Comparing Assassin’s Creed Shadows’ Parkour to AC Mirage

Comparing Assassin's Creed Shadows' Parkour to AC Mirage



Summary

  • Assassin’s Creed Shadows introduces dual protagonists with distinct parkour mechanics, emphasizing agility and acrobatics.
  • Shadows’ parkour system relies on realism, limiting climbing to surfaces with physical handholds for a unique gameplay experience.
  • A new button-mapping system in Shadows expands parkour abilities, incorporating a prone stance and dodge roll mechanics seamlessly.

In the face of yet another delay now, Assassin’s Creed Shadows is continuing to press on toward new innovations in spite of what, at times, seems to be overwhelming odds. In its efforts to provide players with a one-of-a-kind Assassin’s Creed experience, Assassin’s Creed Shadows is making some big changes to the series’ parkour mechanics, which makes for a bit of a sharp turn after the last game, Assassin’s Creed Mirage, effectively brought its parkour system back in time, to the days of Assassin’s Creed Unity.

In light of the fact that Assassin’s Creed Shadows‘ parkour system is moving forward whereas its predecessor moved backward, it’s worth looking at how these mechanics differ between the two games — based on what has been revealed about the upcoming installment’s new parkour system, at least. When all is said and done, the two approaches should look starkly different from one another, if Assassin’s Creed Shadows‘ new mechanics are as distinct as they claim to be.

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How Assassin’s Creed Shadows’ Parkour Compares to AC Mirage

Assassin’s Creed Shadows’ Dual Protagonists Have Distinct Parkour Mechanics

The most obvious difference between Assassin’s Creed Shadows‘ parkour and that of Mirage is that AC Shadows‘ dual protagonists will each have unique parkour mechanics, whereas Mirage features one protagonist and therefore only one set of mechanics. Firstly, Naoe can jump further and reach higher than Yasuke, as her character’s emphasis on agility allows her to move much more rapidly than Yasuke. Secondly, when players parkour down with Naoe, they should notice her descent to be more acrobatic in its execution than Yasuke’s, whose descent is characterized as “heavy.”

Thirdly, when it comes to sprinting, Naoe is able to gain great distance in a short amount of time, while Yasuke needs to gain momentum first. However, thanks to Yasuke’s larger, bulkier size, he can shoulder bash through destructible objects, while Naoe is required to dodge them. For the most part, Basim’s parkour mechanics in Assassin’s Creed Mirage are more like Naoe’s in AC Shadows than they are like Yasuke’s, although Naoe’s parkour seems to emphasize acrobatics more than Basim’s.

Assassin’s Creed Shadows’ Parkour Relies on Realism More Than Mirage’s

Another major difference between Assassin’s Creed Shadows‘ parkour and Mirage‘s is Shadows‘ reliance on realism. Specifically, Ubisoft noted in the Shadows‘ parkour overview that “Naoe and Yasuke will not be able to climb on surfaces that do not have physical handholds for them to grab onto.” This was all a part of the team’s efforts to create contrasting systems for Naoe and Yasuke, who each have a different approach to parkour. Basim, on the other hand, can climb almost any vertical surface, regardless of whether there are apparent handholds. This alone makes Shadows‘ parkour by far the most distinctive system in the series yet.

Assassin’s Creed Shadows’ New Button-Mapping System Expands Parkour Abilities

Finally, Assassin’s Creed Shadows features a new button-mapping system that ultimately expands the parkour abilities of Naoe and Yasuke beyond those of Basim and other protagonists throughout the series. It’s a simple change, swapping the Dodge and Crouch buttons, but it’s all for the purpose of implementing Shadows‘ new prone stance, as well as the Dodge roll mechanics that lead seamlessly into the game’s parkour. Something else this accomplishes, however, is that it allows players to switch their stance without accidentally climbing down a wall, which has long been an issue in Assassin’s Creed.

So, not only is Assassin’s Creed Shadows‘ parkour quite a bit different from Mirage‘s, it seems to be the very first parkour system like it in the series. This just goes to show Ubisoft’s efforts to ensure players don’t just get another Assassin’s Creed game, but they get one that has the foundation of an Assassin’s Creed game with plenty of unique elements built on top of that foundation.

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