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  1. Games
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  3. Assassin's Creed Mirage

Assassin's Creed Mirage parkour is "closer to the Ezio games"

News
By Jordan Gerblick
Published 9 June 2023

The more stealth-focused Assassin's Creed is a "return to the roots"

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Assassin's Creed Mirage's parkour system will more closely resemble the earlier games in the series starring Ezio, Ubisoft has revealed.

In a new video titled Assassin's Creed Mirage: A Return to the Roots, Ubisoft explains the myriad ways the latest title harkens back to older games in the series. Ubisoft has long billed Assassin's Creed Mirage as a more linear, focused, stealth-based experience compared to the action-oriented, open-world behemoths of recent years, i.e. Assassin's Creed Odyssey and Assassin's Creed Valhalla. 

Now we have a little more specificity from the studio, which is directly comparing Mirage's primary gameplay system to that of classics like Assassin's Creed 2 and Assassin's Creed Brotherhood.

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"For parkour, we looked to our previous games for inspiration and chose to put the emphasis on comfort and fluidity," said senior game designer Marco Maresca. "In Mirage, parkour is easy to learn and to master. Our approach is closer to the Ezio games where it's all about keeping the flow and momentum going, with the design centered around verticality."

Maresca added that "many elements from past games are making a return," including "the corner swing, the ability to vault over objects, [and] elevators to quickly reach high ground."

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Something we haven't seen in Assassin's Creed before is Mirage's pole vault, which we can see in the video is used to get across big gaps between the tops of buildings.

Assassin's Creed Mirage is due out on October 12 for PS5, Xbox Series X/S, PC, and last-gen consoles. It's one of many upcoming Assassin's Creed games from Codename Red to Invictus.

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Whether you're an open-world or stealth fan, here's how we ranked the best Assassin's Creed games available now.

Jordan Gerblick
Jordan Gerblick
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Staff Writer

After earning an English degree from ASU, I worked as a corporate copy editor while freelancing for places like SFX Magazine, Screen Rant, Game Revolution, and MMORPG on the side. I got my big break here in 2019 with a freelance news gig, and I was hired on as GamesRadar's west coast Staff Writer in 2021. That means I'm responsible for managing the site's western regional executive branch, AKA my home office, and writing about whatever horror game I'm too afraid to finish.

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