I just realized in the first clip, the side eject from the pole, you could argue that since she rotated around opposite sides of the pole that "before" naoe is ejecting to a more elevated part of the roof. While this is true, i promise you old naoe was not gonna pull off that foot landing from any part of that pole.
I believe Ubisoft Bourdeax’s handling of Mirage’s criticism regarding lack of eject-height, and Ubi-corporate seeing how well things go when developers are allowed to properly implement constructive feedback. And this unannounced improvement is small, yet promising to see
Ubisoft, please if you’re really watching and listening; let Hexe have parkour similar to AC2 or even Unity. Give us a manual jump button, a high & low profile trigger, Height gaining side & back ejects. This is all we ask, I’m sure Germany would have plenty of architecture that supports parkour.
So, funnily enough I noticed the change when I was playing as Yasuke! He was consistently making footlandings as well which was surprising (for the Lois Frois missions) Switched immediately for Naoe and was far more tactile and predictable. Can’t wait to see the later parkour update for this game.
this was a much needed update, I expect every ac game from now on to have these as a base and improve on it, like the ability of side or back eject while mid wall run, like how it was in ac1-ac rev
I really hope that since they are working so much on the parkor, that Ubisoft Bordeaux will make the dlc a lot more “parkoreble” than the main game. A bit like mirage, now that we’re going to have the functionality.
It's an improvement that wins new interest in me in playing the game. Now we need more combat finishers/takedowns. They're a little too repetitive in this game more than any in the franchise and it's a new game.
So there's a new useful descent tech in this game, if you're on a beam or rope, and jump as long as there's a target you're jumping to right as naoe let's go of the pole with her legs press parkour down, it's like a faster version of entering hang by parkour down and it also works on ledges but it's way more slow with the animation and it's a useful move for when you don't wanna kill your momentum by flipping down
It felt like it was easier to climb/run over rough terrain as well. Trying it yesterday it seemed much easier to cut across steep areas, especially on horseback. Anyone else notice this? Great comparison video thanks!
7:11 A mainline game added a movement update. With Mirage, it didn't feel like the heads of the company heard us because it was a "side game", but Shadows being a mainline game, and the team that gave us Odyssey no less, gives me hope that the series as a whole is pivoting to a brighter future.