9 Things NO Video Game Can Get Right

3. Climbing Mechanics Forever Boiled Down

Uncharted 4 RPG
Naughty Dog

Speaking of action adventure games, when was the last time you actually enjoyed a climbing section?

Potentially also used as a way to mask loading, the vast majority since Uncharted and Assassin's Creed perfected how to dominate vertical spaces over a decade ago, boil down to pressing a direction and jumping every now and then.

No weight distribution, no sense of peril or danger - nothing other than the same "shuffle sideways, jump up, to the side or backwards, shuffle a bit more, then climb to victory" over and over. Although the older days of Tomb Raider were more awkward thanks to pixel-perfect jumps or instant death, at least climbing came with a sense of genuine achievement.

For the most part, the triple-A space's approach to having climbing sections reduces them down to an automatic path, requiring minimum input as you plainly go from A to B, mostly just taking in the scenery.

Smaller indie titles like Grow Home and Heave Ho show how momentum can factor into climbing gameplay, and it's something so many more games can learn from.

Advertisement
In this post: 
Tomb Raider
 
Posted On: 
Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.