Assassin’s Creed Nexus VR is set to arrive on Quest headsets November 16th, offering up a new first-person VR experience for the storied franchise. Now Ubisoft has released an explainer video that goes into how it all works, including the game’s combat, parkour and comfort systems.

Check out the video below, presented by the game’s creative director David Votypka and associate game director Olivier Palmieri, both of whom have been a part of Ubisoft’s earliest VR gaming efforts, including Werewolves Within, Eagle Flight, and Star Trek: Bridge Crew. Check out the full nine-minute video below:

In case you can’t watch it right this second, the video shows off all three assassins in Nexus VR: Ezio Auditore, Connor, and Kassandra. We also get a better look at the game’s expansive open maps that look rife with opportunities for stealth, parkour, and wandering baddies that make for ideal targets for the game’s inventory of iconic AC weapons.

In a news update, Ubisoft explains stealth options, which include blending with crowds, pickpocketing, and employing the Hidden Blade for silent takedowns.

SEE ALSO
A Three-game VR Workout Routine That's as Fun as It Is Physical

Parkour mechanics also seem pretty conventional for anyone who’s ever played Crytek’s The Climb series. Here, you’ll be able to scale walls, jump from rooftops, and even perform Leaps of Faith.

The game also looks to offer up fluid and dynamic combat by letting you block and counter enemy attacks, use ranged weapons, and environmental objects too. Comfort features include turning vignettes and ‘tunnel vision’ modes, as well as teleportation and automatic pathfinding for more comfortable parkour.

We have our hands-on coming, so check back soon to see whether Ubisoft has managed to hit a home run with the long-awaited Assassin’s Creed VR game, which is headed to Quest 3, Quest 2 and Quest Pro November 16th.

This article may contain affiliate links. If you click an affiliate link and buy a product we may receive a small commission which helps support the publication. See here for more information.


Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 3,500 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • Daniel Dobson

    Almost here! :D

  • ViRGiN

    I’m glad it isn’t getting dumbed down to run through obsolete layers of SteamVR.

  • ApocalypseShadow

    Looks decent. Hopefully the gameplay holds up.

    From the upload VR article, it’s looking like a timed exclusive.

    • MeowMix

      interview from a few days ago (Inside the Game), the director of the game said Assassin’s Creed Nexus VR is a Quest platform exclusive.

      • ApocalypseShadow

        Upload VR

        “Several days after visiting Ubisoft Leamington I spoke with David Votypka, Senior Creative Director about Assassin’s Creed Nexus….. ”

        “Finally, I questioned if there’s any chance we’ll ever see Nexus on other platforms like PC VR or PSVR 2. While he doesn’t rule it out entirely, he doesn’t confirm any plans, either.”

        “Right now, we’re focused on the Quest. You never know what will happen in the future, but we don’t have anything to announce on different platforms at the moment.”

        *AT THE MOMENT.* Which could make it a stand alone exclusive. Not necessarily a locked in game exclusive unless Facebook pays for that privilege. Because console VR isn’t a direct competitor like Pico.

        Star Wars Vader Immortal and Galaxy Edge were Quest platform exclusives. I see both of them on PSVR and PS VR 2. Iron Man was a PSVR exclusive. Now it’s on Quest. Both happened after release on another platform. Companies are forbidden to talk about any other version until then. Plus, Ubisoft has been a multiplatform VR developer. Their games released on multiple headsets from PC, stand alone and console.

        We’ll just have to wait and see won’t we?

        • Gonzax

          I’m getting it for Q3 but I’d love to se a PCVR version of the game some day. Fingers crossed.

  • Yeshaya

    Would be an interesting What-If if they’d make it Quest 3 exclusive, spend the extra dev time polishing the game accordingly, and launch alongside the Q3 release. Would move a lot of franchise fans into VR, similarly to how Alyx was a jumping-on point for Half-Life fans.

    • Christian Schildwaechter

      They sold 20mn Quest 2, about 1/3rd of which is still in use. They now may have sold 1-2mn Quest 3 for a total of maybe active users 8mn, which is a minuscule active user base for an AAA developer. And making it Quest 3 exclusive would not only have reduced the number of potential buyers by 75%, it would also have pissed off all the Quest 2 owners that for years have been waiting for a number of announced, but never realized AAA releases.

      The improvements of the Quest 3 are mostly in lenses and GPU performance, while the CPU is only a moderate step above Quest 2, not allowing for more complex games. So releasing ACN VR for both Quest 2 and 3, with mostly the graphics significantly improved on the new HMD, makes a lot more sense than making it Quest 3 exclusive, and the “What-if” would be create pretty much a a lose-lose situation for Meta, Ubisoft and the Quest user community.

    • ViRGiN

      It wasn’t a jumping point for anyone. it had 40k+ concurrent players on launch date, and basically already died a week later.