In video games, players constantly need to climb, circumvent, or vault over certain areas. This becomes a crucial part of open-world or semi-open-world games, where they are used to exploring the map at their own leisure and as per their wont.
However, exploration becomes a little tedious when a waist-high wall blocks their progress.
This sort of immersion breaking can be seen in many titles, such as Skyrim, which did not include any climbing mechanic whatsoever. This led to users resorting to a combination of sprint jumping to scale mountains. Climbing high and steep slopes in this video game has since become quite a meme amongst the community.
Thus, it is vital for video games to include a proper mechanic for climbing that sees gamers effortlessly scale surfaces and areas without causing too much of a headache.
Note: This article reflects the writer’s opinions.
When Star Wars Jedi: Fallen Order was released, players were not expecting to do lots of climbing in a video game about a Jedi with force powers. However, as it turned out, the protagonist, Cal Kestis, was only a quarter of the way to being a fully-fledged Jedi, with him being only a Padawan and having severed his connection to the force.
Thus, Cal had to do much climbing and moving along vertical surfaces. This was made all the easier due to the game design allowing a good distinction between climbable and non-climbable surfaces. Climbing itself is easy enough, with a button to grab hold of the surface and move the analog stick.
Climbing was just one part of the world traversal, one which never felt cumbersome. Users would soon be expected to wall run, swing from a rope, and finish by hanging onto a wall, all in one sequence.
It was made even smoother as Cal obtained a
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