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Did older assassinโ€™s games cause height sickness?

As discussions in the gaming community heat up, players are reflecting on vertigo experienced while playing older Assassinโ€™s Creed titles. Many are questioning design changes and their effects on height perception in more recent installments.

By

Samira Hossain

May 10, 2025, 04:41 PM

Edited By

Akira Tanaka

Updated

May 11, 2025, 04:18 PM

2 minutes of duration

An Assassin's Creed character stands on a high rooftop overlooking a cityscape, expressing a feeling of height sickness.
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Height Sensations Across Titles

Gamers are increasingly sharing their unsettling experiences with height in several Assassinโ€™s Creed games. One individual noted, "I lost that feeling now. Wonder why?" Memories from AC2 and AC3 evoke discomfort during high climbs, with another player recalling the initial ascent before the AC2 credits: "That climb really hit me - tapped into my fear of heights in a real way." This intensifying conversation highlights a shared struggle with vertigo across iconic games.

Players' Diverse Reactions

While some feel exhilarated by the sense of height, others report mixed reactions. One player underscored the difference in experience saying, "I can sit down and feel fine, but stand up while playing? I get unsteady." Another player noted how climbing mechanics have shifted: "Climbing was more like a puzzle back then, while now you can climb anything anytime." A player revealed the unique feeling of vertigo when falling in older titles: "In the old games, falling meant serious consequences. Now, itโ€™s just a roll, and health regenerates so quickly."

Immersion and Design Changes

Following Assassinโ€™s Creed Unity, some players have noticed a decline in height-related sensations that characterized earlier games. Speculation fills forums about design elementsโ€”whether itโ€™s camera angles or movement mechanics that have altered the experience. One user humorously remarked, "Thatโ€™s why they have all those warnings on the loadscreen." Interestingly, a player also commented on specific moments outside of the series where vertigo struck: "Thereโ€™s a section involving heights in The Last of Us 2 that made me dizzy." This shows how immersive design elements, like gentle camera shakes or wind sounds, can enhance feelings of vertigo.

Key Insights

  • ๐Ÿ’ฌ Varied Experiences: Players express different height discomfort levels.

  • ๐Ÿ—๏ธ Design Shift Theories: Changes in mechanics may diminish the fear associated with heights in newer titles.

  • ๐ŸŽข Consequences of Falling: Older games featured serious penalties for falling, unlike modern installments.

"Your brain registers movement, even when sitting still."

As the dialogue progresses, thereโ€™s a clear desire among players for developers to reintegrate spine-tingling sensations in future games. The nostalgia for those earlier experiences signals a potential shift back toward thrilling heights.