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Just a few hours ago, we brought you one lots of details about Assassin’s Creed Mirage, thanks to recent statements by the project’s narrative director, Sarah Beaulieu. But for those who are excited about the release of this installment that will return to the roots like we have never seen before, now we have new details about the combat of Assassin’s Creed Mirage.
Although, during the Last and extensive gameplay of Assassin’s Creed Mirage, revealed during the last Ubisoft Forward, we were able to see a lot about stealth, the most important part of the game, the parkour itself, which will have a style similar to the most classic games starring Ezio, the operation of the Assassin’s Focus ability and the tools classics like throwing knives or smoke bombs. On the subject of hand-to-hand combat, it is true that we saw very little, but luckily, now we have new details about Assassin’s Creed Mirage’s parkour and combat.
We have new details about the parkour and combat of Assassin’s Creed Mirage
In the gameplay we could also see that Basim is much faster than Eivor, Kassandra or Bayek, although it is not at all similar to the parkour of Unity or Syndicate. But in Basim we see a mixture of that verstility of Connor, the movement that reminds us of Ezio and Altaïr in equal parts. So now, thanks to an interview with animation director Benjamin Fox via video gameswe have been able to know more about the movements, parkour and combat of Assassin’s Creed Mirage.
The size of the Assassin’s Creed Mirage map will be similar to that of the two games of the original formula
we are xbox.com
- Basim’s movement will be clean and fluid, with animations to help this, as well as others that make Basim’s speed on the climb feel. “So there are various tricks we’ve done in the animation to make things look a little faster than they are.”
- There was a lot of focus in the world to make the level design really fit into the animation system. (As we already told you, Bagdad is created by and for parkour, as well as stealth)
- Through parkour, it has been possible to create more fluid, precise and efficient movements to move from one attack to another quickly.
- For combat, Ubisoft Bordeaux has looked at classic games from the franchise, but they also looked at samurai or Jedis movements, because of the way you handle katanas or lightsabers, something very interesting.
- The animation team has trained with real swords to understand how to wield the weapons in an efficient and natural way, thus speeding up the slow and jerky movements of Valhalla and giving Basim his own personality.
- There won’t be dismemberments on the same level as in Valhalla, as the combat will be very different.