With the release date for Assassin's Creed Shadows fast approaching, the developers have taken a moment to highlight the parkour system in the next entry of the popular franchise.
Ubisoft has shared new information about the fundamentals of Assassin's Creed Shadows' parkour system in a new blog post. Slated for a Feb. 14 release date, Assassin's Creed Shadows features two protagonists: the Shinobi, Naoe, and the Samurai, Yasuke. With Naoe proving to be the more nimble of the two leads, it only makes sense that the Shinobi is the highlight of the newly shared details about the changes to the series' much-loved parkour gameplay.
From the cathedrals of Italy to the pyramids of Egypt, Assassin's Creed has long served as a massive playground where gamers could experience historical districts via unconventional means. Parkour has cemented itself as an integral part of the Assassin's Creed series, and it should come as no surprise that it is also integral to Shadows' gameplay.
The latest update to the Ubisoft blog from the team behind AC Shadows sets the stage for the parkour gameplay that players can expect when the game launches next month. Set in the crowded streets and dangerous castles of Feudal Japan, Naoe will offer speed and masterful agility as she bounds across rooftops and scales towers to overlook the landscape. Naoe's way isn't the only path players can forge, however, and Yasuke will prove to have his own useful set of skills for traversing Japan. Though his methods may prove to be a little more brute force than skillful ninja.
Shadows offers new movement features like a physics-based grappling hook and prone movement that will help players scale the stone walls of Feudal Japan's domineering castles and locate new hidden pathways that may present unique parkour challenges. According to Simon Lemay-Comtois, the Associate Game Director for Assassin's Creed Shadows, players will want to be more mindful of how they approach parkour in the upcoming game because of these changes.
“In our game, holding down the parkour up button like it’s a gas pedal is not the optimal way to do parkour," says Lemay-Comtois. "Discerning which button does what is necessary to maximize a great parkour flow and keep your momentum."
Lemay-Comtois explained in the post that players will find dodge mechanics have been merged with the new parkour down mechanics. This creates a new mapping scheme that disconnects the playable character's stance from parkour in order to prevent players from executing parkour down when they do not mean to. This runs alongside the "parkour up" mechanics series fans will recognize as a long-running gameplay staple, including features like running up a wall to grab a ledge or leaping across a gap between two rooftops.
Of course, we've all made the jump from one rooftop to another, only to land with a hearty thud and lose a portion of our health bar. A new recovery roll mechanic can now be deployed when jumping from a distance so that Naoe can soften her impact (and the noise it may produce.) New dodge features also give players the opportunity to traverse downward with smoother transitions. When playing as Naoe, this results in acrobatic moves, while the clunkier Yasuke will have a weightier drop.
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