i might be the only one who likes the before update, like if they just made it smoother it would be really good, now it just looks so fake and unrealistic jumps, like assassins creed 2 ezio would not make those jumps on back ejects nor side ejects
Nah I totally see where you're coming from. Sometimes they look crazy and it bothers me too. Unfortunately when you shoehorn in a mechanic that wasn't supposed to be there originally its going to come with some side effects. Overall I like it and it's great that they gave us something we wanted but I know what you mean.
They need to do this update again You should be able to gain height on back ejects. Side ejects are fine for the most part imo. They should implement a speed of basim, hes slow as hell and has no momentum. With the speed mod it almost feels like there is the momentum.
Yeah,they basically made an update that makes the parkour exssesively fast and out of touch with reality because some stupid fanboys asked for it,meanwhile the game lacks in important things like combat moves and weak combat animations, no weapon variety except sword and dagger( including non existent unarmed combat and takedown animations although they are in the game at the beginning??).The game basically feels like a movie with videogame graphics,viewer choices and the stiffness in gameplay of a mobile game.Yet you updated the parkour to be more fluid and unrealistic.BRAVO!!Next update make him eject 10 meters into the air and then everyone go work in Epic Games on Fortnite....The only 50 euros ive ever regreted for a game in my life.....not because its a bad game but because its wasted potential....
@@ninjafrog6966 what are you talking about? This game has had decent combat since day 1 in 2007,...and yet they come in 2023 and release this game with a 2 animations spam button combat that sucks worse than anything ive ever seen in a triple A Ac game...have you even played the older games mate? Being able to have many weapons like dagger only or swords or even counter steal enemies weapons with tons of combat moves and depth was the norm in this games...not some shitty dagger used for a shitty parry animation like this..not to mention how most of the unlockable abilities suck and are pointless...
@@gughffhhghgghghgg1690combat is not the focus of mirage, stealth is. they want you to engage in stealth. there’s a reason why combat isn’t in depth. it is not the focus of mirage. combat is a last resort, you’re in the wrong AC game my dude. there is nothing wrong with the combat being the way it is because it is a last resort in this game. i’m sorry you don’t understand game design
@@gughffhhghgghghgg1690also yes, i have played the older games, and i’m fine with mirage’s approach to combat as a last resort because the game has a completely different philosophy in its design when it comes to combat. i’m sorry i don’t just shit all over everything new like a good little classic AC fan should. if you want to play an AC game where you can take out a million guards at once with zero effort, go play brotherhood or AC3
@@Ropotopoloushonestly i’ve never asked for realism with movement. this is a series where you can survive leaping into a bale of hay from a building, assassins creed has been grounded in some realism, but it’s not realistic anyway(obviously there’s a limit to it, like the 300 DLCs for valhalla that focuses on the mythical over the top shit that really should be its own IP but AC is too recognizable as a brand and makes too much money for ubisoft to do that) so if these changes make ejects better and improve flow and consistency, then let it be unrealistic
Respect to Dev's, i hope they do more and make an this type of AC style in next gen only engine.! This was Valhalla engine so i like how refined it looks. But i would really enjoy like AC1 REMAKE by Bordeaux! 🔥🥹
This is in fact the first parkour update we ever had in the series. And that says something.
Interesting, I hadn't thought of that but you're right.
@@Ropotopolousto be fair that’s mainly because this was a heavily requested change by the community, and as much as i think mirage’s original parkour is still the best system we’ve gotten since unity, ejects before this update were quite terrible because of how limited they were, especially in a game who’s general parkour design is inspired by the ezio games, ejects were one of the biggest breakers of flow and momentum before this update imo. it’s really appreciated that they recognized it as an issue with the community that needed fixing. the fact that these 2 changes alone improve the parkour this much and offers much more freedom in how you move through the city shows just how important ejects are to the experience
Yeah. It says something about how barebones the parkour was in the first place
always fucking complaining
@@dock7777It also says Ubisoft wants to improve now.
loved how they actually cared enough to make this change. Bordeaux deserves to make more AC games.
I need another bordeax ac game.
I made a reddit post a month or so ago and stéphane Boudon himself teased it with this emoji 👀 so they kinda fulfilled their promise, dude Bordeaux are amazing their team reminds me of the AC1 and AC2 teams, it's a small team, very passionate, and are fans themselves!
@ahmedanubis I hope they stay relatively small as far as employees goes. Better to have that intimate passionate team than a giant corporate monster
I need to see what they would do with a bigger budget and creative freedom.
The parkour seems pretty imroved and with ng+ and bayeks outfit with the dyes i cant wait to play the game again 🎉
It feels nice too. Just gonna take some getting used to.
How did you get the dyes?
YO Bordeaux you guys are simply amazing im on pc so ive had the modded eject height and sprint speed but just know you guys updated officially is great for console players and the community as a whole incredible work and thank you for all players of this game ive put well over 100 hrs in this and hope for dlc
Yep. They just leveled the playing field. Now I can compete with PC players haha
@@RopotopolousBro you parkour was already amazing i dont doubt you will be outpacing pc players
devs already confirmed months ago that mirage isn’t getting DLC
they listened it seems. this is a major improvement and was always one of the major complaints i had with ejects in this game. should improve the flow of parkour significantly
Absolutely.
@@Ropotopolousfr. i like that ubisoft bordeaux is this receptive to feedback. they could’ve just ignored the criticism, but the fact they recognized that people didn’t like it and fixed it shows people that they care. this change alone improves flow and makes it easier to do what you actually want to do. there were so many times where i’d want to jump to a beam directly beside me, but basim would just fall down or do a grab leap because the eject distance before was honestly quite terrible before this update. ejects being contextual sucks, but i could get past that if it wasn’t for the distance you can eject to a valid handhold being bad. should really help ease frustration with ejects and make them much more useable
PROTIP:
For anyone that wants to make movement and parkour more fluid without altering more than two buttons on control mapping. Swap sprint/lunge/gallop from L3 to RT/R2, change it from Toggle to Hold. Then put Tools Wheel on L3 and change it to Toggle.
#ACUnity Style. YW.
This is basically what I did. After about 15 hours or so, I got tired of clicking L3 to sprint. I was so glad I was able to make the controls close to the OG AC games
@@brandonmccoy7006 It makes traversal way more fluid in my opinion.
@voided_reality6863 Yea. Definitely. You have complete control over sprinting. Using L3 he'll just stop sprinting after certain animations or if you let go of the stick. It's much smoother
Why didn't i think of that, i hate when games make the sprint button L3.
@@ayebalake Every AC up until I believe Syndicate did it that way and so did all the Watch Dogs games, they really regressed a lot with the bullshit rpg formula they shoehorned into everything after Syndicate. My biggest disappointment with Mirage is they tried to fake that the combat wasn't just the same button mashing crap from Valhalla.
This is a nice blend of the first 3 games', Unity's, and Valhalla's parkour mechanics.
I kinda think mirage is like the definitive AC experience and that is one of the reasons why
@@Ropotopolous Mirage lacks in story, and is missing 1-3 parkour mechanics (manual jumps, 180 degrees catch ledge, and cancelling moves), but it is indeed the definitive AC experience the otherwise. I agree.
@Stealthful_ certainly. It's far from perfect. I just mean from a gameplay perspective I think it really encapsulates the franchise as a whole.
@@Ropotopolous to that, I definitely agree.
@@Ropotopolous Fax
AC fans: "2023 can't get any better"
Ubisoft Bordeaux: Hold my beer
I'm seriously shocked they were able to add this
The modder did it in first week its released
@@shikihayate Mods don't count
Finished the game before the patch on PC, i'll buy it again on ps5 just for this patch! Amazing work!
I hope that back ejecting gain height every time when u use it,but its amazing that they add this 🥳🥳🥳
AC Mirage has a lot o potential for a blockbuster game .....I love this game ....I hope they make a super epic ...ac saga in the future... thumbs up for Bordeaux...
I waited for the right moment and started to play this game today for the first time. 😎
On purpose or by chance?
it might just be me, but side ejects feel more consistent if you let go of everything except parkour up and then press a direction. i get it almost every single time that way
Thank you very much. I set “high profile” to holding the trigger instead of toggle, and the side ejects weren’t working for me when I was holding sprint.
@@matthewkendrick8280 i still kind of wish there was a real high profile in this game considering assassinations that should be silent without holding sprint are often extremely loud and the actual stealthy ones are very inconsistent. honestly just a simple change of having to hold R2 for high profile assassinations and letting go of it for low profile assassinations would be way better than the way it works now. hell they could keep the fake low profile and just make it so when the game detects that you’re walking up to an enemy or right in front of them, play low profile assassination
BORDEAUX THE 🐐‼️‼️‼️
IM REALLY EXCITED
Hell yeah we finally made it
ur goated for posting this so fast
I'm on top of my shit.
@@Ropotopolous consistent king
They did it!! It's so awesome
Pretty cool of them to listen to the fans. Such a change from what we've had before.
Looks smooth I played new game plus for 5 mins but definitely gotta try this out
sucks that he still wont gain height when scaling two walls like Unity, his height only increases when hes ontop of the wall already not if he moves back and forth between them. Nevertheless, still a huge improvement. I still need to learn how to side eject tho lmao
yeah it sucks, but distance and height alone on an initial eject is still a massive improvement to flow and helps ease frustration with how quite frankly terrible ejects were before this update. i could deal with ejects being contextual, but they had such a small distance you could eject from it made them extremely frustrating to get working properly. this change alone makes them much more useable
i think from a in-universe perspective u can make it make sense, since the city corridors were probably narrower so the buildings were closer together than a desert village but ur right it would’ve been nice
1:43 lol
Nowadays, a released game is still a work in progress. The game isn't complete until they've updated it several times
the game is complete. wtf are you talking about
@ninjafrog6966 I'm talking about how it just got significantly updated. These aren't small bug fixes. They legit just changed how the game plays. Wtf are you talking about lmao
@yannijayson5983 in this case I wouldn't necessarily say that the game wasn't finished. They decided to change part of how the game works because people wanted it.
@@yannijayson5983it’s a finished game from start to finish. these are clearly just additional changes, something which no one can seem to understand nowadays. imagine thinking a game improving after launch due to feedback means it’s unfinished
@ninjafrog6966 you really misunderstood me. Obviously, it's a full game. I never used the word "unfinished". I love the game and have been enjoying it. I was just saying that games nowadays aren't exactly "complete" until they've received their last update and are no longer being updated.
This one change is going to get me to put at least another 20 hours in
Looks just as good as unity back ejects in my opinion
It's not pefect, but it's a welcome addition indeed
Back ejects gain heights I tried it but the buildings should be to close
I call this the arno update.
I know it's a game but I just tell myself arno was the best at parkour which is why his game was a lot more fluid.
Juts like how Connor had the best combat he was master at hand to hand
It gives the characters more personality than just "oh it's just lazy ubisoft" I don't say that but many others do
Well said ❤
OH WOW THE GAME IS GOOD NOW!!! :O
Ita weird why they moved it out generally.... But now happy to have it back😊
Absolutely. Welcome home ejects.
I don’t know about this change, me a few friends did a bit of testing and it seems it’s eject mod on high but less stable/predictable. Some previously possible moves with eject mod is now impossible cuz basim way over shoots, but in places where it was stable it’s now a guessing game as to where he lands
Yeah. It's a little weird. I'm on console so I'm happy, but it's going to take some getting used to.
@@Ropotopolous true for console I suppose it’s mostly an upgrade. If you like you can check my latest video showing basim landing on three different spots on three consecutive side ejects from nearly the same spot, really shows what I am talking about here.
@michaelm1221 that first eject is wild ahaha. Yeah I'm not sure. I haven't had too much of an issue yet with him going a totally different direction than I expected
@@Ropotopolous oh that wasn’t even the craziest, he can back eject from low to standing on top of one of those pole swing, previously even with mods he’d only catch it. I might upload that one but it’s kinda my friend’s discovery.
I don’t think the issue is him going in different directions as much as where along the direction will he land and if he’d eject consistently from certain points
unity had the same “issue” and yet nobody cared about that
Niceee now we only need manual jumping back 👌😭
3:01 OMG i literally practiced at this same spot lmaf. There is definitely some inconsistency to it but it’ll just take some repetition I’m sure.
Thats the perfect spot
of course right after you come out with your parkour guide for the base game😂
What's the version number of this patch/update?
Time for a new round of parkour videos 😜
0:31 a women said "you autistic, stop doing that!" lol
FUCK IT GIVE THE WHOLE SERIES TO BORDEAUX THEY ACTUALLY LISTEN
Seriously, they are saving the whole franchise. All the big studios have gotta feel silly
@@Ropotopolous me at the downfall of quebec and current montreal 🤵
So did this make the parkour faster? And does it feel close to the older games?
I mean, you can reach certain places faster. I wouldn't say it feels like the older games necessarily. It's kind of it's own thing.
@@Ropotopolous thank you!
i wouldn’t say it feels closer to the older games as they offer way more control over your inputs, but it feels a lot faster than before and the changes makes ejects far more useful, and gives you more freedom to move through the city the way you want to. it doesn’t seem like much was changed but it is a massive improvement to flow and freedom of movement
@ninjafrog6966 cool, I bought it before the new game + but never played it. Do I still get the new update? I'm on ps4, btw
@@flashyk2430 yeah man just update it before you play
so are we going to see you upload parkour videos with these changes now that ejects are better and more consistent?
Of course. I'm going to upload a little compilation of the new moves later today and then moving forward, more choreographed stuff once I get everything down perfect.
@@Ropotopolousit’s nice that they finally fixed ejects. i can’t wait to actually use them more in runs
@@ninjafrog6966same just spent like 2 hours today parkouring its getting addicting with this update
@@UserNot_Knowni wouldn’t say addicting per say, but it does make traversing through the city way more enjoyable than before and offers much more freedom in how you move through it
@@ninjafrog6966 i find it really fun and gives me a reason to enjoy mirage now
I can’t really get behind this update because it’s for a AC game that has very little replay value. It was a $50 DLC although it was a pretty good game it just doesn’t seem worth it to get excited over an update when theirs really no where they can go with this game at this point.
It has new game plus, permadeath mode, plus an entire city built for free roam with an infinite supply of respawning guards posted at dozens of camps across the map for you to take down. Updating the parkour improves all of this. I have 250 hours in Mirage.
Not sure why you would be against them releasing an update that universally improves the experience of the game.
@@Ropotopolous I literally just explained why? After beating the story I had no interest in the game. Not much to do after that and theirs no where they can go with the game after that so theirs no point in releasing updates. Might as well start working on the next game.
@238Brotherhood the studio that made this game isn't working on the next game. They have however released more things to do since improving the parkour.
How is bro jumping so far / high
how do u do the side ejects now, is it still direction plus parkour up without holding spring?
The same way I explained it in my tutorial video is how I've been doing it now with about the same level of consistency
same way, they just increased eject height and distance, which is still a huge improvement to flow and eases frustration with them
How do you do side ejects in mirage? What are the button inputs?
Just direction input plus parkour button simultaneously. That's what I do at least.
@@Ropotopolous thanks. Works now.
Looks like Ubisoft just take eject mod from NexusMods 😅
But I’m happy about that 👍
Can you please asnwer me that update it work on PC too? and how I eject on pc?
Not sure, man. I do not own a computer.
I have a question, does basim still get stuck everywhere? Or they fix some of it
It's about the same I think.
@@Ropotopolousthat is pretty annoying ngl that basim just decides to get stuck in places like awnings in particular, causing you to have to restart your sprint. i guess you could solve it by just not parkouring over them, but it should really be fixed because it’s just janky and it breaks flow
I think i might be the only one who likes the before update, like if they just made it smoother it would be really good, now it just looks so fake and unrealistic jumps, like assassins creed 2 ezio would not make those jumps on back ejects nor side ejects
Nah I totally see where you're coming from. Sometimes they look crazy and it bothers me too. Unfortunately when you shoehorn in a mechanic that wasn't supposed to be there originally its going to come with some side effects. Overall I like it and it's great that they gave us something we wanted but I know what you mean.
Ily bordeaux ❤
YYYYYYEEEEEEEEAAAAAAAHHHHH ok now i can play it
Your time has come, friend.
The way he got to the high point with very little wall running still look stupid to me, it like he just jump very high with no gravity
Feels unnatural and floaty.
Does anyone miss pressing the right trigger to run?
Swap your sprint button to R2 and it feels really similar to the old school games.
They need to do this update again
You should be able to gain height on back ejects.
Side ejects are fine for the most part imo.
They should implement a speed of basim, hes slow as hell and has no momentum. With the speed mod it almost feels like there is the momentum.
This is update is great improvement. I really enjoy it. maybe they will improve it further, but personally, this is already real good
you do gain height on back ejects
Sinceramente, prefiro antes. Após a atualização o Bayek ficou sem peso. Gostaria que esa atualização fosse opcional
Yeah,they basically made an update that makes the parkour exssesively fast and out of touch with reality because some stupid fanboys asked for it,meanwhile the game lacks in important things like combat moves and weak combat animations, no weapon variety except sword and dagger( including non existent unarmed combat and takedown animations although they are in the game at the beginning??).The game basically feels like a movie with videogame graphics,viewer choices and the stiffness in gameplay of a mobile game.Yet you updated the parkour to be more fluid and unrealistic.BRAVO!!Next update make him eject 10 meters into the air and then everyone go work in Epic Games on Fortnite....The only 50 euros ive ever regreted for a game in my life.....not because its a bad game but because its wasted potential....
Aight bro lol
you know this is a stealth game right? stealth and parkour are the focus of the game lol. also parkour has never been realistic in this series
@@ninjafrog6966 what are you talking about? This game has had decent combat since day 1 in 2007,...and yet they come in 2023 and release this game with a 2 animations spam button combat that sucks worse than anything ive ever seen in a triple A Ac game...have you even played the older games mate? Being able to have many weapons like dagger only or swords or even counter steal enemies weapons with tons of combat moves and depth was the norm in this games...not some shitty dagger used for a shitty parry animation like this..not to mention how most of the unlockable abilities suck and are pointless...
@@gughffhhghgghghgg1690combat is not the focus of mirage, stealth is. they want you to engage in stealth. there’s a reason why combat isn’t in depth. it is not the focus of mirage. combat is a last resort, you’re in the wrong AC game my dude. there is nothing wrong with the combat being the way it is because it is a last resort in this game. i’m sorry you don’t understand game design
@@gughffhhghgghghgg1690also yes, i have played the older games, and i’m fine with mirage’s approach to combat as a last resort because the game has a completely different philosophy in its design when it comes to combat. i’m sorry i don’t just shit all over everything new like a good little classic AC fan should. if you want to play an AC game where you can take out a million guards at once with zero effort, go play brotherhood or AC3
Unrealistic AF
It is at times yeah, but it improves the flow of things.
Always has been.
@@Stealthful_ very good point
hey if it improves flow and consistency, let it be “unrealistic”
ejects were terrible before this update, this is a W from ubisoft bordeaux
@@Ropotopoloushonestly i’ve never asked for realism with movement. this is a series where you can survive leaping into a bale of hay from a building, assassins creed has been grounded in some realism, but it’s not realistic anyway(obviously there’s a limit to it, like the 300 DLCs for valhalla that focuses on the mythical over the top shit that really should be its own IP but AC is too recognizable as a brand and makes too much money for ubisoft to do that) so if these changes make ejects better and improve flow and consistency, then let it be unrealistic
Respect to Dev's, i hope they do more and make an this type of AC style in next gen only engine.! This was Valhalla engine so i like how refined it looks. But i would really enjoy like AC1 REMAKE by Bordeaux! 🔥🥹
they’ve been using this engine since unity
Nothing gamechanging, unless thet give us full control of the parkour then this is just fluff
nothing game changing is just incorrect but ok