>>285446653 >AC didn't start with 3, you moron moves coming from ME are present in since the 3, there were not there before >What does this even mean? have a look at the video you're comparing climbing and passing one is fluid one isn't that fluidity came from ME
>>285447118 >Fluidity of animations has nothing to do with "same moves". that's an inspiration coming from ME since that game, I notice that many games try to be more fluid when running, jumping barrier etc.
>>285447228 >but saying it inspired GTA V and AC3 is really quite a reach. it it one of the greatest inspiration in games just have a look at fluidity of movement in games, since ME it improved, before ME it was shit, and there was no progress
>>285447392 I'm sorry mate, but go back to school. Assassins Creed did fluid movement a year before Mirrors Edge did it. Mirrors Edge was inspirited by AC and not the other way around. And the biggest reason most games has fluid animations today is motion capturing.
>>285447735 There are 2 developers working on parkour games on /agdg/. One has only first person camera, and the second one has third person only at the moment but is aiming to have both.
>>285447823 >but processing power and rising budgets instead no it was not a technical limitation, game designers and developers just didn't know where to go ME show them the path
>>285448056 >Assassins Creed did fluid movement a year before Mirrors Edge did it not that one of passing a barrier during running i spent many time on AC2, i know well that game, and one of the first thing i notice and say about AC3 is "ho, they took that move from ME"
>>285449161 >but moves Are you seriously retarded? If you didn't know, ME didn't invent any vaulting animations, they were mocapped from someone who knows parkour. There are no "special moves" and unique skills in parkour, all people use the same motions because it's the most efficient way to move. >why that rise of fluidity in moves begin just after ME and not before? Animations began to make major steps forward during mid 2000s, it's like you never played Half-Life 2 or Dark Messiah.
Also, just before ME and same year: GTAIV Uncharted AC
>>285449701 >ME didn't invent any vaulting animations moves not animations please understand the difference between those two notions
yes it's ME which invented it show me there in another game before ME show me those moves
>Animations began to make major steps forward during mid 2000s, it's like you never played Half-Life 2 or Dark Messiah. those games have the shitty MOVES (not animations, maybe you're talking about something else), that exist before ME
>Uncharted >AC show me the move at 1:54 https://www.youtube.com/watch?v=BUdaOxKpkaY you can't it doesn't exist before ME search for it, i gonna explain to you why it isn't the same move
>>285450754 >I liked Mirrors Edge, that game was izi modo. Most people ("official" and user reviews) thought it was too hard at release, which says a lot about the people these days. I agree though, there should really be more games like it.
>>285451102 Pfff, I think it was pushing too easy at some parts. The ability to run up to a dude and fuck him up - because we all know skinny asian chicks have the super power to KO people twice as heavy as they are with a single slap - was casual tier. I passed the stage with the big hole drainage thing by running around and beating cops up.
>>285452019 It's not exactly clear how much, but some of that can be attributed to EA. They insisted on having guns be usable in the game, and I'm convinced they also pushed for more combat. Having to avoid combat alltogether would have been better, and it's still possible in the final release, hence the trophy/achievement for completing the game without firing a gun/defeating someone. And it wasn't only the combat, people apparently couldn't figure out where to go, which shows just how casual players have become today. I just don't know why games have to be so easy nowadays. A good example is Pokémon, Ruby/Sapphire weren't exactly hard games, but compared to the new remakes they are about ten times as hard. I just hate how things are right now.
>>285456375 >fucking vaulting an obstacle originated with Mirror's Edge vaulting an obstacle in a game without interruption yes, ME is the first to introduce it yes, I CLAIM THAT show me the proof I'm wrong moron it must be easy, you just have to show me a vid of a counterexample
>>285444137 It's mostly console babbies who can't handle manipulating the camera to control their movement. It's also why they insist platformers are terrible with a mouse and keyboard even if they don't require variable movement speed.
>>285457793 I have literally never heard of anyone on PC who dislikes first person platforming so vehemently. Again, it's mostly console babbies because FPS-style controls are garbage with a controller.
>>285444137 I used to do Parkour. (I'm actually thinking about getting back into it.)
This game was comfy as fuck. It did so much right. Like having the safety roll or how they abstractly implemented "runner vision". It was still a little generous with the heights you could drop from, and that unrealistic slid, but is a game after all. And how velocity affected your moves. I quite liked the story as well.
I really hope they follow through with the sequel.
>>285459220 >AC3 added in choppy freerunning fence hopping because parkour is now popular and ME is totally unrelated to it (do i need to say sarcasm?) >faggots, the main audience for video games homophobia you start to be insulting are you running out of argument?
>>285457894 It makes it difficult to tell where the edge of the platform is in relation to your character, with a 3rd person view, you can see the edge of the platform, the platform you're looking for and the position of your character at the same time, whereas 1st person platforming feels more error prone when you end up jumping too early to avoid falling off the edge of the platform
ME is revolutionary because it's the game who say movements in first player game must be movements/moves/tricks of parkour and not the garbage wee see today that's the main speech of ME and that's what is revolutionary
>>285460242 >with a 3rd person view, you can see the edge of the platform at first yes, but with time you will know exactly where your feet are you just need training
>>285460410 but you're implying that you'll be doing the same jump over and over, in third person you can almost immediately do a variety of relatively complex jumps, whereas most first-person platforming involves aiming the reticule at where you want to go, getting a run up and pressing jump then hoping for the best. Admittedly you can do some pretty impressive stuff in a lot of fps games, especially arena shooters, but they take serious practice and require the player to overcome the intrinsic flaws in first person platforming.
>>285461049 >in third person you can almost immediately do a variety of relatively complex jumps yes and no for the first jump yes but for the next no, because camera will not follow you correctly >require the player to overcome the intrinsic flaws in first person platforming yes we don't know where our body is in first person, i agree but when you overcome that difficulty you gain much because of the camera directly in your eyes
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