Mirage vs Unity: Gameplay & Graphics - Parkour & Stealth Comparison

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Published 2023-10-07
Welcome to this comparison video for Assassin's Creed Mirage vs Unity. For this I'll be showing some basic gameplay for both titles, this isn't a very in depth review of the games. But I wanted to show some of the foundation for each title. Let me know what you think, thanks for watching :D

All Comments (21)
  • @qumasai
    Its sad that we never gonna see the game like Unity again.
  • @servedya
    What I like about the assassination's in Unity is that he keeps walking when he assassinates someone, while in Mirage he locks in place while doing it
  • @LeNguyen-jx7bg
    Is it just my bias or AC Unity' graphic truly ahead of time? Paris looks insanely next-gen compared to every one of its successor cities
  • I mean props to Ubisoft from making such a big leap from Mirage to Unity. Mirages parkour still holds well to this day.
  • @saltyjager8725
    watching these clips made me realize how ambitious was Unity and how Ubisoft misinterpreted its failure. They thought the mistake was the decision of having Icarus fly to the sun when it's more of not giving him the tools capable of reaching the sun
  • @crypt0sFX
    Unity looks so much more vibrant, interesting, and smooth.
  • The scale and detail of Paris is still unmatched. Definitely the finest open world ever created by ubisoft.
  • @Shou_Fang
    Ubi has really outshined themselves with this Unity release. They’ve come a long way since Mirage.
  • @alexmason8557
    No assassin's creed can beat unity graphics and parkour.
  • @sandroboraita517
    My question is, if they had already made an amazing and really enjoyable parkour system in Unity that people love, why don’t they bring it back in Mirage?
  • People often speak about how great Unity's parkour system is, as they should, but one thing I really love about that game is the combat system. Having to actually look at enemy attacks and time your parries is quite satisfying. And the animation flow between parrying, dodging, rolling and attacking looks very impressive. It really is a game that flew too close to the sun.
  • @808riko2
    The main thing they just need to change is moving the analog stick should ONLY walk. This gives that weight to the character, sprinting/ jogging in a game using only analog has always been the formula for a light character.
  • @azawestie123
    It’s crazy. If I knew nothing about AC, and the order of release, I am without question thinking Unity is the latest release.
  • @Streek2202
    My goodness they made the crowds worse in Mirage. In Unity, you could follow random NPCs and watch them engage dynamically with others, such as citizens hugging and greeting each other or strangers starting arguments and provoking one another. As for the parkour, Mirage’s “snappiness” in animation makes Basim seem as if he slingshots from platform to platform without momentum. If you’ve played enough of Unity, you’ll tell the difference when I say there’s “weight” to Arno’s movement. Landing, jumping, and running animations feel more sluggish but this makes movement feel more believable - arguably satisfying especially when you learn more advanced maneuvers to optimize your paths for parkour.
  • @haytham7035
    What baffles me the most is the fact, that after 4 years of creating Paris Ubisoft decided to leave it at just this one single game. As for me, I wouldve loved to stay in Paris in another AC Unity expansion! Paris was just a gigantically large city and well-designed. But thats Ubisoft for ya: They treat their own games like sh**.
  • @ANI_Editz612
    Woah can't believe Mirage was released in 2014. The graphics and gameplay in that game were insane as per to those times but it still had many flaws and Glitched. Thanks to Ubisoft that they improved all the game mechanics and physics in this new AC game i.e. Unity! Literally Perfection!!!
  • @lepersonnage371
    The thing is, that simplified parkour of Origins and on worked for the last three games because they had these vast areas and fields and sands and not much to parkour on, it worked there, but in Mirage if they made the proper urban dense area again then why not bringing back some depth to parkour? like we don't have these huge endless map anymore so makes no sense to keep this simplified parkour. Well, as one of the devs said they just want the most casual players to just be good at the movement from the get go. smh..
  • @filipjusta
    I liked Unity already at the time of its release, I am happy that it is still being talked about Unity after such a long time.
  • @jty1999
    Believe me, I'm just as disappointed but the work that goes into animations for the pre-RPG games is immense. Instead of one animation per move type, Unity and other games had variations of movement types depending on spacing, momentum, etc (this is even more true for Unity). The environments were also super complex in Unity, which is why the parkour was super jank at times. It's simplified not only for the more casual players' benefit, but also for timely production. I still would love to see Unity parkour again but it won't be for a while if ever.