
Perhaps that is why the multiplayer portion of the upcoming Assassin’s Creed: Brotherhood is focusing more on stealth than pure action. Almost all of these games strive to deliver the most bang for your buck by compressing the flashiest movements into the press of a single button hardly indicative of the precision and skill that FPS players pride themselves on honing. The agile and flowing movements of parkour are not new to video games, but they have received a burst in popularity, especially in third-person action games, including the Assassin’s Creed and The Prince of Persia series.
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Parkour in use can be as mundane as going over a handrail instead of around, or zipping down a staircase without tripping, but watching a highly-skilled practitioner is like watching an action movie come to life. Parkour is about the efficiency of movement between two points, maintaining momentum, and breaking our perceived boundaries of movement. Parkour’s image is still that of reckless kids blowing out kneecaps while backflipping off garages and pouncing across rooftops, but the truth is far more practical. Brink, with it’s mixture of parkour and fast combat, has the potential to alter the future of first-person shooters.

Crouches, rocket-jumps, and vehicles entered the scene, but even with all of our new toys, the perfect assault could be foiled by a waist-high fence. Keyboard controls became laughably archaic, while circle-strafes and spinning jumps were the new moves of choice. It seems like such a basic and obvious concept now, but back in the early ‘90s, it was mind-blowing.

The introduction of mouselook was the eureka moment for first-person shooters.
