Jumping is handled by pressing or holding the A button, but characters don't jump all the time just when it makes sense to. It's one of those moments of sheer brilliance that I hope to see copied in VR games in the years to come.ĭeveloping a system that lets everyday people perform these miraculous motions is imperative to ensuring that the feeling of Assassin's Creed is properly translated to the first-person VR perspective. But parkour is handled with such grace and efficiency I struggle to understand why no one seems to have thought of this system earlier.