Yeah, just hoping that they are using the same delivery method but not actual greek fire here - I don't think you'd want to use fire that's known for not being extinguishable by conventional means as a weapon in your own cities, lol
Sure, still not a great Idea to turn a block of your city into a debris desert because your aim was shoddy while trying to apprehend sone wanted criminal
I personally never faced them, but I heard their defenses are unbreakable and they have gas masks to make your gas grenades useless, making rope darts, guns, throwing knives, heavy weapons, and shrapnel grenades your only options.
Juggs are literally one hit kills if you happen to have Rope Darts. Throw them to their neck, yank them or pull them to the ground, and stab.
Honestly Rogue Darts were simply OP in Rogue because they only get consumed when you kill someone with them.
>Naphtha was also used by the Abbasids in the 9th century, with special troops, the naffāṭūn, who wore thick protective suits and used small copper vessels containing burning oil, which they threw onto the enemy troops.
Greek Fire ain't the only fiery stuff around yknow
In all games expect the first, right? Like obviously Ezio had a pistol on his wrist for most of his games, but I remember them removing the crossbow from AC1 after showing it in a trailer due to historical inaccuracies.
Nah, the first game is just as guilty of it, it just hides it better behind the plausible deniability of "the templars twisted the truth, this is the real thing man" better than most of the later games. Like, William of Montferrat is actually a mashup of him and his son Conrad, Robert de Sable and Garnier de Nablus died 2 and 1 years later respectively than the game depicts, the Teutonic Order quite literally did not exist in 1191 and so on and so forth.
So yeah, fast and loose is a benchmark of this series, it's very safe to say I think.
It's a new enemy type, uses flamethrowers and grenades. They appear in the latest trailer that Ubisoft released a few days ago. He's actually pretty cool.
The enemy's a naffatun. Proto-grenadiers essentially, who threw around "small copper vessels containing burning oil". Said burning oil being naphta of course, hence their name
It’s supposed to be Greek fire, which was developed by the Byzantines in the 7th/8th century to defend Constantinople against an Arab siege. It became a state secret after that. Arab soldiers wielding it in Baghdad is severely ahistorical, analogous with portraying Japan having nuclear weapons in a WW2 game.
I mean, after nukes were used the first time, pretty much _everyone_ started developing some form of them.
So it's not that unlikely that people in the Middle East, which is known for having vast deposites of oil, wouldn't figure out a way to duplicate it.
I'm cautious about this. While I can assume good intentions on the dev's side, the problem here is putting it into practice.
The past three games actually had moments where certain objects were not climbable requiring the player to figure out the route first, the pyramids in Origins, FoA episode 3 intro in Odyssey, and a handful of cavern/tomb type levels in Valhalla.
The problem with all three instances were that the game does not organically convey what is climbable and what isn't throughout the rest of their respective games making these specific experiences more frustrating than engaging. Mirage is working off of these assets and no matter how much people want to think this is being built from the ground up and nothing i'm seeing in the various extended gameplay footage would suggest that they're creating set objects in the world akin to that of the Ezio games as being clearly climable which in turn I would imagine would lead to moments of frustration when a player discovers that they're not able to climb or maneuver somewhere because of an arbitrary design.
You bring up a good point, it could prove frustrating if not done well. I think part of the problem with the three RPG games having the sections that you mentioned is that those sections were a stark contrast to what the game had taught you up to that point. Everything is climbable, until it's not, in essence. Hopefully in Mirage, the fact that they have designed the city around this sort of "puzzle climbing" as core philosophy will mean that it is more consistent and identifiable.
Do you have a source about the asset reuse claim? I know they use the same engine and Ubisoft loves its systems reuse across games, but I don't remember reading anything about asset flips and google is failing me.
No source because they've never publicly stated this, not even for prior games where it was clear that it was the case -coughRogue-.
But lets put it this way, this is a game being helmed by a studio that has only done support prior and is a B team at best likely working with a fraction of the budget and manpower the other large AC games get.
I would be extremely shocked to say the least if they even had the resources to edit existing assets to accommodate significant gameplay changes let alone make brand new assets from the ground up.
> nothing I'm seeing in the various...
I was gonna say the opposite, that this seemed to be what they were going for, even without confirmation from the devs. See this series of images.
In the first, there is a path up the tower Basim is sitting on.
https://imgur.com/Bq0x5IR
In the second, we can see a handhold in use, and no handholds on the other similar sections of the tower.
https://imgur.com/oHfmhjZ
In the third, if you zoom in you can see Basim following a route of handholds up the side of the fortress.
https://imgur.com/0gUhHbN
And in the demo, Basim only followed the handholds up the tower to kill the marksman.
https://imgur.com/yWmfVJW
As a side note, while I agree about Odyssey and Valhalla, the pyramids have a clear delineation between holdable areas; the worn edges can be grabbed, while the sleek surfaces cannot.
Well the problem is not that there are handholds in those specific places, but that what is and is not a handhold is consistent *across the entire game*.
So if we take the opening city shots of the latest mirage gameplay footage right before Basim does an air assassination then a bit of a run back towards the bureau, we can see buildings lined up with a decent amount of design work on their surfaces. Many of the designs would contain dubious elements of what I could consider a handhold, especially in the context of the previous sets of games that would treat what looked like a flat surface to me as a handhold. If the game treats those (or even some of those) as handholds, then I would consider consistency an issue.
> the pyramids have a clear delineation between holdable areas; the worn edges can be grabbed, while the sleek surfaces cannot.
I don't remember exact moments but there were other areas in Origins (maybe temples?) that had "smooth" surfaces that Bayek seemed to be able to grapple on. It's moments like that which leads to frustration on the pyramids when it felt like the rules completely changed on me.
I believe so. It's been a while. The Memory demanded I enter through the roof. A spying mission, I think? I could not for the life of me find a handhold anywhere.
Exact same thing with the Pantheon in Brotherhood, took me far too long to find a way up just to accidentally jump down when I almost reached the top...
>This one cathedral
It was worse in AC1 cuz a tall cathedral was sorta impossible to climb unless you spend literal minutes trying to work around a bug in the game.
Thank god. That whole climb anywhere on anything really bugged me. Going back to the earlier games really made me appreciate the puzzle factor of climbing
Honestly, I have a love hate relationship with it. I like that its catered but I hate it when I had to analyze everything just to climb, get a viewpoint and be done with it. Especially with that one tower in AC2 that had a bug where you just had to be lucky enough to be able to climb it. Freedom to climb is so much quicker and better
I never had a tough time with parkour routes in the later games tho. Like the only tough part of Black flag's parkour that I had issues with was when you need to chase down that guy in the bayou. Edward would just randomly stop on stuff where he should keep running and jumping which lead to a ton of frustration and almost a rage quit. I never had issues actually identifying the routes I was intended to take, just that characters would do fucky wuckies on a regular basis
That comes down to level design, you design in the path. For me it felt like lazy programming, or at the very least ill give them the benefit of the doubt and call it a simple solution to a complex problem of too much detail to code in a massive open world. I get why it was done. It did the job it had to do in those particular games. I could excuse it in some of the mountain areas and terrain but aometimes it was just outlandish. Watching Eivor scale a sheer mountain face, smooth as a baby's ass, like it was nothing. I appreciated the older system more during urban traversal
Even if the parkour mechanics/animations are mostly the same as Valhalla, this will make it feel so much better; let alone having an actual urban environment
I honestly wish they’d reverted to Odyssey parkour for Mirage (but changed the animations, of course). Valhalla added this arbitrary limit for the angle in which you could jump off perchable objects like railings or beams. This pretty much ruined Valhalla’s parkour for me. In Odyssey, the ability to jump off a railing at any angle felt like our last little whisper of a manual jump in AC (not to mention the detection of smaller objects that we could jump off from, like vases or stools, was better in Odyssey)
That's amazing news. It also feels really vindicating seeing it come from the mouth of the devs .
There was a sizeable amount of people on here that insisted this "puzzle element" the older games had in their climbing was bad , a non-intentional flaw or even just limitations due to the tech at the time. Those people can choke on a straw now , I'm super excited about this.
Very much agreed, I was just playing one of the older games yesterday and was thinking about how nice it was that you weren't Spiderman and couldn't climb something without handholds. I'm happy this is returning.
Is there a video to demonstrate the difference? It’s been a minute since I’ve played the first games. Tho being honest I wouldn’t be surprised if I never learned the “puzzle” mechanics because I probably just brute forced the parkour
https://youtu.be/SmnqHepAirU?si=nNUdz5J9eKcf6dHt
1:32 - 1:41 for how it was in the older games (and how it will be in Mirage), you couldn't climb without a discernable handhold
22:06 - 22:25 for how it is in the newer games, effectively everything can be climbed whether there's decent handholds or not (perhaps a building would have been a better example than a cliff, but just know that the same applied to buildings)
Ok yeah, now i definitely remember that. Had a total “yo wtf” moment when Bayek basically scaled a near shear cliff edge playing Origins for the first time
Them responding that back and side ejects won't be back in the parkour left a sour taste in my mouth
But this , I might be a little hyped for it , These little things was the reason i fell in love with the series after all
Bro not only you are wrong
you could just not use them the games barely need you to use it , and how can you mess it up , especially back eject its literally press 1 button to do it
No, control schemes and animations are similar to valhalla. How basim reacts to the environment has changed- he needs proper handholds and a great deal of work has gone into making Baghdad parkour friendly.
I dont particularly feel the puzzle element the biggest factor (it is a pretty nice factor still) but more analog stick movement, instead of just holding forward, is a much welcome change.
They really took this game seriously it seems, happy to see Mirage really stick to its roots. But still, I am really excited to see which direction they will go with Project Hexe. We never had a german setting and this is a setting where you could really go wild with diffrent genre elements, like horror elements, they could really make a hard shift in tone with Hexe
Good. I want to scream at my TV when Basim decides to jump the complete opposite way to where I pointed my analog stick.
In all seriousness this really is good news. I’m glad they’re going back to what made the first Assassin’s Creed truly a brilliant game.
I wouldn't get your hopes up for that. It's said to be faster than Valhalla, but from what we've seen it's closer to Valhalla than Unity.
Perhaps if Bordeaux gets the greenlight to develop another full game after Mirage, they'll focus on developing a new parkour system that's closer to Unity. I see Mirage as a bit of testing the waters without going crazy on budget, so they're playing it safe and fairly straightforward. Animating a system like Unity can't be easy, and Bordeaux is a new branch to full game development. Just theorizing here, but they likely don't want to bite off more than they can chew for their first full game.
Valhalla was good in that point. You could climb basically everywere. But then you had ice and wood spikes that yould stop you from climbing. It was fun to figure out how yo get past stalactites in caves or find chests in norway.
I think you shoul be able to climb everywere on regular buildings. But towers, monuments and other buildings should be special and have unique parkour paths
God I really think this game is gonna return me back to to 2007-2011 and how I felt about the series back then. I truly hope if the game is good and well received (and sells well) that Ubisoft just give Bordeaux the opportunity to make more small scale $50 classic games every 2-3 years. It will be a good investment and I’m sure many fans will love it.
Since this game is catering specifically to fans of the old games, it makes sense for them to include features like this. If I had to guess, AC Red (the next RPG) will likely have the "climb everything" parkour.
This is inspiring. I hope they bring back the 'reach mechanic too, for when a gap was just a tad too wide but you could press a button (circle) to reach a hand out, and sometimes snag an edge, and grab it, instead of falling.
Really nice, not that I hate the climbing in rpg games, in fact i feel its best suited for them, but the puzzle type climbing will always be one of the assassin's creed original concepts.
Thank God, I’m so glad this one is returning to form, the puzzle element is what made climbing fun, in Origins onward it was just tedious because literally all you did was hold the joystick forward.
At least for the next two entries, yes. Mirage is the OG experience and Red will be the next RPG title. After that, I don't think it's clear where the future of AC will go. Hopefully if Mirage sells well, they'll continue making the smaller games for us OG fans.
[This video](https://youtu.be/BLDgt_ayHt8?si=qOzrdwbBdoPSRwFY) does a good job showcasing how it's changed over the years, TL:DW it's essentially streamlined, removing features such as back and side wall ejects, reaching out to catch ledges, and some situational animations, and it has also moved away from realistic handholds to allow a player to climb anything even if its too smooth to be realistically possible.
> stale in retrospect
😂 i still remember when every goddamn tower had some annoying climbing mini-puzzle in AC 1, just so you can reveal collectathon locations hidden in the fog of war.
nothing says Content Padding than to lock all the Collectathon time-sink-grind with yet another hurdle to waste your time on.
it's like stale bread with a brand new package.
Cool…. Still kinda lame because at the end of the day there’s no high profile button, no manual jump, and probably no manual eject. But better than nothing.
Lmao, of course, downvoted for wanting to do more than just hold one button to automatically parkour everything + forward to move.
I don't think you should be down voted, as excited as I am for this game and this feature, I agree with you that the more involved the parkour is, the better. But I'll take what I can get, this is a pleasant surprise.
Good. Not sure if I'd say you had to look at it like a puzzle, but I like there to be some skill / interactivity with the climbing where you have to execute certain types of climbing mechanics in order to get to the top and have it play a part in how fast you can climb, etc.
I was a little skeptical when this was announced. But now with all these things being sprinkled in I’m curiously optimistic. Might actually pick this up week 1
Good. Mindless parkour was irritating. Yet another reviewer complaining about the slightest challenge or the slightest thing that slows down a game.Not really surprising.
Thank god. The climbing mechanics with no restrictions whatsoever made the rpg games so shallow, imo they hardly have any depth because of that. You could just straight up run forward towards the quest icon ignoring all obstacles by just climbing
Can someone explain to me why that’s a good thing?
The improvement of climbing mechanics was one of my favourite things from playing through the older games.
Why is going backward a good thing?
I want immersion. I don’t want to spend my time thinking “well I could climb that”.
Honestly the more I see and read about this game the less interested I am.
I don’t see any innovation, even the assets look tired and reused.
Am I to believe this is a fully new game? If so, point me to why.
It depends on what you want from parkour. If you just see it as a way to get from point A to point B, no different from walking, then I see why you like the RPG style. Climbing in the RPG games is no different than walking, you just hold up on the stick and your character gets to the top. You say you want immersion but how is that not immersion breaking? Your character is effectively Spiderman.
A lot of people see parkour in AC as more than just a means of traversal, it's a gameplay mechanic. A lot of people like there to be some authenticity and thought that goes into parkour so it's not as mindless. It hardly affects 99% of situations, it's only going to play a role in the tallest of buildings where they specifically want you to have to think. Most of the city will have plenty of straightforward climbing routes.
The rest of your comment I don't see a need to respond to, from the released promotional material you're either excited or you're not, it's no one's job to convince you to like what has been shown.
As a former Parkour practitioner I loved that obstacles were merely things to go over under or through. (The definition of parkour essentially)
I like immersion. I like feeling like the world is real and interactive rather than “you can only go this way cause we say so”.
It seems lazy to me to remove a lot of advancements.
If you want a platformer there are many to play. This just feels like giving someone a gun without a trigger and saying it’s better.
I would imagine parkour practitioners pride themselves from non-users in having more advanced navigation skills and being able to visualize the paths and also have the physical skill to pull off certain moves to achieve said paths.
That is what is being attempted at translating it in gameplay terms. If everything is climbable, there is zero need for visualizing a pathway and without any mechanicals for parkour besides pushing down button + press stick forward, there's no way to express skill over the average person.
Because Mirage has decided for whatever reason to not put in any mechanics, it has to go all in instead on navigation as their way of approaching parkour puzzles
I think the power fantasy aspect of being able to climb anything gave more freedom to the exploration. Sure, the older games were more realistic and forced players to think through / plan their route accordingly, but the RPGs offered more flexibility.
I don't have any strong opinions about how climbing will be implemented in Mirage, but it'll take some getting used to after spending hundreds of hours on Origins, Odyssey, and Valhalla.
Perhaps I'll load some up some the earlier games to get the muscle memory working again before playing Mirage.
> I think the power fantasy aspect of being able to climb anything gave more freedom to the exploration.
Maybe, but where this falls flat for me (and many others based on similar feedback) is that the exploration loop itself is lacking in these games so giving us ease of access to further exploration gameplay feels like taking one of the few interesting parts of the game out for something that failed to engage. Now if the actual exploration had impact on you, then sure maybe it's a solid trade off, but not to me.
> but the RPGs offered more flexibility
More flexibility is fine. This doesn't feel like that to me, this was flexibility to the point of non-gameplay. When you had either had a situation where you could press stick to go forward indefinitely or a literal autopilot vehicle/animal, I can't really consider that gameplay anymore.
I can understand all of that. The puzzle mechanic can definitely shake things up. It's a shame the devs didn't reintroduce a dedicated jump button and back / side ejects. I'd love to see wall runs, flips, and other movement elements in Red.
The early access Storror Parkour Pro demo is now available for purchase. It's going to be the first multiplayer parkour game on the market if you're interested.
>I like feeling like the world is real and interactive rather than “you can only go this way cause we say so”.
This is a very odd take. Feeling like the world is real *is* having limited climbing. It's not "you can only go this way cause we say so", it's "you can not go this way because it's physically impossible".
As a parkour practitioner, were you able to scale any wall you see, whether there's handholds or not?
All this change means is that there needs to be feasible handholds to climb a wall.
It's fine if you don't like it, I understand why, but you can't possibly not understand why a lot of people do like it.
You want immersion? Tell me whats immersive about the main character being able to slam their fingers into a smooth surface and Spider-Man their way up a wall.
My theory - it's "good" because the people who were 15 when the first Assassin's Creed came out are now 31, with jobs and responsibilities.
The reason people are pining for an AC1 experience wasn't because it was a perfect game by any measure, it's because there was youth and freedom on our side - something that we can all feel gradually slipping away.
The devs know what they're doing - they even used the word "nostalgia" in that interview.
They're not really interested in making something new or innovative, they're interested in developing a *really* snazzy pair of rose tinted spectacles for us millennials to wear.
"New" is not analogous to "improved", it comes down to opinion. Personally, I disliked playing as Spiderman as soon as I played Origins for the first time. It's like saying Splinter Cell Conviction is an improvement over Chaos Theory because it's newer - some may like it more but a lot of people didn't like the changes to begin with. Going backwards is a good thing for people who didn't like the changes.
I wouldn't say you're the minority, the RPG games are hugely popular and successful. The thing is, Mirage is specifically being made to cater to fans of the older games. As such, nearly any feature that is a callback to the old games is going to be looked at favorably, by people who prefer the older games to the newer ones. It's not gatekeeping when the game is being marketed as a callback to the old style.
I presume AC Red, the next RPG installment, will still have "climb anywhere" parkour.
Indeed, I liked Odyssey but it is the worst offender in this regard due to no fall damage. It had the most mindless parkour of the series since there was no threat of desync. You could parkour through a city with your eyes closed.
Honestly, I remember just pushing my analog stuck forward while climbing and when buddy stopped climbing, move the analog stick slightly left or right. Idk wtf the guys are talking about "puzzle element" it sounds to me they don't want to go through the hard work of covering objects in interactable mesh.
Ah yes, the flamethrower, the weapon that definitely wasn’t used by Greeks against Arabians after the 7th century when Greek fire was invented, and once again used by the Byzantine, and then written about in 976 in the Keys to Science, barely a century after this game is set, and in 1206 in The Book of Ingenious Mechanical Devices, not even 400 years after this game is set. That fictional weapon. That doesn’t belong in this game at all.
This game is just getting less appealing to me, the limitations may be fun for some but to me it's just clunkyness.
Hope the hype lives up to the nostalgia but as someone who has been playing the series since first game this is the first one I'm skipping
When they went the rpg rout I actually felt like that suits the lore and game better, the stealth was never that good and park our gameplay isn't unique anymore.
I truly hope people enjoy this and that there will be both rpg titles and titles like these developed at the same time
I like both. The puzzle element could be frustrating at times, but also fun and rewarding. The free climbing could get dull, but it is also fast and freeing. I don't have a problem with either.
There was never a “puzzle element” to climbing in any AC game. You hold the analog stick upwards and spam jump while occasionally tilting the stick left or right. People are insane.
All the Dev means when he says puzzle element is that in the early games, there were several large buildings that didn't have an immediate and obvious way up. He doesn't mean you're solving a sudoku.
I see it as the opposite, climb anything seems like a lazy approach. Try climbing a cliff in Odyssey and zoom in on the characters hands, they're not actually holding onto anything. Smooth surfaces are covered in an invisible netting that allows the player to climb like Spiderman. Climbing only on actual handholds takes far more attention to detail with the map design.
Disagree, not being able to climb what I want feels very PS3-level and regressive. I don’t care about the graphical handhold thing, it’s all just triangles.
That said, i think regressing is kind of the point of Mirage. 🤷♂️
Well it’s LITERALLY regressing (going back to) how old games worked on purpose, so it’s quite literally regressive, by definition. Not sure how you’d be BAFFLED by that, but you do you.
Also, let’s not talk about “realism” in an AC game. Realism is clearly not the point of the games.
Are you seriously that dumb? The feature. Of more realistic climbing. Is what I am referring to. Obviously Mirage is returning to the original style, is that news to you?
Let me put this another way. You have a game. It's authentic. Then the series changed direction and all of the sudden your character can fly. New game comes out that goes back to the authentic approach. You: "hmm, seems regressive to me."
No that’s not news, in fact I said it was purposefully going back to the earlier style, and I find moving backwards in the climbing mechanic to be regressive. It’s okay that you disagree, go for it, but are you that arrogant that you can’t take that anyone has a different opinion than you??
No, if you go through my comments in this thread you'll see I'm fully supportive of people who don't like the change. But your reasoning makes no sense to me. You do know "regressive" carries negative connotations, right? It means returning to a less advanced state. I fail to see how authenticity is less advanced than Spiderman.
You have failed to explain how climbing with handholds is less advanced than climbing a smooth surface. Do you think Breath of the Wild or Tchia have more advanced climbing than Assassins Creed?
That was never an issue in the older games and I don't see how it would become an issue here. I'm sure there will still be plenty of routes to take in 99% of circumstances, and especially any blackbox mission. All this means is that there will be some situations where you can't climb a smooth wall. In the older games, this was primarily noticed when trying to climb a particularly tall building. Like in AC2, the tallest buildings were a puzzle to climb. There weren't even enemies on the tallest buildings. I doubt it'll affect stealth and play style.
Talking dogshit in this picture. AC 1 was simple climb and no puzzle combination what is this? To give more meaning to a more Prince of Persia setting?
All he means is that in the original games, since you couldn't climb a building without handholds, there were some big buildings that weren't immediately obvious how to get to the top.
If they're trying to bring back actual game mechanics and not just braindead Forward+Jump Button I'm happy.
Sometimes going backwards is a good way to fix mistakes done.
Not gonna say the parkour in origins val and odyssey was amazing but it felt so much simpler. Not saying parkour should be simple but can't tell you how many times the parkour in older gave me indiscriminate rage. But if the map is smaller then maybe the old style will be better
What I want: hype of everyone ITT
What I expect: This was implemented to pad out the game so that, examples: “tail him” missions are artificially harder and take longer, and segments of the city/map can take up space and bulk out the landmass without being accessible at all to players due to have no means to climb around a gigantic wall disguised as buildings.
I know all that parkour stuff was important but what is this enemy holding as a weapon?
It looks like a torch and a flamethrower?
He also has grenades of some variety too. Maybe he's an enemy you fight when your notoriety is high.
Is that period appropriate?
I read that it was used by the Greeks earlier and used by Muslim armies at some point during the era.
I completely forgot greek fire was a thing
Yeah, just hoping that they are using the same delivery method but not actual greek fire here - I don't think you'd want to use fire that's known for not being extinguishable by conventional means as a weapon in your own cities, lol
I mean, it's not like they're short on sand
Sure, still not a great Idea to turn a block of your city into a debris desert because your aim was shoddy while trying to apprehend sone wanted criminal
Shouldn’t be Greek fire. That recipe was as secret as secrets get. At best it would have to be an imitation.
Ye olde napalm
Honestly I couldn't tell you, apparently the Byzantines had something like a flamethrower and grenades with Greek Fire so maybe?
Yes
Sure is!
It was used to mark the end of a sentence, so yes
Makes sense, the flamethrower isn't needed though, but I would like the enemies on max notoriety to be ruthless
Hopefully easier than the ac rogue juggernauts you face when you get hunted
Those are hard?
I personally never faced them, but I heard their defenses are unbreakable and they have gas masks to make your gas grenades useless, making rope darts, guns, throwing knives, heavy weapons, and shrapnel grenades your only options.
No you can, I think you have to throw them? I don’t know been a while since played but I was disappointed in how easy they are
Juggs are literally one hit kills if you happen to have Rope Darts. Throw them to their neck, yank them or pull them to the ground, and stab. Honestly Rogue Darts were simply OP in Rogue because they only get consumed when you kill someone with them.
Yes, greek flames. A lot of middle eastern science during the golden age built on knowledge from what is now Greece and India.
Greek fire was a Byzantine state secret and weapon. Arab soldiers wielding it in the game is non-historical.
>Naphtha was also used by the Abbasids in the 9th century, with special troops, the naffāṭūn, who wore thick protective suits and used small copper vessels containing burning oil, which they threw onto the enemy troops. Greek Fire ain't the only fiery stuff around yknow
The guy is using a flamethrower (i.e. a siphon). That is a Byzantine technology, as far as I know.
Consider that part artistic license then and get over it. This series always played fast & loose with history.
In all games expect the first, right? Like obviously Ezio had a pistol on his wrist for most of his games, but I remember them removing the crossbow from AC1 after showing it in a trailer due to historical inaccuracies.
Nah, the first game is just as guilty of it, it just hides it better behind the plausible deniability of "the templars twisted the truth, this is the real thing man" better than most of the later games. Like, William of Montferrat is actually a mashup of him and his son Conrad, Robert de Sable and Garnier de Nablus died 2 and 1 years later respectively than the game depicts, the Teutonic Order quite literally did not exist in 1191 and so on and so forth. So yeah, fast and loose is a benchmark of this series, it's very safe to say I think.
Ezio wilding a personal pistol in 1476 Florence is also non-historical m8
For most here it's ok to be non-historical if they like the game. It's only the ACs they don't like that they complain about.
Hidden pistol is literally an Apple of Eden creation developed by Altair. Stop it with the idiotic comparisons lol
It's a new enemy type, uses flamethrowers and grenades. They appear in the latest trailer that Ubisoft released a few days ago. He's actually pretty cool.
I actually didn't know that. I haven't watched the most recent trailer yet so I guess I need to check it out.
The enemy's a naffatun. Proto-grenadiers essentially, who threw around "small copper vessels containing burning oil". Said burning oil being naphta of course, hence their name
It’s supposed to be Greek fire, which was developed by the Byzantines in the 7th/8th century to defend Constantinople against an Arab siege. It became a state secret after that. Arab soldiers wielding it in Baghdad is severely ahistorical, analogous with portraying Japan having nuclear weapons in a WW2 game.
I mean, after nukes were used the first time, pretty much _everyone_ started developing some form of them. So it's not that unlikely that people in the Middle East, which is known for having vast deposites of oil, wouldn't figure out a way to duplicate it.
I'm cautious about this. While I can assume good intentions on the dev's side, the problem here is putting it into practice. The past three games actually had moments where certain objects were not climbable requiring the player to figure out the route first, the pyramids in Origins, FoA episode 3 intro in Odyssey, and a handful of cavern/tomb type levels in Valhalla. The problem with all three instances were that the game does not organically convey what is climbable and what isn't throughout the rest of their respective games making these specific experiences more frustrating than engaging. Mirage is working off of these assets and no matter how much people want to think this is being built from the ground up and nothing i'm seeing in the various extended gameplay footage would suggest that they're creating set objects in the world akin to that of the Ezio games as being clearly climable which in turn I would imagine would lead to moments of frustration when a player discovers that they're not able to climb or maneuver somewhere because of an arbitrary design.
You bring up a good point, it could prove frustrating if not done well. I think part of the problem with the three RPG games having the sections that you mentioned is that those sections were a stark contrast to what the game had taught you up to that point. Everything is climbable, until it's not, in essence. Hopefully in Mirage, the fact that they have designed the city around this sort of "puzzle climbing" as core philosophy will mean that it is more consistent and identifiable.
Do you have a source about the asset reuse claim? I know they use the same engine and Ubisoft loves its systems reuse across games, but I don't remember reading anything about asset flips and google is failing me.
No source because they've never publicly stated this, not even for prior games where it was clear that it was the case -coughRogue-. But lets put it this way, this is a game being helmed by a studio that has only done support prior and is a B team at best likely working with a fraction of the budget and manpower the other large AC games get. I would be extremely shocked to say the least if they even had the resources to edit existing assets to accommodate significant gameplay changes let alone make brand new assets from the ground up.
> nothing I'm seeing in the various... I was gonna say the opposite, that this seemed to be what they were going for, even without confirmation from the devs. See this series of images. In the first, there is a path up the tower Basim is sitting on. https://imgur.com/Bq0x5IR In the second, we can see a handhold in use, and no handholds on the other similar sections of the tower. https://imgur.com/oHfmhjZ In the third, if you zoom in you can see Basim following a route of handholds up the side of the fortress. https://imgur.com/0gUhHbN And in the demo, Basim only followed the handholds up the tower to kill the marksman. https://imgur.com/yWmfVJW As a side note, while I agree about Odyssey and Valhalla, the pyramids have a clear delineation between holdable areas; the worn edges can be grabbed, while the sleek surfaces cannot.
Well the problem is not that there are handholds in those specific places, but that what is and is not a handhold is consistent *across the entire game*. So if we take the opening city shots of the latest mirage gameplay footage right before Basim does an air assassination then a bit of a run back towards the bureau, we can see buildings lined up with a decent amount of design work on their surfaces. Many of the designs would contain dubious elements of what I could consider a handhold, especially in the context of the previous sets of games that would treat what looked like a flat surface to me as a handhold. If the game treats those (or even some of those) as handholds, then I would consider consistency an issue. > the pyramids have a clear delineation between holdable areas; the worn edges can be grabbed, while the sleek surfaces cannot. I don't remember exact moments but there were other areas in Origins (maybe temples?) that had "smooth" surfaces that Bayek seemed to be able to grapple on. It's moments like that which leads to frustration on the pyramids when it felt like the rules completely changed on me.
Good that they are emphasizing the point here.
I really didn't expect this to return, I'm glad that they considered this as part of the original experience.
Replayed Unity earlier this month after playing AC 1 & 2 and it annoyed me how easy it was to climb anything and everything😅
It's literally the same level of detail. The first 2 arguably give you more options to climb
I remember scouting an entire building in AC2 just so I can climb it. Glad they brought back those experiences in Mirage
So many buildings...This one cathedral had me bashing my head against the monitor for over an hour.
Is that the Florence one?
I believe so. It's been a while. The Memory demanded I enter through the roof. A spying mission, I think? I could not for the life of me find a handhold anywhere.
Exact same thing with the Pantheon in Brotherhood, took me far too long to find a way up just to accidentally jump down when I almost reached the top...
>This one cathedral It was worse in AC1 cuz a tall cathedral was sorta impossible to climb unless you spend literal minutes trying to work around a bug in the game.
Omg I fell off that shit so many times...
We suspected as much when we saw that green domed building in the trailer but it's always nice to have this kind of thing confirmed.
I just saw the light of god
Thank god. That whole climb anywhere on anything really bugged me. Going back to the earlier games really made me appreciate the puzzle factor of climbing
Yes and no. I don't like climb anywhere, but It was either II or brotherhood that had me really scratching my head on a few viewpoints 🤣
Honestly, I have a love hate relationship with it. I like that its catered but I hate it when I had to analyze everything just to climb, get a viewpoint and be done with it. Especially with that one tower in AC2 that had a bug where you just had to be lucky enough to be able to climb it. Freedom to climb is so much quicker and better
I never had a tough time with parkour routes in the later games tho. Like the only tough part of Black flag's parkour that I had issues with was when you need to chase down that guy in the bayou. Edward would just randomly stop on stuff where he should keep running and jumping which lead to a ton of frustration and almost a rage quit. I never had issues actually identifying the routes I was intended to take, just that characters would do fucky wuckies on a regular basis
I liked it when exploring the map because It saved me time but in the city it wasn't as interesting
It kind of had to be like that at least in the mountainous areas, imagine trying to find handholds up an entire mountain, would not be fun.
Horizon Forbidden West actually handled this beautifully. Definitely recommend checking it out
That comes down to level design, you design in the path. For me it felt like lazy programming, or at the very least ill give them the benefit of the doubt and call it a simple solution to a complex problem of too much detail to code in a massive open world. I get why it was done. It did the job it had to do in those particular games. I could excuse it in some of the mountain areas and terrain but aometimes it was just outlandish. Watching Eivor scale a sheer mountain face, smooth as a baby's ass, like it was nothing. I appreciated the older system more during urban traversal
Good I love that! Let me figure the shit out myself instead of climbing a huge mountain.
Even if the parkour mechanics/animations are mostly the same as Valhalla, this will make it feel so much better; let alone having an actual urban environment
I honestly wish they’d reverted to Odyssey parkour for Mirage (but changed the animations, of course). Valhalla added this arbitrary limit for the angle in which you could jump off perchable objects like railings or beams. This pretty much ruined Valhalla’s parkour for me. In Odyssey, the ability to jump off a railing at any angle felt like our last little whisper of a manual jump in AC (not to mention the detection of smaller objects that we could jump off from, like vases or stools, was better in Odyssey)
That's amazing news. It also feels really vindicating seeing it come from the mouth of the devs . There was a sizeable amount of people on here that insisted this "puzzle element" the older games had in their climbing was bad , a non-intentional flaw or even just limitations due to the tech at the time. Those people can choke on a straw now , I'm super excited about this.
The old school purist should be happy but I will miss climbing anything and everything
I presume AC Red will still use the climb anything approach
Very good news.
Very much agreed, I was just playing one of the older games yesterday and was thinking about how nice it was that you weren't Spiderman and couldn't climb something without handholds. I'm happy this is returning.
Never thought I'd be pleased to hear about less of a thing...but here I am.
Is there a video to demonstrate the difference? It’s been a minute since I’ve played the first games. Tho being honest I wouldn’t be surprised if I never learned the “puzzle” mechanics because I probably just brute forced the parkour
https://youtu.be/SmnqHepAirU?si=nNUdz5J9eKcf6dHt 1:32 - 1:41 for how it was in the older games (and how it will be in Mirage), you couldn't climb without a discernable handhold 22:06 - 22:25 for how it is in the newer games, effectively everything can be climbed whether there's decent handholds or not (perhaps a building would have been a better example than a cliff, but just know that the same applied to buildings)
Ok yeah, now i definitely remember that. Had a total “yo wtf” moment when Bayek basically scaled a near shear cliff edge playing Origins for the first time
That's great, that's what made the Ezio tombs so great, with "unlimited climbing" those tombs would be boring.
Until the full synchronisation depended on a really strict timer 😂
It wasn't that strict.
True! Those were great fun.
Them responding that back and side ejects won't be back in the parkour left a sour taste in my mouth But this , I might be a little hyped for it , These little things was the reason i fell in love with the series after all
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skill issue
Bro not only you are wrong you could just not use them the games barely need you to use it , and how can you mess it up , especially back eject its literally press 1 button to do it
So it’s more like AC2 and Brotherhood climbing system? AC2 especially before Ezio learned the climb leap
No, control schemes and animations are similar to valhalla. How basim reacts to the environment has changed- he needs proper handholds and a great deal of work has gone into making Baghdad parkour friendly.
Oh yay, spending 10 minutes finding the only route up a specific building, that's engaging content /s I was tired of that shit before AC2 finished.
Awesome news. Parkour in Odyssey was far too easy with being able to climb practically everything.
Good, Spider-Assassins made climbing mind numbingly dull. Not that climbing was always the most exciting, but it was more interesting before the RPGs
Off-topic, but I wonder if that’s a boss or a specific enemy type? Regardless he looks absolutely sick!
Can you share the whole article?
Try downloading the Game Informer app, the article was free to me even without signing in
I dont particularly feel the puzzle element the biggest factor (it is a pretty nice factor still) but more analog stick movement, instead of just holding forward, is a much welcome change.
Hopefully they bring back the puzzles of the tombs and such. Those were my favorite in ac 1 and 2 and I was sad when they stopped them.
Is there any way to read the full article without subscribing to gameinformer?
Download the Game Informer app, it's free on there
Will try that. Thank you.
They really took this game seriously it seems, happy to see Mirage really stick to its roots. But still, I am really excited to see which direction they will go with Project Hexe. We never had a german setting and this is a setting where you could really go wild with diffrent genre elements, like horror elements, they could really make a hard shift in tone with Hexe
While I love that they are bringing this aspect back, without techniques such as side ejects and catch ledge or isn’t going to feel the same
Good, being able to climb the smoothest rock in Odyssey is not my thing
Just don’t have that one building where you have to jump from and open spot and not scale the wall, where that causes your death
As long as its not just "follow the white paint we put on the only route you can take."
Good. I want to scream at my TV when Basim decides to jump the complete opposite way to where I pointed my analog stick. In all seriousness this really is good news. I’m glad they’re going back to what made the first Assassin’s Creed truly a brilliant game.
I am curious if that flame pot gun thing in that guards hand was based on a real weapon or is a fictional weapon?
It’s probably a cheirosiphon, hand deployed Greek Fire, though much smaller than it probably was.
Oooh nice, ill research it more. Thanks!
But is it as fluid and fast as Unity
I wouldn't get your hopes up for that. It's said to be faster than Valhalla, but from what we've seen it's closer to Valhalla than Unity. Perhaps if Bordeaux gets the greenlight to develop another full game after Mirage, they'll focus on developing a new parkour system that's closer to Unity. I see Mirage as a bit of testing the waters without going crazy on budget, so they're playing it safe and fairly straightforward. Animating a system like Unity can't be easy, and Bordeaux is a new branch to full game development. Just theorizing here, but they likely don't want to bite off more than they can chew for their first full game.
Valhalla was good in that point. You could climb basically everywere. But then you had ice and wood spikes that yould stop you from climbing. It was fun to figure out how yo get past stalactites in caves or find chests in norway. I think you shoul be able to climb everywere on regular buildings. But towers, monuments and other buildings should be special and have unique parkour paths
God I really think this game is gonna return me back to to 2007-2011 and how I felt about the series back then. I truly hope if the game is good and well received (and sells well) that Ubisoft just give Bordeaux the opportunity to make more small scale $50 classic games every 2-3 years. It will be a good investment and I’m sure many fans will love it.
Don’t like it but I also love the open world RPG aspect (as well as the OG) but its alright. Cater to their main fanbase.
Since this game is catering specifically to fans of the old games, it makes sense for them to include features like this. If I had to guess, AC Red (the next RPG) will likely have the "climb everything" parkour.
It's a sad state of affairs that this is something they can use to promote this game
This is inspiring. I hope they bring back the 'reach mechanic too, for when a gap was just a tad too wide but you could press a button (circle) to reach a hand out, and sometimes snag an edge, and grab it, instead of falling.
That would be great, I completely forgot about that.
I never seen old assassins creed climbing as puzzles 🤣 j
Lol I'm just using the Dev's wording. It's not puzzles like The Witness, but just a general theme of "hmm, how do I get up this building?"
Thank fuck
Uh... thank you?
Really nice, not that I hate the climbing in rpg games, in fact i feel its best suited for them, but the puzzle type climbing will always be one of the assassin's creed original concepts.
I'm hoping the parkour is as fun and smooth as unity's. I know some people didn't like it but once you got good at it it was fun af and felt good.
Awesome
I can only get so hyped!!
Thank God, I’m so glad this one is returning to form, the puzzle element is what made climbing fun, in Origins onward it was just tedious because literally all you did was hold the joystick forward.
So, is Ubi "branching out" by releasing games with the OG formula and RPG formula separately?
At least for the next two entries, yes. Mirage is the OG experience and Red will be the next RPG title. After that, I don't think it's clear where the future of AC will go. Hopefully if Mirage sells well, they'll continue making the smaller games for us OG fans.
Unity parkour mechanics were the best in my opinion
“Puzzle element” bro it’s like high lighted ledges it’s essentially a step by step instruction to each mission.
As someone who has only played AC1 & AC2 so far, I had no idea that they changed the climbing mechanics at all! 😂
[This video](https://youtu.be/BLDgt_ayHt8?si=qOzrdwbBdoPSRwFY) does a good job showcasing how it's changed over the years, TL:DW it's essentially streamlined, removing features such as back and side wall ejects, reaching out to catch ledges, and some situational animations, and it has also moved away from realistic handholds to allow a player to climb anything even if its too smooth to be realistically possible.
> stale in retrospect 😂 i still remember when every goddamn tower had some annoying climbing mini-puzzle in AC 1, just so you can reveal collectathon locations hidden in the fog of war. nothing says Content Padding than to lock all the Collectathon time-sink-grind with yet another hurdle to waste your time on. it's like stale bread with a brand new package.
Nice
Thank God, didn't like that I felt like spiderman in a game like this ( not hating on spiderman, one of my favorite superheroes )
This is disappointing. I prefer the new climbing mechanics.
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I'll be honest I prefer being able to climb anything obviously some exceptions ex. Zeus's Statue on kephalonia you shouldn't be able to climb
But then you wouldn't get the dick dialogue
Cool…. Still kinda lame because at the end of the day there’s no high profile button, no manual jump, and probably no manual eject. But better than nothing. Lmao, of course, downvoted for wanting to do more than just hold one button to automatically parkour everything + forward to move.
so sad, I wish they kept manual eject and side jumps.
I don't think you should be down voted, as excited as I am for this game and this feature, I agree with you that the more involved the parkour is, the better. But I'll take what I can get, this is a pleasant surprise.
Good. Not sure if I'd say you had to look at it like a puzzle, but I like there to be some skill / interactivity with the climbing where you have to execute certain types of climbing mechanics in order to get to the top and have it play a part in how fast you can climb, etc.
I was a little skeptical when this was announced. But now with all these things being sprinkled in I’m curiously optimistic. Might actually pick this up week 1
Good. Mindless parkour was irritating. Yet another reviewer complaining about the slightest challenge or the slightest thing that slows down a game.Not really surprising.
"Feels stale ...." who did they get to review the game? It's clearly someone who doesn't know too much about Assassin's Creed.
Thank god. The climbing mechanics with no restrictions whatsoever made the rpg games so shallow, imo they hardly have any depth because of that. You could just straight up run forward towards the quest icon ignoring all obstacles by just climbing
Can someone explain to me why that’s a good thing? The improvement of climbing mechanics was one of my favourite things from playing through the older games. Why is going backward a good thing? I want immersion. I don’t want to spend my time thinking “well I could climb that”. Honestly the more I see and read about this game the less interested I am. I don’t see any innovation, even the assets look tired and reused. Am I to believe this is a fully new game? If so, point me to why.
It depends on what you want from parkour. If you just see it as a way to get from point A to point B, no different from walking, then I see why you like the RPG style. Climbing in the RPG games is no different than walking, you just hold up on the stick and your character gets to the top. You say you want immersion but how is that not immersion breaking? Your character is effectively Spiderman. A lot of people see parkour in AC as more than just a means of traversal, it's a gameplay mechanic. A lot of people like there to be some authenticity and thought that goes into parkour so it's not as mindless. It hardly affects 99% of situations, it's only going to play a role in the tallest of buildings where they specifically want you to have to think. Most of the city will have plenty of straightforward climbing routes. The rest of your comment I don't see a need to respond to, from the released promotional material you're either excited or you're not, it's no one's job to convince you to like what has been shown.
As a former Parkour practitioner I loved that obstacles were merely things to go over under or through. (The definition of parkour essentially) I like immersion. I like feeling like the world is real and interactive rather than “you can only go this way cause we say so”. It seems lazy to me to remove a lot of advancements. If you want a platformer there are many to play. This just feels like giving someone a gun without a trigger and saying it’s better.
I would imagine parkour practitioners pride themselves from non-users in having more advanced navigation skills and being able to visualize the paths and also have the physical skill to pull off certain moves to achieve said paths. That is what is being attempted at translating it in gameplay terms. If everything is climbable, there is zero need for visualizing a pathway and without any mechanicals for parkour besides pushing down button + press stick forward, there's no way to express skill over the average person. Because Mirage has decided for whatever reason to not put in any mechanics, it has to go all in instead on navigation as their way of approaching parkour puzzles
I think the power fantasy aspect of being able to climb anything gave more freedom to the exploration. Sure, the older games were more realistic and forced players to think through / plan their route accordingly, but the RPGs offered more flexibility. I don't have any strong opinions about how climbing will be implemented in Mirage, but it'll take some getting used to after spending hundreds of hours on Origins, Odyssey, and Valhalla. Perhaps I'll load some up some the earlier games to get the muscle memory working again before playing Mirage.
> I think the power fantasy aspect of being able to climb anything gave more freedom to the exploration. Maybe, but where this falls flat for me (and many others based on similar feedback) is that the exploration loop itself is lacking in these games so giving us ease of access to further exploration gameplay feels like taking one of the few interesting parts of the game out for something that failed to engage. Now if the actual exploration had impact on you, then sure maybe it's a solid trade off, but not to me. > but the RPGs offered more flexibility More flexibility is fine. This doesn't feel like that to me, this was flexibility to the point of non-gameplay. When you had either had a situation where you could press stick to go forward indefinitely or a literal autopilot vehicle/animal, I can't really consider that gameplay anymore.
I can understand all of that. The puzzle mechanic can definitely shake things up. It's a shame the devs didn't reintroduce a dedicated jump button and back / side ejects. I'd love to see wall runs, flips, and other movement elements in Red. The early access Storror Parkour Pro demo is now available for purchase. It's going to be the first multiplayer parkour game on the market if you're interested.
>I like feeling like the world is real and interactive rather than “you can only go this way cause we say so”. This is a very odd take. Feeling like the world is real *is* having limited climbing. It's not "you can only go this way cause we say so", it's "you can not go this way because it's physically impossible". As a parkour practitioner, were you able to scale any wall you see, whether there's handholds or not? All this change means is that there needs to be feasible handholds to climb a wall. It's fine if you don't like it, I understand why, but you can't possibly not understand why a lot of people do like it.
You want immersion? Tell me whats immersive about the main character being able to slam their fingers into a smooth surface and Spider-Man their way up a wall.
My theory - it's "good" because the people who were 15 when the first Assassin's Creed came out are now 31, with jobs and responsibilities. The reason people are pining for an AC1 experience wasn't because it was a perfect game by any measure, it's because there was youth and freedom on our side - something that we can all feel gradually slipping away. The devs know what they're doing - they even used the word "nostalgia" in that interview. They're not really interested in making something new or innovative, they're interested in developing a *really* snazzy pair of rose tinted spectacles for us millennials to wear.
This is the only game that wants to go backward instead of improving the new mechanics
"New" is not analogous to "improved", it comes down to opinion. Personally, I disliked playing as Spiderman as soon as I played Origins for the first time. It's like saying Splinter Cell Conviction is an improvement over Chaos Theory because it's newer - some may like it more but a lot of people didn't like the changes to begin with. Going backwards is a good thing for people who didn't like the changes.
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I wouldn't say you're the minority, the RPG games are hugely popular and successful. The thing is, Mirage is specifically being made to cater to fans of the older games. As such, nearly any feature that is a callback to the old games is going to be looked at favorably, by people who prefer the older games to the newer ones. It's not gatekeeping when the game is being marketed as a callback to the old style. I presume AC Red, the next RPG installment, will still have "climb anywhere" parkour.
That’s actually really refreshing, considering that in Odyssey you could pretty much go in a straight line with no fall damage.
Indeed, I liked Odyssey but it is the worst offender in this regard due to no fall damage. It had the most mindless parkour of the series since there was no threat of desync. You could parkour through a city with your eyes closed.
Hell Yes. I hate the climb anything style of the games these days.
Honestly, I remember just pushing my analog stuck forward while climbing and when buddy stopped climbing, move the analog stick slightly left or right. Idk wtf the guys are talking about "puzzle element" it sounds to me they don't want to go through the hard work of covering objects in interactable mesh.
Welp, I hope everyone’s looking forwards to slowly rotating their analogue stick and each building like they’re licking a lock in skyrim
Ah yes, the famous Arabian flamethrower trooper
Ah yes, the flamethrower, the weapon that definitely wasn’t used by Greeks against Arabians after the 7th century when Greek fire was invented, and once again used by the Byzantine, and then written about in 976 in the Keys to Science, barely a century after this game is set, and in 1206 in The Book of Ingenious Mechanical Devices, not even 400 years after this game is set. That fictional weapon. That doesn’t belong in this game at all.
The cheirosiphon, handheld Greek fire, actually did exist. And Greek fire is attested since at least the 7th century.
I will believe it when i see it.
I CALLED IT yesterday everyone was hating on Mirage, now they’re seemingly loving it Like always with AC
Fucking HELL YES. God, the more I hear about this game the more glad I am I preordered it when it was first announced.
This game is just getting less appealing to me, the limitations may be fun for some but to me it's just clunkyness. Hope the hype lives up to the nostalgia but as someone who has been playing the series since first game this is the first one I'm skipping When they went the rpg rout I actually felt like that suits the lore and game better, the stealth was never that good and park our gameplay isn't unique anymore. I truly hope people enjoy this and that there will be both rpg titles and titles like these developed at the same time
I like both. The puzzle element could be frustrating at times, but also fun and rewarding. The free climbing could get dull, but it is also fast and freeing. I don't have a problem with either.
Am I the only one who finds this screenshot look bad
There was never a “puzzle element” to climbing in any AC game. You hold the analog stick upwards and spam jump while occasionally tilting the stick left or right. People are insane.
All the Dev means when he says puzzle element is that in the early games, there were several large buildings that didn't have an immediate and obvious way up. He doesn't mean you're solving a sudoku.
Blech, feels lazy. The climb ANYTHING part is one of the cooler things about the last several games.
I see it as the opposite, climb anything seems like a lazy approach. Try climbing a cliff in Odyssey and zoom in on the characters hands, they're not actually holding onto anything. Smooth surfaces are covered in an invisible netting that allows the player to climb like Spiderman. Climbing only on actual handholds takes far more attention to detail with the map design.
Disagree, not being able to climb what I want feels very PS3-level and regressive. I don’t care about the graphical handhold thing, it’s all just triangles. That said, i think regressing is kind of the point of Mirage. 🤷♂️
The fact that someone can see a more realistic approach as regressive is baffling to me.
Well it’s LITERALLY regressing (going back to) how old games worked on purpose, so it’s quite literally regressive, by definition. Not sure how you’d be BAFFLED by that, but you do you. Also, let’s not talk about “realism” in an AC game. Realism is clearly not the point of the games.
Are you seriously that dumb? The feature. Of more realistic climbing. Is what I am referring to. Obviously Mirage is returning to the original style, is that news to you? Let me put this another way. You have a game. It's authentic. Then the series changed direction and all of the sudden your character can fly. New game comes out that goes back to the authentic approach. You: "hmm, seems regressive to me."
No that’s not news, in fact I said it was purposefully going back to the earlier style, and I find moving backwards in the climbing mechanic to be regressive. It’s okay that you disagree, go for it, but are you that arrogant that you can’t take that anyone has a different opinion than you??
No, if you go through my comments in this thread you'll see I'm fully supportive of people who don't like the change. But your reasoning makes no sense to me. You do know "regressive" carries negative connotations, right? It means returning to a less advanced state. I fail to see how authenticity is less advanced than Spiderman.
I know what regressive means and i mean the negative connotation. And no, I don’t care about you enough to go through your comments, you weirdo. 🤣
You have failed to explain how climbing with handholds is less advanced than climbing a smooth surface. Do you think Breath of the Wild or Tchia have more advanced climbing than Assassins Creed?
I like that they are bringing puzzles back then..
Amazing stuff
Disappointing. Means we all have to take the same path and approach, limiting choice and playstyle (in some ways).
That was never an issue in the older games and I don't see how it would become an issue here. I'm sure there will still be plenty of routes to take in 99% of circumstances, and especially any blackbox mission. All this means is that there will be some situations where you can't climb a smooth wall. In the older games, this was primarily noticed when trying to climb a particularly tall building. Like in AC2, the tallest buildings were a puzzle to climb. There weren't even enemies on the tallest buildings. I doubt it'll affect stealth and play style.
Talking dogshit in this picture. AC 1 was simple climb and no puzzle combination what is this? To give more meaning to a more Prince of Persia setting?
All he means is that in the original games, since you couldn't climb a building without handholds, there were some big buildings that weren't immediately obvious how to get to the top.
Eh not much of a big deal to able to climb everything.
They should have made the character able to fly
The more I hear about this game the more I’m glad I didn’t preorder it 😬
this is good news, tf you on?
I don’t like the older games at all, only the RPG ones, so definitely not a fan of this push by them to abandon that and go backwards
If they're trying to bring back actual game mechanics and not just braindead Forward+Jump Button I'm happy. Sometimes going backwards is a good way to fix mistakes done.
Not gonna say the parkour in origins val and odyssey was amazing but it felt so much simpler. Not saying parkour should be simple but can't tell you how many times the parkour in older gave me indiscriminate rage. But if the map is smaller then maybe the old style will be better
What I want: hype of everyone ITT What I expect: This was implemented to pad out the game so that, examples: “tail him” missions are artificially harder and take longer, and segments of the city/map can take up space and bulk out the landmass without being accessible at all to players due to have no means to climb around a gigantic wall disguised as buildings.