That’s thanks in no small part to a carefully crafted system that determines which parts of the game’s geometry constitute valid handholds and how the character should animate from one position to the next.
From the outset, the Assassin’s Creed games were defined by their awesome third-person locomotion that gave players unprecedented freedom to traverse the world as well vertically as horizontally. That’s thanks in no small part to a carefully crafted system that determines which parts of the game’s geometry constitute valid handholds and how the character should animate from one position to the next.