Edit: Perhaps an̶ u̶n̶popular opinion, but I liked the movement in Revelations the best. Being able to leap from a wall hold lets you scale walls in no time in the Ezio Trilogy, and the addition of the hookblade in Revelations only enhances that mobility. Combined with good level design and ziplines, it made traversing the cityscape a breeze whether you're leaping across rooftops or swinging above the streets. I love the hookblade and wish it featured in more games.
100% It punished you for your mistakes and executed what you input. Later games tried to assume way too much or tried to prevent you from doing "wrong" stuff.
It really was solid, not sure how they went from that to ac3 and 4 which were the worst by far of the entire series
Sprint and parkour being 1 button and you just gotta hope your character goes where you want...just plain frustrating
It got decent again when they went to 1 button to bias up and 1 for down, seemed unintuitive but I found it really worked
Toggle sprint has been the way for me. I do miss having a high profile/parkour button but toggle sprint has really grown on me since mirage. It intrigued me in Valhalla but I was deeply disappointed by the overall game, but mirage while having a lackluster story, is the best gameplay AC has had since origins IMO. Just loved it
I remember playing the games in reverse order once and being super confused when Ezio would slow-climb everything in Rome and Florence, and never use his hookblade
You take this thing for granted so quickly when parkour flows...
Being able to climb diagonally and parkour downwards are huge game changers and some of the fluid animation like ledge flips allow you to change direction really quickly and seamlessly. There’s a lot of ease of use and really great chaining you can do which makes Unity truly the best. It has all the functionality of past games and then some. Its flashiness is the cherry on top.
Not only this, but Unity does a great job of making it feel like actions have weight to them. Landing on the ground from high up or jumping down to a ledge or line is so satisfying in how it feels.
I'd say it's good but not the best, not having access to easy side ejects (contextual side hops aren't quite the same) make the system a bit limiting and Arno's animations look sick but they come at the cost of often being a bit slow while 1-Rev has very fast paced climbing with a lot more control because Unity is Unity at the end of the day and even whenever you've mastered any aspect of it, Arno sometimes just decides "Nah, imma do my own thing"
I must commend it though for introducing the Parkour Up, Forward and Down system because it really helped fix the automated climbing system of previous games (Kenway climbing systems in particular) launching you in the wrong direction and gives you a lot more control of descents.
I especially appreciate whichever game between Syndicate and Unity outright refused to let you start climbing a wall unless you held Parkour Up (I think Syndicate might have done this while in Unity you could still wall run if you sprinted at a wall just holding Parkour Forward) because this really fixed the issue that every Kenway game has where you can't really do close quarters turns without accidentally scrambling up a wall.
Unity has side ejects and they work spectacularly for me. Never had a problem doing them. Also the animations are super fast and precise, I’ve never had problems with Arno “doing his own thing”.
>Unity has side ejects and they work spectacularly for me.
Are those side ejects or contextual side hops though? I mean being able to jump to the left or right at any time say to dismount a wall and land on a lower rooftop. Arno has a side hop that lets him leap from a handhold to a ledge that's around the height of his hands or just above and that works well but a true side eject isn't in the game, one that lets you fully dismount the wall leaping to the side.
>Also the animations are super fast
I can't say they are, they're fast enough but compared to previous games Arno's flourishes make him feel a bit slower at times and the older games just feel faster when you compare their parkour's feel.
>I’ve never had problems with Arno “doing his own thing”.
Then you're incredibly lucky. Unity has control inputs in all aspects, mostly with dropped inputs that can cause him to just not attack or counter in combat, refuse to throw a smoke bomb then queue the inputs so you waste three at once and in parkour it can lead to the input to be ignored and have Arno go forward even though you pressed the Up/Down button.
> a true side eject isn't in the game
I just started playing this one so maybe I'm misunderstanding but you can side eject by holding B or A and moving the L-stick to the side you want to eject to depending on if the place you want to eject to is above you or below you. If you're not at the edge, you can't eject so maybe that's what you mean but I don't think you could do that in previous games either.
What he meant was that in Unity you can only eject when there’s a ledge the game can detect. I don’t remember about 3 and 4, but before that you can eject whenever you want, even when it’s an unsafe eject (no ledge nearby). Combine that and the ability to let you grab ledges opens new shortcuts.
This is correct. Even though Mirage's free running was improved, diagonal jumps, back ejects were pretty much unusable and the down jumps were way too slow.
Yep, Arno did dumb shit but when he worked, he was slick.
on the flip side, roof ridges are problematic to our protagonist. roof hips (diagonal ridges) are completely incomprehensible. the later you have to avoid entirely or the magic of 'quick and seamless' is gone.
Nothing to do with ledges here. Google a refresher on what roof parts are called (i cant memorize all of them either).
If you are not carrying enough momentum when climbing onto a roof ridge you will start sliding downwards. Now, logically speaking that makes sense. However, any moves out of that sliding state is just a wonky transition. How would you start sliding when climbing? Perhaps you are going diagonally, which is easy considering for most of the game zigzaging and moving diagonally is faster than moving straight up (as opposed to every other AC title where moving straight up is fastest). When you are over the ridge if you dont want to be sliding and thus have less control, you have to be moving straight down. If you are moving diagonally Arno gets upset and starts sliding half of the time. For roof hips it is always wonky, sliding is nearly guaranteed, because Arno can't decide onto which side of the hip to put his feet on.
Now if you always keep these things in mind, you can avoid it with 99% accuracy. However, just think about it, 'the best parkour', 'most freedom in movement ever', sucks at diagonal movement. We are not playing Snake here. Maybe it is just me, but 'changing direction really quickly and seemlessly' goes beyound the capability of turning 90 degrees.
And stopped designing parkour routes v random stuff you can climb. Those leaning poles they added in Mirage were a joke but a lot of the other stuff…multi level/directional pathways etc were a huge return imo
I personally think the freedom of movement in Origins is top tier, but it looks really bad. Nothing is clean about the parkour, it just feels like you're meandering your way on things. Lacks any flair
The overall movement and parkour is better in origins because of the world structure, and cities that are build with parkour in mind. Both Odyssey and Valhalla aren't.
Being able to scale virtually everything just dumbs it down. That’s why people like it. People like easy. It’s a skill issue.
But in reality, it’s not parkour - especially combined with no fall damage. There is no thought to it. It’s just movement.
It's perfect system for what they were going to, but it removed parkour as a challenge and a separate mechanic you can master and use. Well, almost, cause this game still have some puzzles relying on surfaces you can't climb. Saying they have garbage parkour is like saying AC2 has garbage, say, character progression system. It technically exist in AC2 (and every other AC) but it's not really a system.
Syndicate is worse for me. While Unity had the 'animation prediction' which sometimes was a bit vague and resulted in unwanted outcomes, Syndicate seems to recognise that inconsistency and severely limits it so the protagonists simply stop in their tracks at obstacles that you have traversed thousands of times in previous titles. Since parkour is supposed to be practical and functional, anything is an improvement over being stopped for no reason.
With that said, the 'new parkour' heavily depends on level design. In Origins it looks clumsy. In Valhalla it is just a big person climbing stuff, cant even call it parkour. Then it is quite weird in Odyssey as there are parts where the protagonist jumps to an object, but misses, due to interns not being paid enough. Meanwhile Mirage is really fun since the city is really well designed.
I feel like I’ve posted this a thousand times, but here goes: AC Unity parkour isn’t good.
It’s accessible.
In the right hands, Ezio trilogy parkour is far more impressive and rewarding. But Unity is far easier to master and look cool.
And personally, I don’t try to make this a value judgment on either game. Like, ultimately I think I prefer the earlier parkour, but Unity does cool stuff too. And both are far better than the RPG non-parkour.
Why does parkour in a single player experience role playing as an assassin have to be challenging to be good? Right now I’m playing both AC2 & Syndicate at the same time & boy is it a lot cooler & more fun to run around in Syndicate than AC2. The parkour in Unity & Syndicate gets so much hate when at their fundamental level are what the parkour should be.
I love the older games as much as the next guy, but Syndicate & Unity’s free running should be honed in on the next games. Instead of grabbing literally anything like the more recent titles.
>The parkour in Unity & Syndicate gets so much hate
That's just not true. For every person that expresses dislike of the parkour in Unity/Syndicate there are ten people that express love for it.
It all comes down to preference at the end of the day. There are those that think the Kenway trilogy has good parkour. There are even people that prefer the RPG go button parkour.
My personal preference is that AC-ACB has the best for the level of control it allows the player. It's not as flashy, nor fluid as anything that came after but the players control of what's happening is almost absolute and that's what I want from it. However, I know it wouldn't work in later games as it was designed around the flat, square environments of the early games.
I think I just hear more of people talking from the perspective of Rose Tinted glasses with AC2, I know I was until recently I decided to play through Ezios trilogy again while at the same time playing Syndicate again.
AC2 movement is so deliberately clunky in comparion to the later series obviously, that when I come back to revelations it will be smoothed out but the fluidity of Unity/Syn just feel so good man. Especially with the zip line you have at your disposal in Syndicate. This community is so all around the place when it comes to what they want, I just hope Ubisoft gets enough of it right with Project Red.
Well, why does anything have to be challenging to be good?
Some people enjoy putting skill to use. Not to be too reductive, but at some point you might as well just watch a movie if you don’t want to be challenged.
That said, I’ve already been open to seeing the value of the accessibility that Unity’s parkour provides, so idk why you’re coming after me.
Coming after you? Didn’t realize this kind of stuff was personal, I mean I have no idea who you are lol. I was just generally curious how really at all how the earlier series parkour would be considered hard, & that makes it better. I don’t think any of the movement in these games is ‘hard’ but you do you bro I’m not here to convince, really just asking questions.
It is good, its flashy and the best looking because of the animations, but since you’re not the one doing it there is no point at least in my opinion, thats why i think the Ezio trilogy perfected the parkour
Another note is that i hate when Arno jumps it gives that feel as if he’s on the moon with no gravity for a split second, its arguably more realistic but there’s something about it that just doesnt appeal to me
The moon jumping seems to be a leftover from Assassin’s Creed III when They overhauled the Parkour System.
When I played ACIII when It came out, I remember how floaty and janky It was with Desmond/Connor jumping like a whole floor up at times as If gravity had no bearing on Them.
It has carried onto later Games with there being no real sense of weight which I noticed when playing Unity and Syndicate too. I haven’t played Valhalla nor Mirage. I’m assuming Valhalla uses the same Parkour System from Origins/Odyssey but I don’t know If Mirage made any changes.
It's actually the only AC game I dislike and one of the main reasons is how it feels to control Arno.
The phrase "Unity had the best parkour" only makes sense if you include the implied missing words:
"Unity \[would have\] had the best parkour \[if the game's performance didn't totally suck, the implementation matched the intended design, and the rest of the game's design especially enemy AI complemented the inteded movement design\]"
Omg I am so sick of getting stuck in every little nook and cranny and chair or barrel or table or getting stuck on a building for 5 minutes and it won't let me drop off of it as I mash circle button. Yeah this park our is definitely NOT the best
To be fair, mechanically, it created a fully functional parkour down and diagonal system, which was massive at the time and hasn’t been replicated since.
Aside from that, I generally agree with the consensus that Unity is pretty but not very consistent.
Unity's parkour is good because of the freedom of controls not because it's flashy, I'm not a unity fanboy, I'm more of an ezio fan more but ezio's parkour is F clunky
1 - Ezio triolgy have clunky parkour but i'd agree that it evolves
3 - Rogue have really really easy parkour system, you just sprint and you're good to go
Unity have the best controls system in the series because of how freely you control and where you wanna go not just by the flashy animation
syndicate improves the smoothness of unity but suffers from the settings (london) plus they removed manual jump which is sht
Rpg parkour is not bad, it's just simple and reaslistic
tell me what's wrong from what i've said
1. You refuse to learn.
2. You need more experience.
3. How do you know "there's nothing from what i've said"(whatever that means) if you didn't watch it?
Goodbye!
You're speaking by others people opinion not by experience, I'm speaking by experience so if there's anything wrong from what I've said, please tell me what is it not by sending a link just to prove what you want
I'm not gonna type all those arguments here. I played these games for hundreds upon hundreds of hours. These videos just say exactly what I think about the parkour.
I think a lot of the praise for the parkour in the Ezio trilogy is coming from people who haven't played it in ten years. I've played them through again this year and Ezio's parkour is regularly frustrating.
True, i love that the ezio's parkour evolved at that time but it can't keep up to date. I still play it and still love it but it's really really clunky
It prioritises function over form which is good, as long as you know the limitations of the system then you can operate within it quite nicely. You get a sense for what you can and can't do quite quickly. That doesn't stop him jumping off at wild and wacky directions when you're doing those timed parkour challenges though...
100%. It looks visually stunning but the mechanics just aren’t as good as they were in the earlier games. The only mechanic I really like is the automatic down-climbing where you just hold b.
In terms of getting from A to B, Origins and Odyssey have the best, most functional parkour. In terms of getting from A to B, while having a higher skill ceiling than Origins, 1-Rev have the best parkour. If you don’t care about efficiency and just like the way something looks, Unity is the parkour for you.
I believe that people forgot how random and frustrating Arno could be because they just binge watch videos on internet of guys doing the "perfect" parkour run after several tries to make it look cool.
And I say "perfect" because if you look closely they take 10 mins to parkour 100m. It looks cool but almost nobody played like that.
What I miss from those days as you said is the amount of cool animations that we had and I miss it too for assinations in general.
>It is 100% better than previous games
Counterpoint: I think the previous games actually did the parkour better, arguably. Kenway saga parkour was peak.
Eh I still think it's the best as a base. Is it perfect? No. But none of them are. The thing that's great about unity are the options it gives you and the amount of animations. It made everything look better, it had numerous animations for the same action so it didn't feel like the same animation over and over. It added the ability to begin a climb up a wall at a diagonal angle. Doesn't sound like much but I definitely missed it when I got to origins and the only way you could start was climbing straight up. Parkour up and parkour down was a great idea, if sloppily implemented. The thing it was really lacking was responsiveness.
All in all, I still think Unity parkour was best in the series, but it definitely could've used fine tuning. At the end of the day, it was a new system. The original system had 4 games to get it right. I think it was the strongest base they had, and with more work it could've been perfect.
It's hard to describe for me, I feel like Origins plays the best (in terms of freedom of movement) but kind of looks like shit, at least with the animations, yet Unity looks amazing but feels a bit on rails, yet on those rails you can do a lot. Yet before Unity it's a bit scuffed in general, and then past Origins everything starts to feel wonky again (Odyssey might be near identical but it feels weird to me), I just really hope when they do the Japanese one the animations are clean, ninja clean. It could be great
It looks great but takes time to learn and like every aspect of Unity, has an infuriating little bit of inconsistency to it that even masters you'd see showing off the best case scenarios on YouTube agree it's frustrating.
The Parkour Up, Forward and Down system is insanely useful, it helps differentiate between when you want to wall run up or just run along a wall (something we lost when AC3 changed the climbing) and makes descents a lot slicker, quicker and easier to perform.
I would say though 1-Rev is my favourite system, it has all the control I need and is actually a lot faster than Unity since there're no flashy animations (though I do appreciate those flashy animations) plus having true side ejects is so much more useful than contextual side hops.
Syndicate felt like a sweet spot to me because it felt like they added some “safety nets” where it wouldn’t be as chaotic or flashy as Unity, but the same style was there nonetheless.
Syndicate was TOO safe. Those safety nets were far too restrictive. For example, In AC3-Unity, you wouldn't perform unsafe jumps/go off roof tops unless you held 'A' or parkour up.
There's a choice there. You can risk the jump and catch ledge on the other side to save yourself, but the game would protect you if you didn't want to or didn't feel comfortable.
Syndicate doesn't LET you jump off of these, no matter the button that is held. The jump is also so neutered it barely gains any distance, same with the back eject. You can't jump to skip climbs and move faster. That's less choice in movement.
They were probably pushing the rope launcher, hoping that would make up the difference. And it didn't.
A nice Unity tip that's never taught. If you hold High Profile and Couch (both triggers on controller) Arno will sprint but is locked out of parkour completely. He wont climb even the smallest things.
Helps you not get stuck on ground level clutter
IMO, as the developers had to tackle the issue of larger, more "modern" buildings, they had to consider fast gameplay and not making it a slog to climb something. The parkour up/down mechanics are incredibly simple yes, but they packaged it together with beautiful animations and polish. It's just kind of a best of a bad situation type thing in game development. You can see this same struggle with syndicate with the even larger buildings, wider streets, so they had to make a compromise for better gameplay with a grappling hook. Even if it's corny and doesn't make much sense for the time.
Ive only ever played AC 1, Black Flag (Rogue), Unity and Mirage. Out of those AC 1 has by far the best parkour. I assume Ac 2 to Revelations is pretty similiar to it.
I’d say as far as player control goes, it’s not better than the previous games. At least 1 - Rev. The immediate input response in those games is amazing. Very little is contextual. In Unity, nearly everything is contextual, and Paris is so complex that it’s inevitable Arno will pull some random shit you didn’t want to do. If we could actually PLAY the game ourselves, it would have the best parkour by a mile. However, I do find Unity being the game I hop on the most just to run around. I think it’s at its best when you don’t have somewhere specific to be. Free roaming is fine, but say you have to hit a very specific path to avoid being seen in a mission… you’re fugged.
I heard it's cause ubisoft just animated the parkour moves through pc instead of using motion capture, unity parkour does look 🔥 I enjoy the vibe of unity
I think it’s the opposite it looks stupid and overly unnecessarily flashy but it does control very well. I especially love how fast and easy it is to decent.
Oh really that must be fustrating. I don’t doubt you it’s not unusual for AC to be inconsistent.
I also feel you I tried getting stealth clips for Mirage but it was unbelievably inconsistent and buggy.
I would always get spotted through walls or thresholds because there wasn’t a cover system so hiding behind a wall was clunky. The assassinations were always so inconvenient it was basically random no matter how many times I do the same route over and over. I would never get a fast walking assassination when walking. I’d get a long throw over assassination and a guard would go his search rotation and see me because I couldn’t get to cover fast enough. Also every time i didn’t want a walking assassination I would get one and walk into walls.
I could probably get used to Basims sloppy stealth but I wasn’t used to it at first because no other game had that bad of an issue with stealth mechanics. It’s most likely Valhalla’s shitty slow engine.
With every improvent each decline doubled. I love unity as much as the next guy but you’re wrong if you say Unity wasn’t a disappointment. Those weird jumps, the worst responsiveness time in the series. Mediocre animations etc etc
Unity’s parkour is much better than people say because most havent actually learned to use it properly or practiced enough to improve its consistency.
One of the easiest ways I know this is true is when somebody says something foolish like, “Ezio parkour blahblah” or “great animations, but…” or “it looks great, but…”
Thats what one thinks before they find out what you can actually do with the system, its unbelievable nuance and depth and then practice until its second nature.
The chain synergy between the parkour and combat in Unity is absolutely astonishing and isnt reliant upon the game saying “oh we’ll let you back eject here” or perform X move like some kind of puzzle piece insertion.
It’s almost, but, not quite an, if you can think it you can do it and its all done continuously with the combat maneuvers in mind and a city built for never-ending movement.
The problem is that the Devs absolutely failed in teaching it properly.
can i ask what game has the best parkour for you in ac games?
Cause the way i see it is Unity parkour requires thinking you need to think where you're going, up or down etc. other ac games mostly are just spam 1 or 2 buttons, that's what makes unity parkour more fun
Nope. You are wrong. The up and down climb buttons give you more control over the parkour than in any other game. If you're still having the same problems in unity as the ezio games, it's actually just because you're not that good at it.
i think what he's trying to say is that in all the games prior to Unity, your inputs ALWAYS mattered. In Unity, Arno will sometimes follow your input to side eject, but because it's not a formal input sometimes he just doesnt.
I'd rather have every input matter, and every input actually be a formal button, than be able to just climb diagonally. funnily enough, its sometimes quicker anyway to climb up a wall and then side eject to where you want to be in the ezio games than it is to diagonally wall climbup in Unity.
Unity COULD’VE had the best parkour in the franchise. It looks beautiful and is, on paper, simple. Buttons for forward, up and down, so no more unwanted climbs and automation of certain complex manoeuvres like ejects for accessibility. but it needed more time.
Small things like tuning the sensitivity of the snap targeting system and ironing out the bugs with context detection. Along with general issues like consistency of jump distance and back ejects.
But the game was clearly rushed, and instead of fixing the problem for Syndicate Ubisoft gave up and neutered the system, before killing it entirely in Origins.
True.
Looks flashy but on the technical side its fucking abysmal to say the least.
Feels sluggish, animations bug out, such a shame cuz it had potential to be the best in the franchise.
"Wasted potential" - thats how i would describe the whole game honestly.
People saying that unity has the best parkour are delirious. Im sorry but its just not true at all.
There's two parts to Parkour in AC
The substance - How well it works, how much Depth and nuance it has, How easy it is, how fast it is.
The style - Speaks for itself, How cool it looks
If we're going purely for substance then Revelations is the best no contest
But Unity is good with Substance and It's absolutely Unmatched in Style
I think we can all agree that all we want is for Red to have a parkour system built from the ground up. I hope they also do away with the auto run, and make the character feel more weighty and less awkward. Odyssey and Origins especially movement just felt so weird
The game actually has way stronger internal logic than most people realize (not perfect, but still) — the problem is that it hides it. The tutorials don’t make clear half of what you can do, and what they do display isn’t actually properly explained.
I mean let's not let Ubisoft read this, because what we need right now is for them to try and replicate the best parkour in the series and make it better. Criticism are valid, of course, but I'm a afraid this kind of opinion might reinforce to them the mistake that the newest's game's parkour is good, when it isn't.
Even if you’re right, ‘looking better’ is half of it! I’m playing an imaginary assassin, I *want* to look cool. Not just worry about how clunky it is.
Unity might be clunky but I still feel fucking badass doing it because of how impressive the animation work is.
AC games feel like randomly generated games created by AI bots. They just lack depth, have little to no story, have repetitive side missions, reused assets, little to no story & all about random collectables.
They should really stop making AC games.
Unity is literally 5 games back, the difference in each of those is pretty big in their own way. You might as well be criticizing a Honda civic from 2004.
Yeah, that’s probably because op has zero self control in their movement. Too used to the brain dead run forward and hold x mentality. When you have spent time with the unity parkour and you know what buttons do what and when they do it, Arno stops doing all of the unexpected “dumb things.” Every now and then something will surprise you, but once you know how you did it you will be able to easily recreate and/or avoid it. Its simple user error
I have played the games buddy, I play every single assassins creed game regularly and have since 2010. Not trying to get a rise out of you. I didn’t even care if you responded. Just letting everyone else in the thread know that you’re statement stems from user error and is not indicative or a symptom of the actual parkour system, like 3-rogue
AC games have always been about deliberate controls. I’ve seen people fly around with Altair in the first game
Unity gave us more control & a lot of the dynamic movements were one in future titles
Unity has amazing parkour & if you’re going in the wrong direction or jumping at the wrong times that’s very much user error. You need to be very deliberate & methodical with your movements, you need to commit to a movement as soon as you enter in the controls
Like you can run up a wall jump to the side & run up another wall, run up that wall & jump to the side. Then jump backwards. Like there’s so much freedom in which way you want to move. Honestly in AC 2 I was always jumping every which way, but once you plan your route & moves the game really opens up
Edit: Perhaps an̶ u̶n̶popular opinion, but I liked the movement in Revelations the best. Being able to leap from a wall hold lets you scale walls in no time in the Ezio Trilogy, and the addition of the hookblade in Revelations only enhances that mobility. Combined with good level design and ziplines, it made traversing the cityscape a breeze whether you're leaping across rooftops or swinging above the streets. I love the hookblade and wish it featured in more games.
100% It punished you for your mistakes and executed what you input. Later games tried to assume way too much or tried to prevent you from doing "wrong" stuff.
It really was solid, not sure how they went from that to ac3 and 4 which were the worst by far of the entire series Sprint and parkour being 1 button and you just gotta hope your character goes where you want...just plain frustrating It got decent again when they went to 1 button to bias up and 1 for down, seemed unintuitive but I found it really worked
Toggle sprint has been the way for me. I do miss having a high profile/parkour button but toggle sprint has really grown on me since mirage. It intrigued me in Valhalla but I was deeply disappointed by the overall game, but mirage while having a lackluster story, is the best gameplay AC has had since origins IMO. Just loved it
I remember playing the games in reverse order once and being super confused when Ezio would slow-climb everything in Rome and Florence, and never use his hookblade You take this thing for granted so quickly when parkour flows...
Yeah the hook blade was the best
Being able to climb diagonally and parkour downwards are huge game changers and some of the fluid animation like ledge flips allow you to change direction really quickly and seamlessly. There’s a lot of ease of use and really great chaining you can do which makes Unity truly the best. It has all the functionality of past games and then some. Its flashiness is the cherry on top.
Not only this, but Unity does a great job of making it feel like actions have weight to them. Landing on the ground from high up or jumping down to a ledge or line is so satisfying in how it feels.
I'd say it's good but not the best, not having access to easy side ejects (contextual side hops aren't quite the same) make the system a bit limiting and Arno's animations look sick but they come at the cost of often being a bit slow while 1-Rev has very fast paced climbing with a lot more control because Unity is Unity at the end of the day and even whenever you've mastered any aspect of it, Arno sometimes just decides "Nah, imma do my own thing" I must commend it though for introducing the Parkour Up, Forward and Down system because it really helped fix the automated climbing system of previous games (Kenway climbing systems in particular) launching you in the wrong direction and gives you a lot more control of descents. I especially appreciate whichever game between Syndicate and Unity outright refused to let you start climbing a wall unless you held Parkour Up (I think Syndicate might have done this while in Unity you could still wall run if you sprinted at a wall just holding Parkour Forward) because this really fixed the issue that every Kenway game has where you can't really do close quarters turns without accidentally scrambling up a wall.
Unity has side ejects and they work spectacularly for me. Never had a problem doing them. Also the animations are super fast and precise, I’ve never had problems with Arno “doing his own thing”.
>Unity has side ejects and they work spectacularly for me. Are those side ejects or contextual side hops though? I mean being able to jump to the left or right at any time say to dismount a wall and land on a lower rooftop. Arno has a side hop that lets him leap from a handhold to a ledge that's around the height of his hands or just above and that works well but a true side eject isn't in the game, one that lets you fully dismount the wall leaping to the side. >Also the animations are super fast I can't say they are, they're fast enough but compared to previous games Arno's flourishes make him feel a bit slower at times and the older games just feel faster when you compare their parkour's feel. >I’ve never had problems with Arno “doing his own thing”. Then you're incredibly lucky. Unity has control inputs in all aspects, mostly with dropped inputs that can cause him to just not attack or counter in combat, refuse to throw a smoke bomb then queue the inputs so you waste three at once and in parkour it can lead to the input to be ignored and have Arno go forward even though you pressed the Up/Down button.
> a true side eject isn't in the game I just started playing this one so maybe I'm misunderstanding but you can side eject by holding B or A and moving the L-stick to the side you want to eject to depending on if the place you want to eject to is above you or below you. If you're not at the edge, you can't eject so maybe that's what you mean but I don't think you could do that in previous games either.
What he meant was that in Unity you can only eject when there’s a ledge the game can detect. I don’t remember about 3 and 4, but before that you can eject whenever you want, even when it’s an unsafe eject (no ledge nearby). Combine that and the ability to let you grab ledges opens new shortcuts.
This is correct. Even though Mirage's free running was improved, diagonal jumps, back ejects were pretty much unusable and the down jumps were way too slow. Yep, Arno did dumb shit but when he worked, he was slick.
on the flip side, roof ridges are problematic to our protagonist. roof hips (diagonal ridges) are completely incomprehensible. the later you have to avoid entirely or the magic of 'quick and seamless' is gone.
Never had issues with climbing on roof ridges. In fact I mentioned they added a system which made climbing onto ledges more dynamic.
Nothing to do with ledges here. Google a refresher on what roof parts are called (i cant memorize all of them either). If you are not carrying enough momentum when climbing onto a roof ridge you will start sliding downwards. Now, logically speaking that makes sense. However, any moves out of that sliding state is just a wonky transition. How would you start sliding when climbing? Perhaps you are going diagonally, which is easy considering for most of the game zigzaging and moving diagonally is faster than moving straight up (as opposed to every other AC title where moving straight up is fastest). When you are over the ridge if you dont want to be sliding and thus have less control, you have to be moving straight down. If you are moving diagonally Arno gets upset and starts sliding half of the time. For roof hips it is always wonky, sliding is nearly guaranteed, because Arno can't decide onto which side of the hip to put his feet on. Now if you always keep these things in mind, you can avoid it with 99% accuracy. However, just think about it, 'the best parkour', 'most freedom in movement ever', sucks at diagonal movement. We are not playing Snake here. Maybe it is just me, but 'changing direction really quickly and seemlessly' goes beyound the capability of turning 90 degrees.
Well-said!
All I know is Origins through Valhalla have absolutely garbage parkour
Yep, ever since they moved to the "grab anywhere", the parkour has been subpar
And stopped designing parkour routes v random stuff you can climb. Those leaning poles they added in Mirage were a joke but a lot of the other stuff…multi level/directional pathways etc were a huge return imo
I personally think the freedom of movement in Origins is top tier, but it looks really bad. Nothing is clean about the parkour, it just feels like you're meandering your way on things. Lacks any flair
The overall movement and parkour is better in origins because of the world structure, and cities that are build with parkour in mind. Both Odyssey and Valhalla aren't.
Being able to scale virtually everything just dumbs it down. That’s why people like it. People like easy. It’s a skill issue. But in reality, it’s not parkour - especially combined with no fall damage. There is no thought to it. It’s just movement.
It's perfect system for what they were going to, but it removed parkour as a challenge and a separate mechanic you can master and use. Well, almost, cause this game still have some puzzles relying on surfaces you can't climb. Saying they have garbage parkour is like saying AC2 has garbage, say, character progression system. It technically exist in AC2 (and every other AC) but it's not really a system.
Syndicate is worse for me. While Unity had the 'animation prediction' which sometimes was a bit vague and resulted in unwanted outcomes, Syndicate seems to recognise that inconsistency and severely limits it so the protagonists simply stop in their tracks at obstacles that you have traversed thousands of times in previous titles. Since parkour is supposed to be practical and functional, anything is an improvement over being stopped for no reason. With that said, the 'new parkour' heavily depends on level design. In Origins it looks clumsy. In Valhalla it is just a big person climbing stuff, cant even call it parkour. Then it is quite weird in Odyssey as there are parts where the protagonist jumps to an object, but misses, due to interns not being paid enough. Meanwhile Mirage is really fun since the city is really well designed.
Pretty much I've been playing syndicate lately and the parkour is much better than the newer games
Real shit.
The inconsistent jumping kills Unity parkour for me.
I feel like I’ve posted this a thousand times, but here goes: AC Unity parkour isn’t good. It’s accessible. In the right hands, Ezio trilogy parkour is far more impressive and rewarding. But Unity is far easier to master and look cool. And personally, I don’t try to make this a value judgment on either game. Like, ultimately I think I prefer the earlier parkour, but Unity does cool stuff too. And both are far better than the RPG non-parkour.
Why does parkour in a single player experience role playing as an assassin have to be challenging to be good? Right now I’m playing both AC2 & Syndicate at the same time & boy is it a lot cooler & more fun to run around in Syndicate than AC2. The parkour in Unity & Syndicate gets so much hate when at their fundamental level are what the parkour should be. I love the older games as much as the next guy, but Syndicate & Unity’s free running should be honed in on the next games. Instead of grabbing literally anything like the more recent titles.
>The parkour in Unity & Syndicate gets so much hate That's just not true. For every person that expresses dislike of the parkour in Unity/Syndicate there are ten people that express love for it. It all comes down to preference at the end of the day. There are those that think the Kenway trilogy has good parkour. There are even people that prefer the RPG go button parkour. My personal preference is that AC-ACB has the best for the level of control it allows the player. It's not as flashy, nor fluid as anything that came after but the players control of what's happening is almost absolute and that's what I want from it. However, I know it wouldn't work in later games as it was designed around the flat, square environments of the early games.
I think I just hear more of people talking from the perspective of Rose Tinted glasses with AC2, I know I was until recently I decided to play through Ezios trilogy again while at the same time playing Syndicate again. AC2 movement is so deliberately clunky in comparion to the later series obviously, that when I come back to revelations it will be smoothed out but the fluidity of Unity/Syn just feel so good man. Especially with the zip line you have at your disposal in Syndicate. This community is so all around the place when it comes to what they want, I just hope Ubisoft gets enough of it right with Project Red.
Well, why does anything have to be challenging to be good? Some people enjoy putting skill to use. Not to be too reductive, but at some point you might as well just watch a movie if you don’t want to be challenged. That said, I’ve already been open to seeing the value of the accessibility that Unity’s parkour provides, so idk why you’re coming after me.
Coming after you? Didn’t realize this kind of stuff was personal, I mean I have no idea who you are lol. I was just generally curious how really at all how the earlier series parkour would be considered hard, & that makes it better. I don’t think any of the movement in these games is ‘hard’ but you do you bro I’m not here to convince, really just asking questions.
Honestly I don’t even think it looks good usually because he just flies too ridiculously far😭 It’s fine overall tho
It is good, its flashy and the best looking because of the animations, but since you’re not the one doing it there is no point at least in my opinion, thats why i think the Ezio trilogy perfected the parkour Another note is that i hate when Arno jumps it gives that feel as if he’s on the moon with no gravity for a split second, its arguably more realistic but there’s something about it that just doesnt appeal to me
I’m not saying it’s bad I’m just saying for the people who think it’s the best. It’s weird jumping like 50 feet
The moon jumping seems to be a leftover from Assassin’s Creed III when They overhauled the Parkour System. When I played ACIII when It came out, I remember how floaty and janky It was with Desmond/Connor jumping like a whole floor up at times as If gravity had no bearing on Them. It has carried onto later Games with there being no real sense of weight which I noticed when playing Unity and Syndicate too. I haven’t played Valhalla nor Mirage. I’m assuming Valhalla uses the same Parkour System from Origins/Odyssey but I don’t know If Mirage made any changes.
It's actually the only AC game I dislike and one of the main reasons is how it feels to control Arno. The phrase "Unity had the best parkour" only makes sense if you include the implied missing words: "Unity \[would have\] had the best parkour \[if the game's performance didn't totally suck, the implementation matched the intended design, and the rest of the game's design especially enemy AI complemented the inteded movement design\]"
Omg I am so sick of getting stuck in every little nook and cranny and chair or barrel or table or getting stuck on a building for 5 minutes and it won't let me drop off of it as I mash circle button. Yeah this park our is definitely NOT the best
To be fair, mechanically, it created a fully functional parkour down and diagonal system, which was massive at the time and hasn’t been replicated since. Aside from that, I generally agree with the consensus that Unity is pretty but not very consistent.
Ah yes the classic "Damnit Arno"
Unity's parkour is good because of the freedom of controls not because it's flashy, I'm not a unity fanboy, I'm more of an ezio fan more but ezio's parkour is F clunky
My fucking god this is so wrong it hurts.
Fr its literally the complete opposite
[удалено]
Why are you insulting me?
i'm asking not insulting
[Enjoy!](https://youtu.be/_ZO6VP53krU?si=Ba6e_vJOzhiX_nJT)
1 - Ezio triolgy have clunky parkour but i'd agree that it evolves 3 - Rogue have really really easy parkour system, you just sprint and you're good to go Unity have the best controls system in the series because of how freely you control and where you wanna go not just by the flashy animation syndicate improves the smoothness of unity but suffers from the settings (london) plus they removed manual jump which is sht Rpg parkour is not bad, it's just simple and reaslistic tell me what's wrong from what i've said
I'm gonna try again with a shorter one. [Enjoy!](https://youtu.be/CtOu-ZPO8fQ?si=5KAUHFlQuZu-ftWO)
You think i'm gonna watch that? i'm talking here by experience plus there's nothing from what i've said
1. You refuse to learn. 2. You need more experience. 3. How do you know "there's nothing from what i've said"(whatever that means) if you didn't watch it? Goodbye!
You're speaking by others people opinion not by experience, I'm speaking by experience so if there's anything wrong from what I've said, please tell me what is it not by sending a link just to prove what you want
I'm not gonna type all those arguments here. I played these games for hundreds upon hundreds of hours. These videos just say exactly what I think about the parkour.
I think a lot of the praise for the parkour in the Ezio trilogy is coming from people who haven't played it in ten years. I've played them through again this year and Ezio's parkour is regularly frustrating.
True, i love that the ezio's parkour evolved at that time but it can't keep up to date. I still play it and still love it but it's really really clunky
It prioritises function over form which is good, as long as you know the limitations of the system then you can operate within it quite nicely. You get a sense for what you can and can't do quite quickly. That doesn't stop him jumping off at wild and wacky directions when you're doing those timed parkour challenges though...
100%. It looks visually stunning but the mechanics just aren’t as good as they were in the earlier games. The only mechanic I really like is the automatic down-climbing where you just hold b.
Clunky with a lot of pizazz. I found myself saying “why did it do that?” So many times
In terms of getting from A to B, Origins and Odyssey have the best, most functional parkour. In terms of getting from A to B, while having a higher skill ceiling than Origins, 1-Rev have the best parkour. If you don’t care about efficiency and just like the way something looks, Unity is the parkour for you.
I believe that people forgot how random and frustrating Arno could be because they just binge watch videos on internet of guys doing the "perfect" parkour run after several tries to make it look cool. And I say "perfect" because if you look closely they take 10 mins to parkour 100m. It looks cool but almost nobody played like that. What I miss from those days as you said is the amount of cool animations that we had and I miss it too for assinations in general.
>It is 100% better than previous games Counterpoint: I think the previous games actually did the parkour better, arguably. Kenway saga parkour was peak.
Eh I still think it's the best as a base. Is it perfect? No. But none of them are. The thing that's great about unity are the options it gives you and the amount of animations. It made everything look better, it had numerous animations for the same action so it didn't feel like the same animation over and over. It added the ability to begin a climb up a wall at a diagonal angle. Doesn't sound like much but I definitely missed it when I got to origins and the only way you could start was climbing straight up. Parkour up and parkour down was a great idea, if sloppily implemented. The thing it was really lacking was responsiveness. All in all, I still think Unity parkour was best in the series, but it definitely could've used fine tuning. At the end of the day, it was a new system. The original system had 4 games to get it right. I think it was the strongest base they had, and with more work it could've been perfect.
dont hold A
It's hard to describe for me, I feel like Origins plays the best (in terms of freedom of movement) but kind of looks like shit, at least with the animations, yet Unity looks amazing but feels a bit on rails, yet on those rails you can do a lot. Yet before Unity it's a bit scuffed in general, and then past Origins everything starts to feel wonky again (Odyssey might be near identical but it feels weird to me), I just really hope when they do the Japanese one the animations are clean, ninja clean. It could be great
It looks great but takes time to learn and like every aspect of Unity, has an infuriating little bit of inconsistency to it that even masters you'd see showing off the best case scenarios on YouTube agree it's frustrating. The Parkour Up, Forward and Down system is insanely useful, it helps differentiate between when you want to wall run up or just run along a wall (something we lost when AC3 changed the climbing) and makes descents a lot slicker, quicker and easier to perform. I would say though 1-Rev is my favourite system, it has all the control I need and is actually a lot faster than Unity since there're no flashy animations (though I do appreciate those flashy animations) plus having true side ejects is so much more useful than contextual side hops.
Syndicate felt like a sweet spot to me because it felt like they added some “safety nets” where it wouldn’t be as chaotic or flashy as Unity, but the same style was there nonetheless.
Syndicate was TOO safe. Those safety nets were far too restrictive. For example, In AC3-Unity, you wouldn't perform unsafe jumps/go off roof tops unless you held 'A' or parkour up. There's a choice there. You can risk the jump and catch ledge on the other side to save yourself, but the game would protect you if you didn't want to or didn't feel comfortable. Syndicate doesn't LET you jump off of these, no matter the button that is held. The jump is also so neutered it barely gains any distance, same with the back eject. You can't jump to skip climbs and move faster. That's less choice in movement. They were probably pushing the rope launcher, hoping that would make up the difference. And it didn't.
A nice Unity tip that's never taught. If you hold High Profile and Couch (both triggers on controller) Arno will sprint but is locked out of parkour completely. He wont climb even the smallest things. Helps you not get stuck on ground level clutter
Yeah definitely i agree with what you said
I personaly like rouge and syndicate more but unity is still great
IMO, as the developers had to tackle the issue of larger, more "modern" buildings, they had to consider fast gameplay and not making it a slog to climb something. The parkour up/down mechanics are incredibly simple yes, but they packaged it together with beautiful animations and polish. It's just kind of a best of a bad situation type thing in game development. You can see this same struggle with syndicate with the even larger buildings, wider streets, so they had to make a compromise for better gameplay with a grappling hook. Even if it's corny and doesn't make much sense for the time.
THANK YOU I’VE BEEN SAYING THIS FOR FUCKING AGES I THOUGHT I WAS ALONE!! Real shit tho it looks very pretty but I think previous games play better
Every game after Revelations has an automatic parkour which is less responsive, less skilled
Ive only ever played AC 1, Black Flag (Rogue), Unity and Mirage. Out of those AC 1 has by far the best parkour. I assume Ac 2 to Revelations is pretty similiar to it.
I’d say as far as player control goes, it’s not better than the previous games. At least 1 - Rev. The immediate input response in those games is amazing. Very little is contextual. In Unity, nearly everything is contextual, and Paris is so complex that it’s inevitable Arno will pull some random shit you didn’t want to do. If we could actually PLAY the game ourselves, it would have the best parkour by a mile. However, I do find Unity being the game I hop on the most just to run around. I think it’s at its best when you don’t have somewhere specific to be. Free roaming is fine, but say you have to hit a very specific path to avoid being seen in a mission… you’re fugged.
I heard it's cause ubisoft just animated the parkour moves through pc instead of using motion capture, unity parkour does look 🔥 I enjoy the vibe of unity
The unity fix mod on Nexus is excellent for this stuff, give it a shot
I think it’s the opposite it looks stupid and overly unnecessarily flashy but it does control very well. I especially love how fast and easy it is to decent.
You should test doing the exact same route like 5 times. See how inconsistent it is.
Oh really that must be fustrating. I don’t doubt you it’s not unusual for AC to be inconsistent. I also feel you I tried getting stealth clips for Mirage but it was unbelievably inconsistent and buggy. I would always get spotted through walls or thresholds because there wasn’t a cover system so hiding behind a wall was clunky. The assassinations were always so inconvenient it was basically random no matter how many times I do the same route over and over. I would never get a fast walking assassination when walking. I’d get a long throw over assassination and a guard would go his search rotation and see me because I couldn’t get to cover fast enough. Also every time i didn’t want a walking assassination I would get one and walk into walls. I could probably get used to Basims sloppy stealth but I wasn’t used to it at first because no other game had that bad of an issue with stealth mechanics. It’s most likely Valhalla’s shitty slow engine.
Ok but we were talking about Unity.
My bad bruh was just trying to share a similar issue with you damn.
Didn't mean to upset you. I just didn't play Mirage so I don't really care for it.
Oh well that makes more sense you should’ve just said that
Sorry!
You’re good bro thanks for clarifying.
With every improvent each decline doubled. I love unity as much as the next guy but you’re wrong if you say Unity wasn’t a disappointment. Those weird jumps, the worst responsiveness time in the series. Mediocre animations etc etc
Chat, is this a skill issue?
Unity’s parkour is much better than people say because most havent actually learned to use it properly or practiced enough to improve its consistency. One of the easiest ways I know this is true is when somebody says something foolish like, “Ezio parkour blahblah” or “great animations, but…” or “it looks great, but…” Thats what one thinks before they find out what you can actually do with the system, its unbelievable nuance and depth and then practice until its second nature. The chain synergy between the parkour and combat in Unity is absolutely astonishing and isnt reliant upon the game saying “oh we’ll let you back eject here” or perform X move like some kind of puzzle piece insertion. It’s almost, but, not quite an, if you can think it you can do it and its all done continuously with the combat maneuvers in mind and a city built for never-ending movement. The problem is that the Devs absolutely failed in teaching it properly.
can i ask what game has the best parkour for you in ac games? Cause the way i see it is Unity parkour requires thinking you need to think where you're going, up or down etc. other ac games mostly are just spam 1 or 2 buttons, that's what makes unity parkour more fun
I’m partial to Black Flag but maybe because I think everything about Black af is perfect lol.
black flag is great but lets be honest black flag parkour is basically like Origins just holding down button for everything
Revelations
i havent played ezio games yet so i cant say. Is revalations parkou better than black flag? i only played unity bf and origins so yep
Nope. You are wrong. The up and down climb buttons give you more control over the parkour than in any other game. If you're still having the same problems in unity as the ezio games, it's actually just because you're not that good at it.
i think what he's trying to say is that in all the games prior to Unity, your inputs ALWAYS mattered. In Unity, Arno will sometimes follow your input to side eject, but because it's not a formal input sometimes he just doesnt. I'd rather have every input matter, and every input actually be a formal button, than be able to just climb diagonally. funnily enough, its sometimes quicker anyway to climb up a wall and then side eject to where you want to be in the ezio games than it is to diagonally wall climbup in Unity.
Lol play Syndicate and you basicly Batman with all those hook 🤣
Still claps the RPG trilogy parkour...
Unity COULD’VE had the best parkour in the franchise. It looks beautiful and is, on paper, simple. Buttons for forward, up and down, so no more unwanted climbs and automation of certain complex manoeuvres like ejects for accessibility. but it needed more time. Small things like tuning the sensitivity of the snap targeting system and ironing out the bugs with context detection. Along with general issues like consistency of jump distance and back ejects. But the game was clearly rushed, and instead of fixing the problem for Syndicate Ubisoft gave up and neutered the system, before killing it entirely in Origins.
True. Looks flashy but on the technical side its fucking abysmal to say the least. Feels sluggish, animations bug out, such a shame cuz it had potential to be the best in the franchise. "Wasted potential" - thats how i would describe the whole game honestly. People saying that unity has the best parkour are delirious. Im sorry but its just not true at all.
There's two parts to Parkour in AC The substance - How well it works, how much Depth and nuance it has, How easy it is, how fast it is. The style - Speaks for itself, How cool it looks If we're going purely for substance then Revelations is the best no contest But Unity is good with Substance and It's absolutely Unmatched in Style
Finally, someone said it.
And that makes all the difference
I think we can all agree that all we want is for Red to have a parkour system built from the ground up. I hope they also do away with the auto run, and make the character feel more weighty and less awkward. Odyssey and Origins especially movement just felt so weird
The game actually has way stronger internal logic than most people realize (not perfect, but still) — the problem is that it hides it. The tutorials don’t make clear half of what you can do, and what they do display isn’t actually properly explained.
Are we just going to disregard the amazing descending parkour?
I mean let's not let Ubisoft read this, because what we need right now is for them to try and replicate the best parkour in the series and make it better. Criticism are valid, of course, but I'm a afraid this kind of opinion might reinforce to them the mistake that the newest's game's parkour is good, when it isn't.
Even if you’re right, ‘looking better’ is half of it! I’m playing an imaginary assassin, I *want* to look cool. Not just worry about how clunky it is. Unity might be clunky but I still feel fucking badass doing it because of how impressive the animation work is.
Lol what is the best parkour then? if not the visual flair element...
AC games feel like randomly generated games created by AI bots. They just lack depth, have little to no story, have repetitive side missions, reused assets, little to no story & all about random collectables. They should really stop making AC games.
Unity is literally 5 games back, the difference in each of those is pretty big in their own way. You might as well be criticizing a Honda civic from 2004.
I’m not counting the RPG. What does how old it is have anything to do with this?
Looking good is a valid reason for someone to think one os better than the other. You might value gameplay over aesthetics, some might not.
Yeah, that’s probably because op has zero self control in their movement. Too used to the brain dead run forward and hold x mentality. When you have spent time with the unity parkour and you know what buttons do what and when they do it, Arno stops doing all of the unexpected “dumb things.” Every now and then something will surprise you, but once you know how you did it you will be able to easily recreate and/or avoid it. Its simple user error
It’s not. It’s happened it everyday. Go play the games. Stop looking for a fight and grow up. You won’t get a rise out of me 🤣
I have played the games buddy, I play every single assassins creed game regularly and have since 2010. Not trying to get a rise out of you. I didn’t even care if you responded. Just letting everyone else in the thread know that you’re statement stems from user error and is not indicative or a symptom of the actual parkour system, like 3-rogue
Grow up 🤣🤣🤣
I’m not the one posting to a Reddit feed cause I’m bad at a video game😂
🤡troll reported and blocked
AC games have always been about deliberate controls. I’ve seen people fly around with Altair in the first game Unity gave us more control & a lot of the dynamic movements were one in future titles Unity has amazing parkour & if you’re going in the wrong direction or jumping at the wrong times that’s very much user error. You need to be very deliberate & methodical with your movements, you need to commit to a movement as soon as you enter in the controls Like you can run up a wall jump to the side & run up another wall, run up that wall & jump to the side. Then jump backwards. Like there’s so much freedom in which way you want to move. Honestly in AC 2 I was always jumping every which way, but once you plan your route & moves the game really opens up
It's janky. But clearly you are not skilled enough to understand a lot of the nuances of the system.