Evolution of Parkour in Videogames Explained

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Dying Light
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Gaming and has a long and interesting history of using Parkour movements to give the player new ways to play, but how did the simple jumping of Mario evolve into the 'go anywhere' games like Assassin's Creed? And what about games that make the experience of Parkour accessible in your living room? In this episode of Parkour Analysis, we explore the evolution of parkour in gaming, from blockbuster games to independent developers, to fan-games.

Is the game with the best Parkour movement, the most fun to play?

-- MUSIC --
Intro music provided by Monstercat:
Aero Chord feat. Anna Yvette - Break Them
https://youtube.com/monstercat

The rest of the music in this video was made by Thi Fisher, from his new album 'The Energy of Heat'
https://distrokid.com/hyperfollow/thifisher/the-energy-of-heat
Its really amazing so go and enjoy it!

-- BONUS POINTS TO --
Charlie Scott
The Potts Family
Elena @ Joy Way Games
Raaj @ Hole in the Sleeve

-- CHAPTERS --
00:00 Intro
00:52 Pixel Platformers
01:54 Early 3D Games
02:57 Parkour & The Sands of Time
03:48 Tony Hawk's Pro Freerunning
05:05 Assassins Creed inspires Parkour
06:15 Mirror's Edge changes everything
07:23 Brink and Titanfall
08:10 Assassins, Vector, Tomb Raiding & Dogs
09:38 Dying Light
10:32 Catalyst & Parkour in more games than ever
10:59 Parkour in Virtual Reality
12:11 MINECRAFT! & User Made Parkour Mods
12:44 Dreams of TruePKFR
13:42 Storror Parkour Game
14:24 The future of Parkour games

The movements in this video are performed by professional parkour athletes and stunt performers in controlled environments. Do not attempt anything in this video without professional training and supervision. We recommend seeking local tutors to learn parkour and more than anything, make sure you remain within your abilities!

© Ampisound - For all press enquiries contact scott@ampisound.com - This video is not to be reproduced without prior authorisation. This original YouTube video may be distributed & embedded, if required.







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