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KrigareN-

Banned
Dec 13, 2017
2,156
Assassin's Creed, you see something, and it's climbable, a simple but major design choice that changed the way you traverse the world and paved the way for more organic exploration, with appropriately polished animation:
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These look sooo good it's almost sexy.

Varied yet appropriate animations and great blending is really important for immersion.
 

Malcolm9

Member
Oct 27, 2017
3,040
UK
To those folks saying that Revali's Gale makes Zelda a "worse" game ...

That ability is unlocked maybe ... 30 hours into the game? You can use it a few times and then it's on a long-ass timer.
Also, in a game where people constantly complain how the necessity to climb + rainy weather is essentially a forced coffee break, you want to take away that tiny Quality of Life feature? Saying it allows you to skip climbing altogether is rather hyperbolic as this'll only be the case if you mostly fast travel and barely explore. It's like saying the combat sucks because "you're basically invincible", because you have the Goron Shield ability. (which is on similar cooldowns)

BOTW's climbing is fantastic - the fact that "rushing it" (leaping) actually gets you less far (because the loss in stamina outweighs the progress made) than taking your time is such a novel concept, because usually, in games that let you climb stuff, you'd do your "leaps" over and over again to speed things up.

Also agree with Crossing Eden on AC. Origins had fantastic climbing. First post-BOTW game that got climbing right, because it let you freely climb almost any surface.

That's what was so disappointing about Horizon - Zero Dawn ... while that game was fantastic otherwise, their climbing mechanics were those of a 2015 game - which is incredibly frustrating if you play it right after BOTW.

That's just the design choice for Horizon though, that's why I wouldn't compare it's climbing sections to Origins or BOTW as they give full freedom to climb pretty much everything.

GG clearly didn't want that in Horizon.
 
Nov 4, 2017
7,382
I think Shadow of the Colossus is the best. I love how the angle and movement of the Colossus impacts on stamina depletion etc. There are also some amazing moments where you let go of a limb at once point of its movement so it flings you to where you want to be, which I found impressive.

BotW is also great, but gets second place for me because:
  • I hate how rain renders climbing impossible (yeah yeah it forces you to try different things... Kinda shits on the "Do what you want" spirit when the game constantly forces you to do things in weird ways).
  • The slow climb rate and low stamina early on made it feel like a frustrating minigame to me (sure you can remedy this, but it's immersion shattering to have to open a window, change outfits and eat something every time I want to climb)
 

Fliesen

Member
Oct 25, 2017
10,254
That's just the design choice for Horizon though, that's why I wouldn't compare it's climbing sections to Origins or BOTW as they give full freedom to climb pretty much everything.

GG clearly didn't want that in Horizon.

Of course it's a design choice - especially when the climbing is often part to revealing some story elements.
Still, when there's no "once you climb up here, you'll see this or that" the climbing just feels very restrictive.
Doesn't make Horizon's climbing bad, per se, but it really emphasises how much of an achievement a game that allows you to basically climb anywhere without really breaking any kind of progression, is.
Certainly helps that BOTW was very light on story / narrative, though.
 
Oct 29, 2017
4,721
It's Breath of the Wild. It was a literal game changing feature and really one of the only open world games where climbing actually has any real agency to it.

Shadow of the Colossus is a close second though. The climbing is fundamental to the core gameplay and is extrodinarily well done.
 

Dragon1893

Member
Oct 25, 2017
5,446
Not saying it's the best but I think I Am Alive did a great job with it.
The stamina bar made it really tense.
 

Harlequin

Banned
Oct 27, 2017
1,614
It's Tomb Raider Legend/Anniversary/Underworld. Those games solved the problem of it being boring to just hold the analogue stick in one direction and wait. They have a mechanic where if you press the Interact button with the right rhythm you can turn Lara's standard climbing animation into a much faster version, which keeps you engaged the whole time you're climbing walls, poles, ropes or shimmying along ledges. It baffles me why that mechanic was never used again, not even in subsequent Tomb Raider games.

Those games even made running across long stretches of flat ground interesting, because you could press the jump and crouch buttons in different combinations to bust out impromptu gymnastic floor routines:

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Legend and Anniversary don't even have proper wall-climbing as it's described in this thread. Underworld does and it's a pretty poor implementation. Basically just press the stick in the direction you want to go and be done with it. And LAU's traversal in general is pretty lacklustre IMO. Yeah, you can speed it up to get it over with quicker but what kind of argument is that? Tomb Raider used to be a platformer at heart. Platforming in those games should be fun and you shouldn't have to wish for a way to get it over with quickly. LAU's problem was always two-fold:
  • They ditched the precise, non-automated controls of the classics taking away the very basis for any kind of challenge in the games' traversal. And that was what used to make the old Tomb Raider games fun. Getting from A to B was a challenge and overcoming that challenge was satisfying as fuck.
  • They built the traversal sections mostly around ledge-hopping and shimmying sections as opposed to the platform-to-platform traversal in the old games. This basically makes these sections of the games on-rails affairs with little risk of failure and cancels out an entire axis of movement, essentially turning character movement two-dimensional rather than three-dimensional. Basically, the level design takes away even more of what little challenge may have been left after the control changes and simplifies the games' traversal even further.
Long story short, they could've designed a traversal system that was fun in its own right, instead they designed a traversal system that revolves around a mechanic so tedious they needed to implement a sub-mechanic to speed it up.
 

Nymphae

Member
Apr 3, 2018
554
Assassin's Creed Origins has the most fluid system I've encountered in a game so far. Almost every surface can be climbed, vaulted over or descended like a breeze without a ton of effort.

It simplified the system to the point of it being boring, imo. You just point at things and press X. Circle to drop.
 

Harlequin

Banned
Oct 27, 2017
1,614
Assassin's Creed Origins has the most fluid system I've encountered in a game so far. Almost every surface can be climbed, vaulted over or descended like a breeze without a ton of effort.
That's kind of what makes it bad, though (IMO). If it takes a lot of effort for the character, it should take at least some effort on your part, as well. There's just this huge disconnect between what you're doing on your controller and what you're watching on your screen which translates to a disconnect between you and the character. It doesn't feel like you're doing those things a lot of the time, it feels like the character is doing them. You're just pointing them in a general direction. Now, some people may enjoy that but I just find it very boring and at times even immersion-breaking.
 

Huey

Member
Oct 27, 2017
13,224
Assassin's Creed, you see something, and it's climbable, a simple but major design choice that changed the way you traverse the world and paved the way for more organic exploration, with appropriately polished animation:

*snip*

I guess it really depends what we mean by "good." I would think that implied that it was a rewarding or satisfying process in and of itself, which AC isn't. I still fault Ubisoft to some degree for failing to mechanically evolving the traversal in AC, essentially really since the first one. They were coming off what remains one of the great platforming series, Prince of Persia, but decided to dramatically simplify things for accessibility and ease of exploration purposes. There's really no failure state for climbing and platforming in AC - the character sticks to the things and moves as your press up. I understand why, but it makes the everything you do traversal-wise in an AC game feel pretty meaningless to me, whereas it should feel kind of amazing to say... climb a pyramid lol.

My vote for a recent game would go to Last Guardian. While it's simple and definitely not mechanically perfect, there is a real sense of risk involved. Naughty Dog could honestly learn a thing or two from GenDesign - failure is very, very possible here, often with stomach turning moments.

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shinobi602

Verified
Oct 24, 2017
8,378
It simplified the system to the point of it being boring, imo. You just point at things and press X. Circle to drop.

That's kind of what makes it bad, though (IMO). If it takes a lot of effort for the character, it should take at least some effort on your part, as well. There's just this huge disconnect between what you're doing on your controller and what you're watching on your screen which translates to a disconnect between you and the character. It doesn't feel like you're doing those things a lot of the time, it feels like the character is doing them. You're just pointing them in a general direction. Now, some people may enjoy that but I just find it very boring and at times even immersion-breaking.
Right, I can understand that. When someone asks me what game has the 'best climbing', I personally don't look at it in terms of complexity or puzzle solving but ease of use and freedom for me as a player in an open world. It's why I didn't enjoy Breath of the Wild's climbing for example. I didn't feel like I was accomplishing anything or getting rewarded in that game, but rather frustrated. It just got in my way.

It's why I feel climbing and general movement in Origins is easily the best in the series so far.

Now, if AC was a game strictly about traversal, it'd be a different matter.
 

Deleted member 2145

User requested account closure
Banned
Oct 25, 2017
29,223
grow home for sure

you actually feel like you're climbing instead of just pressing forward or something
 

Edgar

User requested ban
Banned
Oct 29, 2017
7,180
AC origins to me had the best traversal /climbing in AAA game. There's good balance between awesome animation and stil having pretty decent control over bayek. It's just super intuitive. Ac games were never about challenging the player so idk where that criticism comes from
 
Dec 6, 2017
11,001
US
I feel like everyone's going to think I'm joking with how much the controls seem to generally be maligned but...

Tomb Raider through Tomb Raider: The Last Revelation (PS1)

I find something about the heaviness and high stakes of it all really thrilling. Especially in Tomb Raider II, the traversal puzzles as I'd call them are really challenging and the heights can get quite dizzying.

Still my GOAT games for 3D platforming despite the stiff controls.
 

Falchion

Member
Oct 25, 2017
40,980
Boise
Breath of the Wild had the most boring climbing for me. Press towards wall, hold up, wait forever. The climbing in Grow Home was definitely the most engaging I've played so far.
 
Oct 27, 2017
6,411
Assassin's Creed climbing is so overrated. It's literally hold forward and the run button and the game does the rest. It looks pretty, but ultimately is boring.

As for me, the first game that made climbing feel like an achievement was Crackdown. That shit was so good.
 

Nintendo

Prophet of Regret
Member
Oct 27, 2017
13,387
AC Unity has the best climbing/parkour mechanics. They heavily dumbed it down for AC Origins.

BotW has one of, if not the worst climbing mechanics. Link just sticks to walls and the same animation just loops while climbing.

Looking forward to seeing how climbing and parkour will feel like in Spider-Man.
 
Nov 1, 2017
1,348
FL, United States
To me Uncharted and MGSV have the most convincing climbing mechanisms. However my favorite climbing mechanic is in Assassins Creed Revelations. Between AC Brotherhood and Revelations, climbing felt less like physical activity and more like an elaborate puzzle. Shorter buildings could be scaled in seconds while towering spires could take you ten minutes. It was a different approach to climbing that I really missed when they got rid of it in ACIII
 

butman

Attempted to circumvent ban with alt account
Banned
Oct 30, 2017
3,024
BOTW.

GOW was unnecessary just for load the next level.
 

FrostyLemon

Banned
Oct 28, 2017
1,635
Theres a few answers here.

Breath of the Wild, because the world is designed for you to climb up it and explore it. The stamina bar makes you have to plan and think about what you're doing, there are rest points to replenish stamina and an incline will increase the rate at which stamina depletes. All very clever. It doesn't look very realistic however.

Assassin's Creed Origins is great because it makes you feel like a bad ass cat man who can approach and kill from any angle. The holds make climbing look more realisitic, but also more linear which can be boring in some ways. The problem with AC is that you never feel in danger, your character is just too nimble and you are on autopilot for a lot of it. This one looks the best.

The best game for me is Shadow of the Colossus, because the entire game is built around climbing colossi. It had the stamina system of Zelda, and you have to think about when the giant is going to make a dangerous movement which will throw you off balance. This can result in lost progress, having to get back on the colossi and increases the tension. The game is just epic all round, and climbing is a central component of that.
 

Crossing Eden

Member
Oct 26, 2017
53,401
I guess it really depends what we mean by "good." I would think that implied that it was a rewarding or satisfying process in and of itself, which AC isn't. I still fault Ubisoft to some degree for failing to mechanically evolving the traversal in AC, essentially really since the first one. They were coming off what remains one of the great platforming series, Prince of Persia, but decided to dramatically simplify things for accessibility and ease of exploration purposes. There's really no failure state for climbing and platforming in AC - the character sticks to the things and moves as your press up. I understand why, but it makes the everything you do traversal-wise in an AC game feel pretty meaningless to me, whereas it should feel kind of amazing to say... climb a pyramid lol.
As a stealth game, if they required complex inputs for the climbing, there would be a lot of issues, the satisfaction comes from how you use it as climbing is a tool. The ease of climbing feeds back into the stealth scenarios as you're incredibly mobile compared to your enemies.
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Like imagine how uncomfortable stealth feels in a game like Mirror's Edge and what that would feel like in an open word game where you tackle any scenario from any direction.
 

Huey

Member
Oct 27, 2017
13,224
As a stealth game, if they required complex inputs for the climbing, there would be a lot of issues, the satisfaction comes from how you use it as climbing is a tool. The ease of climbing feeds back into the stealth scenarios as you're incredibly mobile compared to your enemies

Like imagine how uncomfortable stealth feels in a game like Mirror's Edge and what that would feel like in an open word game where you tackle any scenario from any direction.

I heart what you're saying but to me that's pretty heavily qualification for "best climbing" hence my initial proviso about what we mean by best. You're right, the AC series is integrating many different things, but I feel the climbing and platforming have actually suffered as a result, compared to prior work from the same team.
 

onpoint

Neon Deity Games
Verified
Oct 26, 2017
14,974
716
Came to find Mount Your Friends

Glad to see it here already

That game had the most satisfying climbing to me.
 

StallionDan

Banned
Oct 25, 2017
7,705
Classic Tomb Raider.

Modern day games with climbing it's so automatic it barely counts as climbing, it just walking along walls.
 

Naner

Member
Oct 27, 2017
3,018
Breath of the Wild has a good case going for it. Climbing can be challenging and therefore fun to accomplish.


Sure, the climbing in Uncharted feels great, but most of the time it's just holding the analog stick up and mashing X.
 

badcrumble

Member
Oct 25, 2017
3,734
That's just the design choice for Horizon though, that's why I wouldn't compare it's climbing sections to Origins or BOTW as they give full freedom to climb pretty much everything.

GG clearly didn't want that in Horizon.
The thing that bums me out in Horizon is that climbing sections are incredibly rare and far between, but that also makes them really really obviously signposted when they do happen. I think it's a fantastic game, but I wish they'd peppered more climbable surfaces around the world even if they didn't all lead to rare items or whatever.
 

Laser Man

Member
Oct 26, 2017
2,683
Well that's what I came in to put. But it does often feel more like making lunges than climbing. Certainly is a ton of fun though. The other picks I'd have are Climbey and Getting Over It with an honorable mention to Grow Home and Mirror's Edge. I'm glad the thread has basically covered all of these already!


To The Top feels amazing but I also would say it is more like super-jumping instead of climbing. Climbey is probably the more appropriate answer.
 

Crossing Eden

Member
Oct 26, 2017
53,401
I heart what you're saying but to me that's pretty heavily qualification for "best climbing" hence my initial proviso about what we mean by best. You're right, the AC series is integrating many different things, but I feel the climbing and platforming have actually suffered as a result, compared to prior work from the same team.
Very few games integrate climbing into the core move set of the player as well as AC imho. And that's why it works the best again imho, because it's not a separate mechanic and to a larger degree feeds into every other aspect of the game.
 

lumzi23

Member
Jan 16, 2018
315
Haven't played many of the current gen contenders, but Assassin's Creed Origins is the best I have played in the series in terms of climbing. It is better than other games in the franchise in that you can control where you want to go much easier. No more up when you mean down or leaping to some strange place.
 

Kaiser Swayze

Member
Oct 30, 2017
1,621
If it weren't for rain, I'd say Breath of the Wild. I couldn't believe there was no gear in the game that could compensate for rain. You'd think they'd have some "sticky" gloves or something somewhere you could acquire. Nope.
 

Oaklight

Avenger
Jun 16, 2018
933
If bunny hopping up slopes in a janky fashion counts as climbing, then my vote goes to every Bethesda game.

Breath of the Wild is a runner up.
 

nachum00

Member
Oct 26, 2017
8,418
Shadow of the Colossus, Breath of the Wild, and Catherine are the best in the biz.

Uncharted and Assassins Creed are some of the worst.