We should talk about Assassin's Creed Shadows parkour

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I like it but yeah... kinda sticky

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AC should have a momentum gauge or some kind of hidden mechanic where you move faster and play faster animations when you play smoothly and is diminished when you do things like climb straight upward, run into npcs etc. momentum could also speed up your stealth movement and play fast assassination anjmations.

ZackThoreson
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I also like the flair, but the lack of ability to maintain momentum makes it look pretty unsatisfying. When she reaches top speed on rooftops during her ninja sprints, it looks very fun, and if you could keep that flow and flip into her runs more smoothly I think it would be perfect for what the game is offering

protectbabysif
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For a game about movement, practically every jump killing your momentum is like you taking damage whenever you land a hit on someone in combat, it kills the reason to do it.

The architecture alone already looks like it has little room for directional changes, ejects and general pathfinding, looking like a rooftop running game rather than one about fine control and movement, but if trying to diversify and take a different route causes constant slowdowns and stutters, it makes it almost pointless.

What we truly need is momentum. Reward careful pathfinding and efficiency with speed, and don't slow things down for no reason.

Honestly at this point I'm doubtful we will ever get a parkour system that feels truly perfect. We got so close more than a decade ago but it's just straying further from what made it so good to begin with. Create as many animations as you want, but it's the feel of control that matters the most.

thebulletkin
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All I need from the parkour is manual control for side and back ejects. I never realised how much I used it in the Ezio & Kenway trilogies once it was gone in the RPG games.

jellyman
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After 15+ titles theres really no excuse for parkour that feels anything short of buttery-smooth. I understand that they changed engines and things over the years, but climbing and jumping traversal is a pillar of the series and by this point we should be seeing significant improvements over the earlier titles, and there simply hasn't been much.

scissors
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I liked the stickiness in Valhalla actually it made sense for a 200 pounds viking woman carrying an axe on her back to parkour that way, but for a 100 pounds ninja it should be way smoother

mrmeme
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Ubisoft and Bethesda- are never gonna change.

zayam
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I like the flips and the movement of Naoe in a lot of areas. Her crouching animation actually reminds me of Splinter Cell Chaos Theory to some degree.
But it's like you said, the flips doesn't carry momentum and looks like she is floating in the air for a short second before she continues falling down.
That needs to be addressed.

Optimus_Bull
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It's the same system since Origins with a few flips and a grappling hook. Let's overanalyze things when they have a NEW parkour system, maybe with Hexe. Unity's parkour while looking cool is Youtube shorts is a mess, which is why the devs probably don't want to go back and untangle that nightmare. The world also looks far closer to the RPG creeds than the city focused ones, the cities here seem clearly secondary.

MrHazz
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The removal of a dedicated jump button has made AC's parkour worse imo. Being able to jump and actually time your movements properly was what made the parkour feel smooth, only once you mastered it of course. It's why some players loathe Unity's parkour and others love it, if you master the mechanics it is one of the best with some exceptions but if you don't then it feels generally like a downgrade.

IndyMiraaga
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As someone who’s only been a fan of AC since Odyssey, it’s always fascinating watching people pay such deep attention to animation and feel and spend tens minutes of just saying how “good” the parkour animation is. Don’t get me wrong. I can talk for freakin hours about the themes of the Like A Dragon games, or praise the simplicity side of Far Cry or shout how smooth Mad Max feels as a game. It’s just fascinating seeing my own over analysis be covered by this youtuber or like Whitelight. It’s cool seeing how some people and fans notice things so many don’t even notice.

Moealex
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How many backflips that defie gravity can make this game shittty

Gavinwiggles
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I've been waiting forever for Samurai setting and really hope they do the culture justice... I was so close to visiting Japan at one point. I had experience with modeling and in late 2015 I was in contact with Capcom about the facial likeness role of Leon for the Resident Evil 2 Remake. I failed to mention I also have a voice acting background, in the end I lost the part and I can't forgive myself for wasting such an opportunity to visit place that inspired movies like Akira or Ghost in the Shell and artists like Toriyama San. Great video, as always

AnxMa
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I don't care what ANYONE says. Unity had the BEST Parkour in the series. Syndicate was a stripped down version of Unity's system, and everything after that was the "sticky" that people are referring to. AC was always very fluid with a few exceptions (AC3 and 4 with trees). The fluidity of your movement was more skill based than some are even aware of. If you felt hindered by the system, you were actually just unaware of the more advanced systems of movement not shown to you in a tutorial, but was still very much a part of the locomotion of the game. And Unity is the BEST example of that imo.

JelloFluoride
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At 1:29 she keeps a momentum. She came down from the rope almost vertically and all the momentum was vertical. She had to absorb it and then change direction. If you want to keep the momentum in such a situation, you have control the moment you release the rope and then you have to face another direction while in air.

VlReaderr
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People need to realize that the most of the animators nowadays are using presets with little to no editing, they are told to do so, to minimize cost.
A good example of how it should be done is MW2019's animations. They made over 15 different animations for each interaction, and each interaction is connected with dozen of other animations.

miljanvideo
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Yeah idk how I feel about this movement, can't we just go back to unity parkour? 😂

aimzfrr
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i wonder why they don't stick to what unity have done.

huhwerid
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The stickiness comes from where Ubi creates set animations on certain tiles. You have the "ridge tiles" where Naoe runs along, the "edge tile" where Naoe stops and performs a jump/climb. The game basically magnetizes you towards a certain part of the rooftop. This became really obvious with unity with how arno interacts to the world. Even older games are somewhat sticky such roof edges but it doesnt have the roof ridge to magnetize the character towards.

callmeivan
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It feels like character have some micro-stumbles or have a fear of stumbles.

ODEENStealthSurvivalGaming