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What is it with AC Unity's parkour being so loved? : assassinscreed

Main Post: What is it with AC Unity's parkour being so loved? : assassinscreed

| Forum: r/assassinscreed

Why is everybody in the series capable of doing parkour masterfully?

Main Post:

One thing I don't see discussed much is how in many of the installments, we see characters performing amazing parkour before they've become assassins. It's so effortless to climb stuff for Ezio, Connor, Edward, Arno, Bayek etc. before they're even anybody remotely special in the game's world. In the first AC, I thought it was assassins' special asset to be able to perform these inhumane acrobatics, but in the next chapters we see that it's not tied to their education as assasins at all. It seems everybody and their mothers can climb 100 meter high buildings without even breaking a sweat. It's something that goes against the mystical rules established for the order in the first game, and I think it's a shame, because it seems that the Assassins are just a political faction, not an order that has any real training or internal rules.

Top Comment: One thing I don't see discussed much is how in many of the installments, we see characters performing amazing parkour before...

October 26, 2022 | Forum: r/assassinscreed

If running away is the best self defense...is parkour the best martial art? Comic by me.

Main Post: If running away is the best self defense...is parkour the best martial art? Comic by me.

Top Comment:

While running away is always a good option people tend to simplify it a little too much. Part of the problem with running away is what if your attacker is faster than you or there’s something in your way to stop you. Even stopping to open a door can give your attacker enough time to catch you. Parkour can solve part of this, assuming you’re not in a hallway.

The other problem is getting away in the first place. This requires you to be able to create enough time to make distance. Knowing how to fight is typically useful in that case.

This is all only really applicable if you are able bodied and young enough to actually have a chance of escaping.

July 22, 2023 | Forum: r/martialarts

The real reason why we're never getting Unity/Syndicate's parkour again

Main Post:

With each new Assassin's Creed game the disappointment is the same : why why why in hell did they get rid of Unity and Syndicate's parkour system.

It was pretty, fluid, fast, directional, intentional, engaging. It was a better system in literally every concevable way.

I accepted that the scale and vastness of the trilogy that followed made it impossible to place holds everywhere manually, so they implemented a "climb everywhere" system.

But why is the parkour so bad in Mirage? Why is it so heavy, clunky, janky? Why is my character not doing what I'm trying him to do a solid 40% of the time? Why didn't they go back to the parkour of Unity for roaming around Baghdad?

I have two (non exclusive) hypothesis :

  1. One to One scale. Both Unity and Syndicate had one to one scale. Buildings are gigantic, streets are wide, roofs are both dense and spaced out, Arno felt small in comparison. We needed speed, momentum, to efficiently scale the buildings. From my 5 hours with Mirage, I don't think the city has a real one to one scale. Everything is much smaller, a couple stories high (Yes, I went to the proper main city of the game, it's still nowhere close to the scale and "realism" of Unity).
  2. Line placement. I believe that Unity's Paris took a long time to design to accomodate the new parkour. All the lines felt very thought out, they felt intentional. I think it took an incredible amount of time to properly build building, areas, corridors for Arno to build up a good parkour line.

Again in Mirage, you can see some intentionality here and there, but without a proper diagonal movement, everything feels very unidirectional, and with the clunkiness of the parkour, missing one step means starting over.

What's your take? Why do you think AC's movement system, one of the main thing the series was known for, has regressed so much over the years?

Top Comment:

It's not the engine, it's not the scale of the world, it's not the design of parkour routes.

The games share an engine: Unity and Origins and the others all run on AnvilNext 2.

The scale of the world does not dictate how the player must interact with the it. Also, Paris and Baghdad are a similar size and density.

Baghdad also has lots of intentionally placed parkour routes, similar to Paris.

The real reason is that Unity's parkour was clunky and lots of casual players got frustrated with it, so they streamlined the system. That's it.

October 10, 2023 | Forum: r/assassinscreed

My two requests for the sequel are better Traversal/Parkour & better combat and stealth. What's your wishlist for the sequel?

Main Post: My two requests for the sequel are better Traversal/Parkour & better combat and stealth. What's your wishlist for the sequel?

Top Comment:

More helmets that aren’t headbands, but actual helmets. A transmog system. NOT HAVING UNSKIPPABLE CUTSCENES AFTER SAVNG PEASANTS!! And more ammo around the map, but I understand their reasoning

August 2, 2023 | Forum: r/ghostoftsushima

How close the Dodgebolt Race actually was during Parkour Tag

Main Post: How close the Dodgebolt Race actually was during Parkour Tag

Top Comment: ax2+bx+c=0

September 24, 2022 | Forum: r/MinecraftChampionship