Evolution of Parkour in Assassin’s Creed Franchise (2007-2026) | A Deep Analysis
287K views · Dec 20, 2025 · Gaming
Comments · 240
@OfficialCreedVerse · 9 months ago · pinned
Which Assassin’s Creed game do you think has the best parkour system? 🤔Share your thoughts below.
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@masRin17 · 9 months ago
connor's running animation is chef kiss🔥
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@toumakamijou4878 · 9 months ago
So, they are SLOWLY bringing back the old parkour system. But there is something that they can't seem to bring back. The theme of what made Assassin's Creed an Assassin's Creed
361
@JoeTurok · 1 month ago
Nothing beats Unity's parkour; it was so seamless.
21
@inxra7ex · 3 months ago
Ma boi Connor built different, moves different.
20
@Mifon201 · 8 months ago
Give the author a like for the fact that Yasuke at least tried to find his way in parkour
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@beater1d · 8 months ago
I love how assassin's Creed 3 parkour was fluid and realistic
80
@digivagrant · 9 months ago
We peaked either around AC: Revelations and/or AC: Unity.
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@Vantus4net · 2 months ago
You missed it:<br>In AC1, there's a move that allows you to fly diagonally through a merchant's tent.<br>In AC3, there's also a move that allows you to slide under low objects (like fences) while running.
7
@meisterpear · 8 months ago
Here’s my take: <br>- Unity’s parkour is very good, but not my favorite. Visually it’s VERY fluid and flashy, which is awesome, but it is a little weightless. Arno can make some frankly insane jumps that look like he’s defying gravity, and that’s not personally my cup of tea. I also feel like you have less control compared to the Ezio trilogy parkour—in Unity, one player input does quite a lot, and so it can feel like you don’t have precise control over when Arno does something. Syndicate is mostly the same deal—the grappling hook trivializes parkour in some respects, but setting-wise it’s necessary with London’s tall buildings and wide streets. Of course the best thing this era had was the parkour down input, literal game changer. Looked good and afforded tons of control compared to previous games.<br>- The Kenway saga (AC3-Rogue) is a decent in between from Unity and the Ezio trilogy. Visually, I think it looks the most like actual freerunning, it’s a good balance between style and weight, even if it’s a little less interesting than Unity’s flashy moves. There’s a little less control than the Ezio trilogy since vertical wall runs can veer off to the side in some cases, but overall doesn’t feel too bad.<br>- Ezio trilogy has my favorite parkour. Every movement is discrete—Ezio will not do something you do not input. Highest level of control in the series and for that I think it’s the best mechanically. Climbing does look a little slow compared to its sequels, and of course it lacks the vaults that AC3 introduced that feel so fluid. But since the player has so much control over it, I think it has the best “skill expression” in the series, with Unity as the runner-up (since you can make some really cool looking lines in that game.)<br>- The RPG era by far has the worst parkour. It doesn’t look nearly as interesting as any game before it, especially not Unity and Syndicate. Additionally, since parkour now only requires a directional input and one button (no high profile setting, like with the previous games using the right trigger), control is also very bad. Setting-wise, Egypt, Greece, and England don’t have very tall buildings nor very many dense cities, so routes are limited. Origins is the best in this category—it had routes, they just weren’t as necessary to use.<br>- I haven’t played Mirage or Shadows but they do seem like they’re a pivot back to decently-animated parkour. Japan seems to suffer from the same problems that the RPG era settings suffers from though. Baghdad looks pretty good for parkour though. I do think the animations don’t look nearly as they as they did in older AC games though.<br><br>To summarize: Unity has the coolest looking parkour, Kenway saga has the weightiest parkour, and the Ezio trilogy has the best parkour mechanics. <br><br>This is a great video by the way! Insanely comprehensive comparison of parkour. I’m glad that you discussed both the way parkour LOOKS and the way it PLAYS too, because I feel like a lot of people don’t really address that dichotomy.
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@James_Kosmo · 8 months ago
<a href="https://www.youtube.com/watch?v=LUjTWjrb2UE&t=659">10:59</a> ACU had a slide feature. There arent many places that you can use it to be fair. But, you use it once in the story mode in the mission where Arno has the vision thingies and on the DLC. Otherwise you can do it on some steep roofs
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@coreycasciano3255 · 2 months ago
Ubisoft was really flexing with the parkour animations in Unity lol
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