It's strange how climbing is a key mechanic across so many video games. Whether it's the stealthy climbing of the triumphant homage of or the fast-paced, it's a core facet of many gaming experiences. Enter from Don't Nod, which puts climbing at the center of its main mechanics.
is a game with one true goal: climb a huge tower. Set in a world where oceans and rivers have gone, the player must climb a tower and explore the remains of the civilization that lived there, accompanied by an adorable little companion called Ballast. It's all about ascending the tower with nothing but a safety rope to help, and manages to turn this straightforward focus into a compelling indie adventure.
Very few games have made climbing as fulfilling a gameplay experience as. Its mechanics, where the triggers control each of the hand grips, feel very tactile, particularly with the PS5 controller's feedback. This isn't a game for parkour and freerunning, but instead is about methodical progress, gauging the next place to put a hand in a very intuitive way.
This could have got boring quickly, but 's initial blend of stamina management and an almost puzzle-based approach keeps the player's mind working. Meanwhile, variation is added through each chapter, such as extreme winds to contend with or glowfly-like creatures that give the player's jump a boost. Don't Nod decided to specialize on a central mechanic rather than provide varied gameplay styles, and it's a choice that pays off.
There are some slight deviations here and there, with the player able to hunt collectibles such as letters and cairns along the way, but these tie wider into the game's theme of exploration. There's no pathway or map marker to be shown for where to go, just a little hint
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