Realism in Assassin’s Creed: Parkour Approached by Pros

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A gaming publication released a lively video where professional parkour athletes assess how closely the Assassin’s Creed moves mirror real sport. Reporters invited Toby Segar and Benj Cave of the British Storror crew to separate showy stunts from authentic athletic technique, offering a clear take on what looks right and what looks exaggerated. In the discussion, the athletes break down the timing of push offs, grip consistency, body alignment, and how momentum shapes landing forces. Their aim is to help fans understand where game design leans into spectacle and where it respects real discipline. The content invites viewers to consider how much a game can simulate the feel of flowing movement while preserving narrative pacing and gameplay balance.

The verdict is that Assassin’s Creed remains a video game, not a real life parkour simulator. To entertain players, several acrobatic elements are streamlined. In the discussion, athletes noted that some moves still feel convincing, such as pole work and rope descents, yet they flagged many gaps that do not stand up under real world scrutiny. The differences underline how designers balance drama with legibility, while athletes emphasize training mindset, safety, and progression when transferring steps from training to screen.

Specific sequences were singled out for critique, such as how landing mechanics are treated in the game. Segar described certain in game motions as a crime against parkour because real world joints must be protected and controlled through proper form. A portrayal of a shadowy samurai in a tense moment was noted as possibly a deliberate stylistic choice by the developers, sparking discussion about how representation interacts with gameplay.

Meanwhile the Storror group is developing a dedicated parkour game slated for 2025. Talk around a new Assassin’s Creed installment titled Shadows suggested a release in March.

A teaser from a South Korean project drew attention on YouTube for its provocative content.

Note on reception and discussion across gaming circles shows how enthusiasts evaluate how real skills map to screen motion and how design choices influence the sensation of speed, risk, and control.

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